mirror of https://github.com/PCSX2/pcsx2.git
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
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@ -188,9 +188,6 @@ void SysMtgsThread::OpenPlugin()
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GSsetBaseMem( RingBuffer.Regs );
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GSsetBaseMem( RingBuffer.Regs );
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GSirqCallback( dummyIrqCallback );
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GSirqCallback( dummyIrqCallback );
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if( renderswitch )
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Console.Indent(2).WriteLn( "Forced software switch enabled." );
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int result;
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int result;
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if( GSopen2 != NULL )
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if( GSopen2 != NULL )
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@ -198,7 +195,24 @@ void SysMtgsThread::OpenPlugin()
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else
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else
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result = GSopen( (void*)&pDsp, "PCSX2", renderswitch ? 2 : 1 );
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result = GSopen( (void*)&pDsp, "PCSX2", renderswitch ? 2 : 1 );
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// Vsync on / off ?
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if( renderswitch )
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{
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Console.Indent(2).WriteLn( "Forced software switch enabled." );
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if (EmuConfig.GS.VsyncEnable)
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{
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// Better turn Vsync off now, as in most cases sw rendering is not fast enough to support a steady 60fps.
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// Having Vsync still enabled then means a big cut in speed and sloppy rendering.
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// It's possible though that some users have very fast machines, and rather kept Vsync enabled,
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// but let's assume this is the minority. At least for now ;)
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GSsetVsync( false );
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Console.Indent(2).WriteLn( "Vsync temporarily disabled" );
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}
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}
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else
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{
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GSsetVsync( EmuConfig.GS.FrameLimitEnable && EmuConfig.GS.VsyncEnable );
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GSsetVsync( EmuConfig.GS.FrameLimitEnable && EmuConfig.GS.VsyncEnable );
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}
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if( result != 0 )
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if( result != 0 )
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{
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{
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