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

@ -121,6 +121,7 @@ inline double pow2(double x) {return x * x;}
void SaveSSEState();
void LoadSSEState();
void LoadDefaultSSEState();
float MathFloatVectorSum(std::vector<float>);
#define ROUND_UP(x, a) (((x) + (a) - 1) & ~((a) - 1))