mirror of
https://github.com/hrydgard/ppsspp.git
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182 lines
3.6 KiB
C++
182 lines
3.6 KiB
C++
#include "base/timeutil.h"
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#include "../Core/MemMap.h"
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#include "GeDisasm.h"
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#include "GPUCommon.h"
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#include "GPUState.h"
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#include "ChunkFile.h"
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#if defined(USING_QT_UI)
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#include "Core/Host.h"
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#endif
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static int dlIdGenerator = 1;
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void init() {
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dlIdGenerator = 1;
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}
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int GPUCommon::listStatus(int listid)
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{
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for(DisplayListQueue::iterator it(dlQueue.begin()); it != dlQueue.end(); ++it)
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{
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if(it->id == listid)
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{
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return it->status;
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}
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}
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return 0x80000100; // INVALID_ID
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}
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u32 GPUCommon::EnqueueList(u32 listpc, u32 stall, int subIntrBase, bool head)
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{
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DisplayList dl;
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dl.id = dlIdGenerator++;
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dl.startpc = listpc & 0xFFFFFFF;
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dl.pc = listpc & 0xFFFFFFF;
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dl.stall = stall & 0xFFFFFFF;
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dl.status = PSP_GE_LIST_QUEUED;
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dl.subIntrBase = subIntrBase;
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if(head)
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dlQueue.push_front(dl);
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else
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dlQueue.push_back(dl);
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ProcessDLQueue();
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return dl.id;
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}
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void GPUCommon::UpdateStall(int listid, u32 newstall)
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{
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for (auto iter = dlQueue.begin(); iter != dlQueue.end(); ++iter)
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{
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DisplayList &cur = *iter;
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if (cur.id == listid)
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{
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cur.stall = newstall & 0xFFFFFFF;
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}
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}
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ProcessDLQueue();
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}
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bool GPUCommon::InterpretList(DisplayList &list)
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{
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time_update();
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double start = time_now_d();
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currentList = &list;
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// Reset stackptr for safety
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stackptr = 0;
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u32 op = 0;
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prev = 0;
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finished = false;
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// I don't know if this is the correct place to zero this, but something
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// need to do it. See Sol Trigger title screen.
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gstate_c.offsetAddr = 0;
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if (!Memory::IsValidAddress(list.pc)) {
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ERROR_LOG(G3D, "DL PC = %08x WTF!!!!", list.pc);
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return true;
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}
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#if defined(USING_QT_UI)
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if(host->GpuStep())
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{
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host->SendGPUStart();
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}
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#endif
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while (!finished)
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{
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list.status = PSP_GE_LIST_DRAWING;
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if (list.pc == list.stall)
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{
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list.status = PSP_GE_LIST_STALL_REACHED;
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return false;
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}
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op = Memory::ReadUnchecked_U32(list.pc); //read from memory
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u32 cmd = op >> 24;
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#if defined(USING_QT_UI)
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if(host->GpuStep())
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{
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host->SendGPUWait(cmd, list.pc, &gstate);
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}
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#endif
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u32 diff = op ^ gstate.cmdmem[cmd];
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PreExecuteOp(op, diff);
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// TODO: Add a compiler flag to remove stuff like this at very-final build time.
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if (dumpThisFrame_) {
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char temp[256];
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GeDisassembleOp(list.pc, op, prev, temp);
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NOTICE_LOG(G3D, "%s", temp);
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}
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gstate.cmdmem[cmd] = op; // crashes if I try to put the whole op there??
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ExecuteOp(op, diff);
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list.pc += 4;
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prev = op;
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}
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time_update();
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gpuStats.msProcessingDisplayLists += time_now_d() - start;
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return true;
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}
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bool GPUCommon::ProcessDLQueue()
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{
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DisplayListQueue::iterator iter = dlQueue.begin();
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while (iter != dlQueue.end())
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{
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DisplayList &l = *iter;
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DEBUG_LOG(G3D,"Okay, starting DL execution at %08x - stall = %08x", l.pc, l.stall);
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if (!InterpretList(l))
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{
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return false;
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}
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else
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{
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//At the end, we can remove it from the queue and continue
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dlQueue.erase(iter);
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//this invalidated the iterator, let's fix it
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iter = dlQueue.begin();
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}
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}
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return true; //no more lists!
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}
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void GPUCommon::PreExecuteOp(u32 op, u32 diff) {
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// Nothing to do
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}
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void GPUCommon::DoState(PointerWrap &p) {
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p.Do(dlIdGenerator);
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p.Do<DisplayList>(dlQueue);
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int currentID = currentList == NULL ? 0 : currentList->id;
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p.Do(currentID);
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if (currentID == 0) {
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currentList = 0;
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} else {
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for (auto it = dlQueue.begin(), end = dlQueue.end(); it != end; ++it) {
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if (it->id == currentID) {
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currentList = &*it;
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break;
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}
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}
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}
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p.Do(interruptRunning);
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p.Do(prev);
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p.Do(stack);
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p.Do(stackptr);
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p.Do(finished);
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p.DoMarker("GPUCommon");
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}
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void GPUCommon::InterruptStart()
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{
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interruptRunning = true;
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}
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void GPUCommon::InterruptEnd()
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{
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interruptRunning = false;
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ProcessDLQueue();
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}
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