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Add temporary setting to disable the vertex decoder jit while we debug it
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6bc2df051e
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63334698e1
4 changed files with 9 additions and 1 deletions
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@ -169,6 +169,8 @@ void Config::Load(const char *iniFileName, const char *controllerIniFilename) {
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iAnisotropyLevel = 4;
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}
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graphics->Get("VertexCache", &bVertexCache, true);
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graphics->Get("VertexDecoderJit", &bVertexDecoderJit, true);
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#ifdef _WIN32
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graphics->Get("FullScreen", &bFullScreen, false);
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#endif
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@ -407,6 +409,7 @@ void Config::Save() {
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graphics->Set("ForceMaxEmulatedFPS", iForceMaxEmulatedFPS);
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graphics->Set("AnisotropyLevel", iAnisotropyLevel);
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graphics->Set("VertexCache", bVertexCache);
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graphics->Set("VertexDecoderJit", bVertexDecoderJit);
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#ifdef _WIN32
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graphics->Set("FullScreen", bFullScreen);
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#endif
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@ -80,6 +80,7 @@ public:
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int iWindowHeight;
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bool bVertexCache;
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bool bVertexDecoderJit;
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bool bFullScreen;
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int iInternalResolution; // 0 = Auto (native), 1 = 1x (480x272), 2 = 2x, 3 = 3x, 4 = 4x and so on.
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int iAnisotropyLevel; // 0 - 5, powers of 2: 0 = 1x = no aniso
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@ -710,7 +710,7 @@ void VertexDecoder::SetVertexType(u32 fmt, VertexDecoderJitCache *jitCache) {
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DEBUG_LOG(G3D,"SVT : size = %i, aligned to biggest %i", size, biggest);
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// Attempt to JIT as well
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if (jitCache) {
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if (jitCache && g_Config.bVertexDecoderJit) {
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jitted_ = jitCache->Compile(*this);
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}
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}
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@ -144,6 +144,10 @@ void GameSettingsScreen::CreateViews() {
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#endif
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graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gs->T("Hardware Transform")));
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graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gs->T("Vertex Cache")));
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CheckBox *vtxJit = graphicsSettings->Add(new CheckBox(&g_Config.bVertexDecoderJit, gs->T("Vertex Decoder JIT")));
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if (PSP_IsInited())
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vtxJit->SetEnabled(false);
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graphicsSettings->Add(new CheckBox(&g_Config.bLowQualitySplineBezier, gs->T("LowCurves", "Low quality spline/bezier curves")));
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// This setting is not really useful for anyone atm.
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