Exemplo n.º 1
0
void rend_end_render()
{
#if 1 //also disabled the printf, it takes quite some time ...
	#if HOST_OS!=OS_WINDOWS && !(defined(_ANDROID) || defined(TARGET_PANDORA))
		if (!re.state) printf("Render > Extended time slice ...\n");
	#endif
#endif

	if (pend_rend)
		re.Wait();
}
Exemplo n.º 2
0
void rend_end_render()
{
#if 1 //also disabled the printf, it takes quite some time ...
	#if HOST_OS!=OS_WINDOWS && !(defined(_ANDROID) || defined(TARGET_PANDORA))
		//too much console spam.
		//TODO: how about a counter?
		//if (!re.state) printf("Render > Extended time slice ...\n");
	#endif
#endif

	if (pend_rend)
		re.Wait();
}
Exemplo n.º 3
0
bool QueueRender(TA_context* ctx)
{
	verify(ctx != 0);
	
	if (FrameSkipping && frameskip) {
 		frameskip=1-frameskip;
		tactx_Recycle(ctx);
		fskip++;
		return false;
 	}
 	
 	//Try to limit speed to a "sane" level
 	//Speed is also limited via audio, but audio
 	//is sometimes not accurate enough (android, vista+)
 	u32 cycle_span = sh4_sched_now64() - last_cyces;
 	last_cyces = sh4_sched_now64();
 	double time_span = os_GetSeconds() - last_frame;
 	last_frame = os_GetSeconds();

 	bool too_fast = (cycle_span / time_span) > (SH4_MAIN_CLOCK * 1.2);
	
	if (rqueue && too_fast && settings.pvr.SynchronousRender) {
		//wait for a frame if
		//  we have another one queue'd and
		//  sh4 run at > 120% on the last slice
		//  and SynchronousRendering is enabled
		frame_finished.Wait();
		verify(!rqueue);
	} 

	if (rqueue) {
		tactx_Recycle(ctx);
		fskip++;
		return false;
	}

	frame_finished.Reset();
	mtx_rqueue.Lock();
	TA_context* old = rqueue;
	rqueue=ctx;
	mtx_rqueue.Unlock();

	verify(!old);

	return true;
}
Exemplo n.º 4
0
bool rend_single_frame()
{
	//wait render start only if no frame pending
	do
	{
		rs.Wait();
		_pvrrc = DequeueRender();
	}
	while (!_pvrrc);
	
	bool do_swp = rend_frame(_pvrrc, true);

	//clear up & free data ..
	FinishRender(_pvrrc);
	_pvrrc=0;

	return do_swp;
}
Exemplo n.º 5
0
void WriteSample(s16 r, s16 l)
{
	#ifdef LOG_SOUND
	rawout.Write(l,r);
	#endif

	speed_limit.Reset();
	if (!asRingFreeCount())
	{
		if (settings.LimitFPS)
		{
			speed_limit.Wait();
		}
		else
			return;
	}

	gen_samples++;
	//while limit on, 128 samples done, there is a buffer ready to be service AND speed is too fast then wait ;p
	while (settings.LimitFPS==1 && gen_samples>128 && asRingUsedCount()>BufferSampleCount && QueryPerformanceCounter(&time_now) && (time_now.QuadPart-time_last.QuadPart)<=time_diff.QuadPart )
	{
		__noop;
	}

	if (settings.LimitFPS==1 && gen_samples>128)
	{
		gen_samples=0;
		QueryPerformanceCounter(&time_last);
	}

	const u32 ptr=(WritePtr+1)%RingBufferSampleCount;
	RingBuffer[ptr].r=r;
	RingBuffer[ptr].l=l;
	WritePtr=ptr;
	//if (0==(WritePtr&255))
	//printf("write done %d %d \n",ReadPtr,WritePtr);
}
Exemplo n.º 6
0
bool rend_single_frame()
{
	//wait render start only if no frame pending
	do
	{
		rs.Wait();
		_pvrrc = DequeueRender();
	}
	while (!_pvrrc);

	bool proc = renderer->Process(_pvrrc);
	re.Set();
	
	bool do_swp = proc && renderer->Render();
		
	if (do_swp)
		renderer->DrawOSD();

	//clear up & free data ..
	FinishRender(_pvrrc);
	_pvrrc=0;

	return do_swp;
}