From 4561440df795e80dcd217d5b72c0fe183cd8f234 Mon Sep 17 00:00:00 2001 From: "Unknown W. Brackets" Date: Fri, 11 Apr 2014 23:32:34 -0700 Subject: [PATCH] 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. --- Core/HLE/sceGe.cpp | 4 +--- GPU/GPUCommon.cpp | 21 +++++++-------------- 2 files changed, 8 insertions(+), 17 deletions(-) diff --git a/Core/HLE/sceGe.cpp b/Core/HLE/sceGe.cpp index 6d7c7efd6c..cc9965a3d6 100644 --- a/Core/HLE/sceGe.cpp +++ b/Core/HLE/sceGe.cpp @@ -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); } }; diff --git a/GPU/GPUCommon.cpp b/GPU/GPUCommon.cpp index c6b68030d1..43537ad282 100644 --- a/GPU/GPUCommon.cpp +++ b/GPU/GPUCommon.cpp @@ -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(); }