PCSP v0.5.1 - 模擬器

By Vanessa
at 2011-01-29T12:36
at 2011-01-29T12:36
Table of Contents
2011.01.29
一些發佈後的狀況探討,建議有在用的人稍微看一下。
PCSP NEWS - Some issues with pcsp v0.5.1
It appears there is a bug with pcsp and single core cpus. It is very
likely that pcsp will freeze from parallel threads that it tries to
syncronize. There is already a fix for that for all you ppl that still
using old machines with single core (who does anyway).
A bug fix version will be release shortly among with a very interesting
feature.
Stay tuned :)
--------------------
Hlide here again,
Ok I think I understand what it happens. The emulator has a state :
normally it is RUNNING when interpreting a PSP game. Some events like
Audio, Vsync, Clock may occur and try to set this state to an event
state so the emulator thread is leaving the interpreter to handle the
event. In a multi-core processor, each event has its time-critical
thread running on one core whereas the emulator thread is running on
another core. So a core tries to set a state to make the other core to
suspend interpretation and handle event in the emulator thread. I made
some changes in code prior the correction I did for 0.5.1 because I
feared an event state might be set when the emulator was already set
to another event set (a vsync event occuring when the emulator state
is set to an audio event state) and might fix the freeze issue. It
didn't but I left this code after fixing the real issue. However I
never realized that code might not work properly for a mono-core as
those threads will be executed in a sequential order and might create
some hell slowness or worst responsiveness (because of an active
polling added).
______________________________________________________________________________
來源:http://www.pcsp-emu.com
※ 引述《choan (八房龍之助)》之銘言:
: http://www.pcsp-emu.com/news.php
: A new minor version is here. Don't expect too much updates , the most
: important ones are the fix of freeze bug when you use vsnyc limiter and
: better opengl extension detection. Also for older cards there is software
: emulation of some OcclusionQuery where this is not available.
: Here is the changelog
: ------------------------
: General
: -----------
: - added gl_Core : now occlusion_query, vertex_buffer_object and
: framebuffer_object are now correctly detected to fill core functions if not
: - added a software version of BBOX in gl_OcclusionQuery
: - correct handling 32-bit overflow of timer seems to fix the "freeze" bug
: with some games when vsync is ON
: You can d/l pcsp from download section or from the following link:
: http://www.filesonic.com/file/65106073
: A version with pcsp-udb (the pcsp frontend) is also available from the
: following link:
: http://www.filesonic.com/file/65106077
: Enjoy :)
--
一些發佈後的狀況探討,建議有在用的人稍微看一下。
PCSP NEWS - Some issues with pcsp v0.5.1
It appears there is a bug with pcsp and single core cpus. It is very
likely that pcsp will freeze from parallel threads that it tries to
syncronize. There is already a fix for that for all you ppl that still
using old machines with single core (who does anyway).
A bug fix version will be release shortly among with a very interesting
feature.
Stay tuned :)
--------------------
Hlide here again,
Ok I think I understand what it happens. The emulator has a state :
normally it is RUNNING when interpreting a PSP game. Some events like
Audio, Vsync, Clock may occur and try to set this state to an event
state so the emulator thread is leaving the interpreter to handle the
event. In a multi-core processor, each event has its time-critical
thread running on one core whereas the emulator thread is running on
another core. So a core tries to set a state to make the other core to
suspend interpretation and handle event in the emulator thread. I made
some changes in code prior the correction I did for 0.5.1 because I
feared an event state might be set when the emulator was already set
to another event set (a vsync event occuring when the emulator state
is set to an audio event state) and might fix the freeze issue. It
didn't but I left this code after fixing the real issue. However I
never realized that code might not work properly for a mono-core as
those threads will be executed in a sequential order and might create
some hell slowness or worst responsiveness (because of an active
polling added).
______________________________________________________________________________
來源:http://www.pcsp-emu.com
※ 引述《choan (八房龍之助)》之銘言:
: http://www.pcsp-emu.com/news.php
: A new minor version is here. Don't expect too much updates , the most
: important ones are the fix of freeze bug when you use vsnyc limiter and
: better opengl extension detection. Also for older cards there is software
: emulation of some OcclusionQuery where this is not available.
: Here is the changelog
: ------------------------
: General
: -----------
: - added gl_Core : now occlusion_query, vertex_buffer_object and
: framebuffer_object are now correctly detected to fill core functions if not
: - added a software version of BBOX in gl_OcclusionQuery
: - correct handling 32-bit overflow of timer seems to fix the "freeze" bug
: with some games when vsync is ON
: You can d/l pcsp from download section or from the following link:
: http://www.filesonic.com/file/65106073
: A version with pcsp-udb (the pcsp frontend) is also available from the
: following link:
: http://www.filesonic.com/file/65106077
: Enjoy :)
--
Tags:
模擬器
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