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https://github.com/pspdev/pspsdk.git
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Adding forcing 30 fps example
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17
src/samples/gu/vsync30FPS/Makefile.sample
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17
src/samples/gu/vsync30FPS/Makefile.sample
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TARGET = vsync30FPS
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OBJS = vsync30FPS.o ../common/callbacks.o
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INCDIR =
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CFLAGS = -Wall -O2
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CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti
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ASFLAGS = $(CFLAGS)
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LIBDIR =
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LDFLAGS =
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LIBS= -lpspgu
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EXTRA_TARGETS = EBOOT.PBP
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PSP_EBOOT_TITLE = VSYNC 30FPS Sample
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PSPSDK=$(shell psp-config --pspsdk-path)
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include $(PSPSDK)/lib/build.mak
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185
src/samples/gu/vsync30FPS/vsync30FPS.c
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185
src/samples/gu/vsync30FPS/vsync30FPS.c
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/*
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* PSP Software Development Kit - https://github.com/pspdev
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* -----------------------------------------------------------------------
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* Licensed under the BSD license, see LICENSE in PSPSDK root for details.
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*
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* VSYNC 30FPS Sample
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* With the sceKernelRegisterSubIntrHandler(PSP_VBLANK_INT, 0, on_vblank, NULL);,
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* the on_vblank function is going to be executed each PSP_VBLANK_INT interruption.
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* To force 30 FPS, we must ensure the VBLANK interruption happens exactly twice,
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* in order to achieve this, we have used 2 semaphores, so before swapping buffers,
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* we need to ensure that both semaphores are being signaled already,
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* and this is what vsync30 method does.
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*
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* How there are plenty of applications whose FPS are set to 30FPS,
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* this is just an example of how we could achieve this.
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*
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* Copyright (c) 2005 Jesper Svennevid
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* Copyright (c) 2025, Francisco Javier Trujillo Mata <fjtrujy@gmail.com>
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*/
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#include <pspkernel.h>
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#include <pspdisplay.h>
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#include <pspdebug.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#include <string.h>
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#include <time.h>
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#include <pspgu.h>
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#include "../common/callbacks.h"
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PSP_MODULE_INFO("VSYNC 30FPS Sample", 0, 1, 1);
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PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);
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#define BUF_WIDTH (512)
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#define SCR_WIDTH (480)
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#define SCR_HEIGHT (272)
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static unsigned int __attribute__((aligned(16))) list[262144];
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static unsigned int __attribute__((aligned(16))) pixels[512 * 272];
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static int vsync_sema_1st_id;
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static int vsync_sema_2nd_id;
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static int vsync_sema_id = -1;
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struct Vertex
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{
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unsigned short u, v;
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unsigned short color;
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short x, y, z;
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};
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static void on_vblank(int sub, void *data)
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{
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sceKernelSignalSema(vsync_sema_id ? vsync_sema_2nd_id : vsync_sema_1st_id, 1);
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vsync_sema_id ^= 1;
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}
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static void vsync30(void)
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{
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sceKernelWaitSema(vsync_sema_1st_id, 1, NULL);
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sceKernelWaitSema(vsync_sema_2nd_id, 1, NULL);
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}
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static void prepare_sema(void)
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{
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vsync_sema_1st_id = sceKernelCreateSema("vsync_sema_1st", 0, 0, 1, NULL);
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vsync_sema_2nd_id = sceKernelCreateSema("vsync_sema_2nd", 0, 0, 1, NULL);
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}
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int main(int argc, char *argv[])
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{
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unsigned int x, y;
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setupCallbacks();
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// setup
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void *fbp0 = guGetStaticVramBuffer(BUF_WIDTH, SCR_HEIGHT, GU_PSM_8888);
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void *fbp1 = guGetStaticVramBuffer(BUF_WIDTH, SCR_HEIGHT, GU_PSM_8888);
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void *zbp = guGetStaticVramBuffer(BUF_WIDTH, SCR_HEIGHT, GU_PSM_4444);
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pspDebugScreenInit();
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sceGuInit();
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sceGuStart(GU_DIRECT, list);
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sceGuDrawBuffer(GU_PSM_8888, fbp0, BUF_WIDTH);
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sceGuDispBuffer(SCR_WIDTH, SCR_HEIGHT, fbp1, BUF_WIDTH);
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sceGuDepthBuffer(zbp, BUF_WIDTH);
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sceGuOffset(2048 - (SCR_WIDTH / 2), 2048 - (SCR_HEIGHT / 2));
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sceGuViewport(2048, 2048, SCR_WIDTH, SCR_HEIGHT);
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sceGuDepthRange(65535, 0);
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sceGuScissor(0, 0, SCR_WIDTH, SCR_HEIGHT);
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sceGuEnable(GU_SCISSOR_TEST);
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sceGuFrontFace(GU_CW);
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sceGuClear(GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT);
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sceGuFinish();
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sceGuSync(GU_SYNC_FINISH, GU_SYNC_WHAT_DONE);
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prepare_sema();
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vsync_sema_id = 0;
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sceKernelRegisterSubIntrHandler(PSP_VBLANK_INT, 0, on_vblank, NULL);
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sceKernelEnableSubIntr(PSP_VBLANK_INT, 0);
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sceDisplayWaitVblankStart();
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sceGuDisplay(1);
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int val = 0;
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// generate dummy image to blit
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for (y = 0; y < 272; ++y)
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{
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unsigned int *row = &pixels[y * 512];
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for (x = 0; x < 480; ++x)
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{
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row[x] = x * y;
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}
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}
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sceKernelDcacheWritebackAll();
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float curr_ms = 1.0f;
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struct timeval time_slices[16];
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void *framebuffer = 0;
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while (running())
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{
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sceGuStart(GU_DIRECT, list);
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// copy image from ram to vram
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sceGuCopyImage(GU_PSM_8888, 0, 0, 480, 272, 512, pixels, 0, 0, 512, (void *)(0x04000000 + (u32)framebuffer));
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sceGuTexSync();
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sceGuFinish();
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sceGuSync(GU_SYNC_FINISH, GU_SYNC_WHAT_DONE);
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float curr_fps = 1.0f / curr_ms;
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vsync30();
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pspDebugScreenSetOffset((int)framebuffer);
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pspDebugScreenSetXY(0, 0);
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pspDebugScreenPrintf("%d.%03d FPS", (int)curr_fps, (int)((curr_fps - (int)curr_fps) * 1000.0f));
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framebuffer = sceGuSwapBuffers();
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// simple frame rate counter
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gettimeofday(&time_slices[val & 15], 0);
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val++;
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if (!(val & 15))
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{
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struct timeval last_time = time_slices[0];
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unsigned int i;
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curr_ms = 0;
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for (i = 1; i < 16; ++i)
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{
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struct timeval curr_time = time_slices[i];
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if (last_time.tv_usec > curr_time.tv_usec)
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{
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curr_time.tv_sec++;
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curr_time.tv_usec -= 1000000;
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}
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curr_ms += ((curr_time.tv_usec - last_time.tv_usec) + (curr_time.tv_sec - last_time.tv_sec) * 1000000) * (1.0f / 1000000.0f);
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last_time = time_slices[i];
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}
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curr_ms /= 15.0f;
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}
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}
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sceGuTerm();
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sceKernelExitGame();
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return 0;
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}
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