Rename UseCPUThread to SeparateCPUThread.

This commit is contained in:
Unknown W. Brackets committed 2013-08-09 22:41:33 -07:00
1 parent a56cac1eb3
commit b0e6967697
4 files changed
+10 -11

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+2 -2
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@@ -89,7 +89,7 @@ void Config::Load(const char *iniFileName)
#else
cpu->Get("Jit", &bJit, true);
#endif
cpu->Get("UseCPUThread", &bUseCPUThread, false);
cpu->Get("SeparateCPUThread", &bSeparateCPUThread, false);
cpu->Get("FastMemory", &bFastMemory, false);
cpu->Get("CPUSpeed", &iLockedCPUSpeed, false);
@@ -227,7 +227,7 @@ void Config::Save()
IniFile::Section *cpu = iniFile.GetOrCreateSection("CPU");
cpu->Set("Jit", bJit);
cpu->Set("UseCPUThread", bUseCPUThread);
cpu->Set("SeparateCPUThread", bSeparateCPUThread);
cpu->Set("FastMemory", bFastMemory);
cpu->Set("CPUSpeed", iLockedCPUSpeed);
+1 -1
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@@ -57,7 +57,7 @@ public:
bool bFastMemory;
bool bJit;
// Definitely cannot be changed while game is running.
bool bUseCPUThread;
bool bSeparateCPUThread;
int iLockedCPUSpeed;
bool bAutoSaveSymbolMap;
std::string sReportHost;
+4 -5
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@@ -210,8 +210,7 @@ void CPU_RunLoop() {
default:
ERROR_LOG(CPU, "CPU thread in unexpected state: %d", cpuThreadState);
// Begin shutdown, otherwise we'd just spin on this bad state.
cpuThreadState = CPU_THREAD_SHUTDOWN;
cpuThreadCond.notify_all();
CPU_SetState(CPU_THREAD_SHUTDOWN);
break;
}
}
@@ -236,7 +235,7 @@ bool PSP_Init(const CoreParameter &coreParam, std::string *error_string) {
coreParameter = coreParam;
coreParameter.errorString = "";
if (g_Config.bUseCPUThread) {
if (g_Config.bSeparateCPUThread) {
CPU_SetState(CPU_THREAD_PENDING);
cpuThread = new std::thread(&CPU_RunLoop);
CPU_WaitStatus(&CPU_IsReady);
@@ -259,7 +258,7 @@ bool PSP_IsInited() {
void PSP_Shutdown() {
if (coreState == CORE_RUNNING)
coreState = CORE_ERROR;
if (g_Config.bUseCPUThread) {
if (g_Config.bSeparateCPUThread) {
CPU_SetState(CPU_THREAD_SHUTDOWN);
CPU_WaitStatus(&CPU_IsShutdown);
} else {
@@ -271,7 +270,7 @@ void PSP_Shutdown() {
void PSP_RunLoopUntil(u64 globalticks) {
SaveState::Process();
if (g_Config.bUseCPUThread) {
if (g_Config.bSeparateCPUThread) {
cpuThreadUntil = globalticks;
if (CPU_NextState(CPU_THREAD_RUNNING, CPU_THREAD_EXECUTE)) {
// The CPU doesn't actually respect cpuThreadUntil well, especially when skipping frames.
+3 -3
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@@ -549,7 +549,7 @@ void GPUCommon::ScheduleEvent(GPUEvent ev) {
events.push_back(ev);
eventsCond.notify_one();
if (!g_Config.bUseCPUThread) {
if (!g_Config.bSeparateCPUThread) {
RunEventsUntil(0);
}
}
@@ -577,7 +577,7 @@ void GPUCommon::RunEventsUntil(u64 globalticks) {
}
// coreState changes won't wake us, so recheck periodically.
if (!g_Config.bUseCPUThread) {
if (!g_Config.bSeparateCPUThread) {
return;
}
eventsCond.wait_for(eventsLock, 1);
@@ -585,7 +585,7 @@ void GPUCommon::RunEventsUntil(u64 globalticks) {
}
void GPUCommon::SyncThread() {
if (!g_Config.bUseCPUThread) {
if (!g_Config.bSeparateCPUThread) {
return;
}