arm64 dsp: don't JitWriteProtect twice. ios: Hide VSync. pvr: fix mutex
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@ -67,7 +67,6 @@ public:
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void Compile(DSPState *DSP)
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{
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JITWriteProtect(false);
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this->DSP = DSP;
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DEBUG_LOG(AICA_ARM, "DSPAssembler::DSPCompile recompiling for arm64 at %p", GetBuffer()->GetStartAddress<void*>());
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@ -341,7 +340,6 @@ public:
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vmem_platform_flush_cache(
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GetBuffer()->GetStartAddress<char*>() + rx_offset, GetBuffer()->GetEndAddress<char*>() + rx_offset,
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GetBuffer()->GetStartAddress<void*>(), GetBuffer()->GetEndAddress<void*>());
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JITWriteProtect(true);
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}
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private:
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@ -444,7 +444,7 @@ void rend_set_fb_write_addr(u32 fb_w_sof1)
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void rend_swap_frame(u32 fb_r_sof)
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{
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std::lock_guard<std::mutex> lock(swap_mutex);
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swap_mutex.lock();
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if (fb_r_sof == fb_w_cur)
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{
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do_swap = true;
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@ -1454,7 +1454,9 @@ static void gui_display_settings()
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}
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OptionCheckbox("Widescreen Game Cheats", config::WidescreenGameHacks,
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"Modify the game so that it displays in 16:9 anamorphic format and use horizontal screen stretching. Only some games are supported.");
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#ifndef TARGET_IPHONE
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OptionCheckbox("VSync", config::VSync, "Synchronizes the frame rate with the screen refresh rate. Recommended");
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#endif
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OptionCheckbox("Show FPS Counter", config::ShowFPS, "Show on-screen frame/sec counter");
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OptionCheckbox("Show VMU In-game", config::FloatVMUs, "Show the VMU LCD screens while in-game");
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OptionCheckbox("Rotate Screen 90°", config::Rotate90, "Rotate the screen 90° counterclockwise");
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