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author | Nebuleon Fumika | 2013-01-07 16:21:32 -0500 |
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committer | Nebuleon Fumika | 2013-01-07 16:21:32 -0500 |
commit | 42c8a90d38fb9188b8fb80ba32bbc387de7b1c52 (patch) | |
tree | 3f12fb72a6c8ae5f803d0b1746e4a399f22c80b1 | |
parent | dac11c74ac112728016e51625ac9f2a727152ddd (diff) | |
download | snesemu-42c8a90d38fb9188b8fb80ba32bbc387de7b1c52.tar.gz snesemu-42c8a90d38fb9188b8fb80ba32bbc387de7b1c52.tar.bz2 snesemu-42c8a90d38fb9188b8fb80ba32bbc387de7b1c52.zip |
Add a bit that tolerates 1/16 latency per frame in automatic frameskip mode.
Remove old automatic frameskip code.
-rw-r--r-- | source/nds/entry.cpp | 82 |
1 files changed, 2 insertions, 80 deletions
diff --git a/source/nds/entry.cpp b/source/nds/entry.cpp index 63d736f..d9050ca 100644 --- a/source/nds/entry.cpp +++ b/source/nds/entry.cpp @@ -693,7 +693,8 @@ void S9xSyncSpeed () // paused, so do nothing. if (syncdif <= -11719 /* 500.0 ms late or more */) sync_next = syncnow + frame_time * (auto_equivalent_skip + 1); - else if (auto_equivalent_skip < 7) + // Tolerate 1/16 late without skipping. + else if (syncdif < -(frame_time * auto_equivalent_skip / 16) && auto_equivalent_skip < 7) auto_equivalent_skip++; } if (auto_equivalent_skip >= 8) @@ -709,85 +710,6 @@ void S9xSyncSpeed () IPPU.RenderThisFrame = FALSE; } -#if 0 - // frame_time is in getSysTime units: 42.667 microseconds. - uint32 frame_time = Settings.PAL ? 468 /* = 20.0 ms */ : 391 /* = 16.67 ms */; - if (sync_last > syncnow) // Overflow occurred! (every 50 hrs) - { - // Render this frame regardless, set the - // sync_next, and get the hell out. - IPPU.RenderThisFrame = TRUE; - sync_last = syncnow; - sync_next = syncnow + frame_time; - return; - } - sync_last = syncnow; - // If this is positive, we have syncdif*42.66 microseconds to - // spare. - // If this is negative, we're late by syncdif*42.66 - // microseconds. - syncdif = sync_next - syncnow; - if (syncdif < 0 && syncdif >= -(frame_time / 2)) - { - // We're late, but by less than half a frame. Draw it - // anyway. If the next frame is too late, it'll be - // skipped. - skip_rate = 0; - IPPU.RenderThisFrame = true; - sync_next += frame_time; - } - else if(syncdif < 0) - { - /* - * If we're consistently late, delay up to 8 frames. - * - * That really helps with certain games, such as - * Super Mario RPG and Yoshi's Island. - */ - if(++skip_rate < 10) - { - if(syncdif >= -11719 /* not more than 500.0 ms late */) - { - IPPU.RenderThisFrame = FALSE; - sync_next += frame_time; - } - else - { //lag more than 0.5s, maybe paused - IPPU.RenderThisFrame = TRUE; - sync_next = syncnow + frame_time; - framenum = 0; - } - } - else - { - skip_rate = 0; - IPPU.RenderThisFrame = TRUE; - sync_next = syncnow + frame_time; - } - } - else // Early - { - skip_rate = 0; - ds2_setCPUclocklevel(0); - if (syncdif > 0) - udelay(syncdif * 128 / 3 /* times 42 + 2/3 microseconds */); - set_cpu_clock(clock_speed_number); - S9xProcessSound (0); - - IPPU.RenderThisFrame = TRUE; - sync_next += frame_time; - } -/* - if(++framenum >= 60) - { - syncdif = syncnow - sync_last; - sync_last = syncnow; - framenum = 0; - //printf("T %d %d\n", syncdif*42667/1000, realframe); - realframe = 0; - } -*/ -#endif } else /* if (Settings.SkipFrames != AUTO_FRAMERATE && !game_fast_forward) */ { |