the intent is to replace the haphazard scheduling and finger-crossing associated with saving/loading with the correct and minimal necessary wait for each thread to reach a known safe location before commencing the savestate operation, and for any already-paused components to not need to be resumed to do so.
please test for regressions, speed and for other issues fixed, as a example, the black color in water splash in super mario galaxy are fixed with this rev.
please as soon as yo find a bug let me know.
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
For example you can test Tutorial moves at the beginning of The last history now is fluid 30/60.
Shuffle2: I've delete the hacky line, I think is not necessary anymore. Additional some clean in CommandProcessor.
Please test The Last Story and others games affected in the previous commits and give me a feedback.
To enforce SM2.0 compatibility, the OpenGL plugin was made to crash when
compiling a shader which does not fit in the SM2.0a limits. However, on some
combinations of OS/drivers/GPU, our shaders already do not fit in these limits,
causing artificial failures only to try to keep a non existant SM2.0a compat.
Basically, this sucks.
This commit increases the artificial limit to SM3.0. If you're using a GPU
which does not support SM3.0 and Dolphin works properly, this should not cause
any problem at all.
The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.
Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).