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authorskidau <skidau@gmail.com>2011-02-02 14:47:45 +0000
committerskidau <skidau@gmail.com>2011-02-02 14:47:45 +0000
commit6f93d771065a59513e90244f3256d18444b4ad25 (patch)
tree39fb4ae729ff8810e883eb66541348f98a658f67 /Source/Core/DiscIO/Src/FileMonitor.cpp
parent8b309e26dc00c354e0fc71fa6ac9b6990f79710a (diff)
Fixed the DSP JIT timing when it is executing in a thread. This allows the Zelda ucode games to run when the "DSPLLE on thread" option has been enabled. However, the DSP Interpreter still hangs when this option is enabled.
* Tightened the timing between the CPU and the DSP in thread mode so that it works closer to how the non-threaded mode works. The CPU now waits for all of the DSP cycles to be exhausted before adding more cycles. * DSP Idle skipping has been disabled as it messes up the timing when it is running in a thread. * Checked for external interrupt requests before entering the dispatcher and inside the dispatcher loop * Added a critical section around the mailbox read high function git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7040 8ced0084-cf51-0410-be5f-012b33b47a6e
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