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
This commit is contained in:
John Peterson
2009-06-15 04:30:02 +00:00
parent 3295ec38eb
commit 5c04af50a4
12 changed files with 242 additions and 78 deletions

View File

@ -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));