mirror of https://github.com/PCSX2/pcsx2.git
A few fixes for some situations I didn't consider.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4387 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -437,14 +437,14 @@ void Pcsx2App::LogicalVsync()
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FpsManager.DoFrame();
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if (EmuConfig.GS.ManagedVsync)
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if (EmuConfig.GS.ManagedVsync && EmuConfig.GS.VsyncEnable)
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{
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static bool last_enabled = true; // Avoids locking it in some scenarios
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static int too_slow = 0;
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static int fast_enough = 0;
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if ( g_LimiterMode == Limit_Nominal && EmuConfig.GS.VsyncEnable && g_Conf->EmuOptions.GS.FrameLimitEnable )
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{
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static bool last_enabled = 0;
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static int too_slow = 0;
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static int fast_enough = 0;
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float fps = (float)FpsManager.GetFramerate();
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if( gsRegionMode == Region_NTSC )
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@ -491,7 +491,12 @@ void Pcsx2App::LogicalVsync()
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}
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}
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else
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{
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last_enabled = true; // Avoids locking it in some scenarios
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too_slow = 0;
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fast_enough = 0;
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GSsetVsync( 0 );
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}
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}
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// Only call PADupdate here if we're using GSopen2. Legacy GSopen plugins have the
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// GS window belonging to the MTGS thread.
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