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Don't trigger pause GE signals either, comments.
This better explains what each signal does.
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@ -808,21 +808,30 @@ void GPUCommon::ExecuteOp(u32 op, u32 diff) {
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switch (behaviour) {
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case PSP_GE_SIGNAL_HANDLER_SUSPEND:
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// Suspend the list, and call the signal handler. When it's done, resume.
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// Before sdkver 0x02000010, listsync should return paused.
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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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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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currentList->signal = behaviour;
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DEBUG_LOG(G3D, "Signal without wait. signal/end: %04x %04x", signal, enddata);
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break;
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case PSP_GE_SIGNAL_HANDLER_PAUSE:
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// Pause the list instead of ending at the next FINISH.
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// Call the handler with the PAUSE signal value at that FINISH.
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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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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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// Technically, this ought to trigger an interrupt, but it won't do anything.
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// Triggering here can cause incorrect rescheduling, which breaks 3rd Birthday.
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// However, this is likely a bug in how GE signal interrupts are handled.
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