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[SDL2] Refactor the PSP Render #13314

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c4ee32b
Something already working
fjtrujy Jan 22, 2023
6e831bc
Fixed some textures not being renderer properly
fjtrujy Jan 22, 2023
1ea5d8a
Dinamic vsync implementation
fjtrujy Jan 22, 2023
70d1b7a
PSP doesn't support render target
fjtrujy Jan 22, 2023
da10818
Some others improvements
fjtrujy Jan 23, 2023
252061b
Fix weird texture issues
fjtrujy Jan 24, 2023
aeac20f
Fixing colored triangles support
fjtrujy Jan 25, 2023
6274688
Create function for calculate the proper slice size
fjtrujy Jan 28, 2023
f2df1b2
Implementation looks to be almost right
fjtrujy Jan 28, 2023
b31b288
Fix the slice calculation
fjtrujy Jan 28, 2023
741cedb
Move textures to VRAM
fjtrujy Jan 29, 2023
b128bb6
Change draw buffer to GU_PSM_4444
fjtrujy Jan 29, 2023
a2b5203
Implement FIllRects
fjtrujy Jan 30, 2023
0560f71
Disable texture check in the Copy method
fjtrujy Jan 30, 2023
3183281
Use inline for trying to improve performance
fjtrujy Jan 30, 2023
f4e4d58
Use destiny to create the different slices
fjtrujy Jan 31, 2023
31d9485
Skip small textures
fjtrujy Jan 31, 2023
eaf781f
Implementing swizzling
fjtrujy Feb 1, 2023
67adbe8
Some cleaning
fjtrujy Feb 8, 2023
af3372c
Swizzle just static textures
fjtrujy Feb 8, 2023
fd95e72
Fix deallocation textures
fjtrujy Apr 27, 2025
f8f5c8a
Render to target looks to work fine now
fjtrujy Feb 11, 2023
8f23633
Make screen buffer format based on windows pixel format
fjtrujy Feb 20, 2023
74e76ef
Improving logic when a single slice is needed
fjtrujy Feb 20, 2023
e8d7fad
Applying trick for Alpha in 5551
fjtrujy Feb 20, 2023
0aefe48
Fix build errors and warnings
sharkwouter Jun 14, 2024
22e9495
Do less calculations in PSP_LockTexture
sharkwouter Jun 14, 2024
16810a1
Fast clear
fjtrujy Apr 28, 2025
b958d67
Improve CPU&GPU parallelization
fjtrujy Aug 19, 2024
0ee1c2b
Applying formatter
fjtrujy Jul 2, 2025
3ac816a
forcing fast-math in the Cmake
fjtrujy Jul 2, 2025
72cb839
Inline blendmode
fjtrujy Jul 2, 2025
ae3f764
Improving flushing
fjtrujy Jul 3, 2025
4c4cd67
use sceGuSignal for assuring thread-safe (CPU & GPU)
fjtrujy Jul 3, 2025
f83f226
Using now 3 GPU lists
fjtrujy Jul 3, 2025
5cf2015
Use NOWait for scegusignal
fjtrujy Jul 3, 2025
70bc7b0
Read semID from sceGuSignalCallback
fjtrujy Jul 3, 2025
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11 changes: 11 additions & 0 deletions include/SDL_hints.h
Original file line number Diff line number Diff line change
Expand Up @@ -2038,6 +2038,17 @@ extern "C" {
*/
#define SDL_HINT_PS2_DYNAMIC_VSYNC "SDL_PS2_DYNAMIC_VSYNC"

/**
* \brief A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS
*
* This variable can be set to the following values:
* "0" - It will be using VSYNC as defined in the main flag. Default
* "1" - If VSYNC was previously enabled, then it will disable VSYNC if doesn't reach enough speed
*
* By default SDL does not enable the automatic VSYNC
*/
#define SDL_HINT_PSP_DYNAMIC_VSYNC "SDL_PSP_DYNAMIC_VSYNC"

/**
* A variable to control whether the return key on the soft keyboard should
* hide the soft keyboard on Android and iOS.
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