/* This comes nearly straight from snes9x */
static void frameSync() {
- static struct timeval next1 = {0, 0};
- struct timeval now;
-
if (Settings.TurboMode)
{
if(Settings.SkipFrames == AUTO_FRAMERATE ||
IPPU.RenderThisFrame = FALSE;
}
return;
+ } else {
+ static Uint32 next1 = 0;
+ Uint32 now = SDL_GetTicks();
+
+ // If there is no known "next" frame, initialize it now
+ if (next1 == 0) {
+ next1 = now + 1;
+ }
+
+ // If we're on AUTO_FRAMERATE, we'll display frames always
+ // only if there's excess time.
+ // Otherwise we'll display around 1 frame every 10.
+ unsigned limit = Settings.SkipFrames == AUTO_FRAMERATE
+ ? (next1 < now ? 10 : 1)
+ : Settings.SkipFrames;
+
+ IPPU.RenderThisFrame = ++IPPU.SkippedFrames >= limit;
+ if (IPPU.RenderThisFrame) {
+ IPPU.SkippedFrames = 0;
+ } else {
+ // If we were behind the schedule, check how much it is
+ if (next1 < now)
+ {
+ unsigned long lag = now - next1;
+ if (lag >= 500)
+ {
+ // More than a half-second behind means probably
+ // pause. The next line prevents the magic
+ // fast-forward effect.
+ next1 = now;
+ }
+ }
+ }
+
+ // If we're now ahead of time, sleep a while
+ if (next1 > now)
+ {
+ SDL_Delay(next1 - now);
+ // SDL will take care if a signal arrives, restarting sleep.
+ }
+
+ // Calculate the timestamp of the next frame.
+ next1 += Settings.FrameTime;
}
-
- /* Normal mode */
-
- while (gettimeofday(&now, 0) < 0);
-
- /* If there is no known "next" frame, initialize it now */
- if (next1.tv_sec == 0) { next1 = now; ++next1.tv_usec; }
-
- /* If we're on AUTO_FRAMERATE, we'll display frames always
- * only if there's excess time.
- * Otherwise we'll display the defined amount of frames.
- */
- unsigned limit = Settings.SkipFrames == AUTO_FRAMERATE
- ? (timercmp(&next1, &now, <) ? 10 : 1)
- : Settings.SkipFrames;
-
- IPPU.RenderThisFrame = ++IPPU.SkippedFrames >= limit;
- if(IPPU.RenderThisFrame)
- {
- IPPU.SkippedFrames = 0;
- }
- else
- {
- /* If we were behind the schedule, check how much it is */
- if(timercmp(&next1, &now, <))
- {
- unsigned lag =
- (now.tv_sec - next1.tv_sec) * 1000000
- + now.tv_usec - next1.tv_usec;
- if(lag >= 500000)
- {
- /* More than a half-second behind means probably
- * pause. The next line prevents the magic
- * fast-forward effect.
- */
- next1 = now;
- }
- }
- }
-
- /* Delay until we're completed this frame */
-
- /* Can't use setitimer because the sound code already could
- * be using it. We don't actually need it either.
- */
-
- while(timercmp(&next1, &now, >))
- {
- /* If we're ahead of time, sleep a while */
- unsigned timeleft =
- (next1.tv_sec - now.tv_sec) * 1000000
- + next1.tv_usec - now.tv_usec;
-
- usleep(timeleft);
-
- // XXX : CHECK_SOUND(); S9xProcessEvents(FALSE);
-
- while (gettimeofday(&now, 0) < 0);
- /* Continue with a while-loop because usleep()
- * could be interrupted by a signal
- */
- }
-
- /* Calculate the timestamp of the next frame. */
- next1.tv_usec += Settings.FrameTime;
- if (next1.tv_usec >= 1000000)
- {
- next1.tv_sec += next1.tv_usec / 1000000;
- next1.tv_usec %= 1000000;
- }
}
/** Wraps s9xProcessEvents, taking care of kPollEveryNFrames */