Handle GE pause signals per tests.

They really should pause, but we were resetting them incorrectly.
And most importantly, sceGeContinue() inside the signal handler absolutely
must work.  Games use this a lot.
This commit is contained in:
Unknown W. Brackets 2014-04-11 23:32:34 -07:00
parent 702294fe60
commit 4561440df7
2 changed files with 8 additions and 17 deletions

View file

@ -110,7 +110,7 @@ public:
SubIntrHandler* handler = get(subintr);
if (handler != NULL)
{
DEBUG_LOG(CPU, "Entering interrupt handler %08x", handler->handlerAddress);
DEBUG_LOG(CPU, "Entering GE interrupt handler %08x", handler->handlerAddress);
currentMIPS->pc = handler->handlerAddress;
u32 data = dl->subIntrToken;
currentMIPS->r[MIPS_REG_A0] = data & 0xFFFF;
@ -162,8 +162,6 @@ public:
break;
}
dl->signal = PSP_GE_SIGNAL_NONE;
gpu->InterruptEnd(intrdata.listid);
}
};

View file

@ -330,9 +330,6 @@ u32 GPUCommon::UpdateStall(int listid, u32 newstall) {
return SCE_KERNEL_ERROR_ALREADY;
dl.stall = newstall & 0x0FFFFFFF;
if (dl.signal == PSP_GE_SIGNAL_HANDLER_PAUSE)
dl.signal = PSP_GE_SIGNAL_HANDLER_SUSPEND;
guard.unlock();
ProcessDLQueue();
@ -349,8 +346,8 @@ u32 GPUCommon::Continue() {
{
if (!isbreak)
{
if (currentList->signal == PSP_GE_SIGNAL_HANDLER_PAUSE)
return 0x80000021;
// TODO: Supposedly this returns SCE_KERNEL_ERROR_BUSY in some case, previously it had
// currentList->signal == PSP_GE_SIGNAL_HANDLER_PAUSE, but it doesn't reproduce.
currentList->state = PSP_GE_DL_STATE_RUNNING;
currentList->signal = PSP_GE_SIGNAL_NONE;
@ -457,9 +454,8 @@ bool GPUCommon::InterpretList(DisplayList &list) {
easy_guard guard(listLock);
// TODO: This has to be right... but it freezes right now?
//if (list.state == PSP_GE_DL_STATE_PAUSED)
// return false;
if (list.state == PSP_GE_DL_STATE_PAUSED)
return false;
currentList = &list;
if (!list.started && list.context.IsValid()) {
@ -813,7 +809,7 @@ void GPUCommon::ExecuteOp(u32 op, u32 diff) {
if (sceKernelGetCompiledSdkVersion() <= 0x02000010)
currentList->state = PSP_GE_DL_STATE_PAUSED;
currentList->signal = behaviour;
DEBUG_LOG(G3D, "Signal with Wait UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
DEBUG_LOG(G3D, "Signal with wait. signal/end: %04x %04x", signal, enddata);
break;
case PSP_GE_SIGNAL_HANDLER_CONTINUE:
// Resume the list right away, then call the handler.
@ -826,9 +822,8 @@ void GPUCommon::ExecuteOp(u32 op, u32 diff) {
// Technically, this ought to trigger an interrupt, but it won't do anything.
// But right now, signal is always reset by interrupts, so that causes pause to not work.
trigger = false;
currentList->state = PSP_GE_DL_STATE_PAUSED;
currentList->signal = behaviour;
ERROR_LOG_REPORT(G3D, "Signal with Pause UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
ERROR_LOG_REPORT(G3D, "Signal with Pause. signal/end: %04x %04x", signal, enddata);
break;
case PSP_GE_SIGNAL_SYNC:
// Acts as a memory barrier, never calls any user code.
@ -909,6 +904,7 @@ void GPUCommon::ExecuteOp(u32 op, u32 diff) {
case GE_CMD_FINISH:
switch (currentList->signal) {
case PSP_GE_SIGNAL_HANDLER_PAUSE:
currentList->state = PSP_GE_DL_STATE_PAUSED;
if (currentList->interruptsEnabled) {
if (__GeTriggerInterrupt(currentList->id, currentList->pc, startingTicks + cyclesExecuted)) {
currentList->pendingInterrupt = true;
@ -1039,9 +1035,6 @@ void GPUCommon::InterruptEnd(int listid) {
__GeTriggerWait(GPU_SYNC_LIST, listid);
}
if (dl.signal == PSP_GE_SIGNAL_HANDLER_PAUSE)
dl.signal = PSP_GE_SIGNAL_HANDLER_SUSPEND;
guard.unlock();
ProcessDLQueue();
}