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- FIX RE0 GFX fifo errors :D
- This game read the CPRead pointer when the GP is processing data and after detach the fifo and attach again an use this pointer for continue, so implement fifo.SafeCPReadPointer pointer. - fifo.SafeCPReadPointer is updated when (FAKE_GetFifoEndPtr() - g_pVideoData) == 0) to have a pointer without GFX Commands Cut in the beginning of 32 block. - Reset video buffer when the CPReadWriteDistance is written by the software. - This commit is experimental please test a lot your games. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7165 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -49,7 +49,7 @@ struct SCPFifoStruct
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volatile u32 CPWritePointer;
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volatile u32 CPReadPointer;
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volatile u32 CPBreakpoint;
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volatile u32 SafeCPReadPointer;
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// Super Monkey Ball Adventure require this.
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// Because the read&check-PEToken-loop stays in its JITed block I suppose.
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// So no possiblity to ack the Token irq by the scheduler until some sort of PPC watchdog do its mess.
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