mirror of https://github.com/stella-emu/stella.git
updated doc for fullscreen refresh rate adaption
removed debug output
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@ -37,6 +37,8 @@
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* Added separate positioning of launcher, emulator and debugger
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* Added separate positioning of launcher, emulator and debugger
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* Added optional display to game refresh rate adaption in fullscreen mode
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* Added option which lets default ROM path follow launcher navigation
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* Added option which lets default ROM path follow launcher navigation
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* Added debugger 'saveaccess' function, which saves memory access counts to
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* Added debugger 'saveaccess' function, which saves memory access counts to
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@ -2218,6 +2218,12 @@
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aspect ratio.</td>
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aspect ratio.</td>
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</tr>
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</tr>
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<tr>
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<td><pre>-tia.fs_refresh <1|0></pre></td>
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<td>While in fullscreen mode, adapt the display's refresh rate to the game's frame rate
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to minimize judder.</td>
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</tr>
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<tr>
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<tr>
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<td><pre>-tia.fs_overscan <0 - 10></pre></td>
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<td><pre>-tia.fs_overscan <0 - 10></pre></td>
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<td>Add overscan to TIA image while in fullscreen mode</td>
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<td>Add overscan to TIA image while in fullscreen mode</td>
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@ -2943,13 +2949,14 @@
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<table border="1" cellpadding="4">
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<table border="1" cellpadding="4">
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<tr><th>Item</th><th>Brief description</th><th>For more information,<br>see <a href="#CommandLine">CommandLine</a></th></tr>
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<tr><th>Item</th><th>Brief description</th><th>For more information,<br>see <a href="#CommandLine">CommandLine</a></th></tr>
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<tr><td>Renderer</td><td>Use specified rendering mode</td><td>-video</td></tr>
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<tr><td>Renderer</td><td>Use specified rendering mode</td><td>-video</td></tr>
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<tr><td>Interpolation</td><td>Interpolation of TIA image</td><td>-tia.inter</td></tr>
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<tr><td>Interpolation</td><td>Enable interpolation of the TIA image</td><td>-tia.inter</td></tr>
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<tr><td>Zoom</td><td>Zoom level of TIA image</td><td>-tia.zoom</td></tr>
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<tr><td>Zoom</td><td>Zoom level of the TIA image</td><td>-tia.zoom</td></tr>
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<tr><td>Fullscreen</td><td>Self-explanatory - Note that colors may slightly change.
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<tr><td>Fullscreen</td><td>Self-explanatory - Note that colors may slightly change.
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This depends on the OS and renderer used.</td><td>-fullscreen</td></tr>
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This depends on the OS and renderer used.</td><td>-fullscreen</td></tr>
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<tr><td>Stretch</td><td>In fullscreen mode, completely fill screen with TIA image</td><td>-tia.fs_stretch</td></tr>
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<tr><td>Stretch</td><td>In fullscreen mode, completely fill screen with the TIA image.</td><td>-tia.fs_stretch</td></tr>
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<tr><td>Adapt display...</td><td>In fullscreen mode, adapt the display's refresh rate to the game's frame rate to minimize judder.</td><td>-tia.fs_refresh</td></tr>
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<tr><td>Overscan</td><td>In fullscreen mode, add overscan to the TIA image</td><td>-tia.fs_overscan</td></tr>
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<tr><td>Overscan</td><td>In fullscreen mode, add overscan to the TIA image</td><td>-tia.fs_overscan</td></tr>
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<tr><td>V-Size adjust</td><td>Adjust height of TIA image</td><td>-tia.vsizeadjust</td></tr>
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<tr><td>V-Size adjust</td><td>Adjust height of the TIA image</td><td>-tia.vsizeadjust</td></tr>
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</table>
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</table>
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</td>
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</td>
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</tr>
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</tr>
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@ -393,7 +393,6 @@ bool FrameBufferSDL2::adaptRefreshRate(Int32 displayIndex, SDL_DisplayMode& adap
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Logger::error("ERROR: Closest display mode could not be retrieved");
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Logger::error("ERROR: Closest display mode could not be retrieved");
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return adapt;
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return adapt;
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}
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}
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factor = float(closestSdlMode.refresh_rate) / sdlMode.refresh_rate;
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factor = std::min(float(sdlMode.refresh_rate) / sdlMode.refresh_rate,
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factor = std::min(float(sdlMode.refresh_rate) / sdlMode.refresh_rate,
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float(sdlMode.refresh_rate) / (sdlMode.refresh_rate - 1));
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float(sdlMode.refresh_rate) / (sdlMode.refresh_rate - 1));
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const float diff = std::abs(factor - std::round(factor)) / factor;
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const float diff = std::abs(factor - std::round(factor)) / factor;
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@ -404,12 +403,12 @@ bool FrameBufferSDL2::adaptRefreshRate(Int32 displayIndex, SDL_DisplayMode& adap
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adapt = true;
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adapt = true;
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}
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}
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}
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}
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cerr << "refresh rate adapt ";
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//cerr << "refresh rate adapt ";
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if(adapt)
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//if(adapt)
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cerr << "required (" << currentRefreshRate << " Hz -> " << adaptedSdlMode.refresh_rate << " Hz)";
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// cerr << "required (" << currentRefreshRate << " Hz -> " << adaptedSdlMode.refresh_rate << " Hz)";
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else
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//else
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cerr << "not required/possible";
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// cerr << "not required/possible";
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cerr << endl;
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//cerr << endl;
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// Only change if the display supports a better refresh rate
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// Only change if the display supports a better refresh rate
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return adapt;
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return adapt;
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@ -506,7 +505,7 @@ bool FrameBufferSDL2::createRenderer(bool force)
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if(recreate)
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if(recreate)
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{
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{
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cerr << "Create new renderer for buffer type #" << int(myBufferType) << endl;
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//cerr << "Create new renderer for buffer type #" << int(myBufferType) << endl;
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if(myRenderer)
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if(myRenderer)
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SDL_DestroyRenderer(myRenderer);
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SDL_DestroyRenderer(myRenderer);
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@ -442,7 +442,7 @@ void Settings::usage() const
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<< " -tia.inter <1|0> Enable interpolated (smooth) scaling for TIA\n"
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<< " -tia.inter <1|0> Enable interpolated (smooth) scaling for TIA\n"
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<< " image\n"
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<< " image\n"
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<< " -tia.fs_stretch <1|0> Stretch TIA image to fill fullscreen mode\n"
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<< " -tia.fs_stretch <1|0> Stretch TIA image to fill fullscreen mode\n"
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<< " -tia.fs_refresh <1|0> Try to adapt display refresh rate to game\n"
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<< " -tia.fs_refresh <1|0> Try to adapt display refresh rate to game's FPS\n"
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<< " -tia.fs_overscan <0-10> Add overscan to TIA image in fullscreen mode\n"
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<< " -tia.fs_overscan <0-10> Add overscan to TIA image in fullscreen mode\n"
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<< " -tia.dbgcolors <string> Debug colors to use for each object (see manual\n"
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<< " -tia.dbgcolors <string> Debug colors to use for each object (see manual\n"
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<< " for description)\n"
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<< " for description)\n"
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