Fifo: only sleep once within every ms of emulated time
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@ -199,6 +199,9 @@ static void PatchEngineCallback(u64 userdata, int cyclesLate)
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static void ThrottleCallback(u64 last_time, int cyclesLate)
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{
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// Allow the GPU thread to sleep. Setting this flag here limits the wakeups to 1 kHz.
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CommandProcessor::s_gpuMaySleep.Set();
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u32 time = Common::Timer::GetTimeMs();
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int diff = (u32)last_time - time;
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@ -45,6 +45,8 @@ volatile bool interruptWaiting= false;
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volatile bool interruptTokenWaiting = false;
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volatile bool interruptFinishWaiting = false;
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Common::Flag s_gpuMaySleep;
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volatile u32 VITicks = CommandProcessor::m_cpClockOrigin;
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static bool IsOnThread()
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@ -5,6 +5,7 @@
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#pragma once
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#include "Common/CommonTypes.h"
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#include "Common/Flag.h"
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#include "VideoCommon/VideoBackendBase.h"
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class PointerWrap;
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@ -21,6 +22,7 @@ extern volatile bool interruptSet;
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extern volatile bool interruptWaiting;
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extern volatile bool interruptTokenWaiting;
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extern volatile bool interruptFinishWaiting;
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extern Common::Flag s_gpuMaySleep;
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// internal hardware addresses
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enum
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@ -369,9 +369,13 @@ void RunGpuLoop()
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{
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if (s_gpu_is_running.IsSet())
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{
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// reset the atomic flag. But as the CPU thread might have pushed some new data, we have to rerun the GPU loop
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if (CommandProcessor::s_gpuMaySleep.IsSet())
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{
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// Reset the atomic flag. But as the CPU thread might have pushed some new data, we have to rerun the GPU loop
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s_gpu_is_pending.Set();
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s_gpu_is_running.Clear();
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CommandProcessor::s_gpuMaySleep.Clear();
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}
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}
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else
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{
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@ -403,6 +407,7 @@ void FlushGpu()
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while (s_gpu_is_running.IsSet() || s_gpu_is_pending.IsSet())
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{
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CommandProcessor::s_gpuMaySleep.Set();
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s_gpu_done_event.Wait();
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}
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}
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