The new implementation has 3 options:
SyncGpuMaxDistance
SyncGpuMinDistance
SyncGpuOverclock
The MaxDistance controlls how many CPU cycles the CPU is allowed to be in front
of the GPU. Too low values will slow down extremly, too high values are as
unsynchronized and half of the games will crash.
The -MinDistance (negative) set how many cycles the GPU is allowed to be in
front of the CPU. As we are used to emulate an infinitiv fast GPU, this may be
set to any high (negative) number.
The last parameter is to hack a faster (>1.0) or slower(<1.0) GPU. As we don't
emulate GPU timing very well (eg skip the timings of the pixel stage completely),
an overclock factor of ~0.5 is often much more accurate than 1.0
The PowerPC CPU has bits in MSR (DR and IR) which control whether
addresses are translated. We should respect these instead of mixing
physical addresses and translated addresses into the same address space.
This is mostly mass-renaming calls to memory accesses APIs from places
which expect address translation to use a different version from those
which do not expect address translation.
This does very little on its own, but it's the first step to a correct BAT
implementation.
Rather than playing terrible hacks to determine the start of input
frames, just update system input periodically. Specifically, every
60th of a second.
Faster, of course, since we avoid the interpreter, but also means we can
get more a more accurate timer in long blocks by adding the offset from the
start of the block to the retrieved timer. I don't know if this will actually
fix any issues, but it's more correct and a nearly-free improvement.
This change attempts to make calls to WII_IPC_HLE_Interface::Update()
more consistent. We should be calling it whenever there is something we
can pop from a queue, and this patch does that.
DeviceUpdate() now works independently of Update(): it's now just a periodic
timer for devices which need to regularly update state.
With this change, we need a non-zero default delay for IPC replies because
replies are popped off the queue much more aggressively.
This fixes launching channels from the the System Menu.
VI isn't called as regular as we want to, so we have to create a new throttling event called regularly by coretiming.
Atm we throttle every 1 ms when we are too fast and skip throttling when we lack 40ms (to avoid fast boosts after slowdowns)