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