mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-08-07 00:28:56 +00:00
- 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.
This commit is contained in:
parent
b0f75f17ae
commit
c2e6fdf09f
4 changed files with 11 additions and 4 deletions
|
@ -80,7 +80,7 @@ void SetToken(const u16 _token, const int _bSetTokenAcknowledge);
|
|||
void SetFinish(void);
|
||||
void ResetSetFinish(void);
|
||||
void ResetSetToken(void);
|
||||
bool AllowIdleSkipping();
|
||||
bool WaitingForPEInterrupt();
|
||||
|
||||
// Bounding box functionality. Paper Mario (both) are a couple of the few games that use it.
|
||||
extern u16 bbox[4];
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue