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<title>dolphin/Source/Core/VideoCommon/Src/Fifo.cpp, branch 3.5</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>what is this even...</title>
<updated>2012-11-26T07:11:52+00:00</updated>
<author>
<name>rog</name>
<email>rdragoon@optonline.net</email>
</author>
<published>2012-11-26T06:41:00+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=97f5b1665fa495a494eb2ad40034ececfac853d9'/>
<id>97f5b1665fa495a494eb2ad40034ececfac853d9</id>
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<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>savestate vertexmanager (base) since it affects VertexLoader::RunVertices which affects g_pVideoData</title>
<updated>2012-05-26T03:18:08+00:00</updated>
<author>
<name>nitsuja</name>
<email>nitsuja-@hotmail.com</email>
</author>
<published>2012-01-04T08:42:22+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=99b202fd2eeac16e3c7776838e7b70c04a8a0883'/>
<id>99b202fd2eeac16e3c7776838e7b70c04a8a0883</id>
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<pre>
</pre>
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</entry>
<entry>
<title>made savestates synchronous and immediate. this allows saving or loading while the emulator is paused, fixes issues where savestate hotkeys would get ignored if pressed too close together, might speed up savestates in some cases, and hopefully makes savestates more stable too.</title>
<updated>2012-05-26T03:09:38+00:00</updated>
<author>
<name>nitsuja</name>
<email>nitsuja-@hotmail.com</email>
</author>
<published>2011-12-31T04:16:12+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=a81631b58e3a77f8d088c574fc048f3fb37a7c51'/>
<id>a81631b58e3a77f8d088c574fc048f3fb37a7c51</id>
<content type='text'>
the intent is to replace the haphazard scheduling and finger-crossing associated with saving/loading with the correct and minimal necessary wait for each thread to reach a known safe location before commencing the savestate operation, and for any already-paused components to not need to be resumed to do so.
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<pre>
the intent is to replace the haphazard scheduling and finger-crossing associated with saving/loading with the correct and minimal necessary wait for each thread to reach a known safe location before commencing the savestate operation, and for any already-paused components to not need to be resumed to do so.
</pre>
</div>
</content>
</entry>
<entry>
<title>- I've fixed possibles random hangs in DC mode.</title>
<updated>2012-03-08T05:47:55+00:00</updated>
<author>
<name>marcosvitali</name>
<email>marcosvitali@gmail.com</email>
</author>
<published>2012-03-08T05:47:55+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=c2e6fdf09f33f7765526fac680d13af9ba744125'/>
<id>c2e6fdf09f33f7765526fac680d13af9ba744125</id>
<content type='text'>
- I've fixed hangs in DC mode in (Simpsons, Monkey Island, Pokemon XD, etc)
- I've implemented accurate manage of Pixel Engine Interrupts, now the GPU loop is stopped when a PE Interrupt needs to be managed and resume when Pixel Engine finish,
I think now, the Fifo in DC mode is more accurate than SC mode. :)

Time to close the big fifo Issue 3694 (snif), please if you have a possible fifo issue report this like a game issue.

I was working with Skid_AU together, especially thanks for him.

Test a lot all games, and compare the performance with the master maybe this accuracy has a cost (not a lot).
I think now the fifo is very stable, overflow fixed, random hang fixed, if you have a game with a hang with this rev and not in master please report this.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
- I've fixed hangs in DC mode in (Simpsons, Monkey Island, Pokemon XD, etc)
- I've implemented accurate manage of Pixel Engine Interrupts, now the GPU loop is stopped when a PE Interrupt needs to be managed and resume when Pixel Engine finish,
I think now, the Fifo in DC mode is more accurate than SC mode. :)

Time to close the big fifo Issue 3694 (snif), please if you have a possible fifo issue report this like a game issue.

I was working with Skid_AU together, especially thanks for him.

Test a lot all games, and compare the performance with the master maybe this accuracy has a cost (not a lot).
I think now the fifo is very stable, overflow fixed, random hang fixed, if you have a game with a hang with this rev and not in master please report this.
</pre>
</div>
</content>
</entry>
<entry>
<title>Added an external exception check when the CPU writes to the FIFO.  This allows the CPU time to service FIFO overflows.  Fixes random hangs caused by FIFO overflows and desyncs like in "The Last Story" and "Battalion Wars 2".  Thanks to marcosvitali for the research.</title>
<updated>2012-03-02T07:53:41+00:00</updated>
<author>
<name>skidau</name>
<email>skidau@gmail.com</email>
</author>
<published>2012-03-02T07:53:41+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=9e398fd418027e4932a1539f7d382b70e8acc408'/>
<id>9e398fd418027e4932a1539f7d382b70e8acc408</id>
<content type='text'>
Fixes issue 5209.
Fixes issue 5150.
Fixes issue 5055.
Fixes issue 4889.
Fixes issue 4061.
Fixes issue 4010.
Fixes issue 3902.
</content>
<content type='xhtml'>
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<pre>
Fixes issue 5209.
Fixes issue 5150.
Fixes issue 5055.
Fixes issue 4889.
Fixes issue 4061.
Fixes issue 4010.
Fixes issue 3902.
</pre>
</div>
</content>
</entry>
<entry>
<title>Fix the video software backend. (closes issue 4269)</title>
<updated>2011-03-16T22:48:17+00:00</updated>
<author>
<name>sl1nk3.s</name>
<email>sl1nk3.s@gmail.com</email>
</author>
<published>2011-03-16T22:48:17+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=571013acd8a8cb93ef6c57df4189cf1469b0a270'/>
<id>571013acd8a8cb93ef6c57df4189cf1469b0a270</id>
<content type='text'>
Some warning fixes and cleanup.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7361 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
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<pre>
Some warning fixes and cleanup.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7361 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Call Video_Prepare() before starting the CPU thread.</title>
<updated>2011-02-18T23:52:14+00:00</updated>
<author>
<name>Soren Jorvang</name>
<email>soren.jorvang@gmail.com</email>
</author>
<published>2011-02-18T23:52:14+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=198e29be07879aef8f79888572f5571c1b879624'/>
<id>198e29be07879aef8f79888572f5571c1b879624</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7194 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
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<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7194 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Big Fifo Commit Part2: Now the fifo is more stable than my first commit, so is time...</title>
<updated>2011-02-17T04:25:21+00:00</updated>
<author>
<name>Marcos Vitali</name>
<email>marcosvitali@gmail.com</email>
</author>
<published>2011-02-17T04:25:21+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=c7ae0eb0d12ae828d02188ca611391c142be9762'/>
<id>c7ae0eb0d12ae828d02188ca611391c142be9762</id>
<content type='text'>
- ReImplementing Single Core Mode like Dual Core Mode Style.

- Stage 1: My goal is, we have the Fifo, CommandProccessor code the more clear, maintenible and documented possible. When I quit dolphin I want any developer can continue with the work only reading the code.
	
* Big Refactoring: A lot of functions was changed the names, and modularized.
Now the FifoLoop and CatchUpGPU does not exist, was replaced by RunGpu() and RunGpuLoop().
The general idea is modeling the code like the real HW. The fifo is only a buffer where the Write Gather Pipe write the commands and from the Graphic Processor read these.
* Big Clean UP a lot of obsolete code and comments was deleted, like DcFakeWachDog, "Fifo very soon hack", etc.

In the stage 2, I will refactoring more code doing emphasis in the division of CommandProcessor, Fifo, Gpu Emulation. Beside I will comment all functions and variables in the code (Don't worry I will ask for English help for this part ;) )

Please test a lot SC mode and DC mode :)
Thank you so much for testing always and the patience. I don't like broke your favorite game but... you must believe me this part is very sensible, I only try to contribute for have a better and stable dolphin emulator.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7185 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
- ReImplementing Single Core Mode like Dual Core Mode Style.

- Stage 1: My goal is, we have the Fifo, CommandProccessor code the more clear, maintenible and documented possible. When I quit dolphin I want any developer can continue with the work only reading the code.
	
* Big Refactoring: A lot of functions was changed the names, and modularized.
Now the FifoLoop and CatchUpGPU does not exist, was replaced by RunGpu() and RunGpuLoop().
The general idea is modeling the code like the real HW. The fifo is only a buffer where the Write Gather Pipe write the commands and from the Graphic Processor read these.
* Big Clean UP a lot of obsolete code and comments was deleted, like DcFakeWachDog, "Fifo very soon hack", etc.

In the stage 2, I will refactoring more code doing emphasis in the division of CommandProcessor, Fifo, Gpu Emulation. Beside I will comment all functions and variables in the code (Don't worry I will ask for English help for this part ;) )

Please test a lot SC mode and DC mode :)
Thank you so much for testing always and the patience. I don't like broke your favorite game but... you must believe me this part is very sensible, I only try to contribute for have a better and stable dolphin emulator.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7185 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Some work on changing comments, log messages, and variable and function names to reflect that the plugins are not plugins anymore.</title>
<updated>2011-02-14T02:18:03+00:00</updated>
<author>
<name>Glenn Rice</name>
<email>glennricster@gmail.com</email>
</author>
<published>2011-02-14T02:18:03+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=0ae8d33149025435dd5eaf49f69abce2ad54887f'/>
<id>0ae8d33149025435dd5eaf49f69abce2ad54887f</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7170 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
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<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7170 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>- FIX RE0 GFX fifo errors :D</title>
<updated>2011-02-13T15:08:37+00:00</updated>
<author>
<name>Marcos Vitali</name>
<email>marcosvitali@gmail.com</email>
</author>
<published>2011-02-13T15:08:37+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=be193088cac02d969b5ea2124fde76148b0480e9'/>
<id>be193088cac02d969b5ea2124fde76148b0480e9</id>
<content type='text'>
- This game read the CPRead pointer when the GP is processing data and after detach the fifo  and attach again an use this pointer for continue, so implement fifo.SafeCPReadPointer pointer.
- fifo.SafeCPReadPointer is updated when (FAKE_GetFifoEndPtr() - g_pVideoData) == 0) to have a pointer without GFX Commands Cut in the beginning of 32 block.
- Reset video buffer when the CPReadWriteDistance is written by the software.
- This commit is experimental please test a lot your games.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7165 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
- This game read the CPRead pointer when the GP is processing data and after detach the fifo  and attach again an use this pointer for continue, so implement fifo.SafeCPReadPointer pointer.
- fifo.SafeCPReadPointer is updated when (FAKE_GetFifoEndPtr() - g_pVideoData) == 0) to have a pointer without GFX Commands Cut in the beginning of 32 block.
- Reset video buffer when the CPReadWriteDistance is written by the software.
- This commit is experimental please test a lot your games.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7165 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
</feed>
