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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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@ -597,6 +597,9 @@ void Renderer::SetBlendMode(bool forceUpdate)
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u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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{
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if(!g_ActiveConfig.bEFBAccessEnable)
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return 0;
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// Get the rectangular target region covered by the EFB pixel.
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EFBRectangle efbPixelRc;
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efbPixelRc.left = x;
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@ -379,6 +379,7 @@ void DoState(unsigned char **ptr, int mode) {
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void EmuStateChange(PLUGIN_EMUSTATE newState)
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{
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Fifo_RunLoop((newState == PLUGIN_EMUSTATE_PLAY) ? true : false);
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}
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// This is called after Video_Initialize() from the Core
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@ -494,9 +495,6 @@ void VideoFifo_CheckSwapRequest()
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g_VideoInitialize.pCopiedToXFB(false);
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}
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// TODO : This just updates the frame counter, so we may change this func's name as well
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g_VideoInitialize.pCopiedToXFB(true);
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Common::AtomicStoreRelease(s_swapRequested, FALSE);
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}
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}
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