Henrik Rydgard
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cbb786c7f0
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Restructure Windows "gameloop" to be more similar to others.
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2013-02-19 00:45:25 +01:00 |
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Unknown W. Brackets
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c00bdb6f82
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Don't savestate the last frame time.
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2013-02-12 01:24:03 -08:00 |
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raven02
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a7f46351c8
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FPS: 0.7f for mobile and 0.5f for windows platform/rest
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2013-02-12 15:07:17 +08:00 |
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Henrik Rydgard
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69da33bd29
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Add Show FPS to in-game menu on mobile. Make it green and right-adjusted.
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2013-02-12 00:34:59 +01:00 |
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raven02
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944e803b14
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Change appropriate name to calculateFPS
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2013-02-11 18:20:12 +08:00 |
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raven02
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88d060848b
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Prevent FPS overlap and add FPS to debug statistics
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2013-02-11 18:00:18 +08:00 |
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Unknown W. Brackets
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f8de30b94d
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Put the fps on the right side.
This way it doesn't overlap the debug text.
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2013-02-11 00:39:01 -08:00 |
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Henrik Rydgård
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c07370ac3c
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Merge pull request #650 from KentuckyCompass/fps_counter
Fps counter
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2013-02-10 23:04:22 -08:00 |
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KentuckyCompass
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f9cafde55c
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Show record high FPS
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2013-02-10 22:50:53 -08:00 |
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KentuckyCompass
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475ee2ed71
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Show an FPS counter if ini option is true
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2013-02-10 22:24:44 -08:00 |
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Unknown W. Brackets
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eaaf027035
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Implement sceDisplayWaitVblankStartMulti().
Fixes Falcom games running at too-fast framerates.
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2013-02-10 19:02:00 -08:00 |
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Unknown W. Brackets
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6fda78fb02
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Add a few missing sceDisplay syscalls.
Found in Lunar.
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2013-02-10 18:39:00 -08:00 |
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Unknown W. Brackets
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2e0beb5833
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Buildfix for Windows.
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2013-02-10 08:10:01 -08:00 |
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Unknown W. Brackets
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dc15c004e9
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Don't sleep for vsync in headless.
Makes the tests run faster, timeout less.
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2013-02-09 00:49:23 -08:00 |
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Unknown W. Brackets
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f875e3699f
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Handle the emit screenshot headless command.
But, it doesn't work. Shouldn't the vram have the graphics?
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2013-02-07 22:44:54 -08:00 |
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Unknown W. Brackets
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82a8450758
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Fix some more non-pod structs in savestates.
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2013-02-04 08:27:02 -08:00 |
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Florent Castelli
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8004d360dd
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Interrupt handler reorganization for easier GE interrupt support
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2013-02-04 03:10:01 +01:00 |
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Unknown W. Brackets
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2fa0cf040d
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Fix alarm test by not interrupting when disabled.
vblank was interrupting/rescheduling when interrupts were disabled.
That's bad.
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2013-02-03 13:48:19 -08:00 |
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Unknown W. Brackets
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f6ade0fcc2
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Always reschedule on vblank, even without handler.
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2013-02-02 23:28:44 -08:00 |
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Unknown W. Brackets
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1cb7a88137
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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.
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2013-01-26 11:29:19 -08:00 |
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Henrik Rydgard
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8a32779150
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Misc GPU stats etc changes
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2013-01-25 18:29:14 +01:00 |
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Henrik Rydgard
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cb7f803866
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Attempt to set more correct return values for sceDisplayWaitVblank*
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2013-01-23 18:46:59 +01:00 |
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Henrik Rydgard
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d9c9a9102a
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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.
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2013-01-20 22:05:11 +01:00 |
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Henrik Rydgard
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8ff96bbcd8
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Defer vertex decoding until flush. Track draw calls so that they can be cached later.
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2013-01-19 17:05:50 +01:00 |
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Henrik Rydgard
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7b113aaea5
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Move vCount++ back. Makes more sense here too IMHO.
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2013-01-13 16:47:41 +01:00 |
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