mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-24 05:49:58 +00:00
1714 lines
50 KiB
C++
1714 lines
50 KiB
C++
#include <algorithm>
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#include <type_traits>
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#include "base/mutex.h"
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#include "base/timeutil.h"
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#include "Common/ColorConv.h"
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#include "GPU/GeDisasm.h"
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#include "GPU/GPU.h"
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#include "GPU/GPUCommon.h"
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#include "GPU/GPUState.h"
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#include "ChunkFile.h"
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#include "Core/Config.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/HLE.h"
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#include "Core/HLE/sceKernelMemory.h"
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#include "Core/HLE/sceKernelInterrupt.h"
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#include "Core/HLE/sceKernelThread.h"
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#include "Core/HLE/sceGe.h"
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#include "Core/Debugger/Breakpoints.h"
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#include "Core/MemMapHelpers.h"
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#include "GPU/Common/FramebufferCommon.h"
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#include "GPU/Common/TextureCacheCommon.h"
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#include "GPU/Common/DrawEngineCommon.h"
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GPUCommon::GPUCommon() :
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dumpNextFrame_(false),
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dumpThisFrame_(false),
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framebufferManager_(nullptr),
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resized_(false)
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{
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// This assert failed on GCC x86 32-bit (but not MSVC 32-bit!) before adding the
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// "padding" field at the end. This is important for save state compatibility.
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// The compiler was not rounding the struct size up to an 8 byte boundary, which
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// you'd expect due to the int64 field, but the Linux ABI apparently does not require that.
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static_assert(sizeof(DisplayList) == 456, "Bad DisplayList size");
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Reinitialize();
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SetupColorConv();
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SetThreadEnabled(g_Config.bSeparateCPUThread);
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gstate.Reset();
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gstate_c.Reset();
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gpuStats.Reset();
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}
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GPUCommon::~GPUCommon() {
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delete framebufferManager_;
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}
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void GPUCommon::BeginHostFrame() {
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ReapplyGfxState();
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}
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void GPUCommon::EndHostFrame() {
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}
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void GPUCommon::InitClear() {
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ScheduleEvent(GPU_EVENT_INIT_CLEAR);
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}
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void GPUCommon::CopyDisplayToOutput() {
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ScheduleEvent(GPU_EVENT_COPY_DISPLAY_TO_OUTPUT);
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}
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void GPUCommon::Reinitialize() {
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easy_guard guard(listLock);
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memset(dls, 0, sizeof(dls));
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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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nextListID = 0;
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currentList = NULL;
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isbreak = false;
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drawCompleteTicks = 0;
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busyTicks = 0;
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timeSpentStepping_ = 0.0;
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interruptsEnabled_ = true;
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UpdateTickEstimate(0);
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ScheduleEvent(GPU_EVENT_REINITIALIZE);
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}
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void GPUCommon::PopDLQueue() {
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easy_guard guard(listLock);
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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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bool GPUCommon::BusyDrawing() {
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u32 state = DrawSync(1);
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if (state == PSP_GE_LIST_DRAWING || state == PSP_GE_LIST_STALLING) {
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lock_guard guard(listLock);
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if (currentList && currentList->state != PSP_GE_DL_STATE_PAUSED) {
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return true;
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}
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}
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return false;
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}
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void GPUCommon::Resized() {
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resized_ = true;
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framebufferManager_->Resized();
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}
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u32 GPUCommon::DrawSync(int mode) {
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if (ThreadEnabled()) {
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// Sync first, because the CPU is usually faster than the emulated GPU.
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SyncThread();
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}
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easy_guard guard(listLock);
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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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if (!__KernelIsDispatchEnabled()) {
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return SCE_KERNEL_ERROR_CAN_NOT_WAIT;
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}
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if (__IsInInterrupt()) {
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return SCE_KERNEL_ERROR_ILLEGAL_CONTEXT;
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}
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if (drawCompleteTicks > CoreTiming::GetTicks()) {
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__GeWaitCurrentThread(GPU_SYNC_DRAW, 1, "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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easy_guard guard(listLock);
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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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if (ThreadEnabled()) {
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// Sync first, because the CPU is usually faster than the emulated GPU.
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SyncThread();
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}
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easy_guard guard(listLock);
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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 (!__KernelIsDispatchEnabled()) {
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return SCE_KERNEL_ERROR_CAN_NOT_WAIT;
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}
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if (__IsInInterrupt()) {
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return SCE_KERNEL_ERROR_ILLEGAL_CONTEXT;
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}
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if (dl.waitTicks > CoreTiming::GetTicks()) {
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__GeWaitCurrentThread(GPU_SYNC_LIST, listid, "GeListSync");
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}
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return PSP_GE_LIST_COMPLETED;
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}
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int GPUCommon::GetStack(int index, u32 stackPtr) {
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easy_guard guard(listLock);
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if (currentList == NULL) {
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// Seems like it doesn't return an error code?
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return 0;
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}
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if (currentList->stackptr <= index) {
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return SCE_KERNEL_ERROR_INVALID_INDEX;
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}
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if (index >= 0) {
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auto stack = PSPPointer<u32>::Create(stackPtr);
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if (stack.IsValid()) {
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auto entry = currentList->stack[index];
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// Not really sure what most of these values are.
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stack[0] = 0;
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stack[1] = entry.pc + 4;
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stack[2] = entry.offsetAddr;
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stack[7] = entry.baseAddr;
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}
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}
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return currentList->stackptr;
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}
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u32 GPUCommon::EnqueueList(u32 listpc, u32 stall, int subIntrBase, PSPPointer<PspGeListArgs> args, bool head) {
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easy_guard guard(listLock);
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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 SCE_KERNEL_ERROR_INVALID_POINTER;
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int id = -1;
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u64 currentTicks = CoreTiming::GetTicks();
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u32_le stackAddr = args.IsValid() ? args->stackAddr : 0;
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// Check compatibility
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if (sceKernelGetCompiledSdkVersion() > 0x01FFFFFF) {
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//numStacks = 0;
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//stack = NULL;
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for (int i = 0; i < DisplayListMaxCount; ++i) {
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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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// Logically, if the CPU has not interrupted yet, it hasn't seen the latest pc either.
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// Exit enqueues right after an END, which fails without ignoring pendingInterrupt lists.
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if (dls[i].pc == listpc && !dls[i].pendingInterrupt) {
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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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} else if (stackAddr != 0 && dls[i].stackAddr == stackAddr && !dls[i].pendingInterrupt) {
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ERROR_LOG(G3D, "sceGeListEnqueue: can't enqueue, stack address %08X already used", stackAddr);
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return 0x80000021;
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}
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}
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}
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}
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// TODO Check if list stack dls[i].stack already used then return 0x80000021 as above
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for (int i = 0; i < DisplayListMaxCount; ++i) {
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int possibleID = (i + nextListID) % DisplayListMaxCount;
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auto possibleList = dls[possibleID];
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if (possibleList.pendingInterrupt) {
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continue;
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}
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if (possibleList.state == PSP_GE_DL_STATE_NONE) {
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id = possibleID;
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break;
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}
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if (possibleList.state == PSP_GE_DL_STATE_COMPLETED && possibleList.waitTicks < currentTicks) {
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id = possibleID;
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}
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}
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if (id < 0) {
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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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nextListID = id + 1;
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DisplayList &dl = dls[id];
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dl.id = id;
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dl.startpc = listpc & 0x0FFFFFFF;
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dl.pc = listpc & 0x0FFFFFFF;
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dl.stall = stall & 0x0FFFFFFF;
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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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dl.interruptsEnabled = interruptsEnabled_;
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dl.started = false;
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dl.offsetAddr = 0;
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dl.bboxResult = false;
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dl.stackAddr = stackAddr;
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if (args.IsValid() && args->context.IsValid())
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dl.context = args->context;
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else
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dl.context = 0;
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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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guard.unlock();
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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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easy_guard guard(listLock);
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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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auto &dl = dls[listid];
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if (dl.started)
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return SCE_KERNEL_ERROR_BUSY;
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dl.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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dl.waitTicks = 0;
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__GeTriggerWait(GPU_SYNC_LIST, listid);
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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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easy_guard guard(listLock);
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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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auto &dl = dls[listid];
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if (dl.state == PSP_GE_DL_STATE_COMPLETED)
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return SCE_KERNEL_ERROR_ALREADY;
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dl.stall = newstall & 0x0FFFFFFF;
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guard.unlock();
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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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easy_guard guard(listLock);
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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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// TODO: Supposedly this returns SCE_KERNEL_ERROR_BUSY in some case, previously it had
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// currentList->signal == PSP_GE_SIGNAL_HANDLER_PAUSE, but it doesn't reproduce.
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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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guard.unlock();
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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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easy_guard guard(listLock);
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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 SCE_KERNEL_ERROR_ALREADY;
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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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nextListID = 0;
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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 SCE_KERNEL_ERROR_ALREADY;
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}
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return SCE_KERNEL_ERROR_BUSY;
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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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void GPUCommon::NotifySteppingEnter() {
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if (g_Config.bShowDebugStats) {
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time_update();
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timeSteppingStarted_ = time_now_d();
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}
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}
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void GPUCommon::NotifySteppingExit() {
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if (g_Config.bShowDebugStats) {
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if (timeSteppingStarted_ <= 0.0) {
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ERROR_LOG(G3D, "Mismatched stepping enter/exit.");
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}
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time_update();
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timeSpentStepping_ += time_now_d() - timeSteppingStarted_;
|
|
timeSteppingStarted_ = 0.0;
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
easy_guard guard(listLock);
|
|
|
|
if (list.state == PSP_GE_DL_STATE_PAUSED)
|
|
return false;
|
|
currentList = &list;
|
|
|
|
if (!list.started && list.context.IsValid()) {
|
|
gstate.Save(list.context);
|
|
}
|
|
list.started = true;
|
|
|
|
gstate_c.offsetAddr = list.offsetAddr;
|
|
|
|
if (!Memory::IsValidAddress(list.pc)) {
|
|
ERROR_LOG_REPORT(G3D, "DL PC = %08x WTF!!!!", list.pc);
|
|
return true;
|
|
}
|
|
|
|
cycleLastPC = list.pc;
|
|
cyclesExecuted += 60;
|
|
downcount = list.stall == 0 ? 0x0FFFFFFF : (list.stall - list.pc) / 4;
|
|
list.state = PSP_GE_DL_STATE_RUNNING;
|
|
list.interrupted = false;
|
|
|
|
gpuState = list.pc == list.stall ? GPUSTATE_STALL : GPUSTATE_RUNNING;
|
|
guard.unlock();
|
|
|
|
const bool useDebugger = host->GPUDebuggingActive();
|
|
const bool useFastRunLoop = !dumpThisFrame_ && !useDebugger;
|
|
while (gpuState == GPUSTATE_RUNNING) {
|
|
{
|
|
easy_guard innerGuard(listLock);
|
|
if (list.pc == list.stall) {
|
|
gpuState = GPUSTATE_STALL;
|
|
downcount = 0;
|
|
}
|
|
}
|
|
|
|
if (useFastRunLoop) {
|
|
FastRunLoop(list);
|
|
} else {
|
|
SlowRunLoop(list);
|
|
}
|
|
|
|
{
|
|
easy_guard innerGuard(listLock);
|
|
downcount = list.stall == 0 ? 0x0FFFFFFF : (list.stall - list.pc) / 4;
|
|
|
|
if (gpuState == GPUSTATE_STALL && list.stall != list.pc) {
|
|
// Unstalled.
|
|
gpuState = GPUSTATE_RUNNING;
|
|
}
|
|
}
|
|
}
|
|
|
|
FinishDeferred();
|
|
|
|
// We haven't run the op at list.pc, so it shouldn't count.
|
|
if (cycleLastPC != list.pc) {
|
|
UpdatePC(list.pc - 4, list.pc);
|
|
}
|
|
|
|
list.offsetAddr = gstate_c.offsetAddr;
|
|
|
|
if (g_Config.bShowDebugStats) {
|
|
time_update();
|
|
double total = time_now_d() - start - timeSpentStepping_;
|
|
hleSetSteppingTime(timeSpentStepping_);
|
|
timeSpentStepping_ = 0.0;
|
|
gpuStats.msProcessingDisplayLists += total;
|
|
}
|
|
return gpuState == GPUSTATE_DONE || gpuState == GPUSTATE_ERROR;
|
|
}
|
|
|
|
void GPUCommon::SlowRunLoop(DisplayList &list)
|
|
{
|
|
const bool dumpThisFrame = dumpThisFrame_;
|
|
while (downcount > 0)
|
|
{
|
|
host->GPUNotifyCommand(list.pc);
|
|
u32 op = Memory::ReadUnchecked_U32(list.pc);
|
|
u32 cmd = op >> 24;
|
|
|
|
u32 diff = op ^ gstate.cmdmem[cmd];
|
|
PreExecuteOp(op, diff);
|
|
if (dumpThisFrame) {
|
|
char temp[256];
|
|
u32 prev;
|
|
if (Memory::IsValidAddress(list.pc - 4)) {
|
|
prev = Memory::ReadUnchecked_U32(list.pc - 4);
|
|
} else {
|
|
prev = 0;
|
|
}
|
|
GeDisassembleOp(list.pc, op, prev, temp, 256);
|
|
NOTICE_LOG(G3D, "%08x: %s", op, 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.
|
|
void GPUCommon::UpdatePC(u32 currentPC, u32 newPC) {
|
|
// Rough estimate, 2 CPU ticks (it's double the clock rate) per GPU instruction.
|
|
u32 executed = (currentPC - cycleLastPC) / 4;
|
|
cyclesExecuted += 2 * executed;
|
|
cycleLastPC = newPC;
|
|
|
|
if (g_Config.bShowDebugStats) {
|
|
gpuStats.otherGPUCycles += 2 * executed;
|
|
gpuStats.gpuCommandsAtCallLevel[std::min(currentList->stackptr, 3)] += executed;
|
|
}
|
|
|
|
// Exit the runloop and recalculate things. This happens a lot in some games.
|
|
easy_guard innerGuard(listLock);
|
|
if (currentList)
|
|
downcount = currentList->stall == 0 ? 0x0FFFFFFF : (currentList->stall - newPC) / 4;
|
|
else
|
|
downcount = 0;
|
|
}
|
|
|
|
void GPUCommon::ReapplyGfxState() {
|
|
if (IsOnSeparateCPUThread()) {
|
|
ScheduleEvent(GPU_EVENT_REAPPLY_GFX_STATE);
|
|
} else {
|
|
ReapplyGfxStateInternal();
|
|
}
|
|
}
|
|
|
|
void GPUCommon::ReapplyGfxStateInternal() {
|
|
// The commands are embedded in the command memory so we can just reexecute the words. Convenient.
|
|
// To be safe we pass 0xFFFFFFFF as the diff.
|
|
|
|
for (int i = GE_CMD_VERTEXTYPE; i < GE_CMD_BONEMATRIXNUMBER; i++) {
|
|
if (i != GE_CMD_ORIGIN && i != GE_CMD_OFFSETADDR) {
|
|
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_VIEWPORTXSCALE; i < GE_CMD_TRANSFERSTART; i++) {
|
|
ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF);
|
|
}
|
|
|
|
// Let's just skip the transfer size stuff, it's just values.
|
|
}
|
|
|
|
inline void GPUCommon::UpdateState(GPURunState state) {
|
|
gpuState = state;
|
|
if (state != GPUSTATE_RUNNING)
|
|
downcount = 0;
|
|
}
|
|
|
|
void GPUCommon::ProcessEvent(GPUEvent ev) {
|
|
switch (ev.type) {
|
|
case GPU_EVENT_PROCESS_QUEUE:
|
|
ProcessDLQueueInternal();
|
|
break;
|
|
|
|
case GPU_EVENT_REAPPLY_GFX_STATE:
|
|
ReapplyGfxStateInternal();
|
|
break;
|
|
|
|
case GPU_EVENT_INIT_CLEAR:
|
|
InitClearInternal();
|
|
break;
|
|
|
|
case GPU_EVENT_BEGIN_FRAME:
|
|
BeginFrameInternal();
|
|
break;
|
|
|
|
case GPU_EVENT_COPY_DISPLAY_TO_OUTPUT:
|
|
CopyDisplayToOutputInternal();
|
|
break;
|
|
|
|
case GPU_EVENT_INVALIDATE_CACHE:
|
|
InvalidateCacheInternal(ev.invalidate_cache.addr, ev.invalidate_cache.size, ev.invalidate_cache.type);
|
|
break;
|
|
|
|
case GPU_EVENT_FB_MEMCPY:
|
|
PerformMemoryCopyInternal(ev.fb_memcpy.dst, ev.fb_memcpy.src, ev.fb_memcpy.size);
|
|
break;
|
|
|
|
case GPU_EVENT_FB_MEMSET:
|
|
PerformMemorySetInternal(ev.fb_memset.dst, ev.fb_memset.v, ev.fb_memset.size);
|
|
break;
|
|
|
|
case GPU_EVENT_FB_STENCIL_UPLOAD:
|
|
PerformStencilUploadInternal(ev.fb_stencil_upload.dst, ev.fb_stencil_upload.size);
|
|
break;
|
|
|
|
default:
|
|
ERROR_LOG_REPORT(G3D, "Unexpected GPU event type: %d", (int)ev);
|
|
break;
|
|
}
|
|
}
|
|
|
|
int GPUCommon::GetNextListIndex() {
|
|
easy_guard guard(listLock);
|
|
auto iter = dlQueue.begin();
|
|
if (iter != dlQueue.end()) {
|
|
return *iter;
|
|
} else {
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
bool GPUCommon::ProcessDLQueue() {
|
|
ScheduleEvent(GPU_EVENT_PROCESS_QUEUE);
|
|
return true;
|
|
}
|
|
|
|
void GPUCommon::ProcessDLQueueInternal() {
|
|
startingTicks = CoreTiming::GetTicks();
|
|
cyclesExecuted = 0;
|
|
UpdateTickEstimate(std::max(busyTicks, startingTicks + cyclesExecuted));
|
|
|
|
// Game might've written new texture data.
|
|
gstate_c.textureChanged = TEXCHANGE_UPDATED;
|
|
|
|
// Seems to be correct behaviour to process the list anyway?
|
|
if (startingTicks < busyTicks) {
|
|
DEBUG_LOG(G3D, "Can't execute a list yet, still busy for %lld ticks", busyTicks - startingTicks);
|
|
//return;
|
|
}
|
|
|
|
for (int listIndex = GetNextListIndex(); listIndex != -1; listIndex = GetNextListIndex()) {
|
|
DisplayList &l = dls[listIndex];
|
|
DEBUG_LOG(G3D, "Starting DL execution at %08x - stall = %08x", l.pc, l.stall);
|
|
if (!InterpretList(l)) {
|
|
return;
|
|
} else {
|
|
easy_guard guard(listLock);
|
|
|
|
// Some other list could've taken the spot while we dilly-dallied around.
|
|
if (l.state != PSP_GE_DL_STATE_QUEUED) {
|
|
// At the end, we can remove it from the queue and continue.
|
|
dlQueue.erase(std::remove(dlQueue.begin(), dlQueue.end(), listIndex), dlQueue.end());
|
|
}
|
|
UpdateTickEstimate(std::max(busyTicks, startingTicks + cyclesExecuted));
|
|
}
|
|
}
|
|
|
|
easy_guard guard(listLock);
|
|
currentList = NULL;
|
|
|
|
drawCompleteTicks = startingTicks + cyclesExecuted;
|
|
busyTicks = std::max(busyTicks, drawCompleteTicks);
|
|
__GeTriggerSync(GPU_SYNC_DRAW, 1, drawCompleteTicks);
|
|
// Since the event is in CoreTiming, we're in sync. Just set 0 now.
|
|
UpdateTickEstimate(0);
|
|
}
|
|
|
|
void GPUCommon::PreExecuteOp(u32 op, u32 diff) {
|
|
// Nothing to do
|
|
}
|
|
|
|
void GPUCommon::Execute_OffsetAddr(u32 op, u32 diff) {
|
|
gstate_c.offsetAddr = op << 8;
|
|
}
|
|
|
|
void GPUCommon::Execute_Origin(u32 op, u32 diff) {
|
|
easy_guard guard(listLock);
|
|
gstate_c.offsetAddr = currentList->pc;
|
|
}
|
|
|
|
void GPUCommon::Execute_Jump(u32 op, u32 diff) {
|
|
easy_guard guard(listLock);
|
|
const u32 target = gstate_c.getRelativeAddress(op & 0x00FFFFFC);
|
|
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, op & 0x00FFFFFF);
|
|
}
|
|
}
|
|
|
|
void GPUCommon::Execute_BJump(u32 op, u32 diff) {
|
|
if (!currentList->bboxResult) {
|
|
// bounding box jump.
|
|
easy_guard guard(listLock);
|
|
const u32 target = gstate_c.getRelativeAddress(op & 0x00FFFFFC);
|
|
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, "BJUMP to illegal address %08x - ignoring! data=%06x", target, op & 0x00FFFFFF);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GPUCommon::Execute_Call(u32 op, u32 diff) {
|
|
easy_guard guard(listLock);
|
|
|
|
// Saint Seiya needs correct support for relative calls.
|
|
const u32 retval = currentList->pc + 4;
|
|
const u32 target = gstate_c.getRelativeAddress(op & 0x00FFFFFC);
|
|
if (!Memory::IsValidAddress(target)) {
|
|
ERROR_LOG_REPORT(G3D, "CALL to illegal address %08x - ignoring! data=%06x", target, op & 0x00FFFFFF);
|
|
return;
|
|
}
|
|
|
|
// Bone matrix optimization - many games will CALL a bone matrix (!).
|
|
if ((Memory::ReadUnchecked_U32(target) >> 24) == GE_CMD_BONEMATRIXDATA) {
|
|
// Check for the end
|
|
if ((Memory::ReadUnchecked_U32(target + 11 * 4) >> 24) == GE_CMD_BONEMATRIXDATA &&
|
|
(Memory::ReadUnchecked_U32(target + 12 * 4) >> 24) == GE_CMD_RET) {
|
|
// Yep, pretty sure this is a bone matrix call.
|
|
FastLoadBoneMatrix(target);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (currentList->stackptr == ARRAY_SIZE(currentList->stack)) {
|
|
ERROR_LOG_REPORT(G3D, "CALL: Stack full!");
|
|
} else {
|
|
auto &stackEntry = currentList->stack[currentList->stackptr++];
|
|
stackEntry.pc = retval;
|
|
stackEntry.offsetAddr = gstate_c.offsetAddr;
|
|
// The base address is NOT saved/restored for a regular call.
|
|
UpdatePC(currentList->pc, target - 4);
|
|
currentList->pc = target - 4; // pc will be increased after we return, counteract that
|
|
}
|
|
}
|
|
|
|
void GPUCommon::Execute_Ret(u32 op, u32 diff) {
|
|
easy_guard guard(listLock);
|
|
if (currentList->stackptr == 0) {
|
|
DEBUG_LOG_REPORT(G3D, "RET: Stack empty!");
|
|
} else {
|
|
auto &stackEntry = currentList->stack[--currentList->stackptr];
|
|
gstate_c.offsetAddr = stackEntry.offsetAddr;
|
|
// We always clear the top (uncached/etc.) bits
|
|
const u32 target = 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GPUCommon::Execute_End(u32 op, u32 diff) {
|
|
easy_guard guard(listLock);
|
|
const u32 prev = Memory::ReadUnchecked_U32(currentList->pc - 4);
|
|
UpdatePC(currentList->pc);
|
|
// Count in a few extra cycles on END.
|
|
cyclesExecuted += 60;
|
|
|
|
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);
|
|
const int signal = prev & 0xFFFF;
|
|
const int enddata = op & 0xFFFF;
|
|
bool trigger = true;
|
|
currentList->subIntrToken = signal;
|
|
|
|
switch (behaviour) {
|
|
case PSP_GE_SIGNAL_HANDLER_SUSPEND:
|
|
// Suspend the list, and call the signal handler. When it's done, resume.
|
|
// Before sdkver 0x02000010, listsync should return paused.
|
|
if (sceKernelGetCompiledSdkVersion() <= 0x02000010)
|
|
currentList->state = PSP_GE_DL_STATE_PAUSED;
|
|
currentList->signal = behaviour;
|
|
DEBUG_LOG(G3D, "Signal with wait. signal/end: %04x %04x", signal, enddata);
|
|
break;
|
|
case PSP_GE_SIGNAL_HANDLER_CONTINUE:
|
|
// Resume the list right away, then call the handler.
|
|
currentList->signal = behaviour;
|
|
DEBUG_LOG(G3D, "Signal without wait. signal/end: %04x %04x", signal, enddata);
|
|
break;
|
|
case PSP_GE_SIGNAL_HANDLER_PAUSE:
|
|
// Pause the list instead of ending at the next FINISH.
|
|
// Call the handler with the PAUSE signal value at that FINISH.
|
|
// Technically, this ought to trigger an interrupt, but it won't do anything.
|
|
// But right now, signal is always reset by interrupts, so that causes pause to not work.
|
|
trigger = false;
|
|
currentList->signal = behaviour;
|
|
DEBUG_LOG(G3D, "Signal with Pause. signal/end: %04x %04x", signal, enddata);
|
|
break;
|
|
case PSP_GE_SIGNAL_SYNC:
|
|
// Acts as a memory barrier, never calls any user code.
|
|
// Technically, this ought to trigger an interrupt, but it won't do anything.
|
|
// Triggering here can cause incorrect rescheduling, which breaks 3rd Birthday.
|
|
// However, this is likely a bug in how GE signal interrupts are handled.
|
|
trigger = false;
|
|
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;
|
|
stackEntry.baseAddr = gstate.base;
|
|
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;
|
|
gstate.base = stackEntry.baseAddr;
|
|
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 (currentList->interruptsEnabled && trigger) {
|
|
if (__GeTriggerInterrupt(currentList->id, currentList->pc, startingTicks + cyclesExecuted)) {
|
|
currentList->pendingInterrupt = true;
|
|
UpdateState(GPUSTATE_INTERRUPT);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case GE_CMD_FINISH:
|
|
switch (currentList->signal) {
|
|
case PSP_GE_SIGNAL_HANDLER_PAUSE:
|
|
currentList->state = PSP_GE_DL_STATE_PAUSED;
|
|
if (currentList->interruptsEnabled) {
|
|
if (__GeTriggerInterrupt(currentList->id, currentList->pc, startingTicks + cyclesExecuted)) {
|
|
currentList->pendingInterrupt = true;
|
|
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;
|
|
UpdateState(GPUSTATE_DONE);
|
|
if (currentList->interruptsEnabled && __GeTriggerInterrupt(currentList->id, currentList->pc, startingTicks + cyclesExecuted)) {
|
|
currentList->pendingInterrupt = true;
|
|
} else {
|
|
currentList->state = PSP_GE_DL_STATE_COMPLETED;
|
|
currentList->waitTicks = startingTicks + cyclesExecuted;
|
|
busyTicks = std::max(busyTicks, currentList->waitTicks);
|
|
__GeTriggerSync(GPU_SYNC_LIST, currentList->id, currentList->waitTicks);
|
|
if (currentList->started && currentList->context.IsValid()) {
|
|
gstate.Restore(currentList->context);
|
|
ReapplyGfxStateInternal();
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
default:
|
|
DEBUG_LOG(G3D,"Ah, not finished: %06x", prev & 0xFFFFFF);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void GPUCommon::Execute_Bezier(u32 op, u32 diff) {
|
|
// This also make skipping drawing very effective.
|
|
framebufferManager_->SetRenderFrameBuffer(gstate_c.framebufChanged, gstate_c.skipDrawReason);
|
|
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
|
|
// TODO: Should this eat some cycles? Probably yes. Not sure if important.
|
|
return;
|
|
}
|
|
|
|
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
|
|
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
|
|
return;
|
|
}
|
|
|
|
void *control_points = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
|
|
void *indices = NULL;
|
|
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
|
|
if (!Memory::IsValidAddress(gstate_c.indexAddr)) {
|
|
ERROR_LOG_REPORT(G3D, "Bad index address %08x!", gstate_c.indexAddr);
|
|
return;
|
|
}
|
|
indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
|
|
}
|
|
|
|
if (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) {
|
|
DEBUG_LOG_REPORT(G3D, "Bezier + morph: %i", (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT);
|
|
}
|
|
if (vertTypeIsSkinningEnabled(gstate.vertType)) {
|
|
DEBUG_LOG_REPORT(G3D, "Bezier + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType));
|
|
}
|
|
|
|
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
|
|
int bz_ucount = op & 0xFF;
|
|
int bz_vcount = (op >> 8) & 0xFF;
|
|
bool computeNormals = gstate.isLightingEnabled();
|
|
bool patchFacing = gstate.patchfacing & 1;
|
|
int bytesRead = 0;
|
|
drawEngineCommon_->SubmitBezier(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), bz_ucount, bz_vcount, patchPrim, computeNormals, patchFacing, gstate.vertType, &bytesRead);
|
|
|
|
// After drawing, we advance pointers - see SubmitPrim which does the same.
|
|
int count = bz_ucount * bz_vcount;
|
|
AdvanceVerts(gstate.vertType, count, bytesRead);
|
|
}
|
|
|
|
void GPUCommon::Execute_Spline(u32 op, u32 diff) {
|
|
// This also make skipping drawing very effective.
|
|
framebufferManager_->SetRenderFrameBuffer(gstate_c.framebufChanged, gstate_c.skipDrawReason);
|
|
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
|
|
// TODO: Should this eat some cycles? Probably yes. Not sure if important.
|
|
return;
|
|
}
|
|
|
|
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
|
|
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
|
|
return;
|
|
}
|
|
|
|
void *control_points = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
|
|
void *indices = NULL;
|
|
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
|
|
if (!Memory::IsValidAddress(gstate_c.indexAddr)) {
|
|
ERROR_LOG_REPORT(G3D, "Bad index address %08x!", gstate_c.indexAddr);
|
|
return;
|
|
}
|
|
indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
|
|
}
|
|
|
|
if (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) {
|
|
DEBUG_LOG_REPORT(G3D, "Spline + morph: %i", (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT);
|
|
}
|
|
if (vertTypeIsSkinningEnabled(gstate.vertType)) {
|
|
DEBUG_LOG_REPORT(G3D, "Spline + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType));
|
|
}
|
|
|
|
int sp_ucount = op & 0xFF;
|
|
int sp_vcount = (op >> 8) & 0xFF;
|
|
int sp_utype = (op >> 16) & 0x3;
|
|
int sp_vtype = (op >> 18) & 0x3;
|
|
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
|
|
bool computeNormals = gstate.isLightingEnabled();
|
|
bool patchFacing = gstate.patchfacing & 1;
|
|
u32 vertType = gstate.vertType;
|
|
int bytesRead = 0;
|
|
drawEngineCommon_->SubmitSpline(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), sp_ucount, sp_vcount, sp_utype, sp_vtype, patchPrim, computeNormals, patchFacing, vertType, &bytesRead);
|
|
|
|
// After drawing, we advance pointers - see SubmitPrim which does the same.
|
|
int count = sp_ucount * sp_vcount;
|
|
AdvanceVerts(gstate.vertType, count, bytesRead);
|
|
}
|
|
|
|
void GPUCommon::Execute_BoundingBox(u32 op, u32 diff) {
|
|
// Just resetting, nothing to check bounds for.
|
|
const u32 data = op & 0x00FFFFFF;
|
|
if (data == 0) {
|
|
// TODO: Should this set the bboxResult? Let's set it true for now.
|
|
currentList->bboxResult = true;
|
|
return;
|
|
}
|
|
if (((data & 7) == 0) && data <= 64) { // Sanity check
|
|
void *control_points = Memory::GetPointer(gstate_c.vertexAddr);
|
|
if (gstate.vertType & GE_VTYPE_IDX_MASK) {
|
|
ERROR_LOG_REPORT_ONCE(boundingbox, G3D, "Indexed bounding box data not supported.");
|
|
// Data seems invalid. Let's assume the box test passed.
|
|
currentList->bboxResult = true;
|
|
return;
|
|
}
|
|
|
|
// Test if the bounding box is within the drawing region.
|
|
if (control_points) {
|
|
currentList->bboxResult = drawEngineCommon_->TestBoundingBox(control_points, data, gstate.vertType);
|
|
}
|
|
} else {
|
|
ERROR_LOG_REPORT_ONCE(boundingbox, G3D, "Bad bounding box data: %06x", data);
|
|
// Data seems invalid. Let's assume the box test passed.
|
|
currentList->bboxResult = true;
|
|
}
|
|
}
|
|
|
|
void GPUCommon::Execute_BlockTransferStart(u32 op, u32 diff) {
|
|
// TODO: Here we should check if the transfer overlaps a framebuffer or any textures,
|
|
// and take appropriate action. This is a block transfer between RAM and VRAM, or vice versa.
|
|
// Can we skip this on SkipDraw?
|
|
DoBlockTransfer(gstate_c.skipDrawReason);
|
|
|
|
// Fixes Gran Turismo's funky text issue, since it overwrites the current texture.
|
|
gstate_c.textureChanged = TEXCHANGE_UPDATED;
|
|
}
|
|
|
|
void GPUCommon::ExecuteOp(u32 op, u32 diff) {
|
|
const u32 cmd = op >> 24;
|
|
|
|
// Handle control and drawing commands here directly. The others we delegate.
|
|
switch (cmd) {
|
|
case GE_CMD_NOP:
|
|
break;
|
|
|
|
case GE_CMD_OFFSETADDR:
|
|
Execute_OffsetAddr(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_ORIGIN:
|
|
Execute_Origin(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_JUMP:
|
|
Execute_Jump(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_BJUMP:
|
|
Execute_BJump(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_CALL:
|
|
Execute_Call(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_RET:
|
|
Execute_Ret(op, diff);
|
|
break;
|
|
|
|
case GE_CMD_SIGNAL:
|
|
case GE_CMD_FINISH:
|
|
// Processed in GE_END.
|
|
break;
|
|
|
|
case GE_CMD_END:
|
|
Execute_End(op, diff);
|
|
break;
|
|
|
|
default:
|
|
DEBUG_LOG(G3D,"DL Unknown: %08x @ %08x", op, currentList == NULL ? 0 : currentList->pc);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void GPUCommon::FastLoadBoneMatrix(u32 target) {
|
|
gstate.FastLoadBoneMatrix(target);
|
|
}
|
|
|
|
struct DisplayList_v1 {
|
|
int id;
|
|
u32 startpc;
|
|
u32 pc;
|
|
u32 stall;
|
|
DisplayListState state;
|
|
SignalBehavior signal;
|
|
int subIntrBase;
|
|
u16 subIntrToken;
|
|
DisplayListStackEntry stack[32];
|
|
int stackptr;
|
|
bool interrupted;
|
|
u64 waitTicks;
|
|
bool interruptsEnabled;
|
|
bool pendingInterrupt;
|
|
bool started;
|
|
size_t contextPtr;
|
|
u32 offsetAddr;
|
|
bool bboxResult;
|
|
};
|
|
|
|
struct DisplayList_v2 {
|
|
int id;
|
|
u32 startpc;
|
|
u32 pc;
|
|
u32 stall;
|
|
DisplayListState state;
|
|
SignalBehavior signal;
|
|
int subIntrBase;
|
|
u16 subIntrToken;
|
|
DisplayListStackEntry stack[32];
|
|
int stackptr;
|
|
bool interrupted;
|
|
u64 waitTicks;
|
|
bool interruptsEnabled;
|
|
bool pendingInterrupt;
|
|
bool started;
|
|
PSPPointer<u32_le> context;
|
|
u32 offsetAddr;
|
|
bool bboxResult;
|
|
};
|
|
|
|
void GPUCommon::DoState(PointerWrap &p) {
|
|
easy_guard guard(listLock);
|
|
|
|
auto s = p.Section("GPUCommon", 1, 4);
|
|
if (!s)
|
|
return;
|
|
|
|
p.Do<int>(dlQueue);
|
|
if (s >= 4) {
|
|
p.DoArray(dls, ARRAY_SIZE(dls));
|
|
} else if (s >= 3) {
|
|
// This may have been saved with or without padding, depending on platform.
|
|
// We need to upconvert it to our consistently-padded struct.
|
|
static const size_t DisplayList_v3_size = 452;
|
|
static const size_t DisplayList_v4_size = 456;
|
|
static_assert(DisplayList_v4_size == sizeof(DisplayList), "Make sure to change here when updating DisplayList");
|
|
|
|
p.DoVoid(&dls[0], DisplayList_v3_size);
|
|
dls[0].padding = 0;
|
|
|
|
const u8 *savedPtr = *p.GetPPtr();
|
|
const u32 *savedPtr32 = (const u32 *)savedPtr;
|
|
// Here's the trick: the first member (id) is always the same as the index.
|
|
// The second member (startpc) is always an address, or 0, never 1. So we can see the padding.
|
|
const bool hasPadding = savedPtr32[1] == 1;
|
|
if (hasPadding) {
|
|
u32 padding;
|
|
p.Do(padding);
|
|
}
|
|
|
|
for (size_t i = 1; i < ARRAY_SIZE(dls); ++i) {
|
|
p.DoVoid(&dls[i], DisplayList_v3_size);
|
|
dls[i].padding = 0;
|
|
if (hasPadding) {
|
|
u32 padding;
|
|
p.Do(padding);
|
|
}
|
|
}
|
|
} else if (s >= 2) {
|
|
for (size_t i = 0; i < ARRAY_SIZE(dls); ++i) {
|
|
DisplayList_v2 oldDL;
|
|
p.Do(oldDL);
|
|
// Copy over everything except the last, new member (stackAddr.)
|
|
memcpy(&dls[i], &oldDL, sizeof(DisplayList_v2));
|
|
dls[i].stackAddr = 0;
|
|
}
|
|
} else {
|
|
// Can only be in read mode here.
|
|
for (size_t i = 0; i < ARRAY_SIZE(dls); ++i) {
|
|
DisplayList_v1 oldDL;
|
|
p.Do(oldDL);
|
|
// On 32-bit, they're the same, on 64-bit oldDL is bigger.
|
|
memcpy(&dls[i], &oldDL, sizeof(DisplayList));
|
|
// Fix the other fields. Let's hope context wasn't important, it was a pointer.
|
|
dls[i].context = 0;
|
|
dls[i].offsetAddr = oldDL.offsetAddr;
|
|
dls[i].bboxResult = oldDL.bboxResult;
|
|
dls[i].stackAddr = 0;
|
|
}
|
|
}
|
|
int currentID = 0;
|
|
if (currentList != nullptr) {
|
|
currentID = (int)(currentList - &dls[0]);
|
|
}
|
|
p.Do(currentID);
|
|
if (currentID == 0) {
|
|
currentList = nullptr;
|
|
} else {
|
|
currentList = &dls[currentID];
|
|
}
|
|
p.Do(interruptRunning);
|
|
p.Do(gpuState);
|
|
p.Do(isbreak);
|
|
p.Do(drawCompleteTicks);
|
|
p.Do(busyTicks);
|
|
}
|
|
|
|
void GPUCommon::InterruptStart(int listid) {
|
|
interruptRunning = true;
|
|
}
|
|
void GPUCommon::InterruptEnd(int listid) {
|
|
easy_guard guard(listLock);
|
|
interruptRunning = false;
|
|
isbreak = false;
|
|
|
|
DisplayList &dl = dls[listid];
|
|
dl.pendingInterrupt = false;
|
|
// TODO: Unless the signal handler could change it?
|
|
if (dl.state == PSP_GE_DL_STATE_COMPLETED || dl.state == PSP_GE_DL_STATE_NONE) {
|
|
if (dl.started && dl.context.IsValid()) {
|
|
gstate.Restore(dl.context);
|
|
ReapplyGfxState();
|
|
}
|
|
dl.waitTicks = 0;
|
|
__GeTriggerWait(GPU_SYNC_LIST, listid);
|
|
}
|
|
|
|
guard.unlock();
|
|
ProcessDLQueue();
|
|
}
|
|
|
|
// TODO: Maybe cleaner to keep this in GE and trigger the clear directly?
|
|
void GPUCommon::SyncEnd(GPUSyncType waitType, int listid, bool wokeThreads) {
|
|
easy_guard guard(listLock);
|
|
if (waitType == GPU_SYNC_DRAW && 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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool GPUCommon::GetCurrentDisplayList(DisplayList &list) {
|
|
easy_guard guard(listLock);
|
|
if (!currentList) {
|
|
return false;
|
|
}
|
|
list = *currentList;
|
|
return true;
|
|
}
|
|
|
|
std::vector<DisplayList> GPUCommon::ActiveDisplayLists() {
|
|
std::vector<DisplayList> result;
|
|
|
|
easy_guard guard(listLock);
|
|
for (auto it = dlQueue.begin(), end = dlQueue.end(); it != end; ++it) {
|
|
result.push_back(dls[*it]);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
void GPUCommon::ResetListPC(int listID, u32 pc) {
|
|
if (listID < 0 || listID >= DisplayListMaxCount) {
|
|
_dbg_assert_msg_(G3D, false, "listID out of range: %d", listID);
|
|
return;
|
|
}
|
|
|
|
easy_guard guard(listLock);
|
|
dls[listID].pc = pc;
|
|
}
|
|
|
|
void GPUCommon::ResetListStall(int listID, u32 stall) {
|
|
if (listID < 0 || listID >= DisplayListMaxCount) {
|
|
_dbg_assert_msg_(G3D, false, "listID out of range: %d", listID);
|
|
return;
|
|
}
|
|
|
|
easy_guard guard(listLock);
|
|
dls[listID].stall = stall;
|
|
}
|
|
|
|
void GPUCommon::ResetListState(int listID, DisplayListState state) {
|
|
if (listID < 0 || listID >= DisplayListMaxCount) {
|
|
_dbg_assert_msg_(G3D, false, "listID out of range: %d", listID);
|
|
return;
|
|
}
|
|
|
|
easy_guard guard(listLock);
|
|
dls[listID].state = state;
|
|
}
|
|
|
|
GPUDebugOp GPUCommon::DissassembleOp(u32 pc, u32 op) {
|
|
char buffer[1024];
|
|
GeDisassembleOp(pc, op, Memory::Read_U32(pc - 4), buffer, sizeof(buffer));
|
|
|
|
GPUDebugOp info;
|
|
info.pc = pc;
|
|
info.cmd = op >> 24;
|
|
info.op = op;
|
|
info.desc = buffer;
|
|
return info;
|
|
}
|
|
|
|
std::vector<GPUDebugOp> GPUCommon::DissassembleOpRange(u32 startpc, u32 endpc) {
|
|
char buffer[1024];
|
|
std::vector<GPUDebugOp> result;
|
|
GPUDebugOp info;
|
|
|
|
// Don't trigger a pause.
|
|
u32 prev = Memory::IsValidAddress(startpc - 4) ? Memory::Read_U32(startpc - 4) : 0;
|
|
for (u32 pc = startpc; pc < endpc; pc += 4) {
|
|
u32 op = Memory::IsValidAddress(pc) ? Memory::Read_U32(pc) : 0;
|
|
GeDisassembleOp(pc, op, prev, buffer, sizeof(buffer));
|
|
prev = op;
|
|
|
|
info.pc = pc;
|
|
info.cmd = op >> 24;
|
|
info.op = op;
|
|
info.desc = buffer;
|
|
result.push_back(info);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
u32 GPUCommon::GetRelativeAddress(u32 data) {
|
|
return gstate_c.getRelativeAddress(data);
|
|
}
|
|
|
|
u32 GPUCommon::GetVertexAddress() {
|
|
return gstate_c.vertexAddr;
|
|
}
|
|
|
|
u32 GPUCommon::GetIndexAddress() {
|
|
return gstate_c.indexAddr;
|
|
}
|
|
|
|
GPUgstate GPUCommon::GetGState() {
|
|
return gstate;
|
|
}
|
|
|
|
void GPUCommon::SetCmdValue(u32 op) {
|
|
u32 cmd = op >> 24;
|
|
u32 diff = op ^ gstate.cmdmem[cmd];
|
|
|
|
PreExecuteOp(op, diff);
|
|
gstate.cmdmem[cmd] = op;
|
|
ExecuteOp(op, diff);
|
|
}
|
|
|
|
void GPUCommon::AdvanceVerts(u32 vertType, int count, int bytesRead) {
|
|
if ((vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
|
|
int indexSize = 1;
|
|
if ((vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT)
|
|
indexSize = 2;
|
|
else if ((vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_32BIT)
|
|
indexSize = 4;
|
|
gstate_c.indexAddr += count * indexSize;
|
|
} else {
|
|
gstate_c.vertexAddr += bytesRead;
|
|
}
|
|
}
|
|
|
|
|
|
void GPUCommon::DoBlockTransfer(u32 skipDrawReason) {
|
|
// TODO: This is used a lot to copy data around between render targets and textures,
|
|
// and also to quickly load textures from RAM to VRAM. So we should do checks like the following:
|
|
// * Does dstBasePtr point to an existing texture? If so maybe reload it immediately.
|
|
//
|
|
// * Does srcBasePtr point to a render target, and dstBasePtr to a texture? If so
|
|
// either copy between rt and texture or reassign the texture to point to the render target
|
|
//
|
|
// etc....
|
|
|
|
u32 srcBasePtr = gstate.getTransferSrcAddress();
|
|
u32 srcStride = gstate.getTransferSrcStride();
|
|
|
|
u32 dstBasePtr = gstate.getTransferDstAddress();
|
|
u32 dstStride = gstate.getTransferDstStride();
|
|
|
|
int srcX = gstate.getTransferSrcX();
|
|
int srcY = gstate.getTransferSrcY();
|
|
|
|
int dstX = gstate.getTransferDstX();
|
|
int dstY = gstate.getTransferDstY();
|
|
|
|
int width = gstate.getTransferWidth();
|
|
int height = gstate.getTransferHeight();
|
|
|
|
int bpp = gstate.getTransferBpp();
|
|
|
|
DEBUG_LOG(G3D, "Block transfer: %08x/%x -> %08x/%x, %ix%ix%i (%i,%i)->(%i,%i)", srcBasePtr, srcStride, dstBasePtr, dstStride, width, height, bpp, srcX, srcY, dstX, dstY);
|
|
|
|
if (!Memory::IsValidAddress(srcBasePtr)) {
|
|
ERROR_LOG_REPORT(G3D, "BlockTransfer: Bad source transfer address %08x!", srcBasePtr);
|
|
return;
|
|
}
|
|
|
|
if (!Memory::IsValidAddress(dstBasePtr)) {
|
|
ERROR_LOG_REPORT(G3D, "BlockTransfer: Bad destination transfer address %08x!", dstBasePtr);
|
|
return;
|
|
}
|
|
|
|
// Check that the last address of both source and dest are valid addresses
|
|
|
|
u32 srcLastAddr = srcBasePtr + ((srcY + height - 1) * srcStride + (srcX + width - 1)) * bpp;
|
|
u32 dstLastAddr = dstBasePtr + ((dstY + height - 1) * dstStride + (dstX + width - 1)) * bpp;
|
|
|
|
if (!Memory::IsValidAddress(srcLastAddr)) {
|
|
ERROR_LOG_REPORT(G3D, "Bottom-right corner of source of block transfer is at an invalid address: %08x", srcLastAddr);
|
|
return;
|
|
}
|
|
if (!Memory::IsValidAddress(dstLastAddr)) {
|
|
ERROR_LOG_REPORT(G3D, "Bottom-right corner of destination of block transfer is at an invalid address: %08x", srcLastAddr);
|
|
return;
|
|
}
|
|
|
|
// Tell the framebuffer manager to take action if possible. If it does the entire thing, let's just return.
|
|
if (!framebufferManager_->NotifyBlockTransferBefore(dstBasePtr, dstStride, dstX, dstY, srcBasePtr, srcStride, srcX, srcY, width, height, bpp, skipDrawReason)) {
|
|
// Do the copy! (Hm, if we detect a drawn video frame (see below) then we could maybe skip this?)
|
|
// Can use GetPointerUnchecked because we checked the addresses above. We could also avoid them
|
|
// entirely by walking a couple of pointers...
|
|
if (srcStride == dstStride && (u32)width == srcStride) {
|
|
// Common case in God of War, let's do it all in one chunk.
|
|
u32 srcLineStartAddr = srcBasePtr + (srcY * srcStride + srcX) * bpp;
|
|
u32 dstLineStartAddr = dstBasePtr + (dstY * dstStride + dstX) * bpp;
|
|
const u8 *src = Memory::GetPointerUnchecked(srcLineStartAddr);
|
|
u8 *dst = Memory::GetPointerUnchecked(dstLineStartAddr);
|
|
memcpy(dst, src, width * height * bpp);
|
|
} else {
|
|
for (int y = 0; y < height; y++) {
|
|
u32 srcLineStartAddr = srcBasePtr + ((y + srcY) * srcStride + srcX) * bpp;
|
|
u32 dstLineStartAddr = dstBasePtr + ((y + dstY) * dstStride + dstX) * bpp;
|
|
|
|
const u8 *src = Memory::GetPointerUnchecked(srcLineStartAddr);
|
|
u8 *dst = Memory::GetPointerUnchecked(dstLineStartAddr);
|
|
memcpy(dst, src, width * bpp);
|
|
}
|
|
}
|
|
|
|
textureCache_->Invalidate(dstBasePtr + (dstY * dstStride + dstX) * bpp, height * dstStride * bpp, GPU_INVALIDATE_HINT);
|
|
framebufferManager_->NotifyBlockTransferAfter(dstBasePtr, dstStride, dstX, dstY, srcBasePtr, srcStride, srcX, srcY, width, height, bpp, skipDrawReason);
|
|
}
|
|
|
|
#ifndef MOBILE_DEVICE
|
|
CBreakPoints::ExecMemCheck(srcBasePtr + (srcY * srcStride + srcX) * bpp, false, height * srcStride * bpp, currentMIPS->pc);
|
|
CBreakPoints::ExecMemCheck(dstBasePtr + (srcY * dstStride + srcX) * bpp, true, height * dstStride * bpp, currentMIPS->pc);
|
|
#endif
|
|
|
|
// TODO: Correct timing appears to be 1.9, but erring a bit low since some of our other timing is inaccurate.
|
|
cyclesExecuted += ((height * width * bpp) * 16) / 10;
|
|
}
|
|
|
|
void GPUCommon::PerformMemoryCopyInternal(u32 dest, u32 src, int size) {
|
|
if (!framebufferManager_->NotifyFramebufferCopy(src, dest, size, false, gstate_c.skipDrawReason)) {
|
|
// We use a little hack for Download/Upload using a VRAM mirror.
|
|
// Since they're identical we don't need to copy.
|
|
if (!Memory::IsVRAMAddress(dest) || (dest ^ 0x00400000) != src) {
|
|
Memory::Memcpy(dest, src, size);
|
|
}
|
|
}
|
|
InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
|
|
}
|
|
|
|
void GPUCommon::PerformMemorySetInternal(u32 dest, u8 v, int size) {
|
|
if (!framebufferManager_->NotifyFramebufferCopy(dest, dest, size, true, gstate_c.skipDrawReason)) {
|
|
InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
|
|
}
|
|
}
|
|
|
|
bool GPUCommon::PerformMemoryCopy(u32 dest, u32 src, int size) {
|
|
// Track stray copies of a framebuffer in RAM. MotoGP does this.
|
|
if (framebufferManager_->MayIntersectFramebuffer(src) || framebufferManager_->MayIntersectFramebuffer(dest)) {
|
|
if (IsOnSeparateCPUThread()) {
|
|
GPUEvent ev(GPU_EVENT_FB_MEMCPY);
|
|
ev.fb_memcpy.dst = dest;
|
|
ev.fb_memcpy.src = src;
|
|
ev.fb_memcpy.size = size;
|
|
ScheduleEvent(ev);
|
|
|
|
// This is a memcpy, so we need to wait for it to complete.
|
|
SyncThread();
|
|
} else {
|
|
PerformMemoryCopyInternal(dest, src, size);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
|
|
return false;
|
|
}
|
|
|
|
bool GPUCommon::PerformMemorySet(u32 dest, u8 v, int size) {
|
|
// This may indicate a memset, usually to 0, of a framebuffer.
|
|
if (framebufferManager_->MayIntersectFramebuffer(dest)) {
|
|
Memory::Memset(dest, v, size);
|
|
|
|
if (IsOnSeparateCPUThread()) {
|
|
GPUEvent ev(GPU_EVENT_FB_MEMSET);
|
|
ev.fb_memset.dst = dest;
|
|
ev.fb_memset.v = v;
|
|
ev.fb_memset.size = size;
|
|
ScheduleEvent(ev);
|
|
|
|
// We don't need to wait for the framebuffer to be updated.
|
|
} else {
|
|
PerformMemorySetInternal(dest, v, size);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// Or perhaps a texture, let's invalidate.
|
|
InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
|
|
return false;
|
|
}
|
|
|
|
bool GPUCommon::PerformMemoryDownload(u32 dest, int size) {
|
|
// Cheat a bit to force a download of the framebuffer.
|
|
// VRAM + 0x00400000 is simply a VRAM mirror.
|
|
if (Memory::IsVRAMAddress(dest)) {
|
|
return PerformMemoryCopy(dest ^ 0x00400000, dest, size);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool GPUCommon::PerformMemoryUpload(u32 dest, int size) {
|
|
// Cheat a bit to force an upload of the framebuffer.
|
|
// VRAM + 0x00400000 is simply a VRAM mirror.
|
|
if (Memory::IsVRAMAddress(dest)) {
|
|
return PerformMemoryCopy(dest, dest ^ 0x00400000, size);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void GPUCommon::InvalidateCache(u32 addr, int size, GPUInvalidationType type) {
|
|
GPUEvent ev(GPU_EVENT_INVALIDATE_CACHE);
|
|
ev.invalidate_cache.addr = addr;
|
|
ev.invalidate_cache.size = size;
|
|
ev.invalidate_cache.type = type;
|
|
ScheduleEvent(ev);
|
|
}
|
|
|
|
void GPUCommon::InvalidateCacheInternal(u32 addr, int size, GPUInvalidationType type) {
|
|
if (size > 0)
|
|
textureCache_->Invalidate(addr, size, type);
|
|
else
|
|
textureCache_->InvalidateAll(type);
|
|
|
|
if (type != GPU_INVALIDATE_ALL && framebufferManager_->MayIntersectFramebuffer(addr)) {
|
|
// If we're doing block transfers, we shouldn't need this, and it'll only confuse us.
|
|
// Vempire invalidates (with writeback) after drawing, but before blitting.
|
|
if (!g_Config.bBlockTransferGPU || type == GPU_INVALIDATE_SAFE) {
|
|
framebufferManager_->UpdateFromMemory(addr, size, type == GPU_INVALIDATE_SAFE);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GPUCommon::NotifyVideoUpload(u32 addr, int size, int width, int format) {
|
|
if (Memory::IsVRAMAddress(addr)) {
|
|
framebufferManager_->NotifyVideoUpload(addr, size, width, (GEBufferFormat)format);
|
|
}
|
|
textureCache_->NotifyVideoUpload(addr, size, width, (GEBufferFormat)format);
|
|
InvalidateCache(addr, size, GPU_INVALIDATE_SAFE);
|
|
}
|
|
|
|
bool GPUCommon::PerformStencilUpload(u32 dest, int size) {
|
|
if (framebufferManager_->MayIntersectFramebuffer(dest)) {
|
|
if (IsOnSeparateCPUThread()) {
|
|
GPUEvent ev(GPU_EVENT_FB_STENCIL_UPLOAD);
|
|
ev.fb_stencil_upload.dst = dest;
|
|
ev.fb_stencil_upload.size = size;
|
|
ScheduleEvent(ev);
|
|
} else {
|
|
PerformStencilUploadInternal(dest, size);
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void GPUCommon::PerformStencilUploadInternal(u32 dest, int size) {
|
|
framebufferManager_->NotifyStencilUpload(dest, size);
|
|
}
|