Improve performance when vsync is enabled and the game is not reaching the 60 FPS

This commit is contained in:
Francisco Javier Trujillo Mata 2021-11-26 11:34:40 +01:00 committed by Sam Lantinga
parent 67c4b99639
commit 0341ec93fe
1 changed files with 19 additions and 1 deletions

View File

@ -80,6 +80,8 @@ typedef struct
int currentBlendMode;
PSP_DrawStateCache drawstate;
SDL_bool vblank_not_reached; /**< wether vblank wasn't reached */
} PSP_RenderData;
@ -175,6 +177,12 @@ TextureNextPow2(unsigned int w)
return n;
}
static void psp_on_vblank(u32 sub, PSP_RenderData *data)
{
if (data)
data->vblank_not_reached = SDL_FALSE;
}
static int
PixelFormatToPSPFMT(Uint32 format)
@ -1009,8 +1017,9 @@ PSP_RenderPresent(SDL_Renderer * renderer)
sceGuFinish();
sceGuSync(0,0);
/* if(data->vsync) */
if ((data->vsync) && (data->vblank_not_reached))
sceDisplayWaitVblankStart();
data->vblank_not_reached = SDL_TRUE;
data->backbuffer = data->frontbuffer;
data->frontbuffer = vabsptr(sceGuSwapBuffers());
@ -1044,6 +1053,10 @@ PSP_DestroyRenderer(SDL_Renderer * renderer)
StartDrawing(renderer);
sceKernelDisableSubIntr(PSP_VBLANK_INT, 0);
sceKernelReleaseSubIntrHandler(PSP_VBLANK_INT,0);
sceDisplayWaitVblankStart();
sceGuDisplay(GU_FALSE);
sceGuTerm();
/* vfree(data->backbuffer); */
/* vfree(data->frontbuffer); */
@ -1179,6 +1192,11 @@ PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
sceDisplayWaitVblankStartCB();
sceGuDisplay(GU_TRUE);
/* Improve performance when VSYC is enabled and it is not reaching the 60 FPS */
data->vblank_not_reached = SDL_TRUE;
sceKernelRegisterSubIntrHandler(PSP_VBLANK_INT, 0, psp_on_vblank, data);
sceKernelEnableSubIntr(PSP_VBLANK_INT, 0);
return renderer;
}