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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/VideoCommon/Src/BPStructs.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/VideoCommon/Src/BPStructs.cpp')
-rw-r--r--Source/Core/VideoCommon/Src/BPStructs.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/Src/BPStructs.cpp b/Source/Core/VideoCommon/Src/BPStructs.cpp
index d88f32ca3d..76326969bb 100644
--- a/Source/Core/VideoCommon/Src/BPStructs.cpp
+++ b/Source/Core/VideoCommon/Src/BPStructs.cpp
@@ -160,7 +160,8 @@ void BPWritten(const Bypass& bp)
PixelShaderManager::SetDestAlpha(bpmem.dstalpha);
break;
}
- case BPMEM_SETDRAWDONE: // This is called when the game is done drawing (eg: like in DX: Begin(); Draw(); End();)
+ // This is called when the game is done drawing the new frame (eg: like in DX: Begin(); Draw(); End();)
+ case BPMEM_SETDRAWDONE:
switch (bp.newvalue & 0xFF)
{
case 0x02: