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46aa5b9)
We need to do video_cb in retro_run every frame instead of
just once every time the video callback is called - otherwise
we will get very bad/skippy framerates.
Performance is much improved now in nearly all games.
+static unsigned game_width;
+static unsigned game_height;
+
static void vout_flip(const void *vram, int stride, int bgr24, int w, int h)
{
unsigned short *dest = vout_buf;
static void vout_flip(const void *vram, int stride, int bgr24, int w, int h)
{
unsigned short *dest = vout_buf;
#ifndef FRONTEND_SUPPORTS_RGB565
convert(vout_buf, w * h * 2);
#endif
#ifndef FRONTEND_SUPPORTS_RGB565
convert(vout_buf, w * h * 2);
#endif
- video_cb(vout_buf, w, h, w * 2);
- pl_rearmed_cbs.flip_cnt++;
+ game_width = w;
+ game_height = h;
}
static void vout_close(void)
}
static void vout_close(void)
psxCpu->Execute();
samples_to_send += 44100 / 60;
psxCpu->Execute();
samples_to_send += 44100 / 60;
+ video_cb(vout_buf, game_width, game_height, game_width * 2);
+ pl_rearmed_cbs.flip_cnt++;