Opened 10 years ago

Closed 10 years ago

Last modified 7 months ago

#9095 closed patch

PSP: flicker fix part 2

Reported by: bluddy Owned by: joostp
Priority: normal Component: Port: PSP
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)

fix.patch (3.1 KB) - added by bluddy 10 years ago.
fixes flickering (hopefully)

Download all attachments as: .zip

Change History (5)

Changed 10 years ago by bluddy

Attachment: fix.patch added

fixes flickering (hopefully)

comment:1 Changed 10 years ago by fingolfin

Owner: set to joostp
Summary: PSP flicker fix part 2PSP: flicker fix part 2

comment:2 Changed 10 years ago by joostp

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 Changed 10 years ago by joostp

Status: newclosed

comment:4 Changed 7 months ago by digitall

Component: Port: PSP
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