From 86278642dcc80065297ba019d9adb60dbf11f868 Mon Sep 17 00:00:00 2001 From: Marcos Vitali Date: Thu, 10 Feb 2011 04:47:02 +0000 Subject: 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 --- Source/Core/VideoCommon/Src/PixelEngine.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'Source/Core/VideoCommon/Src/PixelEngine.cpp') diff --git a/Source/Core/VideoCommon/Src/PixelEngine.cpp b/Source/Core/VideoCommon/Src/PixelEngine.cpp index cf7d0da83e..05fc65ae12 100644 --- a/Source/Core/VideoCommon/Src/PixelEngine.cpp +++ b/Source/Core/VideoCommon/Src/PixelEngine.cpp @@ -356,6 +356,7 @@ void SetFinish_OnMainThread(u64 userdata, int cyclesLate) g_bSignalFinishInterrupt = 1; UpdateInterrupts(); CommandProcessor::interruptFinishWaiting = false; + CommandProcessor::isPossibleWaitingSetDrawDone = false; } // SetToken -- cgit v1.2.3