* Change the process ProcessAllDistace to ClearRegister
* Fix a bug in ProcessFifoEvents() in commandProcessro (thanks Skid)
-- The last 2 items should be improve the speed lost in r6572 and maybe improve a little bit because ProcessFifoEvents() is right. (Test car selection in GxZero)
* Alliviate Fifo desyncs, In the meant time I still Researching for real solution. (This fix RE0 again and maybe others
"FIFOs linked but out of sync" and "GFX FIFO: Unknown Opcode (0x%x).\n" games suffers these for desync.)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6837 8ced0084-cf51-0410-be5f-012b33b47a6e
1) What is the FIFO? The fifo is a ring queue for write (CPU) and read (GPU) the graphics commands.
2) What is the Brakpoints? The breakpoint is the FIFO mark to allow parallel work (CPU-GPU) When the GPU reached the breakpoint must stop read immediately until this Breakpoint will be removed for the CPU.
3) What is an overflow? The CPU write all room FIFO possible, and like a ring overwrite commands not processed yet.
4) ¿Why you have an overflow? In theory should not have an overflow never because the fifo has another mark (High Watermark) When the CPU Write reach this mark raise a CP interruption and the FIFO CPU WRITES should stop write until distance between READ POINTER AND WRITE POINTER will be equal to another mark (LO Watemark to prevent and overflow.
5) ¡So if impossible why you have overflows? Simple, the CP interruption is processed later and the Overflow happens. (there is a lot of theories about this)
6) ¿Why is no so simple like when CPU WRITE POINTER is near to the end of the FIFO only process pending graphics command?
Because when this happens sometimes we are in BREAKPOINT and is IMPOSIBLE process the graphics commands.
- This HACK process the pending data when CPU WRITE POINTER is 32 bytes before the end of the fifo, and if there is a Breakpoint force the situation to process the commands and prevent an overflown.
In theory you have not see "FIFO is overflown by GatherPipe nCPU thread is too fast!" anymore. But if you have a hang in game where you had this please read the NOTICE LOG in user\logs, I've added this message "FIFO is almost in overflown, BreakPoint" when the hack is activated. (I will delete this message very soon)
Good Luck!! PD: Shuffle sorry for the large commit description :P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6662 8ced0084-cf51-0410-be5f-012b33b47a6e
- I've implemented calling to ProcessFifoEvents when is there is a pending event in the main queue from CP, PE & GP
- I've implemented FifoIntReset(TRUE, TRUE) in write Clear Register.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6572 8ced0084-cf51-0410-be5f-012b33b47a6e
Also fix some compiler warnings.
On linux don't install the license.txt file. Most distributions handle license files via a package. For example on debian based systems this gives a lintian warning.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6568 8ced0084-cf51-0410-be5f-012b33b47a6e
- Improved the GP Register Status: now this is all the time from the fifo loop.
- Improved the Interrupts manage:
1) Removed All UpdateInturrupts from CommandProcessor Writes and Read.
2) now the CP interrupts are schedule from the video thread and the fifo loop waiting until this happens
3) considering Inmediate mode for the CP interrupts
3) Implemented Interrupt CP Cache State
4) Implemented only Overflow interrupt in GatherPipeCheck because this need to be detected quickly.
- Implemented Overflow handling like a real HW, when Hiwatermark interrupt happens this write ClearRegister with True en HI and False in LO (FifoIntReset) after that a Control Register is writed and the FIFO is processed to LO Watermark.
- Removed all ugly code from LO and HI watermark manage
- Removed all ugly code from BP manage
- Change >= by == in the BP clauses
- Removed speed hack (1024 chunk) for better GP Status Control.
- Commented GXSetGPFifo very soon hack
- Commented FackWatchDog hack
- Commented FIFO_RW_DISTANCE = WritePointer hack
This is the beginning and the base for the future., If this broke your favorite game my apologize, only report this and will try solve it. If you have a Overflown don't worry, I've implemented the real solution code using the Overflow Interruption only need continue working for a perfect protection. Why I did it? Because is preferable a accurate and clean fifo instead hack y fifo for improve that. Thanks to DONKO for you awesome Video Plug in and skid for the chatting. PD: I have 7-10 fps more in the star fox video. bye :P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6554 8ced0084-cf51-0410-be5f-012b33b47a6e
* I've fixed concurrency problem with fifo.bFF_GPReadEnable when the breakpoint is achieved
* I modified when fifo.bFF_Breakpoint is turn off to prevent that the interruption happens
* I reverted r6483
* I improved the commit r6495 adding another protection when the GPRead is enabled in CTRL_REGISTER
You can test Pokemon XD in dual core mode is more estable now :P This commit could solve others hangs fifo related in DKC, Sport Resorts, etc. I dont have these games.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6503 8ced0084-cf51-0410-be5f-012b33b47a6e
Plus: I added a _assert_msg_ in FIFO loop when the WriteDistance is negative. Please if that happens report it, this can help to solve strange issues with wrong WriteDistances.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6495 8ced0084-cf51-0410-be5f-012b33b47a6e
In this way it prevents wrong fifo.CPReadWriteDistance in the future. That should fix RE0 Issue 2846 and others "Warning: GFX FIFO: Unknown Opcode (0x4d)" in dual core mode.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6485 8ced0084-cf51-0410-be5f-012b33b47a6e
Really that happens because the fifo.CPReadWriteDistance is negative.
Example: CPReadWriteDistance: -864 CPEnd: 10092672 fifo.CPBase: 9568416
In SMG this is because PI_FIFO_RESET is writing and after fifo.CPReadWriteDistance will be setted to 0.
To Prevent that, I've Implemented AbortFrame function in the CommmandProcessor. It should fix overflown because of that.
Note: There is other issue (Issue 2846) where the fifo.CPReadWriteDistance is negative too but the effect is different.
I'm working to solve this.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6083 8ced0084-cf51-0410-be5f-012b33b47a6e
This is EXPERIMENTAL, in theory don't break any game but if so Revert this commit immediately please.
Note: Beside Eternal Darkness needs DirectX 11 or DirectX 9 with Zelda Hack to works fine.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5986 8ced0084-cf51-0410-be5f-012b33b47a6e
To change it, right click the affected game in the iso list, select Properties, and enter some constant for "Watermark tightness". Reasonable values range from 20 to 200.
FIFO seems unoverflowable on my computer no matter what I set this value to, so test whether tuning the value helps you ;P
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5907 8ced0084-cf51-0410-be5f-012b33b47a6e
Dual Core sync fix.
When the FIFO is processing data we must not advance the cpu cycles in CoreTiming because in this way the VI will be desynchronized. So, We are waiting until the FIFO finish and while we process only the events required by the FIFO.
This should fix Issue 2072 .
This affect to all games in dual core mode.
Please, You can test all games with VPS limiter auto, 60, 50 depending of the game and compare with prev revision.
For example now NSMB in the video Intro has 60 fps (prev 30 fps) :D or SMG does't need anymore FPS Limitter Hack to get 55-60 fps
Beside the slowdowns now are more softly and the fps more stables because the VI sync is almost perfect.
The Core Timing and Fifo modifications are delicated. Please report if this hang any game. Don't forget check with prev revision.
Enjoy it! Thanks to Rodolfo for teach me all about dolphin.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5777 8ced0084-cf51-0410-be5f-012b33b47a6e
By now I'm pretty sure some games are written in multi-thread, and they depend on Watermark to suspend/resume their threads.
So without Watermark, they will never work.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5709 8ced0084-cf51-0410-be5f-012b33b47a6e
I have no idea how all this stuff works, but this fixes at least some (if not all) games which worked before r5681.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5689 8ced0084-cf51-0410-be5f-012b33b47a6e
Improved dual core mode for "Metroid Prime 2", "Star Fox Adventures", etc.
I should have committed this long time ago, but I don't have every game to test compatibility... Any way, better late than never.
PS: If any regression observed, feel free to revert this rev.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5681 8ced0084-cf51-0410-be5f-012b33b47a6e
enable newline normalization
get revision number via `hg svn info` for svnrev.h
ignore incremental/generated binary files (windows/VS at least)
leave a comment if some files need native eol set in svnprops
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5637 8ced0084-cf51-0410-be5f-012b33b47a6e
2. Fixed a bug (for Win 32bit) that reports "No possible memory base pointer found!" even when there IS valid memory base found.
3. Made Metroid Prime 2 (maybe also other games) boot
PS: There is definitely some initialization problem with Dolphin (not found exact location yet), which prevents Metroid Prime 2 from first time booting (If you boot some other GC game first, stop it, then MP2 can boot without problem).
So I added an instant BP hack that can make MP2 boot even at first time.
And I've tested all my games to guarantee it won't break any game that already boots before this hack.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4795 8ced0084-cf51-0410-be5f-012b33b47a6e
Now the frame limiter yields on CPU thread, not as before on GPU thread mistakenly
2. Fixed clear of VI interrupts
I guess VI interrupts are not used at all, because they were never cleared before
3. Made GPU thread 0% processor usage when paused whatever your active config is.
I tried the event approach but somehow the thread resume latency is excessively long (Who can tell me why?)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4790 8ced0084-cf51-0410-be5f-012b33b47a6e
This also fixed Ikaruga, not sure whether it could fix Metriod Prime. If not, how about disabling EFB copy?
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4777 8ced0084-cf51-0410-be5f-012b33b47a6e
2. Fixed Issue 1909
Multi-Nunchuck control problem
3. Updated SYSCONF, which should enable games that require MotionPlus, such as "Wii Sports Resort"
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4773 8ced0084-cf51-0410-be5f-012b33b47a6e