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GSP: Allow the signaling of the PDC0/1 interrupts even if the GPU right hasn't been acquired.
This was verified with a hwtest.
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@ -371,6 +371,43 @@ void GSP_GPU::UnregisterInterruptRelayQueue(Kernel::HLERequestContext& ctx) {
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LOG_DEBUG(Service_GSP, "called");
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LOG_DEBUG(Service_GSP, "called");
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}
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}
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void GSP_GPU::SignalInterruptForThread(InterruptId interrupt_id, u32 thread_id) {
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SessionData* session_data = FindRegisteredThreadData(thread_id);
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if (session_data == nullptr)
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return;
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auto interrupt_event = session_data->interrupt_event;
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if (interrupt_event == nullptr) {
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LOG_WARNING(Service_GSP, "cannot synchronize until GSP event has been created!");
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return;
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}
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InterruptRelayQueue* interrupt_relay_queue = GetInterruptRelayQueue(shared_memory, thread_id);
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u8 next = interrupt_relay_queue->index;
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next += interrupt_relay_queue->number_interrupts;
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next = next % 0x34; // 0x34 is the number of interrupt slots
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interrupt_relay_queue->number_interrupts += 1;
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interrupt_relay_queue->slot[next] = interrupt_id;
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interrupt_relay_queue->error_code = 0x0; // No error
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// Update framebuffer information if requested
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// TODO(yuriks): Confirm where this code should be called. It is definitely updated without
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// executing any GSP commands, only waiting on the event.
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// TODO(Subv): The real GSP module triggers PDC0 after updating both the top and bottom
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// screen, it is currently unknown what PDC1 does.
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int screen_id =
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(interrupt_id == InterruptId::PDC0) ? 0 : (interrupt_id == InterruptId::PDC1) ? 1 : -1;
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if (screen_id != -1) {
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FrameBufferUpdate* info = GetFrameBufferInfo(thread_id, screen_id);
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if (info->is_dirty) {
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GSP::SetBufferSwap(screen_id, info->framebuffer_info[info->index]);
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info->is_dirty.Assign(false);
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}
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}
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interrupt_event->Signal();
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}
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/**
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/**
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* Signals that the specified interrupt type has occurred to userland code
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* Signals that the specified interrupt type has occurred to userland code
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* @param interrupt_id ID of interrupt that is being signalled
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* @param interrupt_id ID of interrupt that is being signalled
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@ -378,59 +415,26 @@ void GSP_GPU::UnregisterInterruptRelayQueue(Kernel::HLERequestContext& ctx) {
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* @todo This probably does not belong in the GSP module, instead move to video_core
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* @todo This probably does not belong in the GSP module, instead move to video_core
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*/
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*/
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void GSP_GPU::SignalInterrupt(InterruptId interrupt_id) {
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void GSP_GPU::SignalInterrupt(InterruptId interrupt_id) {
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// Don't do anything if no process has acquired the GPU right.
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if (active_thread_id == -1)
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return;
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if (nullptr == shared_memory) {
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if (nullptr == shared_memory) {
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LOG_WARNING(Service_GSP, "cannot synchronize until GSP shared memory has been created!");
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LOG_WARNING(Service_GSP, "cannot synchronize until GSP shared memory has been created!");
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return;
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return;
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}
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}
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// The PDC0 and PDC1 interrupts are fired even if the GPU right hasn't been acquired.
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// Normal interrupts are only signaled for the active thread (ie, the thread that has the GPU
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// Normal interrupts are only signaled for the active thread (ie, the thread that has the GPU
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// right), but the PDC0/1 interrupts are signaled for every registered thread.
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// right), but the PDC0/1 interrupts are signaled for every registered thread.
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for (int thread_id = 0; thread_id < MaxGSPThreads; ++thread_id) {
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if (interrupt_id == InterruptId::PDC0 || interrupt_id == InterruptId::PDC1) {
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if (interrupt_id != InterruptId::PDC0 && interrupt_id != InterruptId::PDC1) {
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for (u32 thread_id = 0; thread_id < MaxGSPThreads; ++thread_id) {
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// Ignore threads that aren't the current active thread
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SignalInterruptForThread(interrupt_id, thread_id);
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if (thread_id != active_thread_id)
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continue;
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}
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}
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SessionData* session_data = FindRegisteredThreadData(thread_id);
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return;
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if (session_data == nullptr)
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continue;
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auto interrupt_event = session_data->interrupt_event;
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if (interrupt_event == nullptr) {
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LOG_WARNING(Service_GSP, "cannot synchronize until GSP event has been created!");
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continue;
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}
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InterruptRelayQueue* interrupt_relay_queue =
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GetInterruptRelayQueue(shared_memory, thread_id);
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u8 next = interrupt_relay_queue->index;
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next += interrupt_relay_queue->number_interrupts;
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next = next % 0x34; // 0x34 is the number of interrupt slots
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interrupt_relay_queue->number_interrupts += 1;
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interrupt_relay_queue->slot[next] = interrupt_id;
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interrupt_relay_queue->error_code = 0x0; // No error
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// Update framebuffer information if requested
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// TODO(yuriks): Confirm where this code should be called. It is definitely updated without
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// executing any GSP commands, only waiting on the event.
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// TODO(Subv): The real GSP module triggers PDC0 after updating both the top and bottom
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// screen, it is currently unknown what PDC1 does.
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int screen_id =
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(interrupt_id == InterruptId::PDC0) ? 0 : (interrupt_id == InterruptId::PDC1) ? 1 : -1;
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if (screen_id != -1) {
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FrameBufferUpdate* info = GetFrameBufferInfo(thread_id, screen_id);
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if (info->is_dirty) {
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GSP::SetBufferSwap(screen_id, info->framebuffer_info[info->index]);
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info->is_dirty.Assign(false);
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}
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}
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interrupt_event->Signal();
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}
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}
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// For normal interrupts, don't do anything if no process has acquired the GPU right.
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if (active_thread_id == -1)
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return;
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SignalInterruptForThread(interrupt_id, active_thread_id);
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}
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}
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MICROPROFILE_DEFINE(GPU_GSP_DMA, "GPU", "GSP DMA", MP_RGB(100, 0, 255));
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MICROPROFILE_DEFINE(GPU_GSP_DMA, "GPU", "GSP DMA", MP_RGB(100, 0, 255));
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@ -213,6 +213,14 @@ public:
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FrameBufferUpdate* GetFrameBufferInfo(u32 thread_id, u32 screen_index);
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FrameBufferUpdate* GetFrameBufferInfo(u32 thread_id, u32 screen_index);
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private:
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private:
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/**
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* Signals that the specified interrupt type has occurred to userland code for the specified GSP
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* thread id.
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* @param interrupt_id ID of interrupt that is being signalled.
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* @param thread_id GSP thread that will receive the interrupt.
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*/
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void SignalInterruptForThread(InterruptId interrupt_id, u32 thread_id);
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/**
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/**
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* GSP_GPU::WriteHWRegs service function
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* GSP_GPU::WriteHWRegs service function
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*
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*
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