Core audio system work (Watch for regressions please!):

* Restore Audio Throttle to function properly, broken by Ayuanx many hundreds of revisions back. 
* Simplify DSPLLE JIT dispatcher in preparation for an asm rewrite
* Remove hack that made DSPLLE JIT seem faster than it was by running fewer cycles, but resulting in bad sound. This shows off how mysteriously slow it is - I don't understand why it's not faster. Use the DSPLLE interpreter for now if you want to use DSPLLE.
* Made "DSPLLE on Thread" work properly with correct-ish timing - although the speed benefit is really small now.

If it seems like this change slows anything non-LLE down, try turning off Audio Throttle and use the frame limiter in options instead.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5541 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2010-05-29 21:34:34 +00:00
parent 6ea0d50872
commit 1d1b08a091
6 changed files with 76 additions and 55 deletions

View File

@ -17,6 +17,7 @@
#include "Common.h" // Common
#include "Atomic.h"
#include "CommonTypes.h"
#include "LogManager.h"
#include "Thread.h"
@ -49,7 +50,7 @@ SoundStream *soundStream = NULL;
bool g_InitMixer = false;
bool bIsRunning = false;
u32 cycle_count = 0;
volatile u32 cycle_count = 0;
// Standard crap to make wxWidgets happy
#ifdef _WIN32
@ -219,17 +220,19 @@ THREAD_RETURN dsp_thread(void* lpParameter)
{
while (bIsRunning)
{
u32 cycles = 0;
if (jit)
{
cycles = cycle_count;
DSPCore_RunCycles(cycles);
int cycles = (int)cycle_count;
if (cycles > 0) {
if (jit)
{
cycles -= DSPCore_RunCycles(cycles);
}
else {
cycles -= DSPInterpreter::RunCycles(cycles);
}
Common::AtomicAdd(cycle_count, -cycles);
}
else
DSPInterpreter::Run();
cycle_count -= cycles;
// yield?
}
return 0;
}
@ -374,7 +377,8 @@ void DSP_WriteMailboxLow(bool _CPUMailbox, u16 _uLowMail)
void DSP_Update(int cycles)
{
int cyclesRatio = cycles / (jit?20:6);
int dsp_cycles = cycles / 6; //(jit?20:6);
// Sound stream update job has been handled by AudioDMA routine, which is more efficient
/*
// This gets called VERY OFTEN. The soundstream update might be expensive so only do it 200 times per second or something.
@ -398,11 +402,14 @@ void DSP_Update(int cycles)
if (!g_dspInitialize.bOnThread)
{
// ~1/6th as many cycles as the period PPC-side.
DSPCore_RunCycles(cyclesRatio);;
DSPCore_RunCycles(dsp_cycles);
}
else
{
cycle_count += (cyclesRatio);
// Wait for dsp thread to catch up reasonably. Note: this logic should be thought through.
while (cycle_count > dsp_cycles)
;
Common::AtomicAdd(cycle_count, dsp_cycles);
}
}