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1. This should fix Issue 1625 (Bizarre Auto Frame Limit)
Now the frame limiter yields on CPU thread, not as before on GPU thread mistakenly 2. Fixed clear of VI interrupts I guess VI interrupts are not used at all, because they were never cleared before 3. Made GPU thread 0% processor usage when paused whatever your active config is. I tried the event approach but somehow the thread resume latency is excessively long (Who can tell me why?) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4790 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -535,6 +535,7 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect
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DEBUGGER_PAUSE_LOG_AT(NEXT_XFB_CMD,false,{printf("RenderToXFB - disabled");});
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return;
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}
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Renderer::ResetAPIState();
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// Set the backbuffer as the rendering target
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D3D::dev->SetDepthStencilSurface(NULL);
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@ -543,7 +544,6 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect
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D3DDumpFrame();
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EFBTextureToD3DBackBuffer(sourceRc);
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D3D::EndFrame();
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DEBUGGER_LOG_AT((NEXT_XFB_CMD|NEXT_EFB_CMD|NEXT_FRAME),
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{printf("StretchRect, EFB->XFB\n");});
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@ -553,6 +553,7 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect
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xfbAddr, fbWidth, fbHeight,
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sourceRc.left, sourceRc.top, sourceRc.right, sourceRc.bottom);}
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);
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Swap(0,FIELD_PROGRESSIVE,0,0); // we used to swap the buffer here, now we will wait
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// until the XFB pointer is updated by VI
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D3D::BeginFrame();
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@ -959,9 +960,9 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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// Make any new configuration settings active.
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UpdateActiveConfig();
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//TODO: Resize backbuffer if window size has changed. This code crashes, debug it.
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g_VideoInitialize.pCopiedToXFB(false);
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//TODO: Resize backbuffer if window size has changed. This code crashes, debug it.
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CheckForResize();
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// ---------------------------------------------------------------------
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