ppsspp/GPU/GPUCommon.cpp

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#include <algorithm>
#include "base/timeutil.h"
#include "GeDisasm.h"
#include "GPUCommon.h"
#include "GPUState.h"
#include "ChunkFile.h"
#include "Core/CoreTiming.h"
#include "Core/MemMap.h"
#include "Core/Host.h"
#include "Core/HLE/sceKernelThread.h"
#include "Core/HLE/sceKernelInterrupt.h"
#include "Core/HLE/sceGe.h"
static int dlIdGenerator = 1;
void init() {
dlIdGenerator = 1;
}
u32 GPUCommon::DrawSync(int mode) {
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if (mode < 0 || mode > 1)
return SCE_KERNEL_ERROR_INVALID_MODE;
return 0;
}
int GPUCommon::ListSync(int listid, int mode)
{
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if (mode < 0 || mode > 1)
return SCE_KERNEL_ERROR_INVALID_MODE;
if (mode == 1) {
DisplayList *dl = NULL;
for (DisplayListQueue::iterator it(dlQueue.begin()); it != dlQueue.end(); ++it) {
if (it->id == listid) {
dl = &*it;
}
}
if (!dl)
return SCE_KERNEL_ERROR_INVALID_ID;
switch (dl->state) {
case PSP_GE_DL_STATE_QUEUED:
// TODO: interrupted -> return PSP_GE_LIST_PAUSED;
return PSP_GE_LIST_QUEUED;
case PSP_GE_DL_STATE_RUNNING:
if (dl->pc == dl->stall)
return PSP_GE_LIST_STALLING;
return PSP_GE_LIST_DRAWING;
case PSP_GE_DL_STATE_COMPLETED:
return PSP_GE_LIST_COMPLETED;
case PSP_GE_DL_STATE_PAUSED:
return PSP_GE_LIST_PAUSED;
default:
return SCE_KERNEL_ERROR_INVALID_ID;
}
}
// TODO: Wait here for mode == 0.
return PSP_GE_LIST_COMPLETED;
}
u32 GPUCommon::EnqueueList(u32 listpc, u32 stall, int subIntrBase, bool head)
{
DisplayList dl;
dl.id = dlIdGenerator++;
dl.startpc = listpc & 0xFFFFFFF;
dl.pc = listpc & 0xFFFFFFF;
dl.stall = stall & 0xFFFFFFF;
dl.state = PSP_GE_DL_STATE_QUEUED;
dl.subIntrBase = std::max(subIntrBase, -1);
dl.stackptr = 0;
dl.signal = PSP_GE_SIGNAL_NONE;
if(head)
dlQueue.push_front(dl);
else
dlQueue.push_back(dl);
ProcessDLQueue();
return dl.id;
}
u32 GPUCommon::DequeueList(int listid)
{
// TODO
return 0;
}
u32 GPUCommon::UpdateStall(int listid, u32 newstall)
{
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for (auto iter = dlQueue.begin(); iter != dlQueue.end(); ++iter)
{
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DisplayList &cur = *iter;
if (cur.id == listid)
{
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cur.stall = newstall & 0xFFFFFFF;
}
}
ProcessDLQueue();
return 0;
}
u32 GPUCommon::Continue()
{
// TODO
return 0;
}
u32 GPUCommon::Break(int mode)
{
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if (mode < 0 || mode > 1)
return SCE_KERNEL_ERROR_INVALID_MODE;
// TODO
return 0;
}
bool GPUCommon::InterpretList(DisplayList &list)
{
time_update();
double start = time_now_d();
currentList = &list;
u32 op = 0;
prev = 0;
finished = false;
// I don't know if this is the correct place to zero this, but something
// need to do it. See Sol Trigger title screen.
gstate_c.offsetAddr = 0;
if (!Memory::IsValidAddress(list.pc)) {
ERROR_LOG(G3D, "DL PC = %08x WTF!!!!", list.pc);
return true;
}
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#if defined(USING_QT_UI)
if(host->GpuStep())
{
host->SendGPUStart();
}
#endif
cycleLastPC = list.pc;
list.state = PSP_GE_DL_STATE_RUNNING;
while (!finished)
{
if (list.pc == list.stall)
return false;
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op = Memory::ReadUnchecked_U32(list.pc); //read from memory
u32 cmd = op >> 24;
#if defined(USING_QT_UI)
if(host->GpuStep())
{
host->SendGPUWait(cmd, list.pc, &gstate);
}
#endif
u32 diff = op ^ gstate.cmdmem[cmd];
PreExecuteOp(op, diff);
// TODO: Add a compiler flag to remove stuff like this at very-final build time.
if (dumpThisFrame_) {
char temp[256];
GeDisassembleOp(list.pc, op, prev, temp);
NOTICE_LOG(HLE, "%s", temp);
}
gstate.cmdmem[cmd] = op; // crashes if I try to put the whole op there??
ExecuteOp(op, diff);
list.pc += 4;
prev = op;
}
UpdateCycles(list.pc);
time_update();
gpuStats.msProcessingDisplayLists += time_now_d() - start;
return true;
}
inline void GPUCommon::UpdateCycles(u32 pc, u32 newPC)
{
cyclesExecuted += (pc - cycleLastPC) / 4;
cycleLastPC = newPC == 0 ? pc : newPC;
}
bool GPUCommon::ProcessDLQueue()
{
startingTicks = CoreTiming::GetTicks();
cyclesExecuted = 0;
DisplayListQueue::iterator iter = dlQueue.begin();
while (iter != dlQueue.end())
{
DisplayList &l = *iter;
DEBUG_LOG(G3D,"Okay, starting DL execution at %08x - stall = %08x", l.pc, l.stall);
if (!InterpretList(l))
{
return false;
}
else
{
//At the end, we can remove it from the queue and continue
dlQueue.erase(iter);
//this invalidated the iterator, let's fix it
iter = dlQueue.begin();
}
}
return true; //no more lists!
}
void GPUCommon::PreExecuteOp(u32 op, u32 diff) {
// Nothing to do
}
void GPUCommon::ExecuteOp(u32 op, u32 diff) {
u32 cmd = op >> 24;
u32 data = op & 0xFFFFFF;
// Handle control and drawing commands here directly. The others we delegate.
switch (cmd) {
case GE_CMD_NOP:
break;
case GE_CMD_OFFSETADDR:
gstate_c.offsetAddr = data << 8;
// ???
break;
case GE_CMD_ORIGIN:
gstate_c.offsetAddr = currentList->pc;
break;
case GE_CMD_JUMP:
{
u32 target = gstate_c.getRelativeAddress(data);
if (Memory::IsValidAddress(target)) {
UpdateCycles(currentList->pc, target - 4);
currentList->pc = target - 4; // pc will be increased after we return, counteract that
} else {
ERROR_LOG(G3D, "JUMP to illegal address %08x - ignoring! data=%06x", target, data);
}
}
break;
case GE_CMD_CALL:
{
// Saint Seiya needs correct support for relative calls.
u32 retval = currentList->pc + 4;
u32 target = gstate_c.getRelativeAddress(data);
if (currentList->stackptr == ARRAY_SIZE(currentList->stack)) {
ERROR_LOG(G3D, "CALL: Stack full!");
} else if (!Memory::IsValidAddress(target)) {
ERROR_LOG(G3D, "CALL to illegal address %08x - ignoring! data=%06x", target, data);
} else {
currentList->stack[currentList->stackptr++] = retval;
UpdateCycles(currentList->pc, target - 4);
currentList->pc = target - 4; // pc will be increased after we return, counteract that
}
}
break;
case GE_CMD_RET:
{
if (currentList->stackptr == 0) {
ERROR_LOG(G3D, "RET: Stack empty!");
} else {
u32 target = (currentList->pc & 0xF0000000) | (currentList->stack[--currentList->stackptr] & 0x0FFFFFFF);
//target = (target + gstate_c.originAddr) & 0xFFFFFFF;
UpdateCycles(currentList->pc, target - 4);
currentList->pc = target - 4;
if (!Memory::IsValidAddress(currentList->pc)) {
ERROR_LOG(G3D, "Invalid DL PC %08x on return", currentList->pc);
finished = true;
}
}
}
break;
case GE_CMD_SIGNAL:
case GE_CMD_FINISH:
// Processed in GE_END.
break;
case GE_CMD_END:
UpdateCycles(currentList->pc);
switch (prev >> 24) {
case GE_CMD_SIGNAL:
{
// TODO: see http://code.google.com/p/jpcsp/source/detail?r=2935#
int behaviour = (prev >> 16) & 0xFF;
int signal = prev & 0xFFFF;
int enddata = data & 0xFFFF;
currentList->subIntrToken = signal;
switch (behaviour) {
case PSP_GE_SIGNAL_HANDLER_SUSPEND:
ERROR_LOG(G3D, "Signal with Wait UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
break;
case PSP_GE_SIGNAL_HANDLER_CONTINUE:
ERROR_LOG(G3D, "Signal without wait. signal/end: %04x %04x", signal, enddata);
break;
case PSP_GE_SIGNAL_HANDLER_PAUSE:
ERROR_LOG(G3D, "Signal with Pause UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
break;
case PSP_GE_SIGNAL_SYNC:
ERROR_LOG(G3D, "Signal with Sync UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
break;
case PSP_GE_SIGNAL_JUMP:
ERROR_LOG(G3D, "Signal with Jump UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
break;
case PSP_GE_SIGNAL_CALL:
ERROR_LOG(G3D, "Signal with Call UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
break;
case PSP_GE_SIGNAL_RET:
ERROR_LOG(G3D, "Signal with Return UNIMPLEMENTED! signal/end: %04x %04x", signal, enddata);
break;
default:
ERROR_LOG(G3D, "UNKNOWN Signal UNIMPLEMENTED %i ! signal/end: %04x %04x", behaviour, signal, enddata);
break;
}
if (currentList->subIntrBase >= 0 && interruptsEnabled_)
__GeTriggerInterrupt(currentList->id, currentList->pc, currentList->subIntrBase, currentList->subIntrToken);
}
break;
case GE_CMD_FINISH:
currentList->state = PSP_GE_DL_STATE_COMPLETED;
finished = true;
currentList->subIntrToken = prev & 0xFFFF;
if (interruptsEnabled_)
__GeTriggerInterrupt(currentList->id, currentList->pc, currentList->subIntrBase, currentList->subIntrToken);
break;
default:
DEBUG_LOG(G3D,"Ah, not finished: %06x", prev & 0xFFFFFF);
break;
}
break;
default:
DEBUG_LOG(G3D,"DL Unknown: %08x @ %08x", op, currentList == NULL ? 0 : currentList->pc);
break;
}
}
void GPUCommon::DoState(PointerWrap &p) {
p.Do(dlIdGenerator);
p.Do<DisplayList>(dlQueue);
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int currentID = currentList == NULL ? 0 : currentList->id;
p.Do(currentID);
if (currentID == 0) {
currentList = 0;
} else {
for (auto it = dlQueue.begin(), end = dlQueue.end(); it != end; ++it) {
if (it->id == currentID) {
currentList = &*it;
break;
}
}
}
p.Do(interruptRunning);
p.Do(prev);
p.Do(finished);
p.DoMarker("GPUCommon");
}
void GPUCommon::InterruptStart()
{
interruptRunning = true;
}
void GPUCommon::InterruptEnd()
{
interruptRunning = false;
ProcessDLQueue();
}