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authorMarcos Vitali <marcosvitali@gmail.com>2011-02-10 04:47:02 +0000
committerMarcos Vitali <marcosvitali@gmail.com>2011-02-10 04:47:02 +0000
commit86278642dcc80065297ba019d9adb60dbf11f868 (patch)
treeb67d0c725d81c1f4ee80fd2f23203f78ca39144c /Source/Core/DebuggerWX/Src/CodeWindow.cpp
parent464d352d46ac2cbf5cc16adc2556d2bff424d74c (diff)
Experimental commit and one fix for my last commit.
I think that isFifoBusy bring better sync with VI (video interface) because the CPU emulated threads are waiting for DrawDone in BP Register. So, I do some modifications. 1) Rename "IsFifoBusy" by "isPossibleWaitingSetDrawDone" 2) Only activate isPossibleWaitingSetDrawDone when bFF_GPLinkEnable is true in fifo loop "Inmediate mode" that is because in theory this drawsync function is using in this mode. 3) Deactivate isPossibleWaitingSetDrawDone also in SetFinish in PixelEngine, beside when 32 block is finish. Please regression in yours games thats can bring some FPS more above all with VPS frame limiter ON (Auto, 60, 50, etc). - Fix waiting in AbortFrame(), please test mp1/mp2 is fixed again. Good look! git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7123 8ced0084-cf51-0410-be5f-012b33b47a6e
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