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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
small code cleanup: rename "dual core" stuff to CPUThread, bOnThread, etc.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4455 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -344,7 +344,7 @@ void Read16(u16& _rReturnValue, const u32 _Address)
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bool AllowIdleSkipping()
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{
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return !g_VideoInitialize.bUseDualCore || (!m_CPCtrlReg.CPIntEnable && !m_CPCtrlReg.BPEnable);
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return !g_VideoInitialize.bOnThread || (!m_CPCtrlReg.CPIntEnable && !m_CPCtrlReg.BPEnable);
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}
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void Write16(const u16 _Value, const u32 _Address)
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@ -354,7 +354,7 @@ void Write16(const u16 _Value, const u32 _Address)
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//Spin until queue is empty - it WILL become empty because this is the only thread
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//that submits data
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if (g_VideoInitialize.bUseDualCore)
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if (g_VideoInitialize.bOnThread)
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{
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// Force complete fifo flush if we attempt to set/reset the fifo (API GXSetGPFifo or equivalent)
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// It's kind of an API hack but it works for lots of games... and I hope it's the same way for every games.
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@ -566,7 +566,7 @@ void Write16(const u16 _Value, const u32 _Address)
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}
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// TODO(mb2): better. Check if it help: avoid CPReadPointer overwrites when stupidly done like in Super Monkey Ball
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if ((!fifo.bFF_GPReadEnable && fifo.CPReadIdle) || !g_VideoInitialize.bUseDualCore) // TOCHECK(mb2): check again if thread safe?
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if ((!fifo.bFF_GPReadEnable && fifo.CPReadIdle) || !g_VideoInitialize.bOnThread) // TOCHECK(mb2): check again if thread safe?
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UpdateFifoRegister();
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}
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@ -587,7 +587,7 @@ void STACKALIGN GatherPipeBursted()
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if (!fifo.bFF_GPLinkEnable)
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return;
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if (g_VideoInitialize.bUseDualCore)
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if (g_VideoInitialize.bOnThread)
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{
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// update the fifo-pointer
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fifo.CPWritePointer += GATHER_PIPE_SIZE;
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@ -716,7 +716,7 @@ void UpdateFifoRegister()
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Common::AtomicStore(fifo.CPReadWriteDistance, dist);
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if (!g_VideoInitialize.bUseDualCore)
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if (!g_VideoInitialize.bOnThread)
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CatchUpGPU();
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}
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