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Revert "Limit the flip delay in the other direction to try to work around #10763."
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2 changed files with 1 additions and 5 deletions
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@ -585,7 +585,6 @@ void Advance()
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int cyclesExecuted = slicelength - currentMIPS->downcount;
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globalTimer += cyclesExecuted;
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currentMIPS->downcount = slicelength;
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VERBOSE_LOG(SCEDISPLAY, "CoreTiming: Event type '%s'", event_types[first->type].name);
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if (Common::AtomicLoadAcquire(hasTsEvents))
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MoveEvents();
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@ -588,7 +588,6 @@ static void DoFrameTiming(bool &throttle, bool &skipFrame, float timestep) {
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static void DoFrameIdleTiming() {
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PROFILE_THIS_SCOPE("timing");
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if (!FrameTimingThrottled() || !g_Config.bEnableSound || wasPaused) {
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return;
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}
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@ -911,8 +910,6 @@ u32 sceDisplaySetFramebuf(u32 topaddr, int linesize, int pixelformat, int sync)
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// sceDisplaySetFramebuf() isn't supposed to delay threads at all. This is a hack.
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// So let's only delay when it's more than 1ms.
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const s64 FLIP_DELAY_CYCLES_MIN = usToCycles(1000);
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// Though if we are super early, we also don't want to delay because the game is being silly like in #10763
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const s64 FLIP_DELAY_CYCLES_MAX = usToCycles(16000); // This is slightly less than a full frame at 60hz, 16666
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// Some games (like Final Fantasy 4) only call this too much in spurts.
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// The goal is to fix games where this would result in a consistent overhead.
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const int FLIP_DELAY_MIN_FLIPS = 30;
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@ -922,7 +919,7 @@ u32 sceDisplaySetFramebuf(u32 topaddr, int linesize, int pixelformat, int sync)
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u64 now = CoreTiming::GetTicks();
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s64 cyclesAhead = nextFlipCycles - now;
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if (cyclesAhead > FLIP_DELAY_CYCLES_MIN && (cyclesAhead < FLIP_DELAY_CYCLES_MAX || PSP_CoreParameter().unthrottle)) {
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if (cyclesAhead > FLIP_DELAY_CYCLES_MIN) {
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if (lastFlipsTooFrequent >= FLIP_DELAY_MIN_FLIPS && gpuStats.numClears > 0) {
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delayCycles = cyclesAhead;
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} else {
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