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https://github.com/hrydgard/ppsspp.git
synced 2026-10-27 04:08:37 +01:00
Rename UseCPUThread to SeparateCPUThread.
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a56cac1eb3
commit
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4 files changed
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-11
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+2
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@@ -89,7 +89,7 @@ void Config::Load(const char *iniFileName)
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#else
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cpu->Get("Jit", &bJit, true);
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#endif
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cpu->Get("UseCPUThread", &bUseCPUThread, false);
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cpu->Get("SeparateCPUThread", &bSeparateCPUThread, false);
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cpu->Get("FastMemory", &bFastMemory, false);
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cpu->Get("CPUSpeed", &iLockedCPUSpeed, false);
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@@ -227,7 +227,7 @@ void Config::Save()
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IniFile::Section *cpu = iniFile.GetOrCreateSection("CPU");
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cpu->Set("Jit", bJit);
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cpu->Set("UseCPUThread", bUseCPUThread);
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cpu->Set("SeparateCPUThread", bSeparateCPUThread);
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cpu->Set("FastMemory", bFastMemory);
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cpu->Set("CPUSpeed", iLockedCPUSpeed);
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+1
-1
@@ -57,7 +57,7 @@ public:
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bool bFastMemory;
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bool bJit;
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// Definitely cannot be changed while game is running.
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bool bUseCPUThread;
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bool bSeparateCPUThread;
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int iLockedCPUSpeed;
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bool bAutoSaveSymbolMap;
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std::string sReportHost;
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+4
-5
@@ -210,8 +210,7 @@ void CPU_RunLoop() {
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default:
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ERROR_LOG(CPU, "CPU thread in unexpected state: %d", cpuThreadState);
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// Begin shutdown, otherwise we'd just spin on this bad state.
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cpuThreadState = CPU_THREAD_SHUTDOWN;
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cpuThreadCond.notify_all();
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CPU_SetState(CPU_THREAD_SHUTDOWN);
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break;
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}
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}
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@@ -236,7 +235,7 @@ bool PSP_Init(const CoreParameter &coreParam, std::string *error_string) {
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coreParameter = coreParam;
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coreParameter.errorString = "";
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if (g_Config.bUseCPUThread) {
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if (g_Config.bSeparateCPUThread) {
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CPU_SetState(CPU_THREAD_PENDING);
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cpuThread = new std::thread(&CPU_RunLoop);
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CPU_WaitStatus(&CPU_IsReady);
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@@ -259,7 +258,7 @@ bool PSP_IsInited() {
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void PSP_Shutdown() {
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if (coreState == CORE_RUNNING)
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coreState = CORE_ERROR;
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if (g_Config.bUseCPUThread) {
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if (g_Config.bSeparateCPUThread) {
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CPU_SetState(CPU_THREAD_SHUTDOWN);
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CPU_WaitStatus(&CPU_IsShutdown);
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} else {
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@@ -271,7 +270,7 @@ void PSP_Shutdown() {
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void PSP_RunLoopUntil(u64 globalticks) {
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SaveState::Process();
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if (g_Config.bUseCPUThread) {
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if (g_Config.bSeparateCPUThread) {
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cpuThreadUntil = globalticks;
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if (CPU_NextState(CPU_THREAD_RUNNING, CPU_THREAD_EXECUTE)) {
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// The CPU doesn't actually respect cpuThreadUntil well, especially when skipping frames.
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+3
-3
@@ -549,7 +549,7 @@ void GPUCommon::ScheduleEvent(GPUEvent ev) {
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events.push_back(ev);
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eventsCond.notify_one();
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if (!g_Config.bUseCPUThread) {
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if (!g_Config.bSeparateCPUThread) {
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RunEventsUntil(0);
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}
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}
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@@ -577,7 +577,7 @@ void GPUCommon::RunEventsUntil(u64 globalticks) {
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}
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// coreState changes won't wake us, so recheck periodically.
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if (!g_Config.bUseCPUThread) {
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if (!g_Config.bSeparateCPUThread) {
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return;
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}
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eventsCond.wait_for(eventsLock, 1);
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@@ -585,7 +585,7 @@ void GPUCommon::RunEventsUntil(u64 globalticks) {
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}
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void GPUCommon::SyncThread() {
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if (!g_Config.bUseCPUThread) {
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if (!g_Config.bSeparateCPUThread) {
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return;
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}
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