Commit graph

86 commits

Author SHA1 Message Date
raven02
e68ddf671c Temporary fix issue #3167 in non-multithread mode #2 2013-08-15 03:44:20 +08:00
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49ab98c7fd Use atomic operations on Android + warning fixes. 2013-08-12 08:51:49 -07:00
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cf7c718706 Use a timer to keep gpu/cpu in sync periodically.
Fixes Diva Extend demo, at least, losing FPS.
2013-08-11 13:41:42 -07:00
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e0f699fd5f Use a possibly harmless hack to prevent hangs.
Not sure where the problem is, but this fixes it pretty consistently for
me... seems like lists are somehow not being processed after becoming
processable?
2013-08-10 20:03:43 -07:00
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26c072df51 Don't wait directly from GPUCommon, do it in sceGe.
Makes debugging a bit easier.
2013-08-10 18:24:40 -07:00
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55c07bdc73 Avoid a possible thread sync issue.
Could be that it's about to wake listsync, does, and then we wait.
2013-08-10 17:18:31 -07:00
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abc396cbe1 Sync the GPU thread on list/draw sync.
Otherwise, the CPU gets ahead (inside the frame) and games get confused.
I don't think there's any good workaround to avoid this.
2013-08-10 15:16:49 -07:00
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450e4c7fea Factor out event queue logic to a template mixin. 2013-08-10 03:33:09 -07:00
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a80a7690c8 Fix SyncThread() not syncing during last event. 2013-08-09 23:18:37 -07:00
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e82bae3708 Simplify easy_guard to avoid coding errors. 2013-08-09 22:57:53 -07:00
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1226c3dbd9 Try to prevent a deadlock if CPU doesn't NEXTFRAME. 2013-08-09 22:57:53 -07:00
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e71cf2ec7e Don't queue Flush() etc. while on GPU thread.
Oops, that makes it not actually flush properly of course.

Also made a simpler guard wrapper to avoid extra braces in too many
places.  Reduced contention areas slightly.
2013-08-09 22:57:52 -07:00
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68fb78e203 Be more careful with the stall address.
In case it's moved while running the list.
2013-08-09 22:57:52 -07:00
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8c69020fa8 Use separate condition vars/locks for GPU sync. 2013-08-09 22:57:51 -07:00
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b0e6967697 Rename UseCPUThread to SeparateCPUThread. 2013-08-09 22:41:33 -07:00
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a56cac1eb3 Bail when CPU thread disabled to ensure good perf. 2013-08-09 22:41:32 -07:00
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3819886e2e Add a way to synchronize with the GPU thread. 2013-08-09 22:41:32 -07:00
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02e301e5fe Add a simple message event system to the GE.
With this, the CPU thread feature now mostly works.
2013-08-09 22:41:31 -07:00
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52ca93aab2 Add mutex locks around list management.
This way we can safely execute lists on a separate thread.
2013-08-09 22:41:31 -07:00
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00fc5ec40e Enable interrupts as a property of the list.
This way there's no behavior change when enqueue is async.
2013-08-07 00:32:30 -07:00
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3aa2db9a8e Simplify ProcessDLQueue() slightly. 2013-08-04 16:31:54 -07:00
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f7a39d1b12 Move ReapplyGfxState() to GPUCommon.
This way it can be overridden, and simplifies some other things.
2013-08-04 15:15:50 -07:00
Henrik Rydgard
a95daf4647 Reduce logspam for some GE signals. doesn't seem to be a problem (although that might change if we paralellize). 2013-06-27 17:49:29 +02:00
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9c85bd92e4 Show statistics for GPU cycles executed per frame. 2013-05-31 10:40:16 -07:00
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46e5b84242 Small opt. for common immediately stalled list. 2013-04-28 14:56:38 -07:00
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597cdbca3f Simplify, don't let InterpretList do downcount. 2013-04-28 14:30:28 -07:00
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1edbfa3212 Use a downcount and fast run loop in the GE. 2013-04-28 14:23:30 -07:00
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5a03888b56 Centralize state and pc changes in the GE.
To make later things easier.
2013-04-28 13:34:29 -07:00
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9208f6389d Avoid calling time_update in GE w/o debug stats.
Just wastes time, especially if the game hammers sceGeListUpdateStallAddr,
which many games do.
2013-04-22 22:04:27 -07:00
Henrik Rydgard
628c223234 GPUCommon: Get rid of prev variable. 2013-04-21 19:32:56 +02:00
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b54eb41041 Don't signal again if a PAUSE handler unstalls.
Basically, if the handler calls sceGeListUpdateStallAddr(), and it hits
a finish (which it might), before we were triggering another PAUSE.

THat's wrong, it should just be a FINISH as usual.
2013-04-20 20:15:47 -07:00
Henrik Rydgard
98daf18d56 Add skeleton code for Windows multitouch, to be filled in by someone who can test :P 2013-04-16 21:14:46 +02:00
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f86e01707f Use a struct for the GE stack entries, cleaner. 2013-04-15 23:06:56 -07:00
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7b184602df Remember the GE offset in the stack on call/ret. 2013-04-15 22:20:49 -07:00
Henrik Rydgard
ea11c36091 Fix a vshader id bit collision, avoid color test when set to 'ALWAYS', zeroinitialize dls. 2013-04-15 22:57:54 +02:00
Henrik Rydgard
cbbc4e2c9e Reset gstate_c.offsetAddr on RET. Fixes some "CALL to illegal address"
(as seen in Flatout for example).
2013-04-15 22:24:30 +02:00
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e45bd32c61 Fix incorrect GPU timing with signal jumps. 2013-04-12 08:57:30 -07:00
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6cbd1b5205 Fix typo, add back state to savestate. 2013-04-09 02:18:09 -07:00
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957394258c Block dlist execution while in virtual progress.
Fixes #1224.

Also, fix drawsync late by a GPU cycle, so interrupts line up.
It would break at least Ys Seven without that.
2013-04-09 00:56:50 -07:00
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210c7b1639 Slow down the GPU clock estimate.
This makes  Fat Princess for example much faster.
2013-04-07 17:05:12 -07:00
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5d017829ad Make sure lists aren't reused before they complete. 2013-04-07 17:05:11 -07:00
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57770dbd95 Delay GPU signals and waits to simulate cycles. 2013-04-07 17:05:11 -07:00
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0ca4e5f0a7 Implement the jump, call, and ret signals.
Still buggy, but more things show...
2013-04-06 11:03:43 -07:00
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376ad80d76 Implement sync signal in display lists.
Makes dialogs show up in 3rd Birthday.
2013-04-06 10:12:41 -07:00
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dac448dfae Implement the pause signal a bit better. 2013-04-06 09:59:24 -07:00
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8302780e98 These signals seem to skip the next FINISH, report. 2013-04-06 08:40:24 -07:00
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77311a121d Don't listsync until after the signal handler. 2013-04-06 08:36:03 -07:00
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fb26941a27 Implement sceGeListSync(). 2013-04-06 02:30:38 -07:00
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c0f20c2fdd If the interrupt is not run, don't flip gpuState.
Technically this is a hack, hopefully can remove it soon.
2013-04-06 02:30:37 -07:00
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c57954a72e Implement sceGeDrawSync(). 2013-04-06 02:30:37 -07:00