Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add validation to sceDisplaySetFramebuf #8743

Merged
merged 6 commits into from
May 16, 2016

Conversation

unknownbrackets
Copy link
Collaborator

An interesting thing: per my tests, you can't set a new format or stride without latching it first. This might catch some curious scenarios where games change fb formats in a sequence that causes a blink or something.

Hoping this will help #8691. It might've been disabling the display in that way, for example. But I also realized we were max-60-fps'ing the display off/on, which it must've been doing each frame.

This passes the test in hrydgard/pspautotests#189.

-[Unknown]

We're just trying to detect frequent flips, so off/on doesn't play into
it.
These are returned by sceDisplayGetFrameBuf().
It seems you must latch a change to stride/fmt first, which basically
makes sense.  Otherwise it would revert, I suppose.
This seems to be involved in using the video out cable, but fails for
anything but these fixed parameters in normal situations.
@hrydgard
Copy link
Owner

Nice finds!

@hrydgard hrydgard merged commit 558d429 into hrydgard:master May 16, 2016
@unknownbrackets unknownbrackets deleted the display-minor branch May 16, 2016 06:46
@unknownbrackets
Copy link
Collaborator Author

FWIW, the only SetModes so far are all bogus values that should fail:
http://report.ppsspp.org/logs/kind/863

Pangya did also hit the latch first issue:
http://report.ppsspp.org/logs/kind/862

-[Unknown]

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants