Update runtime for more accurate VI and switch to improved pacing RT64 branch

This commit is contained in:
Mr-Wiseguy 2025-08-10 02:13:05 -04:00
parent 2e82860bdd
commit 00c5fed6bc
6 changed files with 31 additions and 36 deletions

View file

@ -291,7 +291,7 @@ if (WIN32)
)
target_sources(Zelda64Recompiled PRIVATE ${CMAKE_SOURCE_DIR}/icons/app.rc)
target_link_libraries(Zelda64Recompiled PRIVATE SDL2)
target_link_libraries(Zelda64Recompiled PRIVATE SDL2 Winmm.lib)
endif()
if (APPLE)

View file

@ -27,7 +27,7 @@ namespace zelda64 {
void enable_instant_present() override;
void send_dl(const OSTask *task) override;
void update_screen(uint32_t vi_origin) override;
void update_screen() override;
void shutdown() override;
uint32_t get_display_framerate() const override;
float get_resolution_scale() const override;

@ -1 +1 @@
Subproject commit cea072b59b8db7e9cd3eb2852ce820992d4ff1ae
Subproject commit 257b5db9d6a38c5f9b96fb67ad4f5abc69809b77

@ -1 +1 @@
Subproject commit 51649963618de9b3067eee398090946ae9004954
Subproject commit 151e56bb0b8fb377c7f487d78b05869cba27804e

View file

@ -50,6 +50,7 @@
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#include <timeapi.h>
#include "SDL_syswm.h"
#endif
@ -586,6 +587,10 @@ int main(int argc, char** argv) {
}
#ifdef _WIN32
// Set up high resolution timing period.
timeBeginPeriod(1);
// Process arguments.
for (int i = 1; i < argc; i++)
{
if (strcmp(argv[i], "--show-console") == 0)
@ -745,5 +750,10 @@ int main(int argc, char** argv) {
release_preload(preload_context);
}
#ifdef _WIN32
// End high resolution timing period.
timeEndPeriod(1);
#endif
return EXIT_SUCCESS;
}

View file

@ -56,21 +56,6 @@ unsigned int DPC_BUFBUSY_REG = 0;
unsigned int DPC_PIPEBUSY_REG = 0;
unsigned int DPC_TMEM_REG = 0;
unsigned int VI_STATUS_REG = 0;
unsigned int VI_ORIGIN_REG = 0;
unsigned int VI_WIDTH_REG = 0;
unsigned int VI_INTR_REG = 0;
unsigned int VI_V_CURRENT_LINE_REG = 0;
unsigned int VI_TIMING_REG = 0;
unsigned int VI_V_SYNC_REG = 0;
unsigned int VI_H_SYNC_REG = 0;
unsigned int VI_LEAP_REG = 0;
unsigned int VI_H_START_REG = 0;
unsigned int VI_V_START_REG = 0;
unsigned int VI_V_BURST_REG = 0;
unsigned int VI_X_SCALE_REG = 0;
unsigned int VI_Y_SCALE_REG = 0;
void dummy_check_interrupts() {}
RT64::UserConfiguration::Antialiasing compute_max_supported_aa(RT64::RenderSampleCounts bits) {
@ -250,20 +235,22 @@ zelda64::renderer::RT64Context::RT64Context(uint8_t* rdram, ultramodern::rendere
appCore.DPC_PIPEBUSY_REG = &DPC_PIPEBUSY_REG;
appCore.DPC_TMEM_REG = &DPC_TMEM_REG;
appCore.VI_STATUS_REG = &VI_STATUS_REG;
appCore.VI_ORIGIN_REG = &VI_ORIGIN_REG;
appCore.VI_WIDTH_REG = &VI_WIDTH_REG;
appCore.VI_INTR_REG = &VI_INTR_REG;
appCore.VI_V_CURRENT_LINE_REG = &VI_V_CURRENT_LINE_REG;
appCore.VI_TIMING_REG = &VI_TIMING_REG;
appCore.VI_V_SYNC_REG = &VI_V_SYNC_REG;
appCore.VI_H_SYNC_REG = &VI_H_SYNC_REG;
appCore.VI_LEAP_REG = &VI_LEAP_REG;
appCore.VI_H_START_REG = &VI_H_START_REG;
appCore.VI_V_START_REG = &VI_V_START_REG;
appCore.VI_V_BURST_REG = &VI_V_BURST_REG;
appCore.VI_X_SCALE_REG = &VI_X_SCALE_REG;
appCore.VI_Y_SCALE_REG = &VI_Y_SCALE_REG;
ultramodern::renderer::ViRegs* vi_regs = ultramodern::renderer::get_vi_regs();
appCore.VI_STATUS_REG = &vi_regs->VI_STATUS_REG;
appCore.VI_ORIGIN_REG = &vi_regs->VI_ORIGIN_REG;
appCore.VI_WIDTH_REG = &vi_regs->VI_WIDTH_REG;
appCore.VI_INTR_REG = &vi_regs->VI_INTR_REG;
appCore.VI_V_CURRENT_LINE_REG = &vi_regs->VI_V_CURRENT_LINE_REG;
appCore.VI_TIMING_REG = &vi_regs->VI_TIMING_REG;
appCore.VI_V_SYNC_REG = &vi_regs->VI_V_SYNC_REG;
appCore.VI_H_SYNC_REG = &vi_regs->VI_H_SYNC_REG;
appCore.VI_LEAP_REG = &vi_regs->VI_LEAP_REG;
appCore.VI_H_START_REG = &vi_regs->VI_H_START_REG;
appCore.VI_V_START_REG = &vi_regs->VI_V_START_REG;
appCore.VI_V_BURST_REG = &vi_regs->VI_V_BURST_REG;
appCore.VI_X_SCALE_REG = &vi_regs->VI_X_SCALE_REG;
appCore.VI_Y_SCALE_REG = &vi_regs->VI_Y_SCALE_REG;
// Set up the RT64 application configuration fields.
RT64::ApplicationConfiguration appConfig;
@ -338,9 +325,7 @@ void zelda64::renderer::RT64Context::send_dl(const OSTask* task) {
app->processDisplayLists(app->core.RDRAM, task->t.data_ptr & 0x3FFFFFF, 0, true);
}
void zelda64::renderer::RT64Context::update_screen(uint32_t vi_origin) {
VI_ORIGIN_REG = vi_origin;
void zelda64::renderer::RT64Context::update_screen() {
app->updateScreen();
}