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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.
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@ -14,7 +14,7 @@ CUCode_AX::CUCode_AX(DSPHLE* dsp_hle, u32 crc)
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: IUCode(dsp_hle, crc)
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, m_work_available(false)
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, m_cmdlist_size(0)
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, m_run_on_thread(SConfig::GetInstance().m_LocalCoreStartupParameter.bDSPThread)
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, m_run_on_thread(false)
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{
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WARN_LOG(DSPHLE, "Instantiating CUCode_AX: crc=%08x", crc);
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m_rMailHandler.PushMail(DSP_INIT);
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@ -22,6 +22,9 @@ CUCode_AX::CUCode_AX(DSPHLE* dsp_hle, u32 crc)
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LoadResamplingCoefficients();
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// DSP HLE on thread is always disabled because it causes audio
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// issues/glitching (different timing characteristics). m_run_on_thread is
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// always false.
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if (m_run_on_thread)
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m_axthread = std::thread(SpawnAXThread, this);
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}
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@ -502,7 +502,7 @@ void CConfigMain::InitializeGUITooltips()
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InterfaceLang->SetToolTip(_("Change the language of the user interface.\nRequires restart."));
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// Audio tooltips
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DSPThread->SetToolTip(_("Run DSP HLE and LLE on a dedicated thread (not recommended: might cause audio glitches with HLE and freezes with LLE)."));
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DSPThread->SetToolTip(_("Run DSP LLE on a dedicated thread (not recommended: might cause freezes)."));
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BackendSelection->SetToolTip(_("Changing this will have no effect while the emulator is running!"));
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// Gamecube - Devices
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@ -643,7 +643,7 @@ void CConfigMain::CreateGUIControls()
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// Audio page
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DSPEngine = new wxRadioBox(AudioPage, ID_DSPENGINE, _("DSP Emulator Engine"),
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wxDefaultPosition, wxDefaultSize, arrayStringFor_DSPEngine, 0, wxRA_SPECIFY_ROWS);
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DSPThread = new wxCheckBox(AudioPage, ID_DSPTHREAD, _("DSP on Dedicated Thread"));
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DSPThread = new wxCheckBox(AudioPage, ID_DSPTHREAD, _("DSPLLE on Separate Thread"));
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DumpAudio = new wxCheckBox(AudioPage, ID_DUMP_AUDIO, _("Dump Audio"),
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wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
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DPL2Decoder = new wxCheckBox(AudioPage, ID_DPL2DECODER, _("Dolby Pro Logic II decoder"));
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