diff --git a/pcsx2/MTGS.cpp b/pcsx2/MTGS.cpp index 0ca6bec10e..5d0c5d6b19 100644 --- a/pcsx2/MTGS.cpp +++ b/pcsx2/MTGS.cpp @@ -455,6 +455,7 @@ void mtgsThreadObject::PostVsyncEnd( bool updategs ) m_lock_FrameQueueCounter.Lock(); m_QueuedFrames++; + //Console::Status( " >> Frame Added!" ); m_lock_FrameQueueCounter.Unlock(); SendSimplePacket( GS_RINGTYPE_VSYNC, @@ -569,6 +570,7 @@ int mtgsThreadObject::Callback() m_lock_FrameQueueCounter.Lock(); AtomicDecrement( m_QueuedFrames ); jASSUME( m_QueuedFrames >= 0 ); + //Console::Status( " << Frame Removed!" ); m_lock_FrameQueueCounter.Unlock(); if( PAD1update != NULL ) PAD1update(0); diff --git a/pcsx2/windows/WinThreads.cpp b/pcsx2/windows/WinThreads.cpp index 9e53802ca8..036b842365 100644 --- a/pcsx2/windows/WinThreads.cpp +++ b/pcsx2/windows/WinThreads.cpp @@ -63,7 +63,7 @@ namespace Threading __forceinline void Sleep( int ms ) { - ::Sleep( 1000*ms ); + ::Sleep( ms ); } // For use in spin/wait loops, Acts as a hint to Intel CPUs and should, in theory