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https://github.com/hrydgard/ppsspp.git
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
Want to get rid of direct accesses to GPUState in modules that may be reused in my future next-gen backends, that will reformat display lists into command lists that will then be optimized and executed, out of sync with the real GPUState. Candidate modules that may be reused in full are Framebuffer and Depal, possibly TextureCache to some degree.
1259 lines
33 KiB
C++
1259 lines
33 KiB
C++
#include <algorithm>
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#include "native/base/mutex.h"
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#include "native/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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GPUCommon::GPUCommon() :
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dumpNextFrame_(false),
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dumpThisFrame_(false)
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{
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Reinitialize();
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SetupColorConv();
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SetThreadEnabled(g_Config.bSeparateCPUThread);
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InitGfxState();
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}
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GPUCommon::~GPUCommon() {
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ShutdownGfxState();
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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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}
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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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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_;
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timeSteppingStarted_ = 0.0;
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}
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}
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bool GPUCommon::InterpretList(DisplayList &list) {
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// Initialized to avoid a race condition with bShowDebugStats changing.
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double start = 0.0;
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if (g_Config.bShowDebugStats) {
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time_update();
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start = time_now_d();
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}
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easy_guard guard(listLock);
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if (list.state == PSP_GE_DL_STATE_PAUSED)
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return false;
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currentList = &list;
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if (!list.started && list.context.IsValid()) {
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gstate.Save(list.context);
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}
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list.started = true;
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gstate_c.offsetAddr = list.offsetAddr;
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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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cycleLastPC = list.pc;
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|
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() {
|
|
// ShaderManager_DirtyShader();
|
|
// 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_VIEWPORTX1; 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;
|
|
|
|
default:
|
|
ERROR_LOG_REPORT(G3D, "Unexpected GPU event type: %d", (int)ev);
|
|
}
|
|
}
|
|
|
|
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::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, 3);
|
|
if (!s)
|
|
return;
|
|
|
|
p.Do<int>(dlQueue);
|
|
if (s >= 3) {
|
|
p.DoArray(dls, ARRAY_SIZE(dls));
|
|
} 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 != 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(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);
|
|
}
|