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Dolphin is a GameCube / Wii emulator, allowing you to play games for these two platforms on PC with improvements.
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the occasional HLE wiimote disconnection, although nowhere it was at near the level before both the recent wiiuse integration and adding the queue in the first place. The callback-based bluetooth input method on OS X really requires that packets be accepted immediately and the 1ms polling done by the wiimote worker threads isn't quite good enough. So just play along with the native OS X model and send the packet up our stack directly from the callback. With our current API, this is kind of a layering violation, but it seems less messy than either putting back internal queueing in IOdarwin.mm or adding the platform support for higher-frequency polling than what usleep(3) offers. Perhaps we should just change our own API to a callback model. While this makes no real difference right now, it would make it a fair bit cleaner to accept new wiimotes at any time instead of having to click Refresh, although with the recent realmote changes, that feature can probably just be hacked in by looping around FindWiimotes(). For other platforms having problems with HLE disconnections caused by dropped bluetooth packets, as a first stop I would suggest trying to do more than just one wiimote->Read() per iteration in the thread. This change also conveniently sidesteps another new IOdarwin.mm bug where the discovery and I/O code would clash during a refresh because they use the same default CFRunLoop, so if we switch back to using a run loop for I/O, must remember to create a separate one. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6743 8ced0084-cf51-0410-be5f-012b33b47a6e |
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SConstruct |
Dolphin-emu - The Gamecube / Wii Emulator ========================================== Homesite: http://dolphin-emu.com/ Project Site: http://code.google.com/p/dolphin-emu About: Dolphin-emu is a emulator for Gamecube, Wii, Triforce that lets you run Wii/GCN/Tri games on your Windows/Linux/MacOSX PC system Open Source Release under GPL 2 Project Leaders: F|RES, ector Team members: http://code.google.com/p/dolphin-emu/people/ Please read the FAQ before use: http://code.google.com/p/dolphin-emu/wiki/Facts_And_Questions System Requirements: * OS: Microsoft Windows (2000/XP/Vista or higher) or Linux or Apple Mac OS X. * Processor: Fast CPU with SSE2 supported (recommended at least 2Ghz). Dual Core for speed boost. * Graphics: Any graphics card that supports Direct3D 9 or OpenGL 2.1. [Command line usage] Usage: Dolphin [-h] [-d] [-l] [-e <str>] [-V <str>] [-A <str>] [-P <str>] [-W <str>] -h, --help Show this help message -d, --debugger Opens the debugger -l, --logger Opens the logger -e, --exec=<str> Loads the specified file (DOL, ELF, WAD, GCM, ISO) -V, --video_plugin=<str> Specify a video plugin -A, --audio_plugin=<str> Specify an audio plugin [Libraries] Cg: Cg Shading API (http://developer.nvidia.com/object/cg_toolkit.html) WiiUse: Wiimote Bluetooth API (http://www.wiiuse.net/) SDL: Simple DirectMedia Layer API (http://www.libsdl.org/) *.pdb = Program Debug Database (use these symbols with a program debugger) [DSP Plugins] Plugin_DSP_HLE: High Level DSP Emulation Plugin_DSP_LLE: Low Level DSP Emulation [Video Plugins] Plugin_VideoDX9: Render with Direct3D 9 Plugin_VideoDX11: Render with Direct3D 11 Plugin_VideoOGL: Render with OpenGL + Cg Shader Language [Sys Files] totaldb.dsy: Database of symbols (for devs only) font_ansi.bin/font_sjis.bin: font dumps setting-usa/jpn/usa.txt: config files for Wii [Support Folders] Cache: used to cache the ISO list Config: emulator configuration files Dump: anything dumped from dolphin will go here GC: Gamecube memory cards GameConfig: holds the INI game config files Load: high resolution textures Logs: logs go here Maps: symbol tables go here (dev only) OpenCL: OpenCL code ScreenShots: screenshots are saved here Shaders: post-processing shaders StateSaves: save states are stored here Wii: Wii saves and config is stored here