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25 commits

Author SHA1 Message Date
Nabile Rahmani
7af15c73bc
[Feature] Option to override the display refresh rate
This adds a per-game graphics option, `DisplayRefreshRate`, to override the display refresh rate.

It defaults to 60 Hz, and is located in Dev tools.

Games using variable timesteps benefit from higher refresh rates.

Closes 
2024-07-13 15:04:20 +02:00
Lubos
2887671e6f OpenXR - Refactor display framerate 2022-08-17 16:55:19 +02:00
LunaMoo
0dcf8242f5 Add Fixed60FPShack for GOW, should work smoother than the ForceMax60FPS.
Also more stable than it's CWCheat version, unfortunately because of that,
still causes softlock in GOW:GOS vortex stage.
2022-07-02 19:39:35 +02:00
Unknown W. Brackets
48b597a1b9 Display: Move core counters/stats to HW file.
This separates things better, so not everything is pulling in HLE.
2022-01-30 11:53:48 -08:00
Unknown W. Brackets
ad2e380987 Display: Move listeners to separate HW file.
Mixing this in with the HLE management funcs was messy.
2022-01-30 09:41:08 -08:00
Unknown W. Brackets
a06efdd222 Display: Allow threadsafe listeners.
Also add a flip listener.
2021-10-19 10:01:40 -07:00
Unknown W. Brackets
ce694da5ff UI: Separate sleep time in frame time graph.
It's useful to know how much of the frame time is active vs inactive.
2020-02-17 11:29:32 -08:00
iota97
90ff68e6c9 Framegraph in devmenu 2020-02-11 08:19:30 +01:00
Unknown W. Brackets
82beb726fc GE Debugger: Record init state and display buf.
Some things are now visible, but still drawing wrong...
2017-06-04 10:38:52 -07:00
Henrik Rydgard
727058fc27 Remove an entry from GPUStats that didn't really belong. 2016-04-02 11:06:05 +02:00
Henrik Rydgard
02a89306d1 Warning fixes, sprintf->snprintf 2014-09-13 23:51:07 +02:00
Henrik Rydgard
3b2fed472e Correct timing on resume, avoids small speed burst when resuming gameplay from pause 2014-06-14 23:56:16 +02:00
sum2012
f0ad992b67 Add sceCtrl_driver and sceDisplay_driver 2014-02-17 20:46:57 +08:00
Henrik Rydgård
7c7c4aaadc Add "u_time" uniform to postprocessing shaders. 2013-12-02 17:24:55 +01:00
Sacha
fb7c3d96fd Introduce Timer Hack.
Has been used in previous Symbian releases to improve speed. Was thought to only work on Wipeout but actually works on most games?
Games that run based on internal timer will experience 60 VPS without frameskip.
2013-11-16 02:16:17 +10:00
Henrik Rydgard
6ca3b43b9a Measure actual fps (frameskip+unthrottle included), show all three on one line if you choose "both" (which I probably should rename)
Also prevent annoying scrolls in key mapping dialog
2013-08-19 22:06:49 +02:00
Unknown W. Brackets
50eb11c66f Log some additional things during reporting. 2013-05-19 22:12:39 -07:00
Henrik Rydgard
7900a6d807 Don't use PPGe for debug overlays. Fixes fps counter in games where it didn't work before. 2013-04-07 22:43:59 +02:00
Unknown W. Brackets
f875e3699f Handle the emit screenshot headless command.
But, it doesn't work.  Shouldn't the vram have the graphics?
2013-02-07 22:44:54 -08:00
Unknown W. Brackets
5999fac10d Start saving the state of the GPU.
Not 100% sure this is all that's needed, but let's try it.
2012-12-28 13:55:30 -08:00
Henrik Rydgård
d95dbca9be Cleanup GPU init/shutdown a bit 2012-12-25 22:42:19 +01:00
Unknown W. Brackets
fd2d666191 Add ctrl sampling (vblank).
This makes it work like the PSP does with number of buffers, etc.
Still doesn't wait yet.
2012-12-02 15:44:23 -08:00
Henrik Rydgård
fb25b7405c Synchronize the mainloop to the display end-of-frame on nonWindows
platforms.
2012-11-19 14:16:37 +01:00
Henrik Rydgard
64cc573703 Switch to "GPL 2.0 or later" for various reasons. I wrote most of the code I imported from Dolphin (which is GPL2-but-not-later), so it should be OK. 2012-11-04 23:24:00 +01:00
Henrik Rydgard
4f7ad15758 Add snapshot of the whole source code. 2012-11-01 16:19:01 +01:00