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Multi-threaded rendering is good for smoothing out performance spikes and increasing performance on low-power devices. However, the way we use it it doesn't benefit latency (input lag) at all, rather the opposite. So make it an option. |
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.. | ||
macOS@c387d93ab5 | ||
.gitignore | ||
CocoaBarItems.h | ||
CocoaBarItems.mm | ||
macbundle.sh | ||
NKCodeFromSDL.h | ||
PPSSPPAboutViewController.h | ||
PPSSPPAboutViewController.m | ||
README.TXT | ||
SDLCocoaMetalLayer.h | ||
SDLCocoaMetalLayer.mm | ||
SDLGLGraphicsContext.cpp | ||
SDLGLGraphicsContext.h | ||
SDLJoystick.cpp | ||
SDLJoystick.h | ||
SDLMain.cpp | ||
SDLMain.h | ||
SDLMain.mm | ||
SDLVulkanGraphicsContext.cpp | ||
SDLVulkanGraphicsContext.h |
Build instructions ================== See https://github.com/hrydgard/ppsspp/wiki/Build-instructions . Also, for general information, see https://www.ppsspp.org/docs . SDL2 Game Controller Support Notes ================================== For SDL2 game controller support, at least SDL 2.0.4 is required. Under the assets directory is the SDL2 game controller database: gamecontrollerdb.txt. This file contains many known control pad mappings for Windows, Linux and MAC OS. PPSSPPSDL will load this file at start-up and work out how to assign control pad buttons for your control pad. Hot plugging of control pads is also supported. If you control pad has a "Guide" or "Home" button then when pressed, this will trigger the emulator pause menu, thus allowing you to exit the emulator if you wish or load another game from your library.