giz dblbuff, scanline mode

git-svn-id: file:///home/notaz/opt/svn/PicoDrive/platform@270 be3aeb3a-fb24-0410-a615-afba39da0efa
This commit is contained in:
notaz 2007-10-06 12:20:44 +00:00
parent c2e83bcd16
commit f3dc5a3a95
3 changed files with 12 additions and 8 deletions

View file

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