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Linux: Alsa backend for the audio plugins. Didn't succeed in reducing latency though, but hopefully will work better than libao - shouldn't hang weirdly at underruns, I hope, like libao does.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4240 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -120,10 +120,12 @@ void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const
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{
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// bpmem.zcontrol.pixel_format to PIXELFMT_Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
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if (!g_Config.bEFBCopyDisable)
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{
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if (g_Config.bCopyEFBToRAM) // To RAM
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TextureConverter::EncodeToRam(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
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else // To OGL Texture
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TextureMngr::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
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}
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}
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void RenderToXFB(const BPCmd &bp, const EFBRectangle &rc, const float &yScale, const float &xfbLines, u32 xfbAddr, const u32 &dstWidth, const u32 &dstHeight)
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@ -75,6 +75,8 @@ struct CachedDisplayList
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frame_count = frameCount;
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}
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bool uncachable; // if set, this DL will always be interpreted. This gets set if hash ever changes.
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int pass;
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u32 dl_hash;
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@ -87,8 +89,6 @@ struct CachedDisplayList
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int frame_count;
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bool uncachable; // if set, this DL will always be interpreted. This gets set if hash ever changes.
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// ... Something containing cached vertex buffers here ...
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// Compile the commands themselves down to native code.
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@ -159,12 +159,12 @@ bool AnalyzeAndRunDisplayList(u32 address, int size, CachedDisplayList *dl)
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// Execute
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u32 Cmd2 = DataReadU32();
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int transfer_size = ((Cmd2 >> 16) & 15) + 1;
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u32 address = Cmd2 & 0xFFFF;
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u32 xf_address = Cmd2 & 0xFFFF;
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// TODO - speed this up. pshufb?
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u32 data_buffer[16];
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for (int i = 0; i < transfer_size; i++)
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data_buffer[i] = DataReadU32();
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LoadXFReg(transfer_size, address, data_buffer);
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LoadXFReg(transfer_size, xf_address, data_buffer);
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INCSTAT(stats.thisFrame.numXFLoads);
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// Analyze
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@ -311,13 +311,13 @@ bool CompileAndRunDisplayList(u32 address, int size, CachedDisplayList *dl)
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// Execute
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u32 Cmd2 = DataReadU32();
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int transfer_size = ((Cmd2 >> 16) & 15) + 1;
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u32 address = Cmd2 & 0xFFFF;
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u32 xf_address = Cmd2 & 0xFFFF;
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// TODO - speed this up. pshufb?
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u8 *real_data_buffer = AllocStaticData(4 * transfer_size);
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u32 *data_buffer = (u32 *)real_data_buffer;
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for (int i = 0; i < transfer_size; i++)
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data_buffer[i] = DataReadU32();
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LoadXFReg(transfer_size, address, data_buffer);
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LoadXFReg(transfer_size, xf_address, data_buffer);
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INCSTAT(stats.thisFrame.numXFLoads);
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// Compile
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