Merge pull request #5841 from unknownbrackets/ge-signals

Improve sync and pause GE signal handling
This commit is contained in:
Henrik Rydgård 2014-04-12 23:40:27 +02:00
commit d67f91d899
3 changed files with 31 additions and 18 deletions

View file

@ -107,10 +107,16 @@ public:
}
}
// Set the list as complete once the interrupt starts.
// In other words, not before another interrupt finishes.
if (dl->signal != PSP_GE_SIGNAL_HANDLER_PAUSE && cmd == GE_CMD_FINISH) {
dl->state = PSP_GE_DL_STATE_COMPLETED;
}
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 +168,6 @@ 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()) {
@ -808,21 +804,33 @@ void GPUCommon::ExecuteOp(u32 op, u32 diff) {
switch (behaviour) {
case PSP_GE_SIGNAL_HANDLER_SUSPEND:
// Suspend the list, and call the signal handler. When it's done, resume.
// Before sdkver 0x02000010, listsync should return paused.
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.
currentList->signal = behaviour;
DEBUG_LOG(G3D, "Signal without wait. signal/end: %04x %04x", signal, enddata);
break;
case PSP_GE_SIGNAL_HANDLER_PAUSE:
currentList->state = PSP_GE_DL_STATE_PAUSED;
// Pause the list instead of ending at the next FINISH.
// Call the handler with the PAUSE signal value at that FINISH.
// 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->signal = behaviour;
ERROR_LOG_REPORT(G3D, "Signal with Pause UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
DEBUG_LOG(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.
// Technically, this ought to trigger an interrupt, but it won't do anything.
// Triggering here can cause incorrect rescheduling, which breaks 3rd Birthday.
// However, this is likely a bug in how GE signal interrupts are handled.
trigger = false;
currentList->signal = behaviour;
DEBUG_LOG(G3D, "Signal with Sync. signal/end: %04x %04x", signal, enddata);
break;
@ -896,6 +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;
@ -911,11 +920,11 @@ void GPUCommon::ExecuteOp(u32 op, u32 diff) {
default:
currentList->subIntrToken = prev & 0xFFFF;
currentList->state = PSP_GE_DL_STATE_COMPLETED;
UpdateState(GPUSTATE_DONE);
if (currentList->interruptsEnabled && __GeTriggerInterrupt(currentList->id, currentList->pc, startingTicks + cyclesExecuted)) {
currentList->pendingInterrupt = true;
} else {
currentList->state = PSP_GE_DL_STATE_COMPLETED;
currentList->waitTicks = startingTicks + cyclesExecuted;
busyTicks = std::max(busyTicks, currentList->waitTicks);
__GeTriggerSync(GPU_SYNC_LIST, currentList->id, currentList->waitTicks);
@ -1026,9 +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();
}

View file

@ -320,6 +320,9 @@ BOOL CGEDebugger::DlgProc(UINT message, WPARAM wParam, LPARAM lParam) {
{
case IDC_GEDBG_MAINTAB:
tabs->HandleNotify(lParam);
if (gpuDebug != NULL) {
lists->Update();
}
break;
case IDC_GEDBG_FBTABS:
fbTabs->HandleNotify(lParam);