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https://github.com/libretro/ppsspp.git
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Merge pull request #3057 from unknownbrackets/gpu-thread
Prep work for GE and CPU on separate threads
This commit is contained in:
commit
73d7f491ca
@ -34,9 +34,6 @@ enum GPUCore {
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struct CoreParameter
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{
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CoreParameter() : collectEmuLog(0), unthrottle(false), fpsLimit(0), updateRecent(true) {}
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// 0 = Interpreter
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// 1 = Jit
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// 2 = JitIL
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CPUCore cpuCore;
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GPUCore gpuCore;
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bool enableSound; // there aren't multiple sound cores.
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@ -150,6 +150,14 @@ void PSP_Shutdown()
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currentCPU = 0;
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}
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void PSP_RunLoopUntil(u64 globalticks) {
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mipsr4k.RunLoopUntil(globalticks);
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}
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void PSP_RunLoopFor(int cycles) {
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PSP_RunLoopUntil(CoreTiming::GetTicks() + cycles);
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}
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CoreParameter &PSP_CoreParameter()
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{
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return coreParameter;
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@ -41,8 +41,8 @@ extern GlobalUIState globalUIState;
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bool PSP_Init(const CoreParameter &coreParam, std::string *error_string);
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bool PSP_IsInited();
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void PSP_Shutdown();
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void PSP_HWAdvance(int cycles);
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void PSP_SWI();
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void PSP_RunLoopUntil(u64 globalticks);
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void PSP_RunLoopFor(int cycles);
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void GetSysDirectories(std::string &memstickpath, std::string &flash0path);
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@ -235,7 +235,7 @@ void GLES_GPU::BuildReportingInfo() {
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void GLES_GPU::DeviceLost() {
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// Simply drop all caches and textures.
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// FBO:s appear to survive? Or no?
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// FBOs appear to survive? Or no?
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shaderManager_->ClearCache(false);
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textureCache_.Clear(false);
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framebufferManager_.DeviceLost();
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@ -470,6 +470,46 @@ inline void GPUCommon::UpdatePC(u32 currentPC, u32 newPC)
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downcount = 0;
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}
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void GPUCommon::ReapplyGfxState()
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{
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// ShaderManager_DirtyShader();
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// The commands are embedded in the command memory so we can just reexecute the words. Convenient.
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// To be safe we pass 0xFFFFFFF as the diff.
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/*
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ExecuteOp(gstate.cmdmem[GE_CMD_ALPHABLENDENABLE], 0xFFFFFFFF);
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ExecuteOp(gstate.cmdmem[GE_CMD_ALPHATESTENABLE], 0xFFFFFFFF);
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ExecuteOp(gstate.cmdmem[GE_CMD_BLENDMODE], 0xFFFFFFFF);
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ExecuteOp(gstate.cmdmem[GE_CMD_ZTEST], 0xFFFFFFFF);
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ExecuteOp(gstate.cmdmem[GE_CMD_ZTESTENABLE], 0xFFFFFFFF);
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ExecuteOp(gstate.cmdmem[GE_CMD_CULL], 0xFFFFFFFF);
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ExecuteOp(gstate.cmdmem[GE_CMD_CULLFACEENABLE], 0xFFFFFFFF);
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ExecuteOp(gstate.cmdmem[GE_CMD_SCISSOR1], 0xFFFFFFFF);
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ExecuteOp(gstate.cmdmem[GE_CMD_SCISSOR2], 0xFFFFFFFF);
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*/
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for (int i = GE_CMD_VERTEXTYPE; i < GE_CMD_BONEMATRIXNUMBER; i++)
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{
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if (i != GE_CMD_ORIGIN)
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ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF);
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}
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// Can't write to bonematrixnumber here
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for (int i = GE_CMD_MORPHWEIGHT0; i < GE_CMD_PATCHFACING; i++)
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{
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ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF);
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}
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// There are a few here in the middle that we shouldn't execute...
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for (int i = GE_CMD_VIEWPORTX1; i < GE_CMD_TRANSFERSTART; i++)
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{
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ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF);
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}
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// TODO: there's more...
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}
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inline void GPUCommon::UpdateState(GPUState state)
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{
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gpuState = state;
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@ -477,34 +517,35 @@ inline void GPUCommon::UpdateState(GPUState state)
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downcount = 0;
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}
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bool GPUCommon::ProcessDLQueue()
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{
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int GPUCommon::GetNextListIndex() {
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auto iter = dlQueue.begin();
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if (iter != dlQueue.end()) {
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return *iter;
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} else {
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return -1;
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}
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}
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bool GPUCommon::ProcessDLQueue() {
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startingTicks = CoreTiming::GetTicks();
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cyclesExecuted = 0;
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if (startingTicks < busyTicks)
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{
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if (startingTicks < busyTicks) {
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DEBUG_LOG(HLE, "Can't execute a list yet, still busy for %lld ticks", busyTicks - startingTicks);
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return false;
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}
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DisplayListQueue::iterator iter = dlQueue.begin();
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while (iter != dlQueue.end())
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{
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DisplayList &l = dls[*iter];
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for (int listIndex = GetNextListIndex(); listIndex != -1; listIndex = GetNextListIndex()) {
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DisplayList &l = dls[listIndex];
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DEBUG_LOG(G3D, "Okay, starting DL execution at %08x - stall = %08x", l.pc, l.stall);
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if (!InterpretList(l))
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{
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if (!InterpretList(l)) {
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return false;
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}
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else
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{
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//At the end, we can remove it from the queue and continue
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dlQueue.erase(iter);
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//this invalidated the iterator, let's fix it
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iter = dlQueue.begin();
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} else {
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// At the end, we can remove it from the queue and continue.
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dlQueue.erase(std::remove(dlQueue.begin(), dlQueue.end(), listIndex), dlQueue.end());
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}
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}
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currentList = NULL;
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drawCompleteTicks = startingTicks + cyclesExecuted;
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@ -28,6 +28,7 @@ public:
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virtual bool FramebufferDirty() { return true; }
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virtual u32 Continue();
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virtual u32 Break(int mode);
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virtual void ReapplyGfxState();
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protected:
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// To avoid virtual calls to PreExecuteOp().
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@ -37,6 +38,7 @@ protected:
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void UpdateState(GPUState state);
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void PopDLQueue();
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void CheckDrawSync();
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int GetNextListIndex();
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typedef std::list<int> DisplayListQueue;
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@ -192,6 +192,7 @@ public:
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virtual void DeviceLost() = 0;
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virtual void Flush() = 0;
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virtual void ReapplyGfxState() = 0;
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virtual void DoState(PointerWrap &p) = 0;
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// Called by the window system if the window size changed. This will be reflected in PSPCoreParam.pixel*.
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@ -82,40 +82,5 @@ void ReapplyGfxState()
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{
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if (!gpu)
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return;
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// ShaderManager_DirtyShader();
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// The commands are embedded in the command memory so we can just reexecute the words. Convenient.
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// To be safe we pass 0xFFFFFFF as the diff.
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/*
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gpu->ExecuteOp(gstate.cmdmem[GE_CMD_ALPHABLENDENABLE], 0xFFFFFFFF);
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gpu->ExecuteOp(gstate.cmdmem[GE_CMD_ALPHATESTENABLE], 0xFFFFFFFF);
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gpu->ExecuteOp(gstate.cmdmem[GE_CMD_BLENDMODE], 0xFFFFFFFF);
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gpu->ExecuteOp(gstate.cmdmem[GE_CMD_ZTEST], 0xFFFFFFFF);
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gpu->ExecuteOp(gstate.cmdmem[GE_CMD_ZTESTENABLE], 0xFFFFFFFF);
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gpu->ExecuteOp(gstate.cmdmem[GE_CMD_CULL], 0xFFFFFFFF);
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gpu->ExecuteOp(gstate.cmdmem[GE_CMD_CULLFACEENABLE], 0xFFFFFFFF);
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gpu->ExecuteOp(gstate.cmdmem[GE_CMD_SCISSOR1], 0xFFFFFFFF);
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gpu->ExecuteOp(gstate.cmdmem[GE_CMD_SCISSOR2], 0xFFFFFFFF);
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*/
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for (int i = GE_CMD_VERTEXTYPE; i < GE_CMD_BONEMATRIXNUMBER; i++)
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{
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if(i != GE_CMD_ORIGIN)
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gpu->ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF);
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}
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// Can't write to bonematrixnumber here
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for (int i = GE_CMD_MORPHWEIGHT0; i < GE_CMD_PATCHFACING; i++)
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{
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gpu->ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF);
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}
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// There are a few here in the middle that we shouldn't execute...
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for (int i = GE_CMD_VIEWPORTX1; i < GE_CMD_TRANSFERSTART; i++)
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{
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gpu->ExecuteOp(gstate.cmdmem[i], 0xFFFFFFFF);
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}
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// TODO: there's more...
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gpu->ReapplyGfxState();
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}
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@ -34,7 +34,6 @@
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#include "Core/Core.h"
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#include "Core/Host.h"
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#include "Core/System.h"
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#include "Core/MIPS/MIPS.h"
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#include "GPU/GPUState.h"
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#include "GPU/GPUInterface.h"
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#include "Core/HLE/sceCtrl.h"
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@ -477,8 +476,7 @@ void EmuScreen::render() {
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// Run until CORE_NEXTFRAME
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while (coreState == CORE_RUNNING) {
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u64 nowTicks = CoreTiming::GetTicks();
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mipsr4k.RunLoopUntil(nowTicks + blockTicks);
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PSP_RunLoopFor(blockTicks);
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}
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// Hopefully coreState is now CORE_NEXTFRAME
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if (coreState == CORE_NEXTFRAME) {
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@ -99,8 +99,7 @@ void RunTests()
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while (true) {
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int blockTicks = usToCycles(1000000 / 10);
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while (coreState == CORE_RUNNING) {
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u64 nowTicks = CoreTiming::GetTicks();
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mipsr4k.RunLoopUntil(nowTicks + blockTicks);
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PSP_RunLoopFor(blockTicks);
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}
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// Hopefully coreState is now CORE_NEXTFRAME
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if (coreState == CORE_NEXTFRAME) {
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@ -9,7 +9,6 @@
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#include "Core/CoreTiming.h"
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#include "Core/System.h"
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#include "Core/HLE/sceUtility.h"
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#include "Core/MIPS/MIPS.h"
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#include "Core/Host.h"
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#include "Log.h"
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#include "LogManager.h"
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@ -229,10 +228,8 @@ int main(int argc, const char* argv[])
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coreState = CORE_RUNNING;
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while (coreState == CORE_RUNNING)
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{
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// Run for a frame at a time, just because.
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u64 nowTicks = CoreTiming::GetTicks();
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u64 frameTicks = usToCycles(1000000/60);
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mipsr4k.RunLoopUntil(nowTicks + frameTicks);
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int blockTicks = usToCycles(1000000 / 10);
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PSP_RunLoopFor(blockTicks);
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// If we were rendering, this might be a nice time to do something about it.
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if (coreState == CORE_NEXTFRAME) {
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