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
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@ -197,7 +197,7 @@ static void vSyncInfoCalc( vSyncTimingInfo* info, Fixed100 framesPerSecond, u32
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// One test we have shows that VBlank lasts for ~22 HBlanks, another we have show that is the time it's off.
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// One test we have shows that VBlank lasts for ~22 HBlanks, another we have show that is the time it's off.
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// There exists a game (Legendz Gekitou! Saga Battle) Which runs REALLY slowly if VBlank is ~22 HBlanks, so the other test wins.
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// There exists a game (Legendz Gekitou! Saga Battle) Which runs REALLY slowly if VBlank is ~22 HBlanks, so the other test wins.
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u64 Blank = HalfFrame; // PAL VBlank Period is off for roughly 22 HSyncs
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u64 Blank = HalfFrame / 2; // PAL VBlank Period is off for roughly 22 HSyncs
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//I would have suspected this to be Frame - Blank, but that seems to completely freak it out
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//I would have suspected this to be Frame - Blank, but that seems to completely freak it out
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//and the test results are completely wrong. It seems 100% the same as the PS2 test on this,
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//and the test results are completely wrong. It seems 100% the same as the PS2 test on this,
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@ -288,6 +288,11 @@ u32 UpdateVSyncRate()
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if( isCustom )
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if( isCustom )
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Console.Indent().WriteLn( Color_StrongGreen, "... with user configured refresh rate: %.02f Hz", framerate.ToFloat() );
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Console.Indent().WriteLn( Color_StrongGreen, "... with user configured refresh rate: %.02f Hz", framerate.ToFloat() );
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hsyncCounter.CycleT = vSyncInfo.hRender; // Amount of cycles before the counter will be updated
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vsyncCounter.CycleT = vSyncInfo.Render; // Amount of cycles before the counter will be updated
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cpuRcntSet();
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}
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}
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Fixed100 fpslimit = framerate *
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Fixed100 fpslimit = framerate *
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@ -484,16 +489,17 @@ __fi void rcntUpdate_vSync()
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{
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{
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VSyncEnd(vsyncCounter.sCycle);
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VSyncEnd(vsyncCounter.sCycle);
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vsyncCounter.sCycle += vSyncInfo.Render;
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vsyncCounter.sCycle += vSyncInfo.Blank;
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vsyncCounter.CycleT = 0;
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vsyncCounter.CycleT = vSyncInfo.Render;
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vsyncCounter.Mode = MODE_VRENDER;
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vsyncCounter.Mode = MODE_VRENDER;
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}
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}
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else // VSYNC end / VRENDER begin
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else // VSYNC end / VRENDER begin
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{
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{
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VSyncStart(vsyncCounter.sCycle);
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VSyncStart(vsyncCounter.sCycle);
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vsyncCounter.sCycle += vSyncInfo.Blank;
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vsyncCounter.CycleT = 0;
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vsyncCounter.sCycle += vSyncInfo.Render;
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vsyncCounter.CycleT = vSyncInfo.Blank;
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vsyncCounter.Mode = MODE_VSYNC;
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vsyncCounter.Mode = MODE_VSYNC;
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// Accumulate hsync rounding errors:
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// Accumulate hsync rounding errors:
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