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authorXTra.KrazzY <XTra.KrazzY@gmail.com>2009-08-08 01:39:56 +0000
committerXTra.KrazzY <XTra.KrazzY@gmail.com>2009-08-08 01:39:56 +0000
commit51ddedf512a3795193fb809281beb5d5453bc73a (patch)
treed6f2c2dfb5e9afe3b29f84aff2f788890d358294 /Source/Core/VideoCommon/Src/Fifo.cpp
parent9cbfadb885b585ecbd1e93c885edeb27bbf830e7 (diff)
Frameskipping! Complete with GUI! Even my most naive approach resulted in great speeds, even with graphic-intensive games such as Pikmin.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3949 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/VideoCommon/Src/Fifo.cpp')
-rw-r--r--Source/Core/VideoCommon/Src/Fifo.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/Src/Fifo.cpp b/Source/Core/VideoCommon/Src/Fifo.cpp
index 649dabc5e2..9be1bd2288 100644
--- a/Source/Core/VideoCommon/Src/Fifo.cpp
+++ b/Source/Core/VideoCommon/Src/Fifo.cpp
@@ -24,6 +24,7 @@
#include "Fifo.h"
+volatile bool g_bSkipCurrentFrame = false;
extern u8* g_pVideoData;
@@ -77,6 +78,10 @@ u8* FAKE_GetFifoEndPtr()
return &videoBuffer[size];
}
+void Fifo_SetRendering(bool bEnabled) {
+ g_bSkipCurrentFrame = !bEnabled;
+}
+
// Executed from another thread, no the graphics thread!
// Basically, all it does is set a flag so that the loop will eventually exit, then
// waits for the event to be set, which happens when the loop does exit.