summaryrefslogtreecommitdiff
path: root/Source/Core/InputCommon/Src/ControllerInterface/ControllerInterface.cpp
diff options
context:
space:
mode:
authormarcosvitali <marcosvitali@gmail.com>2012-03-08 02:47:55 -0300
committermarcosvitali <marcosvitali@gmail.com>2012-03-08 02:47:55 -0300
commitc2e6fdf09f33f7765526fac680d13af9ba744125 (patch)
treeb813d8deb281f7c60b9ebb802b121507c88341ec /Source/Core/InputCommon/Src/ControllerInterface/ControllerInterface.cpp
parentb0f75f17ae19484735675fea348f7e95740f597f (diff)
- I've fixed possibles random hangs in DC mode.
- 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.
Diffstat (limited to 'Source/Core/InputCommon/Src/ControllerInterface/ControllerInterface.cpp')
0 files changed, 0 insertions, 0 deletions