Commit Graph

69 Commits

Author SHA1 Message Date
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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
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832edb0a8f Fix some x64 type conversion warnings. 2013-04-05 20:29:20 -07:00
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028cdbea43 Add some GPU related reporting. 2013-04-05 01:17:18 -07:00
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ef1086413c Correct wait signal handling. 2013-04-05 00:32:35 -07:00
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2913bc063a Implement sceGeListDeQueue().
Doesn't seem often used, though.
2013-04-05 00:32:34 -07:00
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339b444703 Switch to a fixed size displaylist queue. 2013-04-05 00:32:34 -07:00
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c986228d12 Change the state in PSP_GE_SIGNAL_HANDLER_SUSPEND. 2013-04-05 00:32:33 -07:00
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942eadb031 Always trigger interrupts on signal.
It seems likely the hardware does this.
2013-04-05 00:32:33 -07:00
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7aa6112c24 Keep a flag to indicate display list bailout. 2013-04-05 00:32:32 -07:00
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7738b42b9c Implement sceGeBreak()/sceGeContinue(). 2013-04-04 00:36:43 -07:00
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566b88bd63 Don't actually run sceGeListEnqueueHead right away. 2013-04-04 00:11:15 -07:00
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5336ae814d Return more correct values in sceGeDrawSync(). 2013-04-03 23:31:01 -07:00
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74441fdc07 Handle displaylist state more like the PSP.
All these changes from Orphis' hard work.  Things still looking good.
2013-04-03 23:05:54 -07:00
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15cb005a60 Always trigger FINISH and SIGNAL from END. 2013-04-03 08:16:43 -07:00
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cd246d27c3 Count cycles in the GPU, rough guess at timing.
Doesn't actually do anything yet with the count, though.
2013-04-03 08:10:58 -07:00
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514bf93bf9 Don't trigger an interrupt when cb = -1. 2013-04-03 08:09:34 -07:00
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ec009bc299 Cleanup a few GPU error codes. 2013-03-31 23:57:03 -07:00
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b8e4c72f04 Maintain the stack per displaylist, not globally. 2013-03-31 23:57:03 -07:00