mirror of https://github.com/PCSX2/pcsx2.git
If you're gonna do a revert, you might as well do it properly :P If you don't want it doing properly, give it to me.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5904 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
parent
f3399ead26
commit
038d3bea87
|
@ -197,7 +197,7 @@ static void vSyncInfoCalc( vSyncTimingInfo* info, Fixed100 framesPerSecond, u32
|
|||
// One test we have shows that VBlank lasts for ~22 HBlanks, another we have show that is the time it's off.
|
||||
// There exists a game (Legendz Gekitou! Saga Battle) Which runs REALLY slowly if VBlank is ~22 HBlanks, so the other test wins.
|
||||
|
||||
u64 Blank = HalfFrame; // PAL VBlank Period is off for roughly 22 HSyncs
|
||||
u64 Blank = HalfFrame / 2; // PAL VBlank Period is off for roughly 22 HSyncs
|
||||
|
||||
//I would have suspected this to be Frame - Blank, but that seems to completely freak it out
|
||||
//and the test results are completely wrong. It seems 100% the same as the PS2 test on this,
|
||||
|
@ -288,6 +288,11 @@ u32 UpdateVSyncRate()
|
|||
|
||||
if( isCustom )
|
||||
Console.Indent().WriteLn( Color_StrongGreen, "... with user configured refresh rate: %.02f Hz", framerate.ToFloat() );
|
||||
|
||||
hsyncCounter.CycleT = vSyncInfo.hRender; // Amount of cycles before the counter will be updated
|
||||
vsyncCounter.CycleT = vSyncInfo.Render; // Amount of cycles before the counter will be updated
|
||||
|
||||
cpuRcntSet();
|
||||
}
|
||||
|
||||
Fixed100 fpslimit = framerate *
|
||||
|
@ -484,16 +489,17 @@ __fi void rcntUpdate_vSync()
|
|||
{
|
||||
VSyncEnd(vsyncCounter.sCycle);
|
||||
|
||||
vsyncCounter.sCycle += vSyncInfo.Render;
|
||||
vsyncCounter.CycleT = 0;
|
||||
vsyncCounter.sCycle += vSyncInfo.Blank;
|
||||
vsyncCounter.CycleT = vSyncInfo.Render;
|
||||
vsyncCounter.Mode = MODE_VRENDER;
|
||||
}
|
||||
else // VSYNC end / VRENDER begin
|
||||
{
|
||||
VSyncStart(vsyncCounter.sCycle);
|
||||
|
||||
vsyncCounter.sCycle += vSyncInfo.Blank;
|
||||
vsyncCounter.CycleT = 0;
|
||||
|
||||
vsyncCounter.sCycle += vSyncInfo.Render;
|
||||
vsyncCounter.CycleT = vSyncInfo.Blank;
|
||||
vsyncCounter.Mode = MODE_VSYNC;
|
||||
|
||||
// Accumulate hsync rounding errors:
|
||||
|
|
Loading…
Reference in New Issue