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authorNebuleon Fumika2013-02-07 20:08:44 -0500
committerNebuleon Fumika2013-02-07 20:08:44 -0500
commit703d522c4c9ef83dda0bd386a6c5ac8870a8df50 (patch)
treedf3ef49b07a8e4a8c84c89f89e08b3e20cf53993
parent5680258a6a7d8f59649de6a2aad490b4e15054b0 (diff)
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Remove remnants of a failed auto-CPU implementation. Changing CPU speeds on-the-fly is just not stable on the DSTwo.
-rw-r--r--source/nds/entry.cpp62
1 files changed, 1 insertions, 61 deletions
diff --git a/source/nds/entry.cpp b/source/nds/entry.cpp
index ae52ff0..d82ed85 100644
--- a/source/nds/entry.cpp
+++ b/source/nds/entry.cpp
@@ -641,26 +641,6 @@ static unsigned int sync_next = 0;
static unsigned int skip_rate= 0;
-/*
- * Automatic CPU frequency support is here.
- * Whenever, after one downclock determination interval, each frame rendered
- * during it has been rendered at least as early as CPU_DOWNCLOCK_EARLY_TIME,
- * lower the CPU frequency in response.
- * If at least one frame has been early, but not early enough, the CPU
- * frequency stays stable.
- * If at least one frame has been late, the CPU will have be switched back
- * to 396 MHz.
- * This improves battery life to a certain extent.
- */
-
-#define CPU_DOWNCLOCK_EARLY_TIME 293 /* 1 = 42.667 us. 391 = 16.67 ms */
-#define CPU_DOWNCLOCK_DETERMINATION_INTERVAL 46874 /* 23437 = 1 s */
-
-static unsigned int LastAutoCPUTime = 0;
-unsigned int AutoCPUFrequency = 5;
-static bool8 ConsistentlyEarly = FALSE;
-static bool8 FastForwardLastFrame = FALSE;
-
void S9xSyncSpeed ()
{
uint32 syncnow;
@@ -679,17 +659,8 @@ void S9xSyncSpeed ()
bool8 FastForward = game_fast_forward || temporary_fast_forward /* hotkey is held */;
- if (game_config.clock_speed_number == 0)
- if (FastForward && !FastForwardLastFrame)
- HighFrequencyCPU ();
- else if (!FastForward && FastForwardLastFrame)
- GameFrequencyCPU ();
-
- FastForwardLastFrame = FastForward;
-
if (FastForward)
{
- ConsistentlyEarly = FALSE; // don't use fast-forward to lower CPU
sync_last = syncnow;
sync_next = syncnow;
@@ -712,14 +683,10 @@ void S9xSyncSpeed ()
{
// Render this frame regardless, set the
// sync_next, and get the hell out.
- ConsistentlyEarly = FALSE;
- AutoCPUFrequency = 5;
- LastAutoCPUTime = syncnow;
-
IPPU.RenderThisFrame = TRUE;
sync_last = syncnow;
sync_next = syncnow + frame_time;
- goto finalise;
+ return;
}
sync_last = syncnow;
// If this is positive, we have syncdif*42.66 microseconds to
@@ -738,10 +705,6 @@ void S9xSyncSpeed ()
}
else if(syncdif < 0)
{
- ConsistentlyEarly = FALSE;
- AutoCPUFrequency = 5;
- LastAutoCPUTime = syncnow;
-
/*
* If we're consistently late, delay up to 8 frames.
*
@@ -770,7 +733,6 @@ void S9xSyncSpeed ()
}
else // Early
{
- ConsistentlyEarly = ConsistentlyEarly && syncdif >= CPU_DOWNCLOCK_EARLY_TIME;
skip_rate = 0;
if (syncdif > 0)
{
@@ -815,7 +777,6 @@ void S9xSyncSpeed ()
syncdif = sync_next - syncnow;
if (syncdif > 0)
{
- ConsistentlyEarly = ConsistentlyEarly && syncdif >= CPU_DOWNCLOCK_EARLY_TIME;
do {
S9xProcessSound (0);
#ifdef ACCUMULATE_JOYPAD
@@ -831,13 +792,6 @@ void S9xSyncSpeed ()
// After that little delay, what time is it?
syncnow = getSysTime();
}
- else
- {
- // Nope, we're late.
- ConsistentlyEarly = FALSE;
- AutoCPUFrequency = 5;
- LastAutoCPUTime = syncnow;
- }
sync_next = syncnow + frame_time * (Settings.SkipFrames + 1);
}
else
@@ -930,20 +884,6 @@ void S9xSyncSpeed ()
next1.tv_usec %= 1000000;
}
#endif
-
-finalise: ;
-
- if (syncnow - LastAutoCPUTime >= CPU_DOWNCLOCK_DETERMINATION_INTERVAL) {
- if (ConsistentlyEarly && AutoCPUFrequency > 0)
- AutoCPUFrequency--;
-
- LastAutoCPUTime = syncnow;
- ConsistentlyEarly = TRUE;
- // will get unset if the CPU should stay the same at next check
- }
-
- if (game_config.clock_speed_number == 0 && LastAutoCPUFrequency != AutoCPUFrequency)
- GameFrequencyCPU ();
}
bool8 S9xOpenSoundDevice (int mode, bool8 stereo, int buffer_size)