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authorJohn Peterson <jpeterson57@gmail.com>2009-06-15 04:30:02 +0000
committerJohn Peterson <jpeterson57@gmail.com>2009-06-15 04:30:02 +0000
commit5c04af50a406fe8d81ed5dbd83a691b96d34838d (patch)
treeca5c19b3a09d460e03353395430b8e320eca383f /Source/Core/Common/Src/MathUtil.cpp
parent3295ec38eb5a314a2a8e3dd18d2e0f4c832f2304 (diff)
Attempt to calculate actual refresh rate (i.e. a CPU-GPU synced Mhz), no real success. Anybody have any ideas?
Is there no indication from the game when the screen refresh should occur? No, not what I could find, we currently calculate the refresh rate and m_VBeamPos from the CPU ticks progress. That works perfectly if the CPU and GPU is perfectly synced as in the single core and no-idle skipping mode. So I guess it's possible that the game doesn't indicate when the screen should be refreshed, but rather that the hardware calculate that from the CPU ticks progress. That leaves us with a problem in the dual core and idle skipping modes to calculate a CPU-GPU synced CPU ticks progress. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3447 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/Common/Src/MathUtil.cpp')
-rw-r--r--Source/Core/Common/Src/MathUtil.cpp11
1 files changed, 11 insertions, 0 deletions
diff --git a/Source/Core/Common/Src/MathUtil.cpp b/Source/Core/Common/Src/MathUtil.cpp
index 88e929ec41..afd1e3e2cb 100644
--- a/Source/Core/Common/Src/MathUtil.cpp
+++ b/Source/Core/Common/Src/MathUtil.cpp
@@ -111,6 +111,17 @@ void MatrixMul(int n, const float *a, const float *b, float *result)
}
}
+// Calculate sum of a float list
+float MathFloatVectorSum(std::vector<float> Vec)
+{
+ float Sum = 0.0;
+ for(int i = 0; i < Vec.size(); i++)
+ {
+ Sum += Vec.at(i);
+ }
+ return Sum;
+}
+
void Matrix33::LoadIdentity(Matrix33 &mtx)
{
memset(mtx.data, 0, sizeof(mtx.data));