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https://github.com/TwilitRealm/dusklight
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Implement unlocked framerates via interpolation (#315)
* Disable waitForTick and waitBlanking * Initial frame interpolation implementation * Initial batch of speed fixes * Fix Iron Boots * Strip dead code once used for debugging * Interpolate shadows * Revert overzealous/redundant lookups * Fix JUTFader * Fix field map cursor * Fix various particle effects * Fix Midna when riding Wolf Link * Fix title logo * Title Logo 2: Electric Boogaloo * Fixed grass and flowers * "Unlock Framerate" config option (WIP) * Wrap more things in TARGET_PC * Finish wrapping things in TARGET_PC * Missed one * Disable dComIfGd_drawXluListInvisible when interpolating --------- Co-authored-by: Luke Street <luke@street.dev>
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@@ -20,7 +20,6 @@
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#include "f_pc/f_pc_pause.h"
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#include "f_pc/f_pc_priority.h"
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#include "m_Do/m_Do_controller_pad.h"
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#include <cstdio>
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#include "tracy/Tracy.hpp"
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@@ -64,7 +63,14 @@ void fpcM_Management(fpcM_ManagementFunc i_preExecuteFn, fpcM_ManagementFunc i_p
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l_dvdError = false;
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}
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cAPIGph_Painter();
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#ifdef TARGET_PC
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// Frame interpolation: call moved to m_Do_main
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if (!dusk::getSettings().game.enableFrameInterpolation) {
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#endif
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cAPIGph_Painter();
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#ifdef TARGET_PC
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}
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#endif
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if (!dPa_control_c::isStatus(1)) {
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fpcDt_Handler();
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@@ -153,4 +159,3 @@ void* fpcM_JudgeInLayer(fpc_ProcID i_layerID, fpcCtIt_JudgeFunc i_judgeFunc, voi
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return NULL;
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}
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