Commit graph

399 commits

Author SHA1 Message Date
Unknown W. Brackets
dba04a7e22 Add a function for HLE to consume cycles.
Needed sometimes to make timing match better for tight loops.
Also removes the Puyo Puyo Fever hack.
2013-03-09 13:53:19 -08:00
raven02
c3b2651660 Add %i for return value 2013-03-08 10:35:17 +08:00
raven02
54a2ca65ff Fix slowdown in RR2 or may be others 2013-03-08 09:30:04 +08:00
CrazyMax
bcac3e288b Buildfix: missing semicolon. 2013-03-07 01:58:58 -08:00
raven02
bda4a64e0d Update AccumulatedHcount based on currentHCount 2013-03-07 16:47:09 +08:00
Henrik Rydgard
477aeee0ee Compute current hCount correctly instead of incrementing a counter. 2013-03-06 20:31:51 +01:00
raven02
0d5d735d34 Wrap sceDisplayIsVblank as well 2013-03-05 21:34:22 +08:00
raven02
866bdb3039 Implement sceDisplayGetMode & wrap *Hcount* 2013-03-05 21:31:13 +08:00
Henrik Rydgard
4474adee1d Fix frameskip + unbuffered 2013-03-03 13:21:06 +01:00
Henrik Rydgard
bc15617392 Make un-buffered rendering much smarter, removing flicker.
This turns it into a very viable option for many games. You do lose some FX
but it can as a result even be used as a workaround for the massive glow
in Wipeout...
2013-03-03 13:00:21 +01:00
Darth1701
06bd58454b Stub out sceDisplayIsForeground 2013-03-03 12:39:37 +01:00
raven02
b862841dd4 Put PPGeDraw into CalculateFPS() and add enableColorDoubling alias 2013-03-03 15:33:03 +08:00
Unknown W. Brackets
f2b3d6fb50 Buildfix, should be in GLES. 2013-03-02 13:17:04 -08:00
raven02
7e853b759e Fix Issue #767 - Screen halt when showFPS/Debug disabled 2013-03-03 04:44:35 +08:00
raven02
49d987552c Wrap sceDisplaySetFramebuf 2013-03-02 23:36:11 +08:00
Unknown W. Brackets
e085c3ee76 Fix crash on quit / pause not working. 2013-02-21 01:05:37 -08:00
Henrik Rydgard
588bd50b4d Must restore the new scheduled event 2013-02-19 01:02:31 +01:00
Henrik Rydgard
1aa3a657c0 Very rough and basic implementation of frameskipping. 2013-02-19 00:45:26 +01:00
Henrik Rydgard
7c91802e3c Add some infrastructure to be used for frameskipping 2013-02-19 00:45:26 +01:00
Henrik Rydgard
cbb786c7f0 Restructure Windows "gameloop" to be more similar to others. 2013-02-19 00:45:25 +01:00
Unknown W. Brackets
c00bdb6f82 Don't savestate the last frame time. 2013-02-12 01:24:03 -08:00
raven02
a7f46351c8 FPS: 0.7f for mobile and 0.5f for windows platform/rest 2013-02-12 15:07:17 +08:00
Henrik Rydgard
69da33bd29 Add Show FPS to in-game menu on mobile. Make it green and right-adjusted. 2013-02-12 00:34:59 +01:00
raven02
944e803b14 Change appropriate name to calculateFPS 2013-02-11 18:20:12 +08:00
raven02
88d060848b Prevent FPS overlap and add FPS to debug statistics 2013-02-11 18:00:18 +08:00
Unknown W. Brackets
f8de30b94d Put the fps on the right side.
This way it doesn't overlap the debug text.
2013-02-11 00:39:01 -08:00
Henrik Rydgård
c07370ac3c Merge pull request #650 from KentuckyCompass/fps_counter
Fps counter
2013-02-10 23:04:22 -08:00
KentuckyCompass
f9cafde55c Show record high FPS 2013-02-10 22:50:53 -08:00
KentuckyCompass
475ee2ed71 Show an FPS counter if ini option is true 2013-02-10 22:24:44 -08:00
Unknown W. Brackets
eaaf027035 Implement sceDisplayWaitVblankStartMulti().
Fixes Falcom games running at too-fast framerates.
2013-02-10 19:02:00 -08:00
Unknown W. Brackets
6fda78fb02 Add a few missing sceDisplay syscalls.
Found in Lunar.
2013-02-10 18:39:00 -08:00
Unknown W. Brackets
2e0beb5833 Buildfix for Windows. 2013-02-10 08:10:01 -08:00
Unknown W. Brackets
dc15c004e9 Don't sleep for vsync in headless.
Makes the tests run faster, timeout less.
2013-02-09 00:49:23 -08:00
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
82a8450758 Fix some more non-pod structs in savestates. 2013-02-04 08:27:02 -08:00
Florent Castelli
8004d360dd Interrupt handler reorganization for easier GE interrupt support 2013-02-04 03:10:01 +01:00
Unknown W. Brackets
2fa0cf040d Fix alarm test by not interrupting when disabled.
vblank was interrupting/rescheduling when interrupts were disabled.
That's bad.
2013-02-03 13:48:19 -08:00
Unknown W. Brackets
f6ade0fcc2 Always reschedule on vblank, even without handler. 2013-02-02 23:28:44 -08:00
Unknown W. Brackets
1cb7a88137 Don't use a dynamic string for wait debugging.
Happens in release, and shows up on the profiler.
Not huge, but should save ~0.5% of cpu time.
2013-01-26 11:29:19 -08:00
Henrik Rydgard
8a32779150 Misc GPU stats etc changes 2013-01-25 18:29:14 +01:00
Henrik Rydgard
cb7f803866 Attempt to set more correct return values for sceDisplayWaitVblank* 2013-01-23 18:46:59 +01:00
Henrik Rydgard
d9c9a9102a Tiled renderers are much faster if we clear FBOs before rendering.
Alternatively we could use glDiscardFramebufferEXT but I haven't figured out how to call it.
2013-01-20 22:05:11 +01:00
Henrik Rydgard
8ff96bbcd8 Defer vertex decoding until flush. Track draw calls so that they can be cached later. 2013-01-19 17:05:50 +01:00
Henrik Rydgard
7b113aaea5 Move vCount++ back. Makes more sense here too IMHO. 2013-01-13 16:47:41 +01:00
Henrik Rydgard
a79caf0bb9 Handle vcount like jpscp. sceDisplayWaitVblank shouldn't wait if already in vblank (while WaitVBlankStart does). 2013-01-13 11:33:26 +01:00
Unknown W. Brackets
bec6c8d80c Make the debug statistics easier to read. 2013-01-11 09:01:57 -08:00
Unknown W. Brackets
6ec8fe6bf3 Track summed totals of syscalls.
Just so we can easily see if some func is being called a ton.
2013-01-11 08:59:15 -08:00
Henrik Rydgard
6ab6045baf Throw away unused FBOs. This gets rid of extreme slowness of Star Soldier on Nexus S for whatever reason. 2013-01-11 02:00:51 +01:00
Henrik Rydgard
7390f2b5f6 Some realtime profiling stuff. Enable FZ (flush-to-zero) mode. 2013-01-11 00:13:39 +01:00
Henrik Rydgard
88e921b074 Use invalidatecachehint in dcachewritebackinvalidateall too. Count invalidations. 2013-01-06 12:27:01 +01:00