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.
...
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.
...
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.
...
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.
...
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.
...
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.
...
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.
...
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
...
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.
...
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.
...
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.
...
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.
...
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.
...
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).
...
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