approximate time of dispcnt underflow bit update

This commit is contained in:
Jaklyy 2024-04-20 12:13:26 -04:00
parent 1c24fe03c2
commit 36f555db33
6 changed files with 36 additions and 16 deletions

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@ -33,12 +33,14 @@ using Platform::LogLevel;
#define LINE_CYCLES (355*6) #define LINE_CYCLES (355*6)
#define HBLANK_CYCLES (48+(256*6)) #define HBLANK_CYCLES (48+(256*6))
#define FRAME_CYCLES (LINE_CYCLES * 263) #define FRAME_CYCLES (LINE_CYCLES * 263)
#define READ_CYCLES (520) // CHECKME: Probably off by a little bit
enum enum
{ {
LCD_StartHBlank = 0, LCD_StartHBlank = 0,
LCD_StartScanline, LCD_StartScanline,
LCD_FinishFrame, LCD_FinishFrame,
LCD_ReadScanline,
}; };
@ -73,6 +75,8 @@ GPU::GPU(melonDS::NDS& nds, std::unique_ptr<Renderer3D>&& renderer3d, std::uniqu
NDS.RegisterEventFunc(Event_LCD, LCD_StartHBlank, MemberEventFunc(GPU, StartHBlank)); NDS.RegisterEventFunc(Event_LCD, LCD_StartHBlank, MemberEventFunc(GPU, StartHBlank));
NDS.RegisterEventFunc(Event_LCD, LCD_StartScanline, MemberEventFunc(GPU, StartScanline)); NDS.RegisterEventFunc(Event_LCD, LCD_StartScanline, MemberEventFunc(GPU, StartScanline));
NDS.RegisterEventFunc(Event_LCD, LCD_FinishFrame, MemberEventFunc(GPU, FinishFrame)); NDS.RegisterEventFunc(Event_LCD, LCD_FinishFrame, MemberEventFunc(GPU, FinishFrame));
NDS.RegisterEventFunc(Event_LCD, LCD_ReadScanline, MemberEventFunc(GPU, ReadScanline));
NDS.RegisterEventFunc(Event_DisplayFIFO, 0, MemberEventFunc(GPU, DisplayFIFO));
NDS.RegisterEventFunc(Event_DisplayFIFO, 0, MemberEventFunc(GPU, DisplayFIFO)); NDS.RegisterEventFunc(Event_DisplayFIFO, 0, MemberEventFunc(GPU, DisplayFIFO));
InitFramebuffers(); InitFramebuffers();
@ -85,6 +89,7 @@ GPU::~GPU() noexcept
NDS.UnregisterEventFunc(Event_LCD, LCD_StartHBlank); NDS.UnregisterEventFunc(Event_LCD, LCD_StartHBlank);
NDS.UnregisterEventFunc(Event_LCD, LCD_StartScanline); NDS.UnregisterEventFunc(Event_LCD, LCD_StartScanline);
NDS.UnregisterEventFunc(Event_LCD, LCD_FinishFrame); NDS.UnregisterEventFunc(Event_LCD, LCD_FinishFrame);
NDS.UnregisterEventFunc(Event_LCD, LCD_ReadScanline);
NDS.UnregisterEventFunc(Event_DisplayFIFO, 0); NDS.UnregisterEventFunc(Event_DisplayFIFO, 0);
} }
@ -910,11 +915,10 @@ void GPU::StartHBlank(u32 line) noexcept
if (DispStat[0] & (1<<4)) NDS.SetIRQ(0, IRQ_HBlank); if (DispStat[0] & (1<<4)) NDS.SetIRQ(0, IRQ_HBlank);
if (DispStat[1] & (1<<4)) NDS.SetIRQ(1, IRQ_HBlank); if (DispStat[1] & (1<<4)) NDS.SetIRQ(1, IRQ_HBlank);
if (VCount == 262 || VCount < 191) // this is probably wrong, but i haven't dug deep enough to prove it yet
if (VCount < 262) NDS.ScheduleEvent(Event_LCD, true, (LINE_CYCLES - HBLANK_CYCLES - READ_CYCLES), LCD_ReadScanline, line);
NDS.ScheduleEvent(Event_LCD, true, (LINE_CYCLES - HBLANK_CYCLES), LCD_StartScanline, line+1);
else else
NDS.ScheduleEvent(Event_LCD, true, (LINE_CYCLES - HBLANK_CYCLES), LCD_FinishFrame, line+1); NDS.ScheduleEvent(Event_LCD, true, (LINE_CYCLES - HBLANK_CYCLES), LCD_StartScanline, line+1);
} }
void GPU::FinishFrame(u32 lines) noexcept void GPU::FinishFrame(u32 lines) noexcept
@ -949,6 +953,19 @@ void GPU::BlankFrame() noexcept
TotalScanlines = 263; TotalScanlines = 263;
} }
void GPU::ReadScanline(u32 line) noexcept
{
int scanline;
scanline = (VCount == 262 ? 0 : (line+1));
GPU3D.ScanlineSync(scanline);
if (GPU3D.UnderflowFlagVCount == scanline) GPU3D.DispCnt |= (1<<12);
if (VCount != 262)
NDS.ScheduleEvent(Event_LCD, true, READ_CYCLES, LCD_StartScanline, line+1);
else
NDS.ScheduleEvent(Event_LCD, true, READ_CYCLES, LCD_FinishFrame, line+1);
}
void GPU::StartScanline(u32 line) noexcept void GPU::StartScanline(u32 line) noexcept
{ {
if (line == 0) if (line == 0)
@ -1002,13 +1019,6 @@ void GPU::StartScanline(u32 line) noexcept
NDS.ScheduleEvent(Event_DisplayFIFO, false, 32, 0, 0); NDS.ScheduleEvent(Event_DisplayFIFO, false, 32, 0, 0);
} }
if (VCount == GPU3D.UnderflowFlagVCount)
{
// appears to get set the vcount before the underflow occured?
// probably gets updated the instant the underflow happened, which might be annoying to work out with precision.
GPU3D.DispCnt |= (1<<12);
}
if (VCount == 262) if (VCount == 262)
{ {
// frame end // frame end
@ -1020,7 +1030,7 @@ void GPU::StartScanline(u32 line) noexcept
{ {
if (VCount == 192) if (VCount == 192)
{ {
// in reality rendering already finishes at line 144 // in reality rendering already finishes at line 144 (can take up to ~191 depending on load)
// and games might already start to modify texture memory. // and games might already start to modify texture memory.
// That doesn't matter for us because we cache the entire // That doesn't matter for us because we cache the entire
// texture memory anyway and only update it before the start // texture memory anyway and only update it before the start

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@ -506,6 +506,7 @@ public:
void BlankFrame() noexcept; void BlankFrame() noexcept;
void StartScanline(u32 line) noexcept; void StartScanline(u32 line) noexcept;
void StartHBlank(u32 line) noexcept; void StartHBlank(u32 line) noexcept;
void ReadScanline(u32 line) noexcept;
void DisplayFIFO(u32 x) noexcept; void DisplayFIFO(u32 x) noexcept;

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@ -2547,6 +2547,10 @@ void GPU3D::SetRenderXPos(u16 xpos) noexcept
RenderXPos = xpos & 0x01FF; RenderXPos = xpos & 0x01FF;
} }
void GPU3D::ScanlineSync(int line) noexcept
{
CurrentRenderer->ScanlineSync(line);
}
u32* GPU3D::GetLine(int line) noexcept u32* GPU3D::GetLine(int line) noexcept
{ {

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@ -114,6 +114,7 @@ public:
void SetRenderXPos(u16 xpos) noexcept; void SetRenderXPos(u16 xpos) noexcept;
[[nodiscard]] u16 GetRenderXPos() const noexcept { return RenderXPos; } [[nodiscard]] u16 GetRenderXPos() const noexcept { return RenderXPos; }
void ScanlineSync(int line) noexcept;
u32* GetLine(int line) noexcept; u32* GetLine(int line) noexcept;
void WriteToGXFIFO(u32 val) noexcept; void WriteToGXFIFO(u32 val) noexcept;
@ -454,6 +455,7 @@ public:
virtual void RenderFrame(GPU& gpu) = 0; virtual void RenderFrame(GPU& gpu) = 0;
virtual void RestartFrame(GPU& gpu) {}; virtual void RestartFrame(GPU& gpu) {};
virtual u32* GetLine(int line) = 0; virtual u32* GetLine(int line) = 0;
virtual void ScanlineSync(int line) {};
virtual void Blit(const GPU& gpu) {}; virtual void Blit(const GPU& gpu) {};
virtual void PrepareCaptureFrame() {} virtual void PrepareCaptureFrame() {}
protected: protected:

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@ -1959,7 +1959,7 @@ void SoftRenderer::FinishPushScanline(s32 y, s32 pixelsremain)
RasterTiming += std::clamp(ScanlineTimeout - RasterTiming, 0, 12);\ RasterTiming += std::clamp(ScanlineTimeout - RasterTiming, 0, 12);\
\ \
/* set the underflow flag if one of the scanlines came within 14 cycles of visible underflow */\ /* set the underflow flag if one of the scanlines came within 14 cycles of visible underflow */\
if ((ScanlineTimeout <= RasterTiming) && (gpu.GPU3D.UnderflowFlagVCount == (u16)-1)) gpu.GPU3D.UnderflowFlagVCount = y-1; if ((ScanlineTimeout <= RasterTiming) && (gpu.GPU3D.UnderflowFlagVCount == (u16)-1)) gpu.GPU3D.UnderflowFlagVCount = y - (y&1 ? 0 : 1);
void SoftRenderer::RenderPolygonsFast(GPU& gpu, Polygon** polygons, int npolys) void SoftRenderer::RenderPolygonsFast(GPU& gpu, Polygon** polygons, int npolys)
{ {
@ -2156,8 +2156,7 @@ void SoftRenderer::RenderThreadFunc(GPU& gpu)
RenderThreadRendering = false; RenderThreadRendering = false;
} }
} }
void SoftRenderer::ScanlineSync(int line)
u32* SoftRenderer::GetLine(int line)
{ {
if (RenderThreadRunning.load(std::memory_order_relaxed)) if (RenderThreadRunning.load(std::memory_order_relaxed))
{ {
@ -2167,7 +2166,10 @@ u32* SoftRenderer::GetLine(int line)
// so we don't need to wait for a specific row) // so we don't need to wait for a specific row)
Platform::Semaphore_Wait(Sema_ScanlineCount); Platform::Semaphore_Wait(Sema_ScanlineCount);
} }
}
u32* SoftRenderer::GetLine(int line)
{
return &FinalBuffer[line * ScanlineWidth]; return &FinalBuffer[line * ScanlineWidth];
} }

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@ -40,6 +40,7 @@ public:
void RenderFrame(GPU& gpu) override; void RenderFrame(GPU& gpu) override;
void RestartFrame(GPU& gpu) override; void RestartFrame(GPU& gpu) override;
u32* GetLine(int line) override; u32* GetLine(int line) override;
void ScanlineSync(int line) override;
void SetupRenderThread(GPU& gpu); void SetupRenderThread(GPU& gpu);
void EnableRenderThread(); void EnableRenderThread();