Corrected the FIFO breakpoint clause in the FIFO loop. This fixes Super Monkey Ball: Banana Blitz, Super Monkey Ball: Step & Roll and Pokemon XD.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6470 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
skidau 2010-11-24 06:02:03 +00:00
parent d36ede020c
commit 2808f75f74
2 changed files with 6 additions and 6 deletions

View File

@ -568,7 +568,7 @@ bool AllowIdleSkipping()
return !g_VideoInitialize.bOnThread || !m_CPCtrlReg.BPEnable; return !g_VideoInitialize.bOnThread || !m_CPCtrlReg.BPEnable;
} }
// Check every FAKE_GP_WATCHDOG_PERIOD if a PE-frame-finish occured // Check every FAKE_GP_WATCHDOG_PERIOD if a PE-frame-finish occurred
// if not then lock CPUThread until GP finish a frame. // if not then lock CPUThread until GP finish a frame.
void WaitForFrameFinish() void WaitForFrameFinish()
{ {
@ -696,10 +696,10 @@ void SetFifoIdleFromVideoPlugin()
s_fifoIdleEvent.Set(); s_fifoIdleEvent.Set();
} }
// This is called by the ProcessorInterface when PI_FIFO_RESET is writed, // This is called by the ProcessorInterface when PI_FIFO_RESET is written to.
// the general idea is abort all commands in the FIFO. // The general idea is abort all commands in the FIFO.
// This prevent Negative fifo.CPReadWriteDistance because when PI_FIFO_RESET happens // This prevents negative fifo.CPReadWriteDistance by changing fifo.CPReadWriteDistance
// the fifo.CPReadWriteDistance is writed to 0 // to 0 when PI_FIFO_RESET occurs.
void AbortFrame() void AbortFrame()
{ {
Fifo_SetRendering(false); Fifo_SetRendering(false);

View File

@ -146,7 +146,7 @@ void Fifo_EnterLoop(const SVideoInitialize &video_initialize)
// check if we are able to run this buffer // check if we are able to run this buffer
while (_fifo.bFF_GPReadEnable && (_fifo.CPReadWriteDistance || (_fifo.bFF_BPEnable && !_fifo.bFF_Breakpoint))) while (_fifo.bFF_GPReadEnable && (_fifo.CPReadWriteDistance || (_fifo.bFF_BPEnable && ((_fifo.CPReadPointer <= _fifo.CPBreakpoint) && (_fifo.CPReadPointer + 32 > _fifo.CPBreakpoint)))))
{ {
// while the FIFO is processing data we activate this for sync with emulator thread. // while the FIFO is processing data we activate this for sync with emulator thread.
CommandProcessor::isFifoBusy = true; CommandProcessor::isFifoBusy = true;