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https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
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:
parent
702294fe60
commit
4561440df7
2 changed files with 8 additions and 17 deletions
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@ -110,7 +110,7 @@ public:
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SubIntrHandler* handler = get(subintr);
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if (handler != NULL)
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{
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DEBUG_LOG(CPU, "Entering interrupt handler %08x", handler->handlerAddress);
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DEBUG_LOG(CPU, "Entering GE interrupt handler %08x", handler->handlerAddress);
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currentMIPS->pc = handler->handlerAddress;
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u32 data = dl->subIntrToken;
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currentMIPS->r[MIPS_REG_A0] = data & 0xFFFF;
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@ -162,8 +162,6 @@ public:
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break;
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}
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dl->signal = PSP_GE_SIGNAL_NONE;
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gpu->InterruptEnd(intrdata.listid);
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}
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};
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@ -330,9 +330,6 @@ u32 GPUCommon::UpdateStall(int listid, u32 newstall) {
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return SCE_KERNEL_ERROR_ALREADY;
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dl.stall = newstall & 0x0FFFFFFF;
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if (dl.signal == PSP_GE_SIGNAL_HANDLER_PAUSE)
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dl.signal = PSP_GE_SIGNAL_HANDLER_SUSPEND;
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guard.unlock();
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ProcessDLQueue();
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@ -349,8 +346,8 @@ u32 GPUCommon::Continue() {
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{
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if (!isbreak)
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{
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if (currentList->signal == PSP_GE_SIGNAL_HANDLER_PAUSE)
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return 0x80000021;
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// TODO: Supposedly this returns SCE_KERNEL_ERROR_BUSY in some case, previously it had
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// currentList->signal == PSP_GE_SIGNAL_HANDLER_PAUSE, but it doesn't reproduce.
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currentList->state = PSP_GE_DL_STATE_RUNNING;
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currentList->signal = PSP_GE_SIGNAL_NONE;
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@ -457,9 +454,8 @@ bool GPUCommon::InterpretList(DisplayList &list) {
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easy_guard guard(listLock);
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// TODO: This has to be right... but it freezes right now?
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//if (list.state == PSP_GE_DL_STATE_PAUSED)
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// return false;
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if (list.state == PSP_GE_DL_STATE_PAUSED)
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return false;
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currentList = &list;
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if (!list.started && list.context.IsValid()) {
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@ -813,7 +809,7 @@ void GPUCommon::ExecuteOp(u32 op, u32 diff) {
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if (sceKernelGetCompiledSdkVersion() <= 0x02000010)
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currentList->state = PSP_GE_DL_STATE_PAUSED;
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currentList->signal = behaviour;
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DEBUG_LOG(G3D, "Signal with Wait UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
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DEBUG_LOG(G3D, "Signal with wait. signal/end: %04x %04x", signal, enddata);
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break;
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case PSP_GE_SIGNAL_HANDLER_CONTINUE:
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// Resume the list right away, then call the handler.
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@ -826,9 +822,8 @@ void GPUCommon::ExecuteOp(u32 op, u32 diff) {
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// Technically, this ought to trigger an interrupt, but it won't do anything.
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// But right now, signal is always reset by interrupts, so that causes pause to not work.
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trigger = false;
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currentList->state = PSP_GE_DL_STATE_PAUSED;
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currentList->signal = behaviour;
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ERROR_LOG_REPORT(G3D, "Signal with Pause UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
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ERROR_LOG_REPORT(G3D, "Signal with Pause. signal/end: %04x %04x", signal, enddata);
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break;
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case PSP_GE_SIGNAL_SYNC:
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// Acts as a memory barrier, never calls any user code.
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@ -909,6 +904,7 @@ void GPUCommon::ExecuteOp(u32 op, u32 diff) {
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case GE_CMD_FINISH:
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switch (currentList->signal) {
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case PSP_GE_SIGNAL_HANDLER_PAUSE:
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currentList->state = PSP_GE_DL_STATE_PAUSED;
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if (currentList->interruptsEnabled) {
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if (__GeTriggerInterrupt(currentList->id, currentList->pc, startingTicks + cyclesExecuted)) {
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currentList->pendingInterrupt = true;
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@ -1039,9 +1035,6 @@ void GPUCommon::InterruptEnd(int listid) {
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__GeTriggerWait(GPU_SYNC_LIST, listid);
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}
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if (dl.signal == PSP_GE_SIGNAL_HANDLER_PAUSE)
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dl.signal = PSP_GE_SIGNAL_HANDLER_SUSPEND;
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guard.unlock();
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ProcessDLQueue();
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}
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