Unknown W. Brackets
7906de26f7
Try to match especially the size of ge contexts.
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But also some of the actual data, most of it matches like this.
2013-09-20 00:33:32 -07:00
Unknown W. Brackets
3604c2285a
Error checking in sceGeEdramSetAddrTranslation().
2013-09-19 23:03:34 -07:00
Unknown W. Brackets
50e9e45d65
Check version in each DoState() func.
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They bail on PointerWrap error or bad version.
2013-09-14 20:23:03 -07:00
Unknown W. Brackets
8ae6694e1d
Use a waiting thread list in sceGe as well.
2013-09-08 11:57:44 -07:00
Henrik Rydgard
8c88dff5a4
More log categories, use them (and existing ones). Improve log config.
2013-09-07 22:02:55 +02:00
Lioncash
02ec457cc9
Fix a null check
2013-09-04 14:07:52 -04:00
Unknown W. Brackets
8998a1b303
Don't trash a list the GE interrupt handler needs.
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Even after it's marked COMPLETED, the CPU needs it to start and finish the
interrupt. Fixes #2956 , where an existing completed list was not having
its interrupt run correctly.
2013-09-01 12:39:45 -07:00
Henrik Rydgard
664d74a9b7
Another frameskipping attempt. Now: 0=no frameskip, 1=auto frameskipt, 2-9=fixed frameskip.
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There is still some flicker remaining in non-buffered rendering that I can't seem to get rid off.
2013-08-16 01:00:26 +02:00
Unknown W. Brackets
cf7c718706
Use a timer to keep gpu/cpu in sync periodically.
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Fixes Diva Extend demo, at least, losing FPS.
2013-08-11 13:41:42 -07:00
Unknown W. Brackets
26c072df51
Don't wait directly from GPUCommon, do it in sceGe.
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Makes debugging a bit easier.
2013-08-10 18:24:40 -07:00
Unknown W. Brackets
5e363bcbd2
Don't allow gpu->Flush() to be called publicly.
2013-08-09 22:57:54 -07:00
Unknown W. Brackets
4803f72b36
Add a "multithreaded" UI option on Windows.
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Not on other platforms since not yet tested.
2013-08-09 22:57:50 -07:00
Unknown W. Brackets
3819886e2e
Add a way to synchronize with the GPU thread.
2013-08-09 22:41:32 -07:00
Unknown W. Brackets
b1344f8254
Get rid of CoreTiming::AdvanceQuick().
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It basically existed for savestates, so no longer needed.
Fixes issues with events not running when they should.
2013-08-07 00:32:29 -07:00
Unknown W. Brackets
b298432e8f
Use threadsafe events for GE communication.
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Hopefully this doesn't cause problems again for 3rd Birthday or FF Type-0.
Kinda need it.
2013-08-07 00:32:28 -07:00
Unknown W. Brackets
9e94f9a896
Specify memory layout endianness in sceGe.
2013-07-29 22:47:37 -07:00
Unknown W. Brackets
ded3fb5e12
Add reporting to a bunch of unimpl functions.
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Also some comment/logging fixes along the way.
2013-05-19 22:12:37 -07:00
raven02
14f6560fde
Use CoreTiming::AdvanceQuick();
2013-05-10 09:38:44 +08:00
Unknown W. Brackets
8ffbdc32e6
Eat some cycles in sceGeListUpdateStallAddr().
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Another common function. Per real PSP timing.
2013-05-04 23:42:11 -07:00
Henrik Rydgard
628c223234
GPUCommon: Get rid of prev variable.
2013-04-21 19:32:56 +02:00
Unknown W. Brackets
a8e8b096e6
Use regular events for GPU for now, quicker.
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There's too much latency in threadsafe events, causing tests to fail.
Might break games too. I guess they need to execute more often...
2013-04-07 17:52:57 -07:00
Unknown W. Brackets
6190918158
Don't allow two drawsyncs to be in play at once.
2013-04-07 17:37:24 -07:00
Unknown W. Brackets
5d017829ad
Make sure lists aren't reused before they complete.
2013-04-07 17:05:11 -07:00
Unknown W. Brackets
57770dbd95
Delay GPU signals and waits to simulate cycles.
2013-04-07 17:05:11 -07:00
Unknown W. Brackets
0ca4e5f0a7
Implement the jump, call, and ret signals.
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Still buggy, but more things show...
2013-04-06 11:03:43 -07:00
Unknown W. Brackets
376ad80d76
Implement sync signal in display lists.
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Makes dialogs show up in 3rd Birthday.
2013-04-06 10:12:41 -07:00
Unknown W. Brackets
dac448dfae
Implement the pause signal a bit better.
2013-04-06 09:59:24 -07:00
Unknown W. Brackets
77311a121d
Don't listsync until after the signal handler.
2013-04-06 08:36:03 -07:00
Unknown W. Brackets
c0f20c2fdd
If the interrupt is not run, don't flip gpuState.
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Technically this is a hack, hopefully can remove it soon.
2013-04-06 02:30:37 -07:00
Unknown W. Brackets
c57954a72e
Implement sceGeDrawSync().
2013-04-06 02:30:37 -07:00
Unknown W. Brackets
ef1086413c
Correct wait signal handling.
2013-04-05 00:32:35 -07:00
Unknown W. Brackets
339b444703
Switch to a fixed size displaylist queue.
2013-04-05 00:32:34 -07:00
Unknown W. Brackets
7738b42b9c
Implement sceGeBreak()/sceGeContinue().
2013-04-04 00:36:43 -07:00
Unknown W. Brackets
15cb005a60
Always trigger FINISH and SIGNAL from END.
2013-04-03 08:16:43 -07:00
Unknown W. Brackets
affe91cb3b
Refactor some GPU methods to return errors.
2013-03-31 23:57:03 -07:00
Henrik Rydgard
bf23c6f5e1
Turn down sceGeContinue and sceGeBreak log level.
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We know them and they're mostly used by our own debug overlay.
2013-03-04 19:52:10 +01:00
Unknown W. Brackets
51d5b84108
Fix some misc HLE warnings.
2013-02-18 09:04:43 -08:00
Unknown W. Brackets
21483f2d4c
Cut down on rescheduling in sceGeListEnqueue.
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Fixes ClaDun X2.
2013-02-12 07:45:20 -08:00
Unknown W. Brackets
430139b12a
Minimal revert of the GE-related interrupt changes.
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Keep most of them, just revert using getList() which isn't cutting it
right now. Fixes #595 .
2013-02-10 02:03:02 -08:00
Unknown W. Brackets
7c3cb9357e
Fix crash with GE interrupts.
2013-02-03 23:22:27 -08:00
Florent Castelli
8004d360dd
Interrupt handler reorganization for easier GE interrupt support
2013-02-04 03:10:01 +01:00
Henrik Rydgard
b72ac7d7f0
Fix sceGeGetCmd
2013-01-05 20:57:00 +01:00
Henrik Rydgard
d8d2246236
Implement sceGeGetMtx and sceGeGetCmd
2013-01-05 19:26:37 +01:00
Henrik Rydgard
363f158a0a
Just warning fixes
2013-01-02 21:13:21 +01:00
Unknown W. Brackets
7bd16a7f97
Add warnings when GE callbacks are misused.
2012-12-29 15:55:05 -08:00
Unknown W. Brackets
97bdaf5dd2
Add support for selecting the GE callback per list.
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Not sure if interrupts are right, but this should be more right.
2012-12-29 15:55:05 -08:00
Unknown W. Brackets
2ed0902ae2
Cleanup sceGe stubs and void return values.
2012-12-29 15:43:17 -08:00
Unknown W. Brackets
589916fca2
Move GPU state to sceDisplay, reset GPU on load.
2012-12-29 12:49:49 -08:00
Unknown W. Brackets
ea9f0be28a
Save more of the GPU's state, fix a crash.
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Well, ReapplyGfxState() seems kinda dangerous now...
2012-12-29 11:41:33 -08:00
Florent Castelli
6eec4f5d7f
Move display list management to common GPU class
2012-12-29 03:11:35 +01:00