Commit Graph

62 Commits

Author SHA1 Message Date
EmptyChaos 2e14920e16 CoreTiming: Guarantee FIFO processing of timed events
The min-heap provides no ordering when the key is the same on 2
nodes. Disambiguate identical times by tracking the order items
were added into the queue.
2016-09-08 19:46:42 +10:00
EmptyChaos fb5537213a CoreTiming: Document initial startup behavior
Events don't update the downcount until after the first Advance(),
thus Advance() must be called once before scheduling works normally.
2016-09-03 14:55:45 +10:00
EmptyChaos 59465911d7 CoreTiming: Fix scheduling into the past
ForceExceptionCheck messes up the downcount and slice length if the
callback is scheduled into the past (g_slice_length becomes negative)
2016-09-03 14:55:44 +10:00
EmptyChaos aa16282516 Core: Change CoreTiming event key from int to EventType*
Replace 'int' keys with something that carries type information.
Performance is neutral.
2016-09-03 14:55:44 +10:00
EmptyChaos 17c34ae0b1 CoreTiming: Data structure cleanup
Replace adhoc linked list with a priority heap. Performance
characteristics are mostly the same, but is more cache friendly.

[Priority Queues have O(log n) push/pop compared to the linked
list's O(n) push/O(1) pop but the queue is not big enough for
that to matter, so linear is faster over linked. Very slight gains
when framelimit is unlimited (Wind Waker), 1900% -> 1950%]
2016-09-03 12:46:14 +10:00
EmptyChaos b88b188819 CoreTiming: Cleanup naming conventions 2016-09-03 12:46:14 +10:00
JosJuice 3443a10030 CoreTiming: Merge ScheduleEvent variants into one function
Now Core::IsCPUThread() only gets called once when using the AnyThread
variant. Also, I think the enum approach makes calling code clearer.
2016-08-11 12:45:57 +02:00
JosJuice 47c8bb26f8 Remove Immediate variants of ScheduleEvent
Usage of these are replaced with regular equivalents in order
to avoid executing event handlers in the middle of JIT blocks.
2016-08-10 16:34:06 +02:00
degasus 4c5f8f9c91 CoreTiming: Drop ProcessFifoWaitEvents.
globalTimer is only written in Advance, so this function has no function.
2016-06-26 11:29:25 +02:00
Pierre Bourdon 3570c7f03a Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
degasus 170a7f1a06 CoreTiming: Trim max slicelength to the given value.
Previously it was underclocking by 50% when there were
no events to schedule.
2016-04-30 19:28:14 +12:00
Scott Mansell eb5819f88a Make exceptions consistant across all JITs/Interpeters.
They all handled it diffrently, so I've just moved it into Advance()

This fixes Pokemon Box booting in JIT/JITIL which shared a bug where
exceptions set in a scheduled event would be ignored untill the next
slice (upto 20,000 cycles).
2016-04-28 17:22:52 +12:00
Scott Mansell 5e50c37c13 Alternative fix: promote cycleslate to an s64 everywhere.
Also changed a few functions to be static.
2016-04-10 02:13:06 +12:00
Scott Mansell 27beef1ff4 Store an inverted copy of lastOCfactor.
The inverse operation is more common, especially when games check the
timer rapidly. So we do the division once and store the inverted copy.
2016-03-24 05:17:10 +13:00
Scott Mansell 407f86e01a Mark global variables with g_ prefix 2016-03-24 04:32:12 +13:00
Scott Mansell 67dc26cf1d CoreTiming: Fix 31bit overflow for events scheduling.
Events scheduled more than 4.12 seconds in the future (2.96 seconds for
Wii games) would overflow the sign bit and get scheduled in the past
instead, causing them to fire instantly.
2016-03-24 04:27:14 +13:00
Scott Mansell 2ebbfd6f85 Adjust cycle counts so they are accurate to the jit block level
Previously GlobalTimer was only updated at the end of each slice
when CoreTiming::Advance() was called, so it could be upto 20,000
cycles off.

This was causing huge problems with games which made heavy use of
the time base register, such as OoT (virtual console) and Pokemon
puzzle.

I've also made it so event scheduling will be accurate to the jit
block level, instead of accurate to the slice.
2016-03-24 04:24:53 +13:00
degasus cf4478dc92 Fifo: Fix SyncGPU.
CBoot::BootUp() did call CoreTiming::Advance which itself blocks on the GPU,
but the GPU thread wasn't started already. This commit moves the SyncGPU
initialization into the Fifo.cpp file and call it after BootUp().
2016-01-24 11:06:01 +01:00
degasus 5f244abf28 Fifo: Create a "Fifo" namespace. 2016-01-12 23:28:26 +01:00
degasus c3481a576b VideoBackend: Remove simple wrapper functions. 2016-01-12 23:28:26 +01:00
Ryan Houdek 54e4d90b6d Fix assert on reset button hit.
Fixes issue 9225.
2016-01-09 11:23:22 -06:00
Lioncash 19459e827f Partially revert "General: Toss out PRI macro usage" 2015-09-11 09:49:00 -04:00
Lioncash 8fdb013d54 General: Toss out PRI macro usage
Now that VS supports more printf specifiers, these aren't necessary
2015-09-05 16:02:35 -04:00
Tillmann Karras 6ec4bdf862 CoreTiming: remove unused functions 2015-08-26 15:40:15 +02:00
Tillmann Karras 0f4861cac2 CoreTiming: make loops easier to read 2015-08-26 14:53:58 +02:00
degasus c375111076 Options: merge SCoreStartupParameter into SConfig 2015-06-12 19:07:45 +02:00
degasus d31bed8b79 Fifo: Rewrite SyncGpu
The new implementation has 3 options:
 SyncGpuMaxDistance
 SyncGpuMinDistance
 SyncGpuOverclock

The MaxDistance controlls how many CPU cycles the CPU is allowed to be in front
of the GPU. Too low values will slow down extremly, too high values are as
unsynchronized and half of the games will crash.
The -MinDistance (negative) set how many cycles the GPU is allowed to be in
front of the CPU. As we are used to emulate an infinitiv fast GPU, this may be
set to any high (negative) number.

The last parameter is to hack a faster (>1.0) or slower(<1.0) GPU. As we don't
emulate GPU timing very well (eg skip the timings of the pixel stage completely),
an overclock factor of ~0.5 is often much more accurate than 1.0
2015-06-08 23:16:24 +02:00
JosJuice 030d467d62 Use PanicAlert instead of PanicAlertT when appropriate
It means less work for the translators... But I'm not too sure
about this, because most of these have already been translated.
2015-06-04 13:25:17 +02:00
comex c0e567731a Merge pull request #2352 from JosJuice/scheduleevent-immediate-assert
CoreTiming: Add assert to ScheduleEvent_Immediate
2015-06-02 20:22:14 -04:00
comex 0c5aa54606 Merge pull request #2470 from degasus/syncgpu
Common: Blocking Loop (extracted from Fifo.cpp)
2015-06-02 20:19:00 -04:00
degasus 02a3a063c3 Fifo: Extract syncing loop
It's now a new helper function within common.
2015-05-30 12:58:09 +02:00
comex 138d72313e Add a quick check to ScheduleEvent_Threadsafe to ensure it doesn't happen in deterministic mode. 2015-05-28 19:14:43 -04:00
Rohit Nirmal c59bfd2b7f Fix building with PCH disabled. 2015-05-26 22:44:51 -05:00
Tillmann Karras 30ebb2459e Set copyright year to when a file was created 2015-05-25 13:22:31 +02:00
Tillmann Karras cefcb0ace9 Update license headers to GPLv2+ 2015-05-25 13:22:31 +02:00
JosJuice 9851bd818d CoreTiming: Add assert to ScheduleEvent_Immediate
My PR with ScheduleEvent_Immediate and magumagu's PR with the asserts
were made around the same time, so this function never got an assert.
2015-05-01 12:17:39 +02:00
comex e000aaaf5d Have the UI thread do PauseAndLock before messing with GetUsbPointer.
Since its lifetime is managed on the CPU thread, this (or a refactoring)
is absolutely required.  One of the functions with a PauseAndLock call
added is CFrame::UpdateGUI; this is fine now, since it's called only
after important events happen, so just make sure not to call it every
frame or something :)
2015-04-13 01:49:24 -04:00
degasus b020ae1c5d Fifo: rewrite sync on idle skipping hack
Now it's done without a busy loop
2015-04-06 12:35:35 +02:00
Pierre Bourdon 8cc6e5cff9 Merge pull request #1854 from JosJuice/read-disc-after-delay
DVDInterface: Read disc after delay, not before
2015-02-18 20:35:07 +00:00
JosJuice 3ac0977bc6 DVDInterface: Read disc after delay, not before 2015-02-17 14:57:36 +01:00
magumagu 98b809a05e Disable thread safety assertions added in PR1987.
We do a whole bunch of non-threadsafe stuff, especially in the UI, and I'm
probably not going to get around to implementing a threadsafe framework
for interaction between the UI and the CPU thread anytime soon.  See issue
8220.
2015-02-12 11:54:17 -08:00
magumagu 47be9d8e6b Clean up usage of ScheduleEvent_Threadsafe. 2015-01-30 14:48:23 -08:00
Tillmann Karras 257deb7886 CoreTiming: fix warning 2015-01-28 08:27:14 +01:00
magumagu 213eb730d0 For idle loops, don't explicitly call CoreTiming::Advance.
This is more consistent with the way Dolphin behaves with idle skipping off.
2015-01-11 20:42:08 -08:00
Fiora c2c950108d Support overclocking and underclocking the Gamecube CPU
Won't work with all games, but provides a nice way to spend extra CPU to make
a variable framerate game faster (e.g. Spyro or The Last Story), or to make
a game use less CPU at the cost of a lower framerate (e.g. Rogue Leader).
2015-01-10 10:46:38 -08:00
degasus 7e12fec7c3 VideoCommon: Make GPU syncing hack optional
This hack is there for quite a long time, and lots of games crashes if it's disabled.
But it's still a hack, so it shouldn't be enabled hard coded. This commit create a new
ini option for this hack which is enabled by default.
Maybe some games does still run very fine without this hack.
2014-12-21 11:54:53 +01:00
Stevoisiak b25e1a2eb4 Various formatting and consistency fixes 2014-11-13 22:42:18 -05:00
Fiora 2f9e9bf1fc JIT: completely inline timer reading
Should be a bit faster on games that heavily use the timer.
2014-09-04 21:55:36 -07:00
Lioncash eb535be874 Core: Clean up brace placements 2014-08-30 18:06:49 -04:00
Lioncash eb3a1de3f6 Core: Turn some includes into forward declarations. 2014-07-27 13:37:09 -04:00