Commented out gsWaitGS() code, which stops and syncs the gs when loading/saving savestates and also when some Vif counter is (supposedly) too big.

This helps regain audio after loading a savestate with ZeroSPU2 and a few games run faster
(Dragonquest 8, Dawn of Mana, Final Fantasy 12).

git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@139 a6443dda-0b58-4228-96e9-037be469359c
This commit is contained in:
ramapcsx2 2008-09-23 08:01:41 +00:00 committed by Gregory Hainaut
parent 4d1280c69b
commit 4b192421b1
1 changed files with 14 additions and 13 deletions

View File

@ -221,21 +221,22 @@ void gsInit()
#endif #endif
} }
} }
//commented out for the time, as this costs fps, breaks savestates a bit (ZeroSPU2)
//and doesn't seem to help anything (rama)
void gsWaitGS() void gsWaitGS()
{ {
if( CHECK_DUALCORE ) { // if( CHECK_DUALCORE ) {
while( *(volatile PU8*)&g_pGSRingPos != *(volatile PU8*)&g_pGSWritePos ); // while( *(volatile PU8*)&g_pGSRingPos != *(volatile PU8*)&g_pGSWritePos );
} // }
else { // else {
while( g_pGSRingPos != g_pGSWritePos ) { // while( g_pGSRingPos != g_pGSWritePos ) {
#ifdef _WIN32 //#ifdef _WIN32
Sleep(1); // Sleep(1);
#else //#else
usleep(500); // usleep(500);
#endif //#endif
} // }
} // }
} }
void gsShutdown() void gsShutdown()