Disable Vsync when using the F9 renderer switch.

Explanation why in the source :p

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2308 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
ramapcsx2 2009-12-04 22:37:20 +00:00
parent a97e97fbc6
commit 5ff94743c1
1 changed files with 18 additions and 4 deletions

View File

@ -188,9 +188,6 @@ void SysMtgsThread::OpenPlugin()
GSsetBaseMem( RingBuffer.Regs ); GSsetBaseMem( RingBuffer.Regs );
GSirqCallback( dummyIrqCallback ); GSirqCallback( dummyIrqCallback );
if( renderswitch )
Console.Indent(2).WriteLn( "Forced software switch enabled." );
int result; int result;
if( GSopen2 != NULL ) if( GSopen2 != NULL )
@ -198,7 +195,24 @@ void SysMtgsThread::OpenPlugin()
else else
result = GSopen( (void*)&pDsp, "PCSX2", renderswitch ? 2 : 1 ); result = GSopen( (void*)&pDsp, "PCSX2", renderswitch ? 2 : 1 );
// Vsync on / off ?
if( renderswitch )
{
Console.Indent(2).WriteLn( "Forced software switch enabled." );
if (EmuConfig.GS.VsyncEnable)
{
// Better turn Vsync off now, as in most cases sw rendering is not fast enough to support a steady 60fps.
// Having Vsync still enabled then means a big cut in speed and sloppy rendering.
// It's possible though that some users have very fast machines, and rather kept Vsync enabled,
// but let's assume this is the minority. At least for now ;)
GSsetVsync( false );
Console.Indent(2).WriteLn( "Vsync temporarily disabled" );
}
}
else
{
GSsetVsync( EmuConfig.GS.FrameLimitEnable && EmuConfig.GS.VsyncEnable ); GSsetVsync( EmuConfig.GS.FrameLimitEnable && EmuConfig.GS.VsyncEnable );
}
if( result != 0 ) if( result != 0 )
{ {