Frameskipping! Complete with GUI! Even my most naive approach resulted in great speeds, even with graphic-intensive games such as Pikmin.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3949 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
XTra.KrazzY
2009-08-08 01:39:56 +00:00
parent 9cbfadb885
commit 51ddedf512
21 changed files with 126 additions and 19 deletions

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@ -2244,14 +2244,6 @@
RelativePath=".\Src\CoreTiming.h"
>
</File>
<File
RelativePath=".\Src\Frame.cpp"
>
</File>
<File
RelativePath=".\Src\Frame.h"
>
</File>
<File
RelativePath=".\Src\Host.h"
>
@ -2264,6 +2256,14 @@
RelativePath=".\Src\MemTools.h"
>
</File>
<File
RelativePath=".\Src\OnFrame.cpp"
>
</File>
<File
RelativePath=".\Src\OnFrame.h"
>
</File>
<File
RelativePath=".\Src\PatchEngine.cpp"
>

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@ -56,7 +56,7 @@
#include "LogManager.h"
#include "State.h"
#include "Frame.h"
#include "OnFrame.h"
#ifndef _WIN32
#define WINAPI
@ -604,9 +604,9 @@ void Callback_VideoCopiedToXFB(bool video_update)
static u32 videoupd = 0;
if (video_update)
videoupd++;
videoupd += Frame::FrameSkippingFactor() + 1;
else
frames++;
frames += Frame::FrameSkippingFactor() + 1;
// Custom frame limiter
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>

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@ -25,7 +25,7 @@
#include "EXI_Device.h"
#include "EXI_DeviceMic.h"
#include "../Frame.h"
#include "../OnFrame.h"
//////////////////////////////////////////////////////////////////////////
// --- standard gamecube controller ---

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@ -15,6 +15,8 @@
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "OnFrame.h"
#include "Core.h"
#include "PluginManager.h"
@ -25,12 +27,27 @@ bool g_bAutoFire = false;
u32 g_autoFirstKey = 0, g_autoSecondKey = 0;
bool g_bFirstKey = true;
int g_framesToSkip = 1, g_frameSkipCounter = 0;
void FrameUpdate() {
if(g_bFrameStep)
Core::SetState(Core::CORE_PAUSE);
if(g_bAutoFire)
g_bFirstKey = !g_bFirstKey;
if(g_framesToSkip)
FrameSkipping();
}
void SetFrameSkipping(unsigned int framesToSkip) {
g_framesToSkip = (int)framesToSkip;
g_frameSkipCounter = 0;
}
int FrameSkippingFactor() {
return g_framesToSkip;
}
void SetAutoHold(bool bEnabled, u32 keyToHold) {
@ -60,7 +77,6 @@ void SetFrameStepping(bool bEnabled) {
g_bFrameStep = bEnabled;
}
void ModifyController(SPADStatus *PadStatus) {
u32 keyToPress = (g_bFirstKey) ? g_autoFirstKey : g_autoSecondKey;
@ -90,4 +106,12 @@ void ModifyController(SPADStatus *PadStatus) {
}
void FrameSkipping() {
g_frameSkipCounter++;
if(g_frameSkipCounter > g_framesToSkip)
g_frameSkipCounter = 0;
CPluginManager::GetInstance().GetVideo()->Video_SetRendering(!g_frameSkipCounter);
}
};

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@ -18,6 +18,9 @@
#ifndef __FRAME_H
#define __FRAME_H
#include "Common.h"
#include "pluginspecs_pad.h"
// Per-(video )Frame actions
namespace Frame {
@ -33,6 +36,10 @@ void SetFrameStepping(bool bEnabled);
void ModifyController(SPADStatus *PadStatus);
void SetFrameSkipping(unsigned int framesToSkip);
int FrameSkippingFactor();
void FrameSkipping();
};
#endif // __FRAME_H

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@ -11,7 +11,7 @@ files = ["ActionReplay.cpp",
"CoreParameter.cpp",
"CoreRerecording.cpp",
"CoreTiming.cpp",
"Frame.cpp",
"OnFrame.cpp",
"Host.cpp",
"MemTools.cpp",
"PatchEngine.cpp",