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giz dblbuff, scanline mode
git-svn-id: file:///home/notaz/opt/svn/PicoDrive/platform@270 be3aeb3a-fb24-0410-a615-afba39da0efa
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3 changed files with 12 additions and 8 deletions
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@ -132,11 +132,10 @@ graphics problems for some games, so it's best to use 16bit one.
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#endif
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#ifdef GIZ
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@@0. "Interlaced rendering"
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@@0. "Scanline mode"
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This option was designed to work around slow framebuffer access (the Gizmondo's
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main bottleneck) by drawing every other line (odd numbered lines during odd
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numbered frames and even numbered lines during even frames). This improves
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performance greatly, but introduces artifacts for fast scrolling games.
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main bottleneck) by drawing every other line (even nummbered lines only).
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This improves performance greatly, but looses detail.
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#endif
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#ifdef GP2X
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@ -272,10 +271,14 @@ game to get sound. This is because most games initialize sound chips on
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startup, and this data is lost when sound chips are being enabled/disabled.
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#ifdef GIZ
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@@1. "Double buffering"
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Draws the display to offscreen buffer, and flips it with visible one when done.
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Unfortunately this causes serious tearing, unless v-sync is used (next option).
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@@1. "Wait for V-sync"
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Waits for vertical sync before drawing. This option doesn't eliminate tearing
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problems, because full framebuffer update takes much more time then the blanking
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period lasts on Gizmondo..
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Waits for vertical sync before drawing (or flipping buffers, if previous option
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is enabled). Emulation is stopped while waiting, so this causes large performance
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hit.
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#endif
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@@1. "gzip savestates"
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