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author | Nebuleon Fumika | 2013-02-07 20:08:44 -0500 |
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committer | Nebuleon Fumika | 2013-02-07 20:08:44 -0500 |
commit | 703d522c4c9ef83dda0bd386a6c5ac8870a8df50 (patch) | |
tree | df3ef49b07a8e4a8c84c89f89e08b3e20cf53993 | |
parent | 5680258a6a7d8f59649de6a2aad490b4e15054b0 (diff) | |
download | snesemu-703d522c4c9ef83dda0bd386a6c5ac8870a8df50.tar.gz snesemu-703d522c4c9ef83dda0bd386a6c5ac8870a8df50.tar.bz2 snesemu-703d522c4c9ef83dda0bd386a6c5ac8870a8df50.zip |
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.cpp | 62 |
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) |