mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
714 lines
18 KiB
C++
714 lines
18 KiB
C++
#include <algorithm>
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#include "base/timeutil.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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#include "Core/CoreTiming.h"
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#include "Core/MemMap.h"
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#include "Core/Host.h"
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#include "Core/Reporting.h"
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#include "Core/HLE/sceKernelInterrupt.h"
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#include "Core/HLE/sceKernelMemory.h"
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#include "Core/HLE/sceKernelThread.h"
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#include "Core/HLE/sceGe.h"
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GPUCommon::GPUCommon() :
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currentList(NULL),
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isbreak(false),
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drawCompleteTicks(0),
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dumpNextFrame_(false),
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dumpThisFrame_(false),
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interruptsEnabled_(true)
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{
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for (int i = 0; i < DisplayListMaxCount; ++i) {
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dls[i].state = PSP_GE_DL_STATE_NONE;
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dls[i].waitTicks = 0;
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}
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}
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void GPUCommon::PopDLQueue() {
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if(!dlQueue.empty()) {
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dlQueue.pop_front();
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if(!dlQueue.empty()) {
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bool running = currentList->state == PSP_GE_DL_STATE_RUNNING;
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currentList = &dls[dlQueue.front()];
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if (running)
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currentList->state = PSP_GE_DL_STATE_RUNNING;
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} else {
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currentList = NULL;
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}
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}
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}
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u32 GPUCommon::DrawSync(int mode) {
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if (mode < 0 || mode > 1)
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return SCE_KERNEL_ERROR_INVALID_MODE;
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if (mode == 0) {
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// TODO: What if dispatch / interrupts disabled?
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if (drawCompleteTicks > CoreTiming::GetTicks()) {
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__KernelWaitCurThread(WAITTYPE_GEDRAWSYNC, 1, 0, 0, false, "GeDrawSync");
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} else {
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for (int i = 0; i < DisplayListMaxCount; ++i) {
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if (dls[i].state == PSP_GE_DL_STATE_COMPLETED) {
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dls[i].state = PSP_GE_DL_STATE_NONE;
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}
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}
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}
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return 0;
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}
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// If there's no current list, it must be complete.
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DisplayList *top = NULL;
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for (auto it = dlQueue.begin(), end = dlQueue.end(); it != end; ++it) {
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if (dls[*it].state != PSP_GE_DL_STATE_COMPLETED) {
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top = &dls[*it];
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break;
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}
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}
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if (!top || top->state == PSP_GE_DL_STATE_COMPLETED)
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return PSP_GE_LIST_COMPLETED;
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if (currentList->pc == currentList->stall)
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return PSP_GE_LIST_STALLING;
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return PSP_GE_LIST_DRAWING;
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}
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void GPUCommon::CheckDrawSync()
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{
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if (dlQueue.empty()) {
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for (int i = 0; i < DisplayListMaxCount; ++i)
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dls[i].state = PSP_GE_DL_STATE_NONE;
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}
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}
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int GPUCommon::ListSync(int listid, int mode)
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{
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if (listid < 0 || listid >= DisplayListMaxCount)
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return SCE_KERNEL_ERROR_INVALID_ID;
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if (mode < 0 || mode > 1)
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return SCE_KERNEL_ERROR_INVALID_MODE;
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DisplayList& dl = dls[listid];
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if (mode == 1) {
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switch (dl.state) {
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case PSP_GE_DL_STATE_QUEUED:
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if (dl.interrupted)
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return PSP_GE_LIST_PAUSED;
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return PSP_GE_LIST_QUEUED;
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case PSP_GE_DL_STATE_RUNNING:
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if (dl.pc == dl.stall)
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return PSP_GE_LIST_STALLING;
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return PSP_GE_LIST_DRAWING;
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case PSP_GE_DL_STATE_COMPLETED:
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return PSP_GE_LIST_COMPLETED;
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case PSP_GE_DL_STATE_PAUSED:
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return PSP_GE_LIST_PAUSED;
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default:
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return SCE_KERNEL_ERROR_INVALID_ID;
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}
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}
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if (dl.waitTicks > CoreTiming::GetTicks()) {
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__KernelWaitCurThread(WAITTYPE_GELISTSYNC, listid, 0, 0, false, "GeListSync");
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}
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return PSP_GE_LIST_COMPLETED;
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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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// TODO Check the stack values in missing arg and ajust the stack depth
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// Check alignment
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// TODO Check the context and stack alignement too
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if (((listpc | stall) & 3) != 0)
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return 0x80000103;
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int id = -1;
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bool oldCompatibility = true;
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if (sceKernelGetCompiledSdkVersion() > 0x01FFFFFF) {
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//numStacks = 0;
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//stack = NULL;
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oldCompatibility = false;
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}
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u64 currentTicks = CoreTiming::GetTicks();
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for (int i = 0; i < DisplayListMaxCount; ++i)
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{
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if (dls[i].state != PSP_GE_DL_STATE_NONE && dls[i].state != PSP_GE_DL_STATE_COMPLETED) {
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if (dls[i].pc == listpc && !oldCompatibility) {
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ERROR_LOG(G3D, "sceGeListEnqueue: can't enqueue, list address %08X already used", listpc);
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return 0x80000021;
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}
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//if(dls[i].stack == stack) {
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// ERROR_LOG(G3D, "sceGeListEnqueue: can't enqueue, list stack %08X already used", context);
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// return 0x80000021;
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//}
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}
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if (dls[i].state == PSP_GE_DL_STATE_NONE)
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{
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// Prefer a list that isn't used
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id = i;
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break;
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}
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if (id < 0 && dls[i].state == PSP_GE_DL_STATE_COMPLETED && dls[i].waitTicks < currentTicks)
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{
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id = i;
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}
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}
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if (id < 0)
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{
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ERROR_LOG_REPORT(G3D, "No DL ID available to enqueue");
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for(auto it = dlQueue.begin(); it != dlQueue.end(); ++it) {
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DisplayList &dl = dls[*it];
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DEBUG_LOG(G3D, "DisplayList %d status %d pc %08x stall %08x", *it, dl.state, dl.pc, dl.stall);
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}
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return SCE_KERNEL_ERROR_OUT_OF_MEMORY;
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}
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DisplayList &dl = dls[id];
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dl.id = id;
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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.subIntrBase = std::max(subIntrBase, -1);
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dl.stackptr = 0;
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dl.signal = PSP_GE_SIGNAL_NONE;
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dl.interrupted = false;
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dl.waitTicks = (u64)-1;
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if (head) {
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if (currentList) {
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if (currentList->state != PSP_GE_DL_STATE_PAUSED)
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return SCE_KERNEL_ERROR_INVALID_VALUE;
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currentList->state = PSP_GE_DL_STATE_QUEUED;
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}
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dl.state = PSP_GE_DL_STATE_PAUSED;
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currentList = &dl;
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dlQueue.push_front(id);
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} else if (currentList) {
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dl.state = PSP_GE_DL_STATE_QUEUED;
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dlQueue.push_back(id);
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} else {
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dl.state = PSP_GE_DL_STATE_RUNNING;
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currentList = &dl;
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dlQueue.push_front(id);
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drawCompleteTicks = (u64)-1;
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// TODO save context when starting the list if param is set
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ProcessDLQueue();
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}
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return id;
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}
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u32 GPUCommon::DequeueList(int listid)
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{
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if (listid < 0 || listid >= DisplayListMaxCount || dls[listid].state == PSP_GE_DL_STATE_NONE)
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return SCE_KERNEL_ERROR_INVALID_ID;
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if (dls[listid].state == PSP_GE_DL_STATE_RUNNING || dls[listid].state == PSP_GE_DL_STATE_PAUSED)
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return 0x80000021;
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dls[listid].state = PSP_GE_DL_STATE_NONE;
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if (listid == dlQueue.front())
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PopDLQueue();
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else
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dlQueue.remove(listid);
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dls[listid].waitTicks = 0;
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__KernelTriggerWait(WAITTYPE_GELISTSYNC, listid, 0, "GeListSync");
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CheckDrawSync();
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return 0;
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}
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u32 GPUCommon::UpdateStall(int listid, u32 newstall)
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{
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if (listid < 0 || listid >= DisplayListMaxCount || dls[listid].state == PSP_GE_DL_STATE_NONE)
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return SCE_KERNEL_ERROR_INVALID_ID;
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dls[listid].stall = newstall & 0xFFFFFFF;
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ProcessDLQueue();
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return 0;
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}
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u32 GPUCommon::Continue()
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{
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if (!currentList)
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return 0;
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if (currentList->state == PSP_GE_DL_STATE_PAUSED)
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{
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if (!isbreak)
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{
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if (currentList->signal == PSP_GE_SIGNAL_HANDLER_PAUSE)
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return 0x80000021;
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currentList->state = PSP_GE_DL_STATE_RUNNING;
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currentList->signal = PSP_GE_SIGNAL_NONE;
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// TODO Restore context of DL is necessary
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// TODO Restore BASE
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// We have a list now, so it's not complete.
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drawCompleteTicks = (u64)-1;
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}
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else
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currentList->state = PSP_GE_DL_STATE_QUEUED;
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}
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else if (currentList->state == PSP_GE_DL_STATE_RUNNING)
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{
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if (sceKernelGetCompiledSdkVersion() >= 0x02000000)
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return 0x80000020;
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return -1;
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}
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else
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{
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if (sceKernelGetCompiledSdkVersion() >= 0x02000000)
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return 0x80000004;
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return -1;
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}
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ProcessDLQueue();
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return 0;
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}
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u32 GPUCommon::Break(int mode)
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{
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if (mode < 0 || mode > 1)
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return SCE_KERNEL_ERROR_INVALID_MODE;
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if (!currentList)
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return 0x80000020;
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if (mode == 1)
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{
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// Clear the queue
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dlQueue.clear();
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for (int i = 0; i < DisplayListMaxCount; ++i)
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{
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dls[i].state = PSP_GE_DL_STATE_NONE;
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dls[i].signal = PSP_GE_SIGNAL_NONE;
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}
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currentList = NULL;
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return 0;
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}
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if (currentList->state == PSP_GE_DL_STATE_NONE || currentList->state == PSP_GE_DL_STATE_COMPLETED)
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{
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if (sceKernelGetCompiledSdkVersion() >= 0x02000000)
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return 0x80000004;
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return -1;
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}
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if (currentList->state == PSP_GE_DL_STATE_PAUSED)
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{
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if (sceKernelGetCompiledSdkVersion() > 0x02000010)
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{
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if (currentList->signal == PSP_GE_SIGNAL_HANDLER_PAUSE)
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{
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ERROR_LOG_REPORT(G3D, "sceGeBreak: can't break signal-pausing list");
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}
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else
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return 0x80000020;
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}
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return 0x80000021;
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}
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if (currentList->state == PSP_GE_DL_STATE_QUEUED)
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{
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currentList->state = PSP_GE_DL_STATE_PAUSED;
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return currentList->id;
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}
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// TODO Save BASE
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// TODO Adjust pc to be just before SIGNAL/END
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// TODO: Is this right?
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if (currentList->signal == PSP_GE_SIGNAL_SYNC)
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currentList->pc += 8;
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currentList->interrupted = true;
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currentList->state = PSP_GE_DL_STATE_PAUSED;
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currentList->signal = PSP_GE_SIGNAL_HANDLER_SUSPEND;
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isbreak = true;
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return currentList->id;
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}
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bool GPUCommon::InterpretList(DisplayList &list)
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{
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// TODO: This has to be right... but it freezes right now?
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//if (list.state == PSP_GE_DL_STATE_PAUSED)
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// return false;
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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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u32 op = 0;
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prev = 0;
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gpuState = GPUSTATE_RUNNING;
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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_REPORT(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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cycleLastPC = list.pc;
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list.state = PSP_GE_DL_STATE_RUNNING;
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list.interrupted = false;
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while (gpuState == GPUSTATE_RUNNING)
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{
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if (list.pc == list.stall)
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{
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gpuState = GPUSTATE_STALL;
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break;
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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(HLE, "%s", temp);
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}
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gstate.cmdmem[cmd] = op;
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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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UpdateCycles(list.pc);
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time_update();
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gpuStats.msProcessingDisplayLists += time_now_d() - start;
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return gpuState == GPUSTATE_DONE || gpuState == GPUSTATE_ERROR;
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}
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inline void GPUCommon::UpdateCycles(u32 pc, u32 newPC)
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{
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cyclesExecuted += (pc - cycleLastPC) / 4;
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cycleLastPC = newPC == 0 ? pc : newPC;
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}
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bool GPUCommon::ProcessDLQueue()
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{
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startingTicks = CoreTiming::GetTicks();
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cyclesExecuted = 0;
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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 = dls[*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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currentList = NULL;
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drawCompleteTicks = startingTicks + cyclesExecuted;
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__GeTriggerSync(WAITTYPE_GEDRAWSYNC, 1, drawCompleteTicks);
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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::ExecuteOp(u32 op, u32 diff) {
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u32 cmd = op >> 24;
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u32 data = op & 0xFFFFFF;
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// Handle control and drawing commands here directly. The others we delegate.
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switch (cmd) {
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case GE_CMD_NOP:
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break;
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case GE_CMD_OFFSETADDR:
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gstate_c.offsetAddr = data << 8;
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// ???
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break;
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case GE_CMD_ORIGIN:
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gstate_c.offsetAddr = currentList->pc;
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break;
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case GE_CMD_JUMP:
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{
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u32 target = gstate_c.getRelativeAddress(data);
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if (Memory::IsValidAddress(target)) {
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UpdateCycles(currentList->pc, target - 4);
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currentList->pc = target - 4; // pc will be increased after we return, counteract that
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} else {
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ERROR_LOG_REPORT(G3D, "JUMP to illegal address %08x - ignoring! data=%06x", target, data);
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}
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}
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break;
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case GE_CMD_CALL:
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{
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// Saint Seiya needs correct support for relative calls.
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u32 retval = currentList->pc + 4;
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u32 target = gstate_c.getRelativeAddress(data);
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if (currentList->stackptr == ARRAY_SIZE(currentList->stack)) {
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ERROR_LOG_REPORT(G3D, "CALL: Stack full!");
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} else if (!Memory::IsValidAddress(target)) {
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ERROR_LOG_REPORT(G3D, "CALL to illegal address %08x - ignoring! data=%06x", target, data);
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} else {
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currentList->stack[currentList->stackptr++] = retval;
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UpdateCycles(currentList->pc, target - 4);
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currentList->pc = target - 4; // pc will be increased after we return, counteract that
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}
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}
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break;
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case GE_CMD_RET:
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{
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if (currentList->stackptr == 0) {
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ERROR_LOG_REPORT(G3D, "RET: Stack empty!");
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} else {
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u32 target = (currentList->pc & 0xF0000000) | (currentList->stack[--currentList->stackptr] & 0x0FFFFFFF);
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//target = (target + gstate_c.originAddr) & 0xFFFFFFF;
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UpdateCycles(currentList->pc, target - 4);
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|
currentList->pc = target - 4;
|
|
if (!Memory::IsValidAddress(currentList->pc)) {
|
|
ERROR_LOG_REPORT(G3D, "Invalid DL PC %08x on return", currentList->pc);
|
|
gpuState = GPUSTATE_ERROR;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GE_CMD_SIGNAL:
|
|
case GE_CMD_FINISH:
|
|
// Processed in GE_END.
|
|
break;
|
|
|
|
case GE_CMD_END:
|
|
UpdateCycles(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<SignalBehavior>((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;
|
|
ERROR_LOG(G3D, "Signal with Wait UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
|
|
break;
|
|
case PSP_GE_SIGNAL_HANDLER_CONTINUE:
|
|
currentList->signal = behaviour;
|
|
ERROR_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 {
|
|
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...
|
|
currentList->stack[currentList->stackptr++] = currentList->pc;
|
|
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...
|
|
currentList->pc = currentList->stack[--currentList->stackptr];
|
|
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))
|
|
gpuState = 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))
|
|
gpuState = 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;
|
|
gpuState = GPUSTATE_DONE;
|
|
if (!interruptsEnabled_ || !__GeTriggerInterrupt(currentList->id, currentList->pc, startingTicks + cyclesExecuted)) {
|
|
currentList->waitTicks = startingTicks + cyclesExecuted;
|
|
__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<int>(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);
|
|
p.Do(prev);
|
|
p.Do(gpuState);
|
|
p.Do(isbreak);
|
|
p.Do(drawCompleteTicks);
|
|
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);
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|