mirror of https://github.com/PCSX2/pcsx2.git
Win32: One more foopah left over from r634 needed fixing, this one caused games running at very high FPS to "freeze" for 2 second intervals at a time.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@644 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -455,6 +455,7 @@ void mtgsThreadObject::PostVsyncEnd( bool updategs )
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m_lock_FrameQueueCounter.Lock();
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m_lock_FrameQueueCounter.Lock();
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m_QueuedFrames++;
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m_QueuedFrames++;
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//Console::Status( " >> Frame Added!" );
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m_lock_FrameQueueCounter.Unlock();
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m_lock_FrameQueueCounter.Unlock();
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SendSimplePacket( GS_RINGTYPE_VSYNC,
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SendSimplePacket( GS_RINGTYPE_VSYNC,
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@ -569,6 +570,7 @@ int mtgsThreadObject::Callback()
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m_lock_FrameQueueCounter.Lock();
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m_lock_FrameQueueCounter.Lock();
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AtomicDecrement( m_QueuedFrames );
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AtomicDecrement( m_QueuedFrames );
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jASSUME( m_QueuedFrames >= 0 );
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jASSUME( m_QueuedFrames >= 0 );
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//Console::Status( " << Frame Removed!" );
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m_lock_FrameQueueCounter.Unlock();
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m_lock_FrameQueueCounter.Unlock();
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if( PAD1update != NULL ) PAD1update(0);
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if( PAD1update != NULL ) PAD1update(0);
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@ -63,7 +63,7 @@ namespace Threading
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__forceinline void Sleep( int ms )
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__forceinline void Sleep( int ms )
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{
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{
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::Sleep( 1000*ms );
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::Sleep( ms );
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}
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}
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// For use in spin/wait loops, Acts as a hint to Intel CPUs and should, in theory
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// For use in spin/wait loops, Acts as a hint to Intel CPUs and should, in theory
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