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...
This commit is contained in:
Henrik Rydgard
2013-03-03 13:00:21 +01:00
parent fa11e4971b
commit bc15617392
17 changed files with 149 additions and 64 deletions

View File

@@ -314,10 +314,14 @@ void SettingsScreen::render() {
int y = 30;
int stride = 40;
UICheckBox(GEN_ID, x, y += stride, "Sound Emulation", ALIGN_TOPLEFT, &g_Config.bEnableSound);
UICheckBox(GEN_ID, x, y += stride, "Buffered Rendering", ALIGN_TOPLEFT, &g_Config.bBufferedRendering);
if (UICheckBox(GEN_ID, x, y += stride, "Buffered Rendering", ALIGN_TOPLEFT, &g_Config.bBufferedRendering)) {
gpu->Resized();
}
if (g_Config.bBufferedRendering) {
bool doubleRes = g_Config.iWindowZoom == 2;
UICheckBox(GEN_ID, x + 50, y += stride, "2x Render Resolution", ALIGN_TOPLEFT, &doubleRes);
if (UICheckBox(GEN_ID, x + 50, y += stride, "2x Render Resolution", ALIGN_TOPLEFT, &doubleRes)) {
gpu->Resized();
}
g_Config.iWindowZoom = doubleRes ? 2 : 1;
}
UICheckBox(GEN_ID, x, y += stride, "Hardware Transform", ALIGN_TOPLEFT, &g_Config.bHardwareTransform);
@@ -444,8 +448,7 @@ void CreditsScreen::update(InputState &input_state) {
frames_++;
}
const static char *credits[] =
{
static const char * credits[] = {
"PPSSPP",
"",
"",