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-rw-r--r--src/core/config.h1
-rw-r--r--src/rw/TexRead.cpp16
2 files changed, 17 insertions, 0 deletions
diff --git a/src/core/config.h b/src/core/config.h
index e7b07576..b19bc738 100644
--- a/src/core/config.h
+++ b/src/core/config.h
@@ -240,6 +240,7 @@ enum Config {
#define PS2_ALPHA_TEST // emulate ps2 alpha test
#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
+#define DISABLE_VSYNC_ON_TEXTURE_CONVERSION // make texture conversion work faster by disabling vsync
//#define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
//#define USE_TEXTURE_POOL
//#define CUTSCENE_BORDERS_SWITCH
diff --git a/src/rw/TexRead.cpp b/src/rw/TexRead.cpp
index 069152a2..c5252f77 100644
--- a/src/rw/TexRead.cpp
+++ b/src/rw/TexRead.cpp
@@ -24,6 +24,7 @@
#include "Sprite2d.h"
#include "Text.h"
#include "RwHelper.h"
+#include "Frontend.h"
#endif //GTA_PC
float texLoadTime;
@@ -390,6 +391,15 @@ CreateTxdImageForVideoCard()
// so let's hope that is the case for all
rw::gl3::needToReadBackTextures = true;
#endif
+
+#ifdef DISABLE_VSYNC_ON_TEXTURE_CONVERSION
+ // let's disable vsync and frame limiter to speed up texture conversion
+ // (actually we probably don't need to disable frame limiter in here, but let's do it just in case =P)
+ int8 vsyncState = FrontEndMenuManager.m_PrefsVsync;
+ int8 frameLimiterState = FrontEndMenuManager.m_PrefsFrameLimiter;
+ FrontEndMenuManager.m_PrefsVsync = 0;
+ FrontEndMenuManager.m_PrefsFrameLimiter = 0;
+#endif
int32 i;
for (i = 0; i < TXDSTORESIZE; i++) {
@@ -444,6 +454,12 @@ CreateTxdImageForVideoCard()
}
}
+#ifdef DISABLE_VSYNC_ON_TEXTURE_CONVERSION
+ // restore vsync and frame limiter states
+ FrontEndMenuManager.m_PrefsVsync = vsyncState;
+ FrontEndMenuManager.m_PrefsFrameLimiter = frameLimiterState;
+#endif
+
RwStreamClose(img, nil);
delete []buf;