Commit graph

21 commits

Author SHA1 Message Date
Henrik Rydgård
e01ca5b057
Logging API change (refactor) (#19324)
* Rename LogType to Log

* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.

* Mac/ARM64 buildfix

* Do the same with the hle result log macros

* Rename the log names to mixed case while at it.

* iOS buildfix

* Qt buildfix attempt, ARM32 buildfix
2024-07-14 14:42:59 +02:00
Herman Semenov
af41281761 [Core/Dialog/ELF/FileSystems/HLE/HW/Util] Added const reference for function params 2023-12-14 14:22:24 +03:00
Henrik Rydgård
9a2ca4836a Add missing locking to AsyncIOManager 2023-05-04 23:56:46 +02:00
Unknown W. Brackets
a7b7bf7826 Global: Set many read-only params as const.
This makes what they do and which args to use clearer, if nothing else.
2022-12-10 21:13:36 -08:00
Unknown W. Brackets
b8342fb8ec SaveState: Rename ChunkFile files to Serialize.
Makes more sense and less weird than ChunkFileDoMap, etc.
2020-08-10 08:04:05 +00:00
Unknown W. Brackets
1dc5ee424b SaveState: Split out Do types to reduce headers. 2020-08-10 08:03:44 +00:00
Unknown W. Brackets
4b4e3432cd SaveState: Split Do() into a separate header. 2020-08-10 08:03:41 +00:00
Henrik Rydgard
26a2d42731 Big mutex overhaul - remove our custom ones, make them non-recursive where possible 2017-02-28 11:40:29 +01:00
Unknown W. Brackets
3687be42bc Jit: Invalidate blocks after IO reads.
Fixes #7617.
2015-12-27 21:58:29 -08:00
Unknown W. Brackets
d6a113809b Add basic infrastructure to time io better.
This allows the filesystems to more accurately control timing.
But they're not actually doing it yet (same timing as before.)
2014-12-26 01:15:17 -08:00
Unknown W. Brackets
3f20b32041 Add an option to prevent cpu stall on slow IO.
This is good for any slow storage, including:
  * Hard disk spinning up.
  * Generally slow (cheap) SD cards.
  * HTTP or Samba streaming.

May possibly cause bugs in some cases where timing is unrealistic.  That
being said, as long as the game is a UMD game, and there's caching (could
enable memory caching for storage), it should not be a problem usually.
2014-12-26 01:07:16 -08:00
Unknown W. Brackets
d4e8bd96af Handle disk full more properly in sceIoWrite(). 2014-11-02 10:55:27 -08:00
Unknown W. Brackets
f052778c2d Unlock reslts before scheduling.
To prevent deadlock while debugging with events all running sync.
2014-04-28 22:32:34 -07:00
Unknown W. Brackets
2c40cd509a Avoid overwriting io thread results.
Just block until it's done so that things are synchronous.
2014-03-02 13:45:12 -08:00
Unknown W. Brackets
10f52fa2b0 Just in case, also clear results on shutdown. 2014-01-26 19:10:20 -08:00
Unknown W. Brackets
0ca769721a Log more information about duplicate io operations. 2014-01-26 19:05:07 -08:00
Henrik Rydgård
79ff2f0ba8 Start untangling our include mess a little. 2013-12-29 23:34:45 +01:00
Unknown W. Brackets
879060f008 Use a CORE_POWERUP state when starting.
Otherwise, we could startup in CORE_POWERDOWN in a second game, which is
confusing.
2013-11-09 23:07:52 -08:00
Unknown W. Brackets
50e9e45d65 Check version in each DoState() func.
They bail on PointerWrap error or bad version.
2013-09-14 20:23:03 -07:00
Henrik Rydgard
8c88dff5a4 More log categories, use them (and existing ones). Improve log config. 2013-09-07 22:02:55 +02:00
Unknown W. Brackets
e6b42768fe Add a class to manage IO on a separate thread.
Also separate the logic for exiting the loop based on coreState.  IO and
audio won't necessarily be tied to the frame.
2013-08-11 11:46:55 -07:00