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GPUCommon: Get rid of prev variable.
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parent
ce2202a2f9
commit
628c223234
3 changed files with 9 additions and 6 deletions
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@ -103,8 +103,9 @@ public:
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ge_pending_cb.pop_front();
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gpu->InterruptEnd(intrdata.listid);
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// Seen in GoW.
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if (subintr >= 0)
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WARN_LOG(HLE, "Ignoring interrupt for display list %d, already been released.", intrdata.listid);
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DEBUG_LOG(HLE, "Ignoring interrupt for display list %d, already been released.", intrdata.listid);
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return false;
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}
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@ -367,7 +367,6 @@ bool GPUCommon::InterpretList(DisplayList &list)
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double start = time_now_d();
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currentList = &list;
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u32 op = 0;
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prev = 0;
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gpuState = GPUSTATE_RUNNING;
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// I don't know if this is the correct place to zero this, but something
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@ -390,6 +389,7 @@ bool GPUCommon::InterpretList(DisplayList &list)
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list.state = PSP_GE_DL_STATE_RUNNING;
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list.interrupted = false;
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const bool dumpThisFrame = dumpThisFrame_;
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while (gpuState == GPUSTATE_RUNNING)
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{
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if (list.pc == list.stall)
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@ -410,8 +410,9 @@ bool GPUCommon::InterpretList(DisplayList &list)
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u32 diff = op ^ gstate.cmdmem[cmd];
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PreExecuteOp(op, diff);
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// TODO: Add a compiler flag to remove stuff like this at very-final build time.
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if (dumpThisFrame_) {
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if (dumpThisFrame) {
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char temp[256];
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u32 prev = Memory::ReadUnchecked_U32(list.pc - 4);
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GeDisassembleOp(list.pc, op, prev, temp);
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NOTICE_LOG(HLE, "%s", temp);
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}
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@ -420,7 +421,6 @@ bool GPUCommon::InterpretList(DisplayList &list)
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ExecuteOp(op, diff);
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list.pc += 4;
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prev = op;
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}
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UpdateCycles(list.pc - 4, list.pc);
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@ -549,7 +549,8 @@ void GPUCommon::ExecuteOp(u32 op, u32 diff) {
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// Processed in GE_END.
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break;
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case GE_CMD_END:
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case GE_CMD_END: {
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u32 prev = Memory::ReadUnchecked_U32(currentList->pc - 4);
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UpdateCycles(currentList->pc);
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switch (prev >> 24) {
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case GE_CMD_SIGNAL:
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@ -675,6 +676,7 @@ void GPUCommon::ExecuteOp(u32 op, u32 diff) {
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break;
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}
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break;
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}
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default:
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DEBUG_LOG(G3D,"DL Unknown: %08x @ %08x", op, currentList == NULL ? 0 : currentList->pc);
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@ -697,6 +699,7 @@ void GPUCommon::DoState(PointerWrap &p) {
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currentList = &dls[currentID];
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}
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p.Do(interruptRunning);
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u32 prev; // TODO: kill. just didn't want to break states right now...
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p.Do(prev);
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p.Do(gpuState);
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p.Do(isbreak);
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@ -41,7 +41,6 @@ protected:
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DisplayListQueue dlQueue;
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bool interruptRunning;
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u32 prev;
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GPUState gpuState;
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bool isbreak;
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u64 drawCompleteTicks;
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