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Measured on a PSP (pspautotests gpu/timing/blittiming), a full-screen blit from an unswizzled texture costs what the texture fetch costs: 16-bit formats half of 32-bit, VRAM a fifth of RAM, and rectangles wider than ~128 texels ~7.5x as much as narrow strips, from texture cache thrashing. Framebuffer format, filtering and blending don't matter. Ys I & II draws its movie as one full-width sprite from a 565 texture in RAM, which takes 33ms - that, not the decode, is what holds it to 30 fps. All of the ME and GE costs speed up with the clock (2/3 as long at 333/166), since the whole system runs from the one PLL. Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
38 lines
1.3 KiB
C++
38 lines
1.3 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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class PointerWrap;
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void __PowerInit();
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void __PowerDoState(PointerWrap &p);
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void Register_scePower();
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void Register_scePower_driver();
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void Register_sceSuspendForUser();
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int KernelVolatileMemLock(int type, u32 paddr, u32 psize);
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int KernelVolatileMemUnlock(int type);
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// Returns 0 for default.
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int GetLockedCPUSpeedMhz();
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// Scales a duration measured at the default 222MHz to the current clock. The whole system runs
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// from the one PLL - CPU, bus, the Media Engine and the GE - so hardware work speeds up with it.
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int PowerScaleFromDefaultClock(int us);
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