Updated to support new IRender3D interface and added FrameTimings object.

This commit is contained in:
Bart Trzynadlowski 2016-03-21 23:25:29 +00:00
parent 708455a82d
commit 47c54d100b
2 changed files with 7 additions and 4 deletions

View file

@ -1374,6 +1374,9 @@ void CModel3::Write16(UINT32 addr, UINT16 data)
void CModel3::Write32(UINT32 addr, UINT32 data) void CModel3::Write32(UINT32 addr, UINT32 data)
{ {
// Debugging VF3 missing stage textures
//if ((addr == 0xb4000)) printf("B4000 written @ pc=%08x lr=%08x\n", ppc_get_pc(), ppc_get_lr());
if ((addr&3)) if ((addr&3))
{ {
Write16(addr+0,data>>16); Write16(addr+0,data>>16);
@ -1516,7 +1519,7 @@ void CModel3::Write32(UINT32 addr, UINT32 data)
case 0xF1: case 0xF1:
if (addr < 0xF1120000) if (addr < 0xF1120000)
{ {
// Tile generator accesses its RAM as little endian, must flip for big endian PowerPC // Tile generator accesses its RAM as little endian, must flip for big endian PowerPC
data = FLIPENDIAN32(data); data = FLIPENDIAN32(data);
TileGen.WriteRAM(addr&0x1FFFFF,data); TileGen.WriteRAM(addr&0x1FFFFF,data);
break; break;
@ -1729,7 +1732,7 @@ UINT32 CModel3::Read32(UINT32 addr)
UINT64 CModel3::Read64(UINT32 addr) UINT64 CModel3::Read64(UINT32 addr)
{ {
UINT64 data; UINT64 data;
data = Read32(addr+0); data = Read32(addr+0);
data <<= 32; data <<= 32;
@ -3206,7 +3209,7 @@ bool CModel3::LoadROMSet(const struct GameInfo *GameList, const char *zipFile)
return OKAY; return OKAY;
} }
void CModel3::AttachRenderers(CRender2D *Render2DPtr, CRender3D *Render3DPtr) void CModel3::AttachRenderers(CRender2D *Render2DPtr, IRender3D *Render3DPtr)
{ {
TileGen.AttachRenderer(Render2DPtr); TileGen.AttachRenderer(Render2DPtr);
GPU.AttachRenderer(Render3DPtr); GPU.AttachRenderer(Render3DPtr);

View file

@ -273,7 +273,7 @@ public:
* Render2DPtr Pointer to a tile renderer object. * Render2DPtr Pointer to a tile renderer object.
* Render3DPtr Same as above but for a 3D renderer. * Render3DPtr Same as above but for a 3D renderer.
*/ */
void AttachRenderers(CRender2D *Render2DPtr, CRender3D *Render3DPtr); void AttachRenderers(CRender2D *Render2DPtr, IRender3D *Render3DPtr);
/* /*
* AttachInputs(InputsPtr): * AttachInputs(InputsPtr):