#9095 closed patch
PSP: flicker fix part 2
Reported by: | bluddy | Owned by: | joostp |
---|---|---|---|
Priority: | normal | Component: | Port: PSP |
Version: | Keywords: | ||
Cc: | Game: |
Description
Coming across the notorious PSP flicker again, I went back to check the display code.
What I found was that we were writing incorrectly to the screen. On the one hand, we were using the PSP's GU to render to the screen, allowing us a cheap way to scale the 640x480 or whatever graphics to the PSP screen size. On the other hand, we created the screen texture exactly at the place where the PSP's frame buffer is, which is a very fast method that is NOT compatible with using the GU.
I changed it so we now allocate our screen texture in main memory, and then send it to the GU. There is no discernible performance hit as far as I can tell.
I'm posting this so joost can test it on his end.
Ticket imported from: #2872626. Ticket imported from: patches/1200.
Attachments (1)
Change History (5)
by , 15 years ago
comment:1 by , 15 years ago
Owner: | set to |
---|---|
Summary: | PSP flicker fix part 2 → PSP: flicker fix part 2 |
comment:2 by , 15 years ago
Thanks, I've just committed a slightly cleaned up and modified (using uncached writes for _overlayBuffer as well) version of this to trunk.
I wonder though... while allocating these buffers dynamically may be a good idea overall, are you sure this is the actual cause for the flicker? The way we've used these fixed buffers up to now worked remarkably well for being "not compatible". :)
comment:3 by , 15 years ago
Status: | new → closed |
---|
comment:4 by , 6 years ago
Component: | → Port: PSP |
---|
fixes flickering (hopefully)