本文整理汇总了C++中PSP_CoreParameter函数的典型用法代码示例。如果您正苦于以下问题:C++ PSP_CoreParameter函数的具体用法?C++ PSP_CoreParameter怎么用?C++ PSP_CoreParameter使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了PSP_CoreParameter函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: glClearColor
void GLES_GPU::InitClear() {
if (!g_Config.bBufferedRendering) {
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
}
开发者ID:aquanull,项目名称:ppsspp,代码行数:9,代码来源:DisplayListInterpreter.cpp
示例2: SendDebugOutput
void WindowsHeadlessHost::SendOrCollectDebugOutput(const std::string &data)
{
if (PSP_CoreParameter().printfEmuLog)
SendDebugOutput(data);
else if (PSP_CoreParameter().collectEmuLog)
*PSP_CoreParameter().collectEmuLog += data;
else
DEBUG_LOG(COMMON, "%s", data.c_str());
}
开发者ID:GitHub-LLL,项目名称:ppsspp,代码行数:9,代码来源:WindowsHeadlessHost.cpp
示例3: DecimateFBOs
void FramebufferManagerCommon::BeginFrame() {
DecimateFBOs();
currentRenderVfb_ = 0;
useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
updateVRAM_ = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE);
renderWidth_ = (float)PSP_CoreParameter().renderWidth;
renderHeight_ = (float)PSP_CoreParameter().renderHeight;
pixelWidth_ = PSP_CoreParameter().pixelWidth;
pixelHeight_ = PSP_CoreParameter().pixelHeight;
}
开发者ID:jduranmaster,项目名称:ppsspp,代码行数:10,代码来源:FramebufferCommon.cpp
示例4: glClearColor
void GLES_GPU::InitClear()
{
if (!g_Config.bBufferedRendering)
{
glClearColor(0,0,0,1);
// glClearColor(1,0,1,1);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
}
glViewport(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
}
开发者ID:btsantos,项目名称:ppsspp,代码行数:10,代码来源:DisplayListInterpreter.cpp
示例5: glClearColor
void GLES_GPU::InitClearInternal() {
bool useNonBufferedRendering = g_Config.iRenderingMode == FB_NON_BUFFERED_MODE;
if (useNonBufferedRendering) {
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
}
开发者ID:crono3567,项目名称:ppsspp,代码行数:10,代码来源:GLES_GPU.cpp
示例6: GetI18NCategory
void FramebufferManagerCommon::ShowScreenResolution() {
I18NCategory *gr = GetI18NCategory("Graphics");
std::ostringstream messageStream;
messageStream << gr->T("Internal Resolution") << ": ";
messageStream << PSP_CoreParameter().renderWidth << "x" << PSP_CoreParameter().renderHeight << " ";
messageStream << gr->T("Window Size") << ": ";
messageStream << PSP_CoreParameter().pixelWidth << "x" << PSP_CoreParameter().pixelHeight;
osm.Show(messageStream.str(), 2.0f, 0xFFFFFF, -1, true, "resize");
}
开发者ID:raytian,项目名称:ppsspp,代码行数:11,代码来源:FramebufferCommon.cpp
示例7: SetZoom
void SetZoom(float zoom) {
if (zoom < 5)
g_Config.iWindowZoom = zoom;
RECT rc, rcOuter;
GetWindowRectAtZoom(zoom, rc, rcOuter);
MoveWindow(hwndMain, rcOuter.left, rcOuter.top, rcOuter.right - rcOuter.left, rcOuter.bottom - rcOuter.top, TRUE);
MoveWindow(hwndDisplay, 0, 0, rc.right - rc.left, rc.bottom - rc.top, TRUE);
PSP_CoreParameter().pixelWidth = 480 * zoom;
PSP_CoreParameter().pixelHeight = 272 * zoom;
GL_Resized();
}
开发者ID:Myoko,项目名称:ppsspp,代码行数:11,代码来源:WndMainWindow.cpp
示例8: ShowScreenResolution
static void ShowScreenResolution() {
I18NCategory *gr = GetI18NCategory("Graphics");
std::ostringstream messageStream;
messageStream << gr->T("Internal Resolution") << ": ";
messageStream << PSP_CoreParameter().renderWidth << "x" << PSP_CoreParameter().renderHeight << " ";
messageStream << gr->T("Window Size") << ": ";
messageStream << PSP_CoreParameter().pixelWidth << "x" << PSP_CoreParameter().pixelHeight;
osm.Show(messageStream.str(), 2.0f);
}
开发者ID:jduranmaster,项目名称:ppsspp,代码行数:11,代码来源:MainWindow.cpp
示例9: NativeMessageReceived
void MainUI::resizeGL(int w, int h)
{
bool smallWindow = g_Config.IsPortrait() ? (h < 480 + 80) : (w < 480 + 80);
if (UpdateScreenScale(w, h, smallWindow)) {
NativeMessageReceived("gpu resized", "");
}
xscale = w / this->width();
yscale = h / this->height();
PSP_CoreParameter().pixelWidth = pixel_xres;
PSP_CoreParameter().pixelHeight = pixel_yres;
}
开发者ID:RisingFog,项目名称:ppsspp,代码行数:12,代码来源:QtMain.cpp
示例10: glClearColor
void DIRECTX9_GPU::InitClearInternal() {
bool useNonBufferedRendering = g_Config.iRenderingMode == FB_NON_BUFFERED_MODE;
if (useNonBufferedRendering) {
dxstate.depthWrite.set(true);
dxstate.colorMask.set(true, true, true, true);
/*
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
*/
pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 0.f, 0);
}
dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
}
开发者ID:ANR2ME,项目名称:ppsspp,代码行数:13,代码来源:GPU_DX9.cpp
示例11: PSP_CoreParameter
void FramebufferManagerGLES::Resized() {
FramebufferManagerCommon::Resized();
render_->Resize(PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
if (UpdateSize()) {
DestroyAllFBOs();
}
// Might have a new post shader - let's compile it.
CompilePostShader();
// render_->SetLineWidth(renderWidth_ / 480.0f);
}
开发者ID:KentuckyCompass,项目名称:ppsspp,代码行数:13,代码来源:FramebufferManagerGLES.cpp
示例12: GetI18NCategory
void EmuScreen::onVKeyDown(int virtualKeyCode) {
I18NCategory *s = GetI18NCategory("Screen");
switch (virtualKeyCode) {
case VIRTKEY_UNTHROTTLE:
PSP_CoreParameter().unthrottle = true;
break;
case VIRTKEY_SPEED_TOGGLE:
if (PSP_CoreParameter().fpsLimit == 0) {
PSP_CoreParameter().fpsLimit = 1;
osm.Show(s->T("fixed", "Speed: alternate"), 1.0);
}
else if (PSP_CoreParameter().fpsLimit == 1) {
PSP_CoreParameter().fpsLimit = 0;
osm.Show(s->T("standard", "Speed: standard"), 1.0);
}
break;
case VIRTKEY_PAUSE:
pauseTrigger_ = true;
break;
case VIRTKEY_AXIS_X_MIN:
case VIRTKEY_AXIS_X_MAX:
setVKeyAnalogX(CTRL_STICK_LEFT, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX);
break;
case VIRTKEY_AXIS_Y_MIN:
case VIRTKEY_AXIS_Y_MAX:
setVKeyAnalogY(CTRL_STICK_LEFT, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_Y_MAX);
break;
case VIRTKEY_AXIS_RIGHT_X_MIN:
case VIRTKEY_AXIS_RIGHT_X_MAX:
setVKeyAnalogX(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_X_MAX);
break;
case VIRTKEY_AXIS_RIGHT_Y_MIN:
case VIRTKEY_AXIS_RIGHT_Y_MAX:
setVKeyAnalogY(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_Y_MIN, VIRTKEY_AXIS_RIGHT_Y_MAX);
break;
case VIRTKEY_REWIND:
if (SaveState::CanRewind()) {
SaveState::Rewind();
} else {
osm.Show(s->T("norewind", "No rewind save states available"), 2.0);
}
break;
}
}
开发者ID:cv47,项目名称:ppsspp,代码行数:50,代码来源:EmuScreen.cpp
示例13: GetI18NCategory
void EmuScreen::onVKeyDown(int virtualKeyCode) {
I18NCategory *s = GetI18NCategory("Screen");
switch (virtualKeyCode) {
case VIRTKEY_SPEED_TOGGLE:
if (PSP_CoreParameter().fpsLimit == 0) {
PSP_CoreParameter().fpsLimit = 1;
osm.Show(s->T("fixed", "Speed: fixed"), 1.0);
}
else if (PSP_CoreParameter().fpsLimit == 1) {
PSP_CoreParameter().fpsLimit = 0;
osm.Show(s->T("standard", "Speed: standard"), 1.0);
}
break;
// On Android, this is take care of in update() using input.buttons & back
// Should get rid of that but not now.
#ifndef ANDROID
case VIRTKEY_PAUSE:
screenManager()->push(new PauseScreen());
break;
#endif
case VIRTKEY_AXIS_X_MIN:
__CtrlSetAnalogX(-1.0f, CTRL_STICK_LEFT);
break;
case VIRTKEY_AXIS_X_MAX:
__CtrlSetAnalogX(1.0f, CTRL_STICK_LEFT);
break;
case VIRTKEY_AXIS_Y_MIN:
__CtrlSetAnalogY(-1.0f, CTRL_STICK_LEFT);
break;
case VIRTKEY_AXIS_Y_MAX:
__CtrlSetAnalogY(1.0f, CTRL_STICK_LEFT);
break;
case VIRTKEY_AXIS_RIGHT_X_MIN:
__CtrlSetAnalogX(-1.0f, CTRL_STICK_RIGHT);
break;
case VIRTKEY_AXIS_RIGHT_X_MAX:
__CtrlSetAnalogX(1.0f, CTRL_STICK_RIGHT);
break;
case VIRTKEY_AXIS_RIGHT_Y_MIN:
__CtrlSetAnalogY(-1.0f, CTRL_STICK_RIGHT);
break;
case VIRTKEY_AXIS_RIGHT_Y_MAX:
__CtrlSetAnalogY(1.0f, CTRL_STICK_RIGHT);
break;
}
}
开发者ID:arnastia,项目名称:ppsspp,代码行数:50,代码来源:EmuScreen.cpp
示例14: GetI18NCategory
void FramebufferManagerCommon::ShowScreenResolution() {
I18NCategory *gr = GetI18NCategory("Graphics");
std::ostringstream messageStream;
messageStream << gr->T("Internal Resolution") << ": ";
messageStream << PSP_CoreParameter().renderWidth << "x" << PSP_CoreParameter().renderHeight << " ";
if (postShaderIsUpscalingFilter_) {
messageStream << gr->T("(upscaling)") << " ";
}
messageStream << gr->T("Window Size") << ": ";
messageStream << PSP_CoreParameter().pixelWidth << "x" << PSP_CoreParameter().pixelHeight;
host->NotifyUserMessage(messageStream.str(), 2.0f, 0xFFFFFF, "resize");
}
开发者ID:RisingFog,项目名称:ppsspp,代码行数:14,代码来源:FramebufferCommon.cpp
示例15: GetI18NCategory
void EmuScreen::onVKeyDown(int virtualKeyCode) {
I18NCategory *s = GetI18NCategory("Screen");
switch (virtualKeyCode) {
case VIRTKEY_UNTHROTTLE:
PSP_CoreParameter().unthrottle = true;
break;
case VIRTKEY_SPEED_TOGGLE:
if (PSP_CoreParameter().fpsLimit == 0) {
PSP_CoreParameter().fpsLimit = 1;
osm.Show(s->T("fixed", "Speed: fixed"), 1.0);
}
else if (PSP_CoreParameter().fpsLimit == 1) {
PSP_CoreParameter().fpsLimit = 0;
osm.Show(s->T("standard", "Speed: standard"), 1.0);
}
break;
// On Android, this is take care of in update() using input.buttons & back
// Should get rid of that but not now.
#ifndef ANDROID
case VIRTKEY_PAUSE:
if (g_Config.bNewUI)
screenManager()->push(new GamePauseScreen(gamePath_));
else
screenManager()->push(new PauseScreen());
break;
#endif
case VIRTKEY_AXIS_X_MIN:
case VIRTKEY_AXIS_X_MAX:
setVKeyAnalogX(CTRL_STICK_LEFT, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX);
break;
case VIRTKEY_AXIS_Y_MIN:
case VIRTKEY_AXIS_Y_MAX:
setVKeyAnalogY(CTRL_STICK_LEFT, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_Y_MAX);
break;
case VIRTKEY_AXIS_RIGHT_X_MIN:
case VIRTKEY_AXIS_RIGHT_X_MAX:
setVKeyAnalogX(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_X_MAX);
break;
case VIRTKEY_AXIS_RIGHT_Y_MIN:
case VIRTKEY_AXIS_RIGHT_Y_MAX:
setVKeyAnalogY(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_Y_MIN, VIRTKEY_AXIS_RIGHT_Y_MAX);
break;
}
}
开发者ID:DonelBueno,项目名称:ppsspp,代码行数:49,代码来源:EmuScreen.cpp
示例16: SetupJitHarness
static void SetupJitHarness() {
// We register a syscall so we have an easy way to finish the test.
RegisterModule("UnitTestFakeSyscalls", ARRAY_SIZE(UnitTestFakeSyscalls), UnitTestFakeSyscalls);
// This is pretty much the bare minimum required to setup jit.
coreState = CORE_POWERUP;
currentMIPS = &mipsr4k;
Memory::g_MemorySize = Memory::RAM_NORMAL_SIZE;
PSP_CoreParameter().cpuCore = CPUCore::INTERPRETER;
PSP_CoreParameter().unthrottle = true;
Memory::Init();
mipsr4k.Reset();
CoreTiming::Init();
}
开发者ID:Orphis,项目名称:ppsspp,代码行数:15,代码来源:JitHarness.cpp
示例17: eglMakeCurrent
void BlackberryMain::switchDisplay(int idx) {
static int screen_curr = -1;
if (idx != screen_curr) {
pixel_xres = displays[idx].width;
pixel_yres = displays[idx].height;
dp_xres = (int)(pixel_xres * g_dpi_scale);
dp_yres = (int)(pixel_yres * g_dpi_scale);
screen_curr = idx;
eglMakeCurrent(egl_disp[idx], egl_surf[idx], egl_surf[idx], egl_cont);
}
if (emulating) {
PSP_CoreParameter().pixelWidth = pixel_xres;
PSP_CoreParameter().pixelHeight = pixel_yres;
}
}
开发者ID:Bublafus,项目名称:native,代码行数:15,代码来源:BlackberryDisplay.cpp
示例18: displayFramebufPtr_
FramebufferManagerCommon::FramebufferManagerCommon() :
displayFramebufPtr_(0),
displayStride_(0),
displayFormat_(GE_FORMAT_565),
displayFramebuf_(0),
prevDisplayFramebuf_(0),
prevPrevDisplayFramebuf_(0),
frameLastFramebufUsed_(0),
currentRenderVfb_(0),
framebufRangeEnd_(0),
hackForce04154000Download_(false) {
renderWidth_ = (float)PSP_CoreParameter().renderWidth;
renderHeight_ = (float)PSP_CoreParameter().renderHeight;
pixelWidth_ = PSP_CoreParameter().pixelWidth;
pixelHeight_ = PSP_CoreParameter().pixelHeight;
}
开发者ID:jduranmaster,项目名称:ppsspp,代码行数:16,代码来源:FramebufferCommon.cpp
示例19: CheckGPUFeatures
void GPU_Vulkan::CheckGPUFeatures() {
uint32_t features = 0;
features |= GPU_SUPPORTS_16BIT_FORMATS;
if (vulkan_->GetFeaturesEnabled().wideLines) {
features |= GPU_SUPPORTS_WIDE_LINES;
}
if (vulkan_->GetFeaturesEnabled().dualSrcBlend) {
features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
}
if (vulkan_->GetFeaturesEnabled().logicOp) {
features |= GPU_SUPPORTS_LOGIC_OP;
}
if (vulkan_->GetFeaturesEnabled().samplerAnisotropy) {
features |= GPU_SUPPORTS_ANISOTROPY;
}
if (PSP_CoreParameter().compat.flags().ClearToRAM) {
features |= GPU_USE_CLEAR_RAM_HACK;
}
// Mandatory features on Vulkan, which may be checked in "centralized" code
features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
features |= GPU_SUPPORTS_FBO;
features |= GPU_SUPPORTS_BLEND_MINMAX;
features |= GPU_SUPPORTS_ANY_COPY_IMAGE;
features |= GPU_SUPPORTS_OES_TEXTURE_NPOT;
features |= GPU_SUPPORTS_LARGE_VIEWPORTS;
features |= GPU_SUPPORTS_16BIT_FORMATS;
gstate_c.featureFlags = features;
}
开发者ID:FTPiano,项目名称:ppsspp,代码行数:30,代码来源:GPU_Vulkan.cpp
示例20: hleLagSync
void hleLagSync(u64 userdata, int cyclesLate) {
// The goal here is to prevent network, audio, and input lag from the real world.
// Our normal timing is very "stop and go". This is efficient, but causes real world lag.
// This event (optionally) runs every 1ms to sync with the real world.
if (!FrameTimingThrottled()) {
lagSyncScheduled = false;
return;
}
float scale = 1.0f;
if (PSP_CoreParameter().fpsLimit == FPS_LIMIT_CUSTOM) {
// 0 is handled in FrameTimingThrottled().
scale = 60.0f / g_Config.iFpsLimit;
}
const double goal = lastLagSync + (scale / 1000.0f);
time_update();
// Don't lag too long ever, if they leave it paused.
while (time_now_d() < goal && goal < time_now_d() + 0.01) {
#ifndef _WIN32
const double left = goal - time_now_d();
usleep((long)(left * 1000000));
#endif
time_update();
}
const int emuOver = (int)cyclesToUs(cyclesLate);
const int over = (int)((time_now_d() - goal) * 1000000);
ScheduleLagSync(over - emuOver);
}
开发者ID:Bigpet,项目名称:ppsspp,代码行数:31,代码来源:sceDisplay.cpp
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