void GPUCommon::ReapplyGfxState() { if (IsOnSeparateCPUThread()) { ScheduleEvent(GPU_EVENT_REAPPLY_GFX_STATE); } else { ReapplyGfxStateInternal(); } }
void __GeInit() { memset(&ge_used_callbacks, 0, sizeof(ge_used_callbacks)); ge_pending_cb.clear(); __RegisterIntrHandler(PSP_GE_INTR, new GeIntrHandler()); geSyncEvent = CoreTiming::RegisterEvent("GeSyncEvent", &__GeExecuteSync); geInterruptEvent = CoreTiming::RegisterEvent("GeInterruptEvent", &__GeExecuteInterrupt); geCycleEvent = CoreTiming::RegisterEvent("GeCycleEvent", &__GeCheckCycles); listWaitingThreads.clear(); drawWaitingThreads.clear(); // When we're using separate CPU/GPU threads, we need to keep them in sync. if (IsOnSeparateCPUThread()) { CoreTiming::ScheduleEvent(usToCycles(geIntervalUs), geCycleEvent, 0); } }