Unknown W. Brackets
dba04a7e22
Add a function for HLE to consume cycles.
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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.
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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.
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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
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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().
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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