Unknown W. Brackets
fe8850b34d
Set the IO thread's name for debugging.
2013-08-11 12:22:01 -07:00
Unknown W. Brackets
dd1cbe55d4
Give sceIoWrite the same treatment, for savedata.
2013-08-11 12:04:38 -07:00
Unknown W. Brackets
193a336189
Run sceIoRead operations on a separate thread.
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This should improve stutter. Also verified via a timer to improve
performance (although, not very much, ~0.07 seconds during an entire
game load.)
2013-08-11 11:53:21 -07:00
Unknown W. Brackets
85ad4a80dd
Start and stop a separate thread for IO.
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Not actually running anything on it yet.
2013-08-11 11:51:36 -07:00
Unknown W. Brackets
e6b42768fe
Add a class to manage IO on a separate thread.
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Also separate the logic for exiting the loop based on coreState. IO and
audio won't necessarily be tied to the frame.
2013-08-11 11:46:55 -07:00
Yaroslav
62835aad40
Make more strings translatable.
2013-08-11 22:25:50 +07:00
Henrik Rydgård
c709315aff
Merge pull request #3120 from unknownbrackets/gpu-thread
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Fix some more GPU thread sync issues
2013-08-11 01:29:14 -07:00
Unknown W. Brackets
82aca253e4
Add a few more OUT_EAT_PREFIX flags.
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Based on testing the instructions individually. Cuts a few cases in God
Eater Burst where instructions bailed out of jit.
2013-08-10 23:19:03 -07:00
Unknown W. Brackets
169fbeaca6
As a safety, especially for win32, cap the wait.
2013-08-10 21:27:51 -07:00
Unknown W. Brackets
8786ec74ca
Fix some potential threading probs with SymbolMap.
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Got some strange crashes.
2013-08-10 20:54:55 -07:00
Unknown W. Brackets
26c072df51
Don't wait directly from GPUCommon, do it in sceGe.
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Makes debugging a bit easier.
2013-08-10 18:24:40 -07:00
Henrik Rydgard
408e570469
Typo fix
2013-08-10 23:41:29 +02:00
Henrik Rydgard
89ddbb51bb
Oops, XMM0 might be taken by temps. Also, s/GC_ALIGN16/MEMORY_ALIGN16
2013-08-10 23:39:24 +02:00
Henrik Rydgård
85e17f03cc
Merge pull request #3118 from unknownbrackets/io-async
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Prep work for pspFileSystem and two small fixes
2013-08-10 14:32:59 -07:00
Henrik Rydgard
4c6006190f
Of course, found the real bug causing #3117 immediately after the revert. Fixed.
2013-08-10 23:32:12 +02:00
Henrik Rydgard
a517b8d53f
Fix #3117 (by reverting part of a previous change), plus a minor change that might speed GT up.
2013-08-10 23:25:55 +02:00
Unknown W. Brackets
3bba464451
Add one more missing sceCcc func.
2013-08-10 14:04:42 -07:00
Henrik Rydgard
0dac2b4783
Update native, minor UI stuff and cleanups
2013-08-10 23:04:23 +02:00
Unknown W. Brackets
f68ebfe230
Fix savestates while not running.
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Fixes #2791 .
2013-08-10 14:04:23 -07:00
Unknown W. Brackets
54ca1e212f
Unmount filesystems during HLE shutdown.
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Fixes #3115 .
2013-08-10 14:04:07 -07:00
Unknown W. Brackets
00ae811446
Shutdown the filesystem after HLE.
2013-08-10 14:01:44 -07:00
Henrik Rydgard
d32e10ff0b
Error handling improvements
2013-08-10 19:56:47 +02:00
Henrik Rydgard
1da49273b5
Address some complaints about touch button opacity
2013-08-10 19:23:50 +02:00
Henrik Rydgard
bc84c135b3
Revert vscmp, didn't make a difference in the tests anyway
2013-08-10 19:22:33 +02:00
Unknown W. Brackets
333cc33efb
Handle OpenFile() errors in a more threadsafe way.
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Probably needs better cleanup though.
2013-08-10 09:54:14 -07:00
Henrik Rydgard
ca6de59019
Another attempt at frame timing / flip detection. Might solve some flicker issue.
2013-08-10 18:39:27 +02:00
Henrik Rydgard
394f590c36
Failed attempt at implementing vsge/vslt. Dunno what's wrong but disabled for now.
2013-08-10 18:39:27 +02:00
Unknown W. Brackets
b5ac31bbea
Add locks to all the pspFileSystem methods.
2013-08-10 09:27:06 -07:00
Unknown W. Brackets
1b838c4403
Move ThreadEventQueue to its own file.
2013-08-10 09:08:31 -07:00
Henrik Rydgård
d169c31e26
Merge pull request #3103 from CPkmn/patch-1
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Sanity checks for shadow glyphs
2013-08-10 08:26:59 -07:00
CPkmn
4fccf6771f
Update PGF.cpp
2013-08-10 05:21:23 -07:00
Unknown W. Brackets
7e56dcf665
Ignore changes to SeparateCPUThread after startup.
2013-08-10 03:36:22 -07:00
Henrik Rydgard
c6956c299a
Don't leak cpuThread objects
2013-08-10 11:39:53 +02:00
Unknown W. Brackets
5e363bcbd2
Don't allow gpu->Flush() to be called publicly.
2013-08-09 22:57:54 -07:00
Unknown W. Brackets
1226c3dbd9
Try to prevent a deadlock if CPU doesn't NEXTFRAME.
2013-08-09 22:57:53 -07:00
Unknown W. Brackets
e71cf2ec7e
Don't queue Flush() etc. while on GPU thread.
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Oops, that makes it not actually flush properly of course.
Also made a simpler guard wrapper to avoid extra braces in too many
places. Reduced contention areas slightly.
2013-08-09 22:57:52 -07:00
Unknown W. Brackets
e76f945c7e
Use the native cond vars for the CPU thread.
2013-08-09 22:57:51 -07:00
Unknown W. Brackets
4803f72b36
Add a "multithreaded" UI option on Windows.
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Not on other platforms since not yet tested.
2013-08-09 22:57:50 -07:00
Unknown W. Brackets
b0e6967697
Rename UseCPUThread to SeparateCPUThread.
2013-08-09 22:41:33 -07:00
Unknown W. Brackets
a56cac1eb3
Bail when CPU thread disabled to ensure good perf.
2013-08-09 22:41:32 -07:00
Unknown W. Brackets
3819886e2e
Add a way to synchronize with the GPU thread.
2013-08-09 22:41:32 -07:00
Unknown W. Brackets
02e301e5fe
Add a simple message event system to the GE.
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With this, the CPU thread feature now mostly works.
2013-08-09 22:41:31 -07:00
Unknown W. Brackets
e7c7c5b3db
Add a setting to launch a separate CPU thread.
2013-08-09 22:41:30 -07:00
CPkmn
8547eecd31
Update PGF.cpp
2013-08-09 18:49:01 -07:00
CPkmn
c067c48585
Sanity checks for shadow glyphs
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Partially fixes text, huds and videos in Jeanne d'Arc.
These changes shouldn't negatively impact other games since all it does is makes sure shadow glyphs are within the vector sizes.
The text, huds and videos still don't fully display, but that's because of something else.
2013-08-09 17:52:01 -07:00
The Dax
8b6790187d
Fix some translation issues and change a variable name(it was supposed to be iSFXVolume, but for some reason it never got changed over).
2013-08-09 08:04:13 -04:00
The Dax
01e9111ac5
Remove Stream VBO option.
2013-08-09 05:18:24 -04:00
Henrik Rydgard
174223c42b
Fix VCMP (VC_TR) and optimize a little
2013-08-08 21:03:40 +02:00
CPkmn
1cf0b62e70
Try fixing sceJpegGetOutputInfo again
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I guess the colour info address isn't supposed to be updated if the jpeg errors out, or I think so based on reports from the God Eater Burst thread in the forums. This shouldn't affect working jpegs since the address is still being updated before returning, just not if it errors out. If this doesn't work for the save from the forums, it would have never worked in PPSSPP builds up to today (it basically makes the function _only_ return null without updating the colour address, making it the equivalent of the only implementation other than mine, which was a stub, if it errors out). The previous commit I made worked in the Japanese version, but still bounced back in the US version (wtf?).
2013-08-07 16:39:42 -07:00
Henrik Rydgard
bc00a7e302
Process frame timing on frame boundaries instead of flips. Frameskipping works better in many games.
2013-08-07 23:32:28 +02:00