#include #include "base/timeutil.h" #include "GeDisasm.h" #include "GPUCommon.h" #include "GPUState.h" #include "ChunkFile.h" #include "Core/Config.h" #include "Core/CoreTiming.h" #include "Core/MemMap.h" #include "Core/Host.h" #include "Core/Reporting.h" #include "Core/HLE/sceKernelInterrupt.h" #include "Core/HLE/sceKernelMemory.h" #include "Core/HLE/sceKernelThread.h" #include "Core/HLE/sceGe.h" GPUCommon::GPUCommon() : currentList(NULL), isbreak(false), drawCompleteTicks(0), busyTicks(0), dumpNextFrame_(false), dumpThisFrame_(false), interruptsEnabled_(true) { memset(dls, 0, sizeof(dls)); for (int i = 0; i < DisplayListMaxCount; ++i) { dls[i].state = PSP_GE_DL_STATE_NONE; dls[i].waitTicks = 0; } } void GPUCommon::PopDLQueue() { if(!dlQueue.empty()) { dlQueue.pop_front(); if(!dlQueue.empty()) { bool running = currentList->state == PSP_GE_DL_STATE_RUNNING; currentList = &dls[dlQueue.front()]; if (running) currentList->state = PSP_GE_DL_STATE_RUNNING; } else { currentList = NULL; } } } u32 GPUCommon::DrawSync(int mode) { if (mode < 0 || mode > 1) return SCE_KERNEL_ERROR_INVALID_MODE; if (mode == 0) { // TODO: What if dispatch / interrupts disabled? if (drawCompleteTicks > CoreTiming::GetTicks()) { __KernelWaitCurThread(WAITTYPE_GEDRAWSYNC, 1, 0, 0, false, "GeDrawSync"); } else { for (int i = 0; i < DisplayListMaxCount; ++i) { if (dls[i].state == PSP_GE_DL_STATE_COMPLETED) { dls[i].state = PSP_GE_DL_STATE_NONE; } } } return 0; } // If there's no current list, it must be complete. DisplayList *top = NULL; for (auto it = dlQueue.begin(), end = dlQueue.end(); it != end; ++it) { if (dls[*it].state != PSP_GE_DL_STATE_COMPLETED) { top = &dls[*it]; break; } } if (!top || top->state == PSP_GE_DL_STATE_COMPLETED) return PSP_GE_LIST_COMPLETED; if (currentList->pc == currentList->stall) return PSP_GE_LIST_STALLING; return PSP_GE_LIST_DRAWING; } void GPUCommon::CheckDrawSync() { if (dlQueue.empty()) { for (int i = 0; i < DisplayListMaxCount; ++i) dls[i].state = PSP_GE_DL_STATE_NONE; } } int GPUCommon::ListSync(int listid, int mode) { if (listid < 0 || listid >= DisplayListMaxCount) return SCE_KERNEL_ERROR_INVALID_ID; if (mode < 0 || mode > 1) return SCE_KERNEL_ERROR_INVALID_MODE; DisplayList& dl = dls[listid]; if (mode == 1) { switch (dl.state) { case PSP_GE_DL_STATE_QUEUED: if (dl.interrupted) return PSP_GE_LIST_PAUSED; return PSP_GE_LIST_QUEUED; case PSP_GE_DL_STATE_RUNNING: if (dl.pc == dl.stall) return PSP_GE_LIST_STALLING; return PSP_GE_LIST_DRAWING; case PSP_GE_DL_STATE_COMPLETED: return PSP_GE_LIST_COMPLETED; case PSP_GE_DL_STATE_PAUSED: return PSP_GE_LIST_PAUSED; default: return SCE_KERNEL_ERROR_INVALID_ID; } } if (dl.waitTicks > CoreTiming::GetTicks()) { __KernelWaitCurThread(WAITTYPE_GELISTSYNC, listid, 0, 0, false, "GeListSync"); } return PSP_GE_LIST_COMPLETED; } u32 GPUCommon::EnqueueList(u32 listpc, u32 stall, int subIntrBase, bool head) { // TODO Check the stack values in missing arg and ajust the stack depth // Check alignment // TODO Check the context and stack alignement too if (((listpc | stall) & 3) != 0) return 0x80000103; int id = -1; bool oldCompatibility = true; if (sceKernelGetCompiledSdkVersion() > 0x01FFFFFF) { //numStacks = 0; //stack = NULL; oldCompatibility = false; } u64 currentTicks = CoreTiming::GetTicks(); for (int i = 0; i < DisplayListMaxCount; ++i) { if (dls[i].state != PSP_GE_DL_STATE_NONE && dls[i].state != PSP_GE_DL_STATE_COMPLETED) { if (dls[i].pc == listpc && !oldCompatibility) { ERROR_LOG(G3D, "sceGeListEnqueue: can't enqueue, list address %08X already used", listpc); return 0x80000021; } //if(dls[i].stack == stack) { // ERROR_LOG(G3D, "sceGeListEnqueue: can't enqueue, list stack %08X already used", context); // return 0x80000021; //} } if (dls[i].state == PSP_GE_DL_STATE_NONE) { // Prefer a list that isn't used id = i; break; } if (id < 0 && dls[i].state == PSP_GE_DL_STATE_COMPLETED && dls[i].waitTicks < currentTicks) { id = i; } } if (id < 0) { ERROR_LOG_REPORT(G3D, "No DL ID available to enqueue"); for(auto it = dlQueue.begin(); it != dlQueue.end(); ++it) { DisplayList &dl = dls[*it]; DEBUG_LOG(G3D, "DisplayList %d status %d pc %08x stall %08x", *it, dl.state, dl.pc, dl.stall); } return SCE_KERNEL_ERROR_OUT_OF_MEMORY; } DisplayList &dl = dls[id]; dl.id = id; dl.startpc = listpc & 0xFFFFFFF; dl.pc = listpc & 0xFFFFFFF; dl.stall = stall & 0xFFFFFFF; dl.subIntrBase = std::max(subIntrBase, -1); dl.stackptr = 0; dl.signal = PSP_GE_SIGNAL_NONE; dl.interrupted = false; dl.waitTicks = (u64)-1; if (head) { if (currentList) { if (currentList->state != PSP_GE_DL_STATE_PAUSED) return SCE_KERNEL_ERROR_INVALID_VALUE; currentList->state = PSP_GE_DL_STATE_QUEUED; } dl.state = PSP_GE_DL_STATE_PAUSED; currentList = &dl; dlQueue.push_front(id); } else if (currentList) { dl.state = PSP_GE_DL_STATE_QUEUED; dlQueue.push_back(id); } else { dl.state = PSP_GE_DL_STATE_RUNNING; currentList = &dl; dlQueue.push_front(id); drawCompleteTicks = (u64)-1; // TODO save context when starting the list if param is set ProcessDLQueue(); } return id; } u32 GPUCommon::DequeueList(int listid) { if (listid < 0 || listid >= DisplayListMaxCount || dls[listid].state == PSP_GE_DL_STATE_NONE) return SCE_KERNEL_ERROR_INVALID_ID; if (dls[listid].state == PSP_GE_DL_STATE_RUNNING || dls[listid].state == PSP_GE_DL_STATE_PAUSED) return 0x80000021; dls[listid].state = PSP_GE_DL_STATE_NONE; if (listid == dlQueue.front()) PopDLQueue(); else dlQueue.remove(listid); dls[listid].waitTicks = 0; __KernelTriggerWait(WAITTYPE_GELISTSYNC, listid, 0, "GeListSync"); CheckDrawSync(); return 0; } u32 GPUCommon::UpdateStall(int listid, u32 newstall) { if (listid < 0 || listid >= DisplayListMaxCount || dls[listid].state == PSP_GE_DL_STATE_NONE) return SCE_KERNEL_ERROR_INVALID_ID; dls[listid].stall = newstall & 0xFFFFFFF; if (dls[listid].signal == PSP_GE_SIGNAL_HANDLER_PAUSE) dls[listid].signal = PSP_GE_SIGNAL_HANDLER_SUSPEND; ProcessDLQueue(); return 0; } u32 GPUCommon::Continue() { if (!currentList) return 0; if (currentList->state == PSP_GE_DL_STATE_PAUSED) { if (!isbreak) { if (currentList->signal == PSP_GE_SIGNAL_HANDLER_PAUSE) return 0x80000021; currentList->state = PSP_GE_DL_STATE_RUNNING; currentList->signal = PSP_GE_SIGNAL_NONE; // TODO Restore context of DL is necessary // TODO Restore BASE // We have a list now, so it's not complete. drawCompleteTicks = (u64)-1; } else currentList->state = PSP_GE_DL_STATE_QUEUED; } else if (currentList->state == PSP_GE_DL_STATE_RUNNING) { if (sceKernelGetCompiledSdkVersion() >= 0x02000000) return 0x80000020; return -1; } else { if (sceKernelGetCompiledSdkVersion() >= 0x02000000) return 0x80000004; return -1; } ProcessDLQueue(); return 0; } u32 GPUCommon::Break(int mode) { if (mode < 0 || mode > 1) return SCE_KERNEL_ERROR_INVALID_MODE; if (!currentList) return 0x80000020; if (mode == 1) { // Clear the queue dlQueue.clear(); for (int i = 0; i < DisplayListMaxCount; ++i) { dls[i].state = PSP_GE_DL_STATE_NONE; dls[i].signal = PSP_GE_SIGNAL_NONE; } currentList = NULL; return 0; } if (currentList->state == PSP_GE_DL_STATE_NONE || currentList->state == PSP_GE_DL_STATE_COMPLETED) { if (sceKernelGetCompiledSdkVersion() >= 0x02000000) return 0x80000004; return -1; } if (currentList->state == PSP_GE_DL_STATE_PAUSED) { if (sceKernelGetCompiledSdkVersion() > 0x02000010) { if (currentList->signal == PSP_GE_SIGNAL_HANDLER_PAUSE) { ERROR_LOG_REPORT(G3D, "sceGeBreak: can't break signal-pausing list"); } else return 0x80000020; } return 0x80000021; } if (currentList->state == PSP_GE_DL_STATE_QUEUED) { currentList->state = PSP_GE_DL_STATE_PAUSED; return currentList->id; } // TODO Save BASE // TODO Adjust pc to be just before SIGNAL/END // TODO: Is this right? if (currentList->signal == PSP_GE_SIGNAL_SYNC) currentList->pc += 8; currentList->interrupted = true; currentList->state = PSP_GE_DL_STATE_PAUSED; currentList->signal = PSP_GE_SIGNAL_HANDLER_SUSPEND; isbreak = true; return currentList->id; } bool GPUCommon::InterpretList(DisplayList &list) { // Initialized to avoid a race condition with bShowDebugStats changing. double start = 0.0; if (g_Config.bShowDebugStats) { time_update(); start = time_now_d(); } // TODO: This has to be right... but it freezes right now? //if (list.state == PSP_GE_DL_STATE_PAUSED) // return false; currentList = &list; // I don't know if this is the correct place to zero this, but something // need to do it. See Sol Trigger title screen. // TODO: Maybe this is per list? Should a stalled list remember the old value? gstate_c.offsetAddr = 0; if (!Memory::IsValidAddress(list.pc)) { ERROR_LOG_REPORT(G3D, "DL PC = %08x WTF!!!!", list.pc); return true; } #if defined(USING_QT_UI) if(host->GpuStep()) { host->SendGPUStart(); } #endif cycleLastPC = list.pc; downcount = list.stall == 0 ? 0xFFFFFFF : (list.stall - list.pc) / 4; list.state = PSP_GE_DL_STATE_RUNNING; list.interrupted = false; gpuState = list.pc == list.stall ? GPUSTATE_STALL : GPUSTATE_RUNNING; const bool dumpThisFrame = dumpThisFrame_; // TODO: Add check for displaylist debugger. const bool useFastRunLoop = !dumpThisFrame; while (gpuState == GPUSTATE_RUNNING) { if (list.pc == list.stall) { gpuState = GPUSTATE_STALL; downcount = 0; } if (useFastRunLoop) FastRunLoop(list); else SlowRunLoop(list); downcount = list.stall == 0 ? 0xFFFFFFF : (list.stall - list.pc) / 4; } // We haven't run the op at list.pc, so it shouldn't count. if (cycleLastPC != list.pc) UpdatePC(list.pc - 4, list.pc); if (g_Config.bShowDebugStats) { time_update(); gpuStats.msProcessingDisplayLists += time_now_d() - start; } return gpuState == GPUSTATE_DONE || gpuState == GPUSTATE_ERROR; } void GPUCommon::SlowRunLoop(DisplayList &list) { const bool dumpThisFrame = dumpThisFrame_; while (downcount > 0) { u32 op = Memory::ReadUnchecked_U32(list.pc); u32 cmd = op >> 24; #if defined(USING_QT_UI) if (host->GpuStep()) host->SendGPUWait(cmd, list.pc, &gstate); #endif u32 diff = op ^ gstate.cmdmem[cmd]; PreExecuteOp(op, diff); if (dumpThisFrame) { char temp[256]; u32 prev = Memory::ReadUnchecked_U32(list.pc - 4); GeDisassembleOp(list.pc, op, prev, temp); NOTICE_LOG(HLE, "%s", temp); } gstate.cmdmem[cmd] = op; ExecuteOp(op, diff); list.pc += 4; --downcount; } } // The newPC parameter is used for jumps, we don't count cycles between. inline void GPUCommon::UpdatePC(u32 currentPC, u32 newPC) { // Rough estimate, 2 CPU ticks (it's double the clock rate) per GPU instruction. cyclesExecuted += 2 * (currentPC - cycleLastPC) / 4; gpuStats.otherGPUCycles += 2 * (currentPC - cycleLastPC) / 4; cycleLastPC = newPC == 0 ? currentPC : newPC; // Exit the runloop and recalculate things. This isn't common. downcount = 0; } void GPUCommon::ReapplyGfxState() { // ShaderManager_DirtyShader(); // The commands are embedded in the command memory so we can just reexecute the words. Convenient. // To be safe we pass 0xFFFFFFF as the diff. /* ExecuteOp(gstate.cmdmem[GE_CMD_ALPHABLENDENABLE], 0xFFFFFFFF); ExecuteOp(gstate.cmdmem[GE_CMD_ALPHATESTENABLE], 0xFFFFFFFF); ExecuteOp(gstate.cmdmem[GE_CMD_BLENDMODE], 0xFFFFFFFF); ExecuteOp(gstate.cmdmem[GE_CMD_ZTEST], 0xFFFFFFFF); ExecuteOp(gstate.cmdmem[GE_CMD_ZTESTENABLE], 0xFFFFFFFF); ExecuteOp(gstate.cmdmem[GE_CMD_CULL], 0xFFFFFFFF); ExecuteOp(gstate.cmdmem[GE_CMD_CULLFACEENABLE], 0xFFFFFFFF); ExecuteOp(gstate.cmdmem[GE_CMD_SCISSOR1], 0xFFFFFFFF); ExecuteOp(gstate.cmdmem[GE_CMD_SCISSOR2], 0xFFFFFFFF); */ for (int i = GE_CMD_VERTEXTYPE; i < GE_CMD_BONEMATRIXNUMBER; i++) { if (i != GE_CMD_ORIGIN) ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF); } // Can't write to bonematrixnumber here for (int i = GE_CMD_MORPHWEIGHT0; i < GE_CMD_PATCHFACING; i++) { ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF); } // There are a few here in the middle that we shouldn't execute... for (int i = GE_CMD_VIEWPORTX1; i < GE_CMD_TRANSFERSTART; i++) { ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF); } // TODO: there's more... } inline void GPUCommon::UpdateState(GPUState state) { gpuState = state; if (state != GPUSTATE_RUNNING) downcount = 0; } int GPUCommon::GetNextListIndex() { auto iter = dlQueue.begin(); if (iter != dlQueue.end()) { return *iter; } else { return -1; } } bool GPUCommon::ProcessDLQueue() { startingTicks = CoreTiming::GetTicks(); cyclesExecuted = 0; if (startingTicks < busyTicks) { DEBUG_LOG(HLE, "Can't execute a list yet, still busy for %lld ticks", busyTicks - startingTicks); return false; } for (int listIndex = GetNextListIndex(); listIndex != -1; listIndex = GetNextListIndex()) { DisplayList &l = dls[listIndex]; DEBUG_LOG(G3D, "Okay, starting DL execution at %08x - stall = %08x", l.pc, l.stall); if (!InterpretList(l)) { return false; } else { // At the end, we can remove it from the queue and continue. dlQueue.erase(std::remove(dlQueue.begin(), dlQueue.end(), listIndex), dlQueue.end()); } } currentList = NULL; drawCompleteTicks = startingTicks + cyclesExecuted; busyTicks = std::max(busyTicks, drawCompleteTicks); __GeTriggerSync(WAITTYPE_GEDRAWSYNC, 1, drawCompleteTicks); return true; //no more lists! } void GPUCommon::PreExecuteOp(u32 op, u32 diff) { // Nothing to do } void GPUCommon::ExecuteOp(u32 op, u32 diff) { u32 cmd = op >> 24; u32 data = op & 0xFFFFFF; // Handle control and drawing commands here directly. The others we delegate. switch (cmd) { case GE_CMD_NOP: break; case GE_CMD_OFFSETADDR: gstate_c.offsetAddr = data << 8; break; case GE_CMD_ORIGIN: gstate_c.offsetAddr = currentList->pc; break; case GE_CMD_JUMP: { u32 target = gstate_c.getRelativeAddress(data); if (Memory::IsValidAddress(target)) { UpdatePC(currentList->pc, target - 4); currentList->pc = target - 4; // pc will be increased after we return, counteract that } else { ERROR_LOG_REPORT(G3D, "JUMP to illegal address %08x - ignoring! data=%06x", target, data); } } break; case GE_CMD_CALL: { // Saint Seiya needs correct support for relative calls. u32 retval = currentList->pc + 4; u32 target = gstate_c.getRelativeAddress(data); if (currentList->stackptr == ARRAY_SIZE(currentList->stack)) { ERROR_LOG_REPORT(G3D, "CALL: Stack full!"); } else if (!Memory::IsValidAddress(target)) { ERROR_LOG_REPORT(G3D, "CALL to illegal address %08x - ignoring! data=%06x", target, data); } else { auto &stackEntry = currentList->stack[currentList->stackptr++]; stackEntry.pc = retval; stackEntry.offsetAddr = gstate_c.offsetAddr; UpdatePC(currentList->pc, target - 4); currentList->pc = target - 4; // pc will be increased after we return, counteract that } } break; case GE_CMD_RET: { if (currentList->stackptr == 0) { ERROR_LOG_REPORT(G3D, "RET: Stack empty!"); } else { auto &stackEntry = currentList->stack[--currentList->stackptr]; gstate_c.offsetAddr = stackEntry.offsetAddr; u32 target = (currentList->pc & 0xF0000000) | (stackEntry.pc & 0x0FFFFFFF); UpdatePC(currentList->pc, target - 4); currentList->pc = target - 4; if (!Memory::IsValidAddress(currentList->pc)) { ERROR_LOG_REPORT(G3D, "Invalid DL PC %08x on return", currentList->pc); UpdateState(GPUSTATE_ERROR); } } } break; case GE_CMD_SIGNAL: case GE_CMD_FINISH: // Processed in GE_END. break; case GE_CMD_END: { u32 prev = Memory::ReadUnchecked_U32(currentList->pc - 4); UpdatePC(currentList->pc); switch (prev >> 24) { case GE_CMD_SIGNAL: { // TODO: see http://code.google.com/p/jpcsp/source/detail?r=2935# SignalBehavior behaviour = static_cast((prev >> 16) & 0xFF); int signal = prev & 0xFFFF; int enddata = data & 0xFFFF; bool trigger = true; currentList->subIntrToken = signal; switch (behaviour) { case PSP_GE_SIGNAL_HANDLER_SUSPEND: 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); break; case PSP_GE_SIGNAL_HANDLER_CONTINUE: 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; currentList->signal = behaviour; ERROR_LOG_REPORT(G3D, "Signal with Pause UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata); break; case PSP_GE_SIGNAL_SYNC: currentList->signal = behaviour; DEBUG_LOG(G3D, "Signal with Sync. signal/end: %04x %04x", signal, enddata); break; case PSP_GE_SIGNAL_JUMP: { trigger = false; currentList->signal = behaviour; // pc will be increased after we return, counteract that. u32 target = ((signal << 16) | enddata) - 4; if (!Memory::IsValidAddress(target)) { ERROR_LOG_REPORT(G3D, "Signal with Jump: bad address. signal/end: %04x %04x", signal, enddata); } else { UpdatePC(currentList->pc, target); currentList->pc = target; DEBUG_LOG(G3D, "Signal with Jump. signal/end: %04x %04x", signal, enddata); } } break; case PSP_GE_SIGNAL_CALL: { trigger = false; currentList->signal = behaviour; // pc will be increased after we return, counteract that. u32 target = ((signal << 16) | enddata) - 4; if (currentList->stackptr == ARRAY_SIZE(currentList->stack)) { ERROR_LOG_REPORT(G3D, "Signal with Call: stack full. signal/end: %04x %04x", signal, enddata); } else if (!Memory::IsValidAddress(target)) { ERROR_LOG_REPORT(G3D, "Signal with Call: bad address. signal/end: %04x %04x", signal, enddata); } else { // TODO: This might save/restore other state... auto &stackEntry = currentList->stack[currentList->stackptr++]; stackEntry.pc = currentList->pc; stackEntry.offsetAddr = gstate_c.offsetAddr; UpdatePC(currentList->pc, target); currentList->pc = target; DEBUG_LOG(G3D, "Signal with Call. signal/end: %04x %04x", signal, enddata); } } break; case PSP_GE_SIGNAL_RET: { trigger = false; currentList->signal = behaviour; if (currentList->stackptr == 0) { ERROR_LOG_REPORT(G3D, "Signal with Return: stack empty. signal/end: %04x %04x", signal, enddata); } else { // TODO: This might save/restore other state... auto &stackEntry = currentList->stack[--currentList->stackptr]; gstate_c.offsetAddr = stackEntry.offsetAddr; UpdatePC(currentList->pc, stackEntry.pc); currentList->pc = stackEntry.pc; DEBUG_LOG(G3D, "Signal with Return. signal/end: %04x %04x", signal, enddata); } } break; default: ERROR_LOG_REPORT(G3D, "UNKNOWN Signal UNIMPLEMENTED %i ! signal/end: %04x %04x", behaviour, signal, enddata); break; } // TODO: Technically, jump/call/ret should generate an interrupt, but before the pc change maybe? if (interruptsEnabled_ && trigger) { if (__GeTriggerInterrupt(currentList->id, currentList->pc, startingTicks + cyclesExecuted)) UpdateState(GPUSTATE_INTERRUPT); } } break; case GE_CMD_FINISH: switch (currentList->signal) { case PSP_GE_SIGNAL_HANDLER_PAUSE: if (interruptsEnabled_) { if (__GeTriggerInterrupt(currentList->id, currentList->pc, startingTicks + cyclesExecuted)) UpdateState(GPUSTATE_INTERRUPT); } break; case PSP_GE_SIGNAL_SYNC: currentList->signal = PSP_GE_SIGNAL_NONE; // TODO: Technically this should still cause an interrupt. Probably for memory sync. break; default: currentList->subIntrToken = prev & 0xFFFF; currentList->state = PSP_GE_DL_STATE_COMPLETED; UpdateState(GPUSTATE_DONE); if (!interruptsEnabled_ || !__GeTriggerInterrupt(currentList->id, currentList->pc, startingTicks + cyclesExecuted)) { currentList->waitTicks = startingTicks + cyclesExecuted; busyTicks = std::max(busyTicks, currentList->waitTicks); __GeTriggerSync(WAITTYPE_GELISTSYNC, currentList->id, currentList->waitTicks); } break; } break; default: DEBUG_LOG(G3D,"Ah, not finished: %06x", prev & 0xFFFFFF); break; } break; } default: DEBUG_LOG(G3D,"DL Unknown: %08x @ %08x", op, currentList == NULL ? 0 : currentList->pc); break; } } void GPUCommon::DoState(PointerWrap &p) { p.Do(dlQueue); p.DoArray(dls, ARRAY_SIZE(dls)); int currentID = 0; if (currentList != NULL) { ptrdiff_t off = currentList - &dls[0]; currentID = (int) (off / sizeof(DisplayList)); } p.Do(currentID); if (currentID == 0) { currentList = NULL; } else { currentList = &dls[currentID]; } p.Do(interruptRunning); u32 prev; // TODO: kill. just didn't want to break states right now... p.Do(prev); p.Do(gpuState); p.Do(isbreak); p.Do(drawCompleteTicks); p.Do(busyTicks); p.DoMarker("GPUCommon"); } void GPUCommon::InterruptStart(int listid) { interruptRunning = true; } void GPUCommon::InterruptEnd(int listid) { interruptRunning = false; isbreak = false; DisplayList &dl = dls[listid]; // TODO: Unless the signal handler could change it? if (dl.state == PSP_GE_DL_STATE_COMPLETED || dl.state == PSP_GE_DL_STATE_NONE) { dl.waitTicks = 0; __KernelTriggerWait(WAITTYPE_GELISTSYNC, listid, 0, "GeListSync", true); } if (dl.signal == PSP_GE_SIGNAL_HANDLER_PAUSE) dl.signal = PSP_GE_SIGNAL_HANDLER_SUSPEND; ProcessDLQueue(); } // TODO: Maybe cleaner to keep this in GE and trigger the clear directly? void GPUCommon::SyncEnd(WaitType waitType, int listid, bool wokeThreads) { if (waitType == WAITTYPE_GEDRAWSYNC && wokeThreads) { for (int i = 0; i < DisplayListMaxCount; ++i) { if (dls[i].state == PSP_GE_DL_STATE_COMPLETED) { dls[i].state = PSP_GE_DL_STATE_NONE; } } } }