<feed xmlns='http://www.w3.org/2005/Atom'>
<title>dolphin/Source/Core/VideoCommon/Src/PixelEngine.h, branch 4.0.1</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>New license header introduced for DiscIO, AudioCommon, InputCommon, VideoCommon, and Common projects.</title>
<updated>2013-04-18T03:09:55+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2013-04-18T03:09:55+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=bab9963b00953d60bdd6fabe265d5daa45a27661'/>
<id>bab9963b00953d60bdd6fabe265d5daa45a27661</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Clean up more space/tab mismatches in AudioCommon, Common, and VideoCommon.</title>
<updated>2013-03-20T01:51:12+00:00</updated>
<author>
<name>lioncash</name>
<email>mathew1900@hotmail.com</email>
</author>
<published>2013-03-20T01:51:12+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=edd9d0e0ef6898a0528ac6389e93e9fca6132ff6'/>
<id>edd9d0e0ef6898a0528ac6389e93e9fca6132ff6</id>
<content type='text'>
Not planning to touch Core since it's the most actively changed part of the project.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Not planning to touch Core since it's the most actively changed part of the project.
</pre>
</div>
</content>
</entry>
<entry>
<title>Merge branch 'FIFO-BP'</title>
<updated>2013-03-12T08:47:59+00:00</updated>
<author>
<name>skidau</name>
<email>skidau@gmail.com</email>
</author>
<published>2013-03-12T08:47:59+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=83fc5f4747f9c8c6066bf002730827ecc17458aa'/>
<id>83fc5f4747f9c8c6066bf002730827ecc17458aa</id>
<content type='text'>
# By skidau (30) and Pierre Bourdon (1)
* FIFO-BP: (31 commits)
  Set g_bSignalTokenInterrupt on the main thread.  Fixes the random hang in Harry Potter: Prisoner of Azkaban.
  Used a scheduled event to generate the ARAM DMA interrupt if the DMA is greater than a certain size.  Fixes NFS:HP2 GC.
  Bumped up the disc transfer speed enough to prevent audio stuttering in Gauntlet: Dark Legacy.
  Enabled Synchronise GPU on "SPEED CHALLENGE - Jacques Villeneuve's Racing Vision".  Required to go in-game.
  Added direct GameCube controller commands to the Serial Interface emulation.  Fixes the controls in MaxPlay Classic Games Volume 1 and the Action Replay disc.
  Increased the FIFO buffer size to 2MB from 1MB.  Fixes Killer 7's Angel boss.
  Used an immediate GenerateDSPInterrupt when transferring data from ARAM to MRAM and a scheduled DSP interrupt when transferring data from MRAM to ARAM.
  Fixes the audio cutting in and out in the Resident Evil GC games using DSP HLE. Triggered the ARAM interrupt by the scheduler instead of directly in function.
  Implemented proper timing for the sample counter in the AudioInterface, removing the previous hack. Cleaned up some of the audio streaming code.
  Skipped the EE check if there is a CP interrupt pending.
  Disabled "Speed up disc transfer" from the ZTP GC game ini.
  Removed the disc seek times for GC games and removed the disc speed option on Wii games. Checked for external exceptions only in mtmsr.
  Delayed the interrupts in the EXI Channel.
  Merge aram-dma-fixes (r76a13604ef49b522281af75675f044d59a74e871)
  Added a patch that bypasses the FIFO reset code in Wallace and Gromit: Project Zoo, allowing it to go in-game.
  Made vertex loading take constant time.
  Increased the cycle time of the vertex command.  Fixes "Speed Challenge: Jacques Villeneuve's Racing Vision".
  Moved the setting of the Finish interrupt signal back to the main thread as it was causing Wii games like Resident Evil 4 (Wii) to hang.
  Profile stores, fp stores and ps stores only to the fifo write addresses list.  This should make the JIT a little faster as it will not be checking for external exceptions unnecessarily.
  ...

Conflicts:
	Source/Core/VideoCommon/Src/PixelEngine.cpp
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
# By skidau (30) and Pierre Bourdon (1)
* FIFO-BP: (31 commits)
  Set g_bSignalTokenInterrupt on the main thread.  Fixes the random hang in Harry Potter: Prisoner of Azkaban.
  Used a scheduled event to generate the ARAM DMA interrupt if the DMA is greater than a certain size.  Fixes NFS:HP2 GC.
  Bumped up the disc transfer speed enough to prevent audio stuttering in Gauntlet: Dark Legacy.
  Enabled Synchronise GPU on "SPEED CHALLENGE - Jacques Villeneuve's Racing Vision".  Required to go in-game.
  Added direct GameCube controller commands to the Serial Interface emulation.  Fixes the controls in MaxPlay Classic Games Volume 1 and the Action Replay disc.
  Increased the FIFO buffer size to 2MB from 1MB.  Fixes Killer 7's Angel boss.
  Used an immediate GenerateDSPInterrupt when transferring data from ARAM to MRAM and a scheduled DSP interrupt when transferring data from MRAM to ARAM.
  Fixes the audio cutting in and out in the Resident Evil GC games using DSP HLE. Triggered the ARAM interrupt by the scheduler instead of directly in function.
  Implemented proper timing for the sample counter in the AudioInterface, removing the previous hack. Cleaned up some of the audio streaming code.
  Skipped the EE check if there is a CP interrupt pending.
  Disabled "Speed up disc transfer" from the ZTP GC game ini.
  Removed the disc seek times for GC games and removed the disc speed option on Wii games. Checked for external exceptions only in mtmsr.
  Delayed the interrupts in the EXI Channel.
  Merge aram-dma-fixes (r76a13604ef49b522281af75675f044d59a74e871)
  Added a patch that bypasses the FIFO reset code in Wallace and Gromit: Project Zoo, allowing it to go in-game.
  Made vertex loading take constant time.
  Increased the cycle time of the vertex command.  Fixes "Speed Challenge: Jacques Villeneuve's Racing Vision".
  Moved the setting of the Finish interrupt signal back to the main thread as it was causing Wii games like Resident Evil 4 (Wii) to hang.
  Profile stores, fp stores and ps stores only to the fifo write addresses list.  This should make the JIT a little faster as it will not be checking for external exceptions unnecessarily.
  ...

Conflicts:
	Source/Core/VideoCommon/Src/PixelEngine.cpp
</pre>
</div>
</content>
</entry>
<entry>
<title>Added preliminary support to synchronise the timing of the CPU and GPU threads.  A new option has been added to the game properties for this purpose.  This option may help with random freezes in Dual Core mode.</title>
<updated>2013-02-16T01:51:09+00:00</updated>
<author>
<name>skidau</name>
<email>skidau@gmail.com</email>
</author>
<published>2013-02-16T01:51:09+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=9bff8e00c86188354363e7b41dfe6f06c781cf5a'/>
<id>9bff8e00c86188354363e7b41dfe6f06c781cf5a</id>
<content type='text'>
Fixes Gladius and Baten Kaitos: Eternal Wings and the Lost Ocean

Fixes issue 5150.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Fixes Gladius and Baten Kaitos: Eternal Wings and the Lost Ocean

Fixes issue 5150.
</pre>
</div>
</content>
</entry>
<entry>
<title>Set the token and finish interrupt signal from the video thread.  This fixes the inconsistent state caused by lag from the scheduler.  Fixes Rayman 3: Hoodlum Havoc and Shamu's Deep Sea Adventures.</title>
<updated>2013-02-03T07:05:46+00:00</updated>
<author>
<name>skidau</name>
<email>skidau@gmail.com</email>
</author>
<published>2013-02-03T07:05:46+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=9a4e9da7c25f1aa72f5b47e9914f464e966ad7f9'/>
<id>9a4e9da7c25f1aa72f5b47e9914f464e966ad7f9</id>
<content type='text'>
Fixes issue 5401.
Fixes issue 5589.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Fixes issue 5401.
Fixes issue 5589.
</pre>
</div>
</content>
</entry>
<entry>
<title>D3D11: Implement some PE pixel performance metrics.</title>
<updated>2012-08-26T18:26:10+00:00</updated>
<author>
<name>NeoBrainX</name>
<email>NeoBrainX@gmail.com</email>
</author>
<published>2012-05-29T11:54:20+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=4d8d86bd6a27e9eea5bbf1440cbf317f02320519'/>
<id>4d8d86bd6a27e9eea5bbf1440cbf317f02320519</id>
<content type='text'>
Super Mario Sunshine is using a cool trick: To determine how much goop has been cleaned in ep. 6 of Sirena Beach, it counts the number of pixels that are input to the blending stage. For that it's using the PE performance registers ;)

Fixes issue 1498.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Super Mario Sunshine is using a cool trick: To determine how much goop has been cleaned in ep. 6 of Sirena Beach, it counts the number of pixels that are input to the blending stage. For that it's using the PE performance registers ;)

Fixes issue 1498.
</pre>
</div>
</content>
</entry>
<entry>
<title>This commit fix games hanging because of my prior Revision c2e6fdf09f33</title>
<updated>2012-03-09T21:58:23+00:00</updated>
<author>
<name>marcosvitali</name>
<email>marcosvitali@gmail.com</email>
</author>
<published>2012-03-09T21:58:23+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=104603467be6cc15e63dfb5cadec8044edd1da46'/>
<id>104603467be6cc15e63dfb5cadec8044edd1da46</id>
<content type='text'>
The external exceptions in dolphin are checking frequently but is different to real HW, so sometime the game is in a loop checking GPU STATUS, the exceptions doesn't checked, and the game hang.\
For solve this I need a trick: still waiting for the exception handler be linked but if CommandProcecsor is reading the GPStatus, resume this.

This fixed "TimeSplitters: Future Perfect" broken in the Revision c2e6fdf09f33 and surely others games.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
The external exceptions in dolphin are checking frequently but is different to real HW, so sometime the game is in a loop checking GPU STATUS, the exceptions doesn't checked, and the game hang.\
For solve this I need a trick: still waiting for the exception handler be linked but if CommandProcecsor is reading the GPStatus, resume this.

This fixed "TimeSplitters: Future Perfect" broken in the Revision c2e6fdf09f33 and surely others games.
</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>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>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7170 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
<entry>
<title>Fix alpha reads (hurray for the ZWW Pictograph quest and Killer 7)</title>
<updated>2011-01-07T19:51:28+00:00</updated>
<author>
<name>j4ck.fr0st</name>
<email>j4ck.fr0st@gmail.com</email>
</author>
<published>2011-01-07T19:51:28+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=bedc889a56a4a7e14b9bbb0d525bd0302fc1c469'/>
<id>bedc889a56a4a7e14b9bbb0d525bd0302fc1c469</id>
<content type='text'>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6778 8ced0084-cf51-0410-be5f-012b33b47a6e
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6778 8ced0084-cf51-0410-be5f-012b33b47a6e
</pre>
</div>
</content>
</entry>
</feed>
