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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
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@ -111,6 +111,17 @@ void MatrixMul(int n, const float *a, const float *b, float *result)
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}
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}
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// Calculate sum of a float list
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float MathFloatVectorSum(std::vector<float> Vec)
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{
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float Sum = 0.0;
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for(int i = 0; i < Vec.size(); i++)
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{
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Sum += Vec.at(i);
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}
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return Sum;
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}
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void Matrix33::LoadIdentity(Matrix33 &mtx)
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{
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memset(mtx.data, 0, sizeof(mtx.data));
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