iota97
fe86f257b5
Cache 60 FPS requirement
2020-09-15 07:49:01 +02:00
iota97
0c885db052
User chain support
2020-09-13 21:48:00 +02:00
Henrik Rydgård
ccc0331279
Move timeutil to Common. (Experiment to see how much work it is to move these).
2020-08-15 20:53:08 +02:00
Henrik Rydgård
b43698a13d
Remove most instances of base/logging.h from Common, Core, GPU, more
2020-08-15 19:08:44 +02:00
Unknown W. Brackets
b8342fb8ec
SaveState: Rename ChunkFile files to Serialize.
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Makes more sense and less weird than ChunkFileDoMap, etc.
2020-08-10 08:04:05 +00:00
Unknown W. Brackets
1dc5ee424b
SaveState: Split out Do types to reduce headers.
2020-08-10 08:03:44 +00:00
Unknown W. Brackets
4b4e3432cd
SaveState: Split Do() into a separate header.
2020-08-10 08:03:41 +00:00
Henrik Rydgård
d57edfbdac
Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
2020-08-03 23:17:22 +02:00
Unknown W. Brackets
4ef63843d2
Display: Allow unthrottle to skip only flipping.
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Before, it either flipped continuously, or forced frameskip on. This
makes it so you can still draw frames, but skip actual flips.
This is useful when games draw things only in a single frame and reuse
later. It's also useful when measuring speed improvements if you already
get 100% speed on a device.
2020-07-19 13:57:04 +02:00
Henrik Rydgård
1897eed9b4
More buildfixes
2020-07-18 21:43:13 +02:00
Henrik Rydgård
a722dfe0fb
Formalize "core excpetions" as a concept
2020-07-12 15:25:21 +02:00
Henrik Rydgård
df6f216056
Disable the "Duplicate frames" feature if frameskip != 0. Works around / Fixes #13068
2020-06-28 22:20:22 +02:00
Henrik Rydgård
788b8a29d6
Fix the logic around postEffectRequiresFlip so duplicateFrames doesn't require a post shader.
2020-03-17 13:10:43 +01:00
Unknown W. Brackets
a6edf70aa0
Display: Update latched fbaddr on immediate update.
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This is needed for the next sceDisplayGetFramebuf() to return the right
value. This is why it didn't seem to match tests.
2020-03-15 19:13:41 -07:00
Henrik Rydgård
d385096599
Add option to improve frame pacing through duplicate frames if framerate is below 60hz.
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Should help #9736 , and fixes #12325 .
2020-03-15 17:33:16 +01:00
Unknown W. Brackets
6652fe261f
PPGe: Use TextDrawer for save UI if available.
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This should result in better spacing for non-Latin characters, and less
missing letters. Basically the same benefits as for the UI.
2020-03-10 21:30:53 -07:00
Unknown W. Brackets
cebcfb1bbd
GPU: Use old frame when presenting a skip.
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If we flip using a skipped frame, we may show an even older frame causing
weird flickering.
2020-03-01 13:55:28 -08:00
Unknown W. Brackets
566e46d70c
Vulkan: Allow alt speed above 60 with vsync.
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Enabling frameskip when needed. Also don't enable frameskip when it's not
needed, such as OpenGL on Windows with >100% alt speed.
2020-03-01 07:44:06 -08:00
Henrik Rydgård
2ec82951a0
Merge pull request #12659 from unknownbrackets/vsync
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Support vsync in all hardware backends, support runtime update
2020-03-01 09:52:14 +01:00
Unknown W. Brackets
2a3fd05651
Vulkan: Present using FIFO for vsync.
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This allows the setting to be changed at runtime in Vulkan too.
Should help #10105 .
2020-02-29 22:48:59 -08:00
Unknown W. Brackets
ce694da5ff
UI: Separate sleep time in frame time graph.
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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
5009698cc0
Core: Use a shared_ptr for i18n categories.
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This does not make them thread safe, but it reduces the chances of a crash
a bit (see #12594.)
2020-02-09 07:35:16 -08:00
李通洲
55bb58e13e
NativeApp: add System_GetPropertyFloat all the places
2020-02-04 09:20:34 +08:00
Unknown W. Brackets
bc4a203fcf
Power: Correct hz on update and improve resched.
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It only reschedules when the PLL changes, which changes in steps. This
also reads back much more accurate Mhz for each of PLL, CPU, and bus.
2019-04-14 14:51:35 -07:00
Unknown W. Brackets
11be1e7a67
Core: Fix lag sync on game start / after pause.
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Fixes #11189 . It was often stuck thinking it was constantly running over,
needed a reset on large delay.
2019-02-19 03:09:42 -08:00
Henrik Rydgard
38a2d83aa8
Partially revert #10456 (avoid limit FPS without a clear).
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It's a pretty gnarly hack-upon-a-hack. Better to remove the original hack (limit fps) in the general case.
2019-02-06 18:31:02 +01:00
Henrik Rydgard
47a9145355
Remove iForceMaxEmulatedFPS and replace with a compat setting for the two games that really need it.
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Takes care of one setting listed in #8171 "Options to remove"
2019-02-06 15:03:15 +01:00
mrfixit2001
d9ad57e918
Move comments in function to be more relevant
2018-11-04 13:33:42 -05:00
root
c19d3fe06a
MRFIXIT2001: This patch adds a second frameskip setting, one for setting the # of frames to skip, one for setting the % of frames to skip based off fps
2018-11-03 01:33:41 +00:00
Unknown W. Brackets
014d9ddead
Display: Resched interrupt before vblank threads.
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Otherwise, we may first schedule to a woken thread, and then immediately
reschedule to the interrupt. Each reschedule costs ticks, and it doesn't
look like this should cause two reschedules.
Improves #11414 , Breath of Fire 3 frame flicker.
2018-10-07 14:41:08 -07:00
Unknown W. Brackets
c10b2035b5
Debugger: Prevent record with no commands.
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Should cut down on empty dumps, at least.
2018-09-01 09:51:04 -07:00
Unknown W. Brackets
95f270778e
Core: Allow toggle between 2 custom speeds.
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In addition to virtual keys for each speed separately.
2018-06-23 10:59:18 -07:00
Unknown W. Brackets
d33b8643cb
Display: Prevent delaying flips inside interrupts.
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It causes us to run out of idle threads, and doesn't even make sense.
2018-05-08 18:32:25 -07:00
Henrik Rydgård
b6472b562b
Revert "Limit the flip delay in the other direction to try to work around #10763."
2018-05-02 10:07:37 +02:00
Henrik Rydgård
5f9767d19e
Remove misleading log
2018-04-29 09:45:34 +02:00
Henrik Rydgård
687b5f92b1
Limit the flip delay in the other direction to try to work around #10763 .
2018-04-20 11:49:38 +02:00
Henrik Rydgård
c1e05ae861
Let's not do immediate flips in non-buffered. Should help #10395
2018-03-11 17:42:16 +01:00
Unknown W. Brackets
f9750dd137
Display: Avoid limiting FPS without a clear.
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A bit of a dirty heuristic to avoid the slowdown in #8538 .
2017-12-26 19:37:40 -08:00
Unknown W. Brackets
1776726bd6
Display: Only reapply state on load.
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Shouldn't be needed on save.
2017-12-09 21:54:48 -08:00
Unknown W. Brackets
6f99383733
Display: Reset cycle counter on load state.
2017-12-09 21:53:26 -08:00
Henrik Rydgård
54ff4c8822
Avoid multiple flips per frame, fixes immediate flip for God of War
2017-12-06 14:29:08 +01:00
Henrik Rydgård
4c720631c1
Add mitigation for games like GTA that never call sceDisplaySetFramebuf
2017-12-06 14:29:08 +01:00
Henrik Rydgård
522de63eed
Flip immediately if that's OK. This can save up to a frame of graphics latency, in games that display "immediately" instead of latched.
2017-12-06 14:29:08 +01:00
Unknown W. Brackets
b36a2c608b
Display: Correct max FPS limiting skew.
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We were letting a percentage of too frequent flips through, causing
sometimes much higher FPS still. Improves performance in GoW.
2017-12-03 07:01:05 -08:00
Unknown W. Brackets
79cb51aa91
UI: Show slow message based on refresh rate.
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It was always showing because it wasn't divided by 1000.
2017-07-01 16:21:47 -07:00
zminhquanz
7347c28464
Fixes
2017-06-15 21:43:41 +07:00
zminhquanz
e2c9fa7f57
Fixes
2017-06-15 12:15:56 +07:00
zminhquanz
bb5114bc84
Add 1 line
2017-06-12 13:41:04 +07:00
zminhquanz
98586e0af8
Oops
2017-06-11 20:42:54 +07:00