Just a few fixes for the fps counter, also unbreak direct XFB homebrews.

And a couple of fixes for the frameskip : disabled by default, can be set before launching a game, also safer to avoid lockup. 

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3950 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
sl1nk3.s
2009-08-08 05:47:08 +00:00
parent 51ddedf512
commit 69f32a76c6
7 changed files with 56 additions and 33 deletions

View File

@ -795,23 +795,18 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect
{
s_skipSwap = g_bSkipCurrentFrame;
g_VideoInitialize.pCopiedToXFB(false);
#ifdef XXX_ENABLE_CPU_CONTROLLED_SWAPPING
// If we're about to write to a requested XFB, make sure the previous
// contents make it to the screen first.
VideoFifo_CheckSwapRequestAt(xfbAddr, fbWidth, fbHeight);
s_framebufferManager.CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
#else
s_framebufferManager.CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
// TODO: Find better name for this because I don't know if it means what it says.
g_VideoInitialize.pCopiedToXFB(false);
#ifndef XXX_ENABLE_CPU_CONTROLLED_SWAPPING
// XXX: Without the VI, how would we know what kind of field this is? So
// just use progressive.
Renderer::Swap(xfbAddr, FIELD_PROGRESSIVE, fbWidth, fbHeight);
// TODO: Find better name for this because I don't know if it means what it says.
g_VideoInitialize.pCopiedToXFB(true);
#endif
}