Age | Commit message (Collapse) | Author |
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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The problem was that I was allowing changes to the palette (in this case) even before the separate display thread, which is synchronized to vsync, was done drawing. This caused the palette to change mid-render.
The fix is a semaphore synchronizing the threads.
svn-id: r54942
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svn-id: r54584
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svn-id: r53455
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svn-id: r53160
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It didn't really belong in memory.cpp and we're going to want to include memory.h everywhere.
* * *
PSP: more Vram Allocator cleanup
svn-id: r52815
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Resolution
This greatly simplifies the display options and makes them more practical. Original resolution will try to fit the game to the screen pixel-to-pixel, and will revert to full screen if it fails. Keep AR maximizes height and adjusts the width accordingly. This works very well with 320x200 games (AR of 1.6) which is close to the PSP's 1.7, but not so well with 320x240/640x480 (AR of 1.3). Full Screen is still default.
svn-id: r52138
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This should aid in further optimizations.
svn-id: r51685
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svn-id: r49838
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calling updateScreen() from pollEvent() once in a while
svn-id: r49541
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working well. Seems to be working well this way, so I activated it. If need be, deactivate it by commenting out USE_DISPLAY_CALLBACK
svn-id: r49115
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mechanism. This allows for about 4% speedup since we no longer need to wait for VSYNC in our main thread. I'll activate it as soon as I've tested it out properly.
svn-id: r49055
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svn-id: r48634
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svn-id: r48632
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