Commit Graph

180 Commits

Author SHA1 Message Date
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