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Bail when CPU thread disabled to ensure good perf.
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2 changed files with 5 additions and 1 deletions
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@ -56,6 +56,7 @@ public:
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bool bIgnoreBadMemAccess;
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bool bIgnoreBadMemAccess;
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bool bFastMemory;
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bool bFastMemory;
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bool bJit;
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bool bJit;
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// Definitely cannot be changed while game is running.
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bool bUseCPUThread;
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bool bUseCPUThread;
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int iLockedCPUSpeed;
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int iLockedCPUSpeed;
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bool bAutoSaveSymbolMap;
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bool bAutoSaveSymbolMap;
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@ -577,13 +577,16 @@ void GPUCommon::RunEventsUntil(u64 globalticks) {
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}
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}
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// coreState changes won't wake us, so recheck periodically.
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// coreState changes won't wake us, so recheck periodically.
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if (!g_Config.bUseCPUThread) {
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return;
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}
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eventsCond.wait_for(eventsLock, 1);
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eventsCond.wait_for(eventsLock, 1);
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} while (CoreTiming::GetTicks() < globalticks);
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} while (CoreTiming::GetTicks() < globalticks);
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}
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}
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void GPUCommon::SyncThread() {
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void GPUCommon::SyncThread() {
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if (!g_Config.bUseCPUThread) {
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if (!g_Config.bUseCPUThread) {
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_dbg_assert_msg_(G3D, !HasEvents(), "Should never have pending events when CPU/GPU on same thread.");
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return;
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}
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}
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while (HasEvents() && coreState == CORE_RUNNING) {
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while (HasEvents() && coreState == CORE_RUNNING) {
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