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a60a0825a3
to marcosvitali. Added an external exception check when the CPU writes to the FIFO. This allows the CPU time to service FIFO overflows. Fixes random hangs caused by FIFO overflows and desyncs like in "The Last Story" and "Battalion Wars 2". Thanks to marcosvitali for the research. Added some code to unlink invalidated blocks so that the recompiled block can be linked (speed-up). This release still fixed the hangs produced by fifo overflow without sacrifice performance. For example you can test Tutorial moves at the beginning of The last history now is fluid 30/60. Fixed possibles random hangs in DC mode. Fixed hangs in DC mode in (Simpsons, Monkey Island, Pokemon XD, etc) Implemented accurate management of Pixel Engine Interrupts. Now the GPU loop is stopped when a PE Interrupt needs to be managed and resumed when Pixel Engine finish. Fixed Metroid Prime 3 and 2 desync. And other games with desync because of FIFO Reset. That happens because FIFO_RW_DISTANCE_HI must be written first, for checking fifo.CPReadWriteDistance == 0, so some fifo resets was not managed in the right way. Fixed Super Monkey Ball in some cases when the game write the WriteReadDistance need to be safe like the SafeCPRead. Improved the CheckException for the GatherPipe writes in JIT, now only the External Exceptions are processed. Fixed definitely Pokemon XD in dual core mode. This game is doing something not allowed. It attach to CPU the same fifo attached to the GPU in multibuffer mode. I added a check to prevent overwrite the GPU FIFO with the CPU FIFO. If the game do that on breakpoint the solution can fail. Fixed ReadWriteDistance calc when CPRead > CPWrite. Added Token and Finish cause to GP Jit checking. Additional cleanup in CommandProcessor. Fixes issue 5209 Fixes issue 5055 Fixes issue 4889 Fixes issue 4061 Fixes issue 4010 Fixes issue 3902 |
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Src | ||
CMakeLists.txt | ||
Common.vcxproj | ||
Common.vcxproj.filters | ||
make_scmrev.h.js | ||
SConscript | ||
SVNRevGen.vcxproj |