Rollback "DSP on Thread" to only affect LLE.

Keep the threading code in AX HLE in case we want/need to enable it again at
some point. Not too confident about refactoring it right now.
This commit is contained in:
Pierre Bourdon 2013-08-30 09:14:30 +02:00
parent 7cceace1ed
commit 2ab7fc10da
2 changed files with 6 additions and 3 deletions

View File

@ -14,7 +14,7 @@ CUCode_AX::CUCode_AX(DSPHLE* dsp_hle, u32 crc)
: IUCode(dsp_hle, crc)
, m_work_available(false)
, m_cmdlist_size(0)
, m_run_on_thread(SConfig::GetInstance().m_LocalCoreStartupParameter.bDSPThread)
, m_run_on_thread(false)
{
WARN_LOG(DSPHLE, "Instantiating CUCode_AX: crc=%08x", crc);
m_rMailHandler.PushMail(DSP_INIT);
@ -22,6 +22,9 @@ CUCode_AX::CUCode_AX(DSPHLE* dsp_hle, u32 crc)
LoadResamplingCoefficients();
// DSP HLE on thread is always disabled because it causes audio
// issues/glitching (different timing characteristics). m_run_on_thread is
// always false.
if (m_run_on_thread)
m_axthread = std::thread(SpawnAXThread, this);
}

View File

@ -502,7 +502,7 @@ void CConfigMain::InitializeGUITooltips()
InterfaceLang->SetToolTip(_("Change the language of the user interface.\nRequires restart."));
// Audio tooltips
DSPThread->SetToolTip(_("Run DSP HLE and LLE on a dedicated thread (not recommended: might cause audio glitches with HLE and freezes with LLE)."));
DSPThread->SetToolTip(_("Run DSP LLE on a dedicated thread (not recommended: might cause freezes)."));
BackendSelection->SetToolTip(_("Changing this will have no effect while the emulator is running!"));
// Gamecube - Devices
@ -643,7 +643,7 @@ void CConfigMain::CreateGUIControls()
// Audio page
DSPEngine = new wxRadioBox(AudioPage, ID_DSPENGINE, _("DSP Emulator Engine"),
wxDefaultPosition, wxDefaultSize, arrayStringFor_DSPEngine, 0, wxRA_SPECIFY_ROWS);
DSPThread = new wxCheckBox(AudioPage, ID_DSPTHREAD, _("DSP on Dedicated Thread"));
DSPThread = new wxCheckBox(AudioPage, ID_DSPTHREAD, _("DSPLLE on Separate Thread"));
DumpAudio = new wxCheckBox(AudioPage, ID_DUMP_AUDIO, _("Dump Audio"),
wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
DPL2Decoder = new wxCheckBox(AudioPage, ID_DPL2DECODER, _("Dolby Pro Logic II decoder"));