diff --git a/src/GPU3D.h b/src/GPU3D.h index 11e175f0..eb671ed0 100644 --- a/src/GPU3D.h +++ b/src/GPU3D.h @@ -341,19 +341,19 @@ public: static constexpr int DelayBetweenReads = 809 * TimingFrac; static constexpr int ScanlineReadSpeed = 256 * TimingFrac; static constexpr int ScanlineReadInc = DelayBetweenReads + ScanlineReadSpeed; + static constexpr int InitGPU2DTimeout = 51875 * TimingFrac; // 51618? 51874? 52128? | when it finishes reading the first scanline. + static constexpr int FrameLength = ScanlineReadInc * 263; // how long the entire frame is. TODO: Verify if we actually need this? //static constexpr int GPU2DSpeedFirstInPair = 810 * TimingFrac; // 810 | the delay between finishing reading a pair and beginning reading a new pair. //static constexpr int GPU2DSpeedSecondInPair = 296 * TimingFrac; // 296 | 295??? | the delay between finishing reading the first scanline // and beginning reading the second scanline of a scanline pair. //static constexpr int GPU2DReadScanline = 256 * TimingFrac; // 256 | the time it takes to read a scanline. //static constexpr int GPU2DReadSLPair = 1618 * TimingFrac; // 1618 | notably the same as the scanline increment. - static constexpr int InitGPU2DTimeout = 51875 * TimingFrac; // 51618? 51874? 52128? | when it finishes reading the first scanline. //static constexpr int GPU2D48Scanlines = GPU2DReadSLPair * 24; // time to read 48 scanlines. - static constexpr int FrameLength = ScanlineReadInc * 263; // how long the entire frame is. TODO: Verify if we actually need this? // compile-time list of scanline read times // these *should* always occur at the same point in each frame, so it shouldn't matter if we make them fixed - constexpr std::array SLRead = []() constexpr { + static constexpr std::array SLRead = []() constexpr { std::array readtime {}; for (int i = 0, time = InitGPU2DTimeout; i < 192; i++, time += ScanlineReadInc) @@ -363,6 +363,20 @@ public: return readtime; }(); + static constexpr int Arbitrary = 565; // extra value after the scanline is read at which the cutoff of a scanline should be...? + // idk why this is needed. im probably doing something wrong. + + // the point at which rdlines decrements not sure why it's different...? + static constexpr std::array RDDecrement = []() constexpr { + std::array dec {}; + + for (int i = 0; i < 192; i++) + { + dec[i] = SLRead[i] + Arbitrary - 39 - (!(i % 2)); + } + return dec; + }(); + // GPU 3D Rasterization Timings: For Emulating Scanline Timeout //static constexpr int ScanlinePairLength = 2130 * TimingFrac; @@ -373,16 +387,18 @@ public: //static constexpr int FraudulentTiming = 1120 * TimingFrac; // bad theory. todo: find a better one. //static constexpr int InitialTiming = 48688 * TimingFrac; // 48688 | add 1618*2 to get the timeout of the second scanline pair //static constexpr int Post50Max = 51116 * TimingFrac; // 51116 | for some reason it doesn't care about how full it actually is, - // it just cares about if its the first 50 scanlines to speedrun rendering? + // it just cares about if its the first 50 scanlines to speedrun rendering? static constexpr int FinalPassLen = 500 * TimingFrac; // 496 (might technically be 500?) | the next scanline cannot begin while a scanline's final pass is in progress - // (can be interpreted as the minimum amount of cycles for the next scanline - // pair to start after the previous pair began) (related to final pass?) + // (can be interpreted as the minimum amount of cycles for the next scanline + // pair to start after the previous pair began) (related to final pass?) static constexpr int ScanlinePushDelay = 242 * TimingFrac; + static constexpr int EMGlitchThreshhold = 502 * TimingFrac; // The threshold for the edge marking glitch behavior to change. + static constexpr int EMFixNum = 571 * TimingFrac; // Arbitrary value added to fix edge marking glitch, not sure why it's needed? //static constexpr int TimeoutIncrement = 2130 * TimingFrac; //static constexpr int ScanlineIncrementold = 1618 * TimingFrac; // 1618 | how much to regain per scanline pair //static constexpr int ScanlineIncrement = 2114 * TimingFrac; // 2114 | how much time a scanline pair "gains" //static constexpr int AbortIncrement = 12 * TimingFrac; // 12 | how much extra to regain after an aborted scanline (total 2126) - // (why does the next pair get more time if the previous scanline is aborted?) + // (why does the next pair get more time if the previous scanline is aborted?) //static constexpr int UnderflowFlag = 2 * TimingFrac; // 14 | How many cycles need to be left for the 3ddispcnt rdlines underflow flag to be set //static constexpr int FinishScanline = 512 * TimingFrac; @@ -404,7 +420,7 @@ public: // (see DoTimingsSlopes() in GPU3D_Soft.cpp for more info) static constexpr int FirstNull = 1 * TimingFrac; // 1 | if the first polygon is "null" (probably wrong?) static constexpr int FirstPolyDelay = 4 * TimingFrac; // 4 | Min amount of cycles to begin a scanline? (minimum time it takes to init the first polygon?) - // (Amount of time before the end of the cycle a scanline must abort?) + // (Amount of time before the end of the cycle a scanline must abort?) // static constexpr int RasterTimingCap = 51116 * TimingFrac; // static constexpr int PerScanlineTiming = 1064 * TimingFrac; // approximate currently, used to calc RDLines. TEMPORARY UNTIL ACCURATE "FRAMEBUFFER" CAN BE IMPLEMENTED diff --git a/src/GPU3D_Soft.cpp b/src/GPU3D_Soft.cpp index 8bbf891b..60258e17 100644 --- a/src/GPU3D_Soft.cpp +++ b/src/GPU3D_Soft.cpp @@ -1900,6 +1900,8 @@ void SoftRenderer::RenderPolygons(GPU& gpu, Polygon** polygons, int npolys) s32 scanlineswaiting = 0; s32 nextread = 0; + s32 slwaitingrd = 0; + s32 nextreadrd = 0; u32 timespent; u32 prevtimespent; @@ -1932,23 +1934,33 @@ void SoftRenderer::RenderPolygons(GPU& gpu, Polygon** polygons, int npolys) if (ScanlineTimeout <= RasterTiming) gpu.GPU3D.RDLinesUnderflow = true; scanlineswaiting++; + slwaitingrd++; // simulate the process of scanlines being read from the 48 scanline buffer - while (RasterTiming >= SLRead[nextread] + 565) + while (RasterTiming >= SLRead[nextread] + Arbitrary) { - if (RasterTiming < SLRead[nextread] + 565) + if (RasterTiming < SLRead[nextread] + Arbitrary) { - RasterTiming += timespent = (SLRead[nextread] + 565) - RasterTiming; // why + 565? - timespent += 571; // fixes edge marking bug emulation. not sure why this is needed? + RasterTiming += timespent = (SLRead[nextread] + Arbitrary) - RasterTiming; // why + 565? + timespent += EMFixNum; // fixes edge marking bug emulation. not sure why this is needed? } scanlineswaiting--; nextread++; // update rdlines_count register - if (gpu.GPU3D.RDLinesTemp > scanlineswaiting) gpu.GPU3D.RDLinesTemp = scanlineswaiting; // TODO: not accurate, rdlines appears to update early in some manner? + //if (gpu.GPU3D.RDLinesTemp > scanlineswaiting) gpu.GPU3D.RDLinesTemp = scanlineswaiting; // TODO: not accurate, rdlines appears to update early in some manner? + } + + // feels wrong, needs improvement. + while (RasterTiming >= RDDecrement[nextreadrd]) + { + slwaitingrd--; + nextreadrd++; + // update rdlines_count register + if (gpu.GPU3D.RDLinesTemp > slwaitingrd) gpu.GPU3D.RDLinesTemp = slwaitingrd; } // final pass pairs are the previous scanline pair offset -1 scanline, thus we start with only building one - ScanlineFinalPass(gpu.GPU3D, 0, true, timespent >= 502); + ScanlineFinalPass(gpu.GPU3D, 0, true, timespent >= EMGlitchThreshhold); for (int y = 4; y < 192; y+=2) { //update sl timeout @@ -1964,46 +1976,57 @@ void SoftRenderer::RenderPolygons(GPU& gpu, Polygon** polygons, int npolys) // set the underflow flag if one of the scanlines came within 14 cycles of visible underflow if (ScanlineTimeout <= RasterTiming) gpu.GPU3D.RDLinesUnderflow = true; - scanlineswaiting+=2; + scanlineswaiting += 2; + slwaitingrd += 2; // simulate the process of scanlines being read from the 48 scanline buffer - while (scanlineswaiting >= 47 || RasterTiming >= SLRead[nextread] + 565) + while (scanlineswaiting >= 47 || RasterTiming >= SLRead[nextread] + Arbitrary) { - if (RasterTiming < SLRead[nextread] + 565) + if (RasterTiming < SLRead[nextread] + Arbitrary) { - RasterTiming += timespent = (SLRead[nextread] + 565) - RasterTiming; // why + 565? - timespent += 571; // fixes edge marking bug emulation. not sure why this is needed? + RasterTiming += timespent = (SLRead[nextread] + Arbitrary) - RasterTiming; // why + 565? + timespent += EMFixNum; // fixes edge marking bug emulation. not sure why this is needed? } scanlineswaiting--; nextread++; // update rdlines_count register - if (gpu.GPU3D.RDLinesTemp > scanlineswaiting) gpu.GPU3D.RDLinesTemp = scanlineswaiting; // TODO: not accurate, rdlines appears to update early in some manner? + //if (gpu.GPU3D.RDLinesTemp > scanlineswaiting) gpu.GPU3D.RDLinesTemp = scanlineswaiting; // TODO: not accurate, rdlines appears to update early in some manner? } - ScanlineFinalPass(gpu.GPU3D, y-3, prevtimespent >= 502 || y-3 == 1, timespent >= 502); - ScanlineFinalPass(gpu.GPU3D, y-2, prevtimespent >= 502, timespent >= 502); + // feels wrong, needs improvement. + while (RasterTiming >= RDDecrement[nextreadrd]) + { + slwaitingrd--; + nextreadrd++; + // update rdlines_count register + if (gpu.GPU3D.RDLinesTemp > slwaitingrd) gpu.GPU3D.RDLinesTemp = slwaitingrd; + } + + ScanlineFinalPass(gpu.GPU3D, y-3, prevtimespent >= EMGlitchThreshhold || y-3 == 1, timespent >= EMGlitchThreshhold); + ScanlineFinalPass(gpu.GPU3D, y-2, prevtimespent >= EMGlitchThreshhold, timespent >= EMGlitchThreshhold); } - scanlineswaiting+= 2; + scanlineswaiting += 2; + slwaitingrd += 2; prevtimespent = timespent; // emulate read timings one last time, since it shouldn't matter after this // additionally dont bother tracking rdlines anymore since it shouldn't be able to decrement anymore (CHECKME) - while (scanlineswaiting >= 47 || RasterTiming >= SLRead[nextread] + 565) + while (scanlineswaiting >= 47 || RasterTiming >= SLRead[nextread] + Arbitrary) { - if (RasterTiming < SLRead[nextread] + 565) + if (RasterTiming < SLRead[nextread] + Arbitrary) { - RasterTiming += timespent = (SLRead[nextread] + 565) - RasterTiming; // why + 565? - timespent += 571; // fixes edge marking bug emulation. not sure why this is needed? + RasterTiming += timespent = (SLRead[nextread] + Arbitrary) - RasterTiming; // why + 565? + timespent += EMFixNum; // fixes edge marking bug emulation. not sure why this is needed? } scanlineswaiting--; nextread++; } // finish the last 3 scanlines - ScanlineFinalPass(gpu.GPU3D, 189, prevtimespent >= 502, timespent >= 502); - ScanlineFinalPass(gpu.GPU3D, 190, prevtimespent >= 502, true); + ScanlineFinalPass(gpu.GPU3D, 189, prevtimespent >= EMGlitchThreshhold, timespent >= EMGlitchThreshhold); + ScanlineFinalPass(gpu.GPU3D, 190, prevtimespent >= EMGlitchThreshhold, true); - ScanlineFinalPass(gpu.GPU3D, 191, timespent >= 502, true); + ScanlineFinalPass(gpu.GPU3D, 191, timespent >= EMGlitchThreshhold, true); } /*else {