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// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// http://developer.nvidia.com/object/General_FAQ.html#t6 !!!!!
# include "Common.h"
# include "VideoCommon.h"
# include "ChunkFile.h"
# include "Atomic.h"
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# include "CoreTiming.h"
# include "ConfigManager.h"
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# include "PixelEngine.h"
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# include "RenderBase.h"
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# include "CommandProcessor.h"
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# include "HW/ProcessorInterface.h"
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# include "DLCache.h"
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# include "State.h"
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# include "PerfQueryBase.h"
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namespace PixelEngine
{
union UPEZConfReg
{
u16 Hex ;
struct
{
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u16 ZCompEnable : 1 ; // Z Comparator Enable
u16 Function : 3 ;
u16 ZUpdEnable : 1 ;
u16 : 11 ;
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} ;
} ;
union UPEAlphaConfReg
{
u16 Hex ;
struct
{
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u16 BMMath : 1 ; // GX_BM_BLEND || GX_BM_SUBSTRACT
u16 BMLogic : 1 ; // GX_BM_LOGIC
u16 Dither : 1 ;
u16 ColorUpdEnable : 1 ;
u16 AlphaUpdEnable : 1 ;
u16 DstFactor : 3 ;
u16 SrcFactor : 3 ;
u16 Substract : 1 ; // Additive mode by default
u16 BlendOperator : 4 ;
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} ;
} ;
union UPEDstAlphaConfReg
{
u16 Hex ;
struct
{
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u16 DstAlpha : 8 ;
u16 Enable : 1 ;
u16 : 7 ;
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} ;
} ;
union UPEAlphaModeConfReg
{
u16 Hex ;
struct
{
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u16 Threshold : 8 ;
u16 CompareMode : 8 ;
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} ;
} ;
// fifo Control Register
union UPECtrlReg
{
struct
{
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u16 PETokenEnable : 1 ;
u16 PEFinishEnable : 1 ;
u16 PEToken : 1 ; // write only
u16 PEFinish : 1 ; // write only
u16 : 12 ;
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} ;
u16 Hex ;
UPECtrlReg ( ) { Hex = 0 ; }
UPECtrlReg ( u16 _hex ) { Hex = _hex ; }
} ;
// STATE_TO_SAVE
static UPEZConfReg m_ZConf ;
static UPEAlphaConfReg m_AlphaConf ;
static UPEDstAlphaConfReg m_DstAlphaConf ;
static UPEAlphaModeConfReg m_AlphaModeConf ;
static UPEAlphaReadReg m_AlphaRead ;
static UPECtrlReg m_Control ;
//static u16 m_Token; // token value most recently encountered
static bool g_bSignalTokenInterrupt ;
static bool g_bSignalFinishInterrupt ;
static int et_SetTokenOnMainThread ;
static int et_SetFinishOnMainThread ;
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volatile bool interruptSetToken = false ;
volatile bool interruptSetFinish = false ;
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u16 bbox [ 4 ] ;
bool bbox_active ;
enum
{
INT_CAUSE_PE_TOKEN = 0x200 , // GP Token
INT_CAUSE_PE_FINISH = 0x400 , // GP Finished
} ;
void DoState ( PointerWrap & p )
{
p . Do ( m_ZConf ) ;
p . Do ( m_AlphaConf ) ;
p . Do ( m_DstAlphaConf ) ;
p . Do ( m_AlphaModeConf ) ;
p . Do ( m_AlphaRead ) ;
p . Do ( m_Control ) ;
p . Do ( g_bSignalTokenInterrupt ) ;
p . Do ( g_bSignalFinishInterrupt ) ;
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p . Do ( interruptSetToken ) ;
p . Do ( interruptSetFinish ) ;
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p . Do ( bbox ) ;
p . Do ( bbox_active ) ;
}
void UpdateInterrupts ( ) ;
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void UpdateTokenInterrupt ( bool active ) ;
void UpdateFinishInterrupt ( bool active ) ;
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void SetToken_OnMainThread ( u64 userdata , int cyclesLate ) ;
void SetFinish_OnMainThread ( u64 userdata , int cyclesLate ) ;
void Init ( )
{
m_Control . Hex = 0 ;
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m_ZConf . Hex = 0 ;
m_AlphaConf . Hex = 0 ;
m_DstAlphaConf . Hex = 0 ;
m_AlphaModeConf . Hex = 0 ;
m_AlphaRead . Hex = 0 ;
g_bSignalTokenInterrupt = false ;
g_bSignalFinishInterrupt = false ;
interruptSetToken = false ;
interruptSetFinish = false ;
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et_SetTokenOnMainThread = CoreTiming : : RegisterEvent ( " SetToken " , SetToken_OnMainThread ) ;
et_SetFinishOnMainThread = CoreTiming : : RegisterEvent ( " SetFinish " , SetFinish_OnMainThread ) ;
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bbox [ 0 ] = 0x80 ;
bbox [ 1 ] = 0xA0 ;
bbox [ 2 ] = 0x80 ;
bbox [ 3 ] = 0xA0 ;
bbox_active = false ;
}
void Read16 ( u16 & _uReturnValue , const u32 _iAddress )
{
DEBUG_LOG ( PIXELENGINE , " (r16) 0x%08x " , _iAddress ) ;
switch ( _iAddress & 0xFFF )
{
// CPU Direct Access EFB Raster State Config
case PE_ZCONF :
_uReturnValue = m_ZConf . Hex ;
INFO_LOG ( PIXELENGINE , " (r16) ZCONF " ) ;
break ;
case PE_ALPHACONF :
// Most games read this early. no idea why.
_uReturnValue = m_AlphaConf . Hex ;
INFO_LOG ( PIXELENGINE , " (r16) ALPHACONF " ) ;
break ;
case PE_DSTALPHACONF :
_uReturnValue = m_DstAlphaConf . Hex ;
INFO_LOG ( PIXELENGINE , " (r16) DSTALPHACONF " ) ;
break ;
case PE_ALPHAMODE :
_uReturnValue = m_AlphaModeConf . Hex ;
INFO_LOG ( PIXELENGINE , " (r16) ALPHAMODE " ) ;
break ;
case PE_ALPHAREAD :
_uReturnValue = m_AlphaRead . Hex ;
WARN_LOG ( PIXELENGINE , " (r16) ALPHAREAD " ) ;
break ;
case PE_CTRL_REGISTER :
_uReturnValue = m_Control . Hex ;
INFO_LOG ( PIXELENGINE , " (r16) CTRL_REGISTER : %04x " , _uReturnValue ) ;
break ;
case PE_TOKEN_REG :
_uReturnValue = CommandProcessor : : fifo . PEToken ;
INFO_LOG ( PIXELENGINE , " (r16) TOKEN_REG : %04x " , _uReturnValue ) ;
break ;
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case PE_BBOX_LEFT :
{
// Left must be even and 606px max
_uReturnValue = std : : min ( ( u16 ) 606 , bbox [ 0 ] ) & ~ 1 ;
INFO_LOG ( PIXELENGINE , " R: BBOX_LEFT = %i " , _uReturnValue ) ;
bbox_active = false ;
break ;
}
case PE_BBOX_RIGHT :
{
// Right must be odd and 607px max
_uReturnValue = std : : min ( ( u16 ) 607 , bbox [ 1 ] ) | 1 ;
INFO_LOG ( PIXELENGINE , " R: BBOX_RIGHT = %i " , _uReturnValue ) ;
bbox_active = false ;
break ;
}
case PE_BBOX_TOP :
{
// Top must be even and 478px max
_uReturnValue = std : : min ( ( u16 ) 478 , bbox [ 2 ] ) & ~ 1 ;
INFO_LOG ( PIXELENGINE , " R: BBOX_TOP = %i " , _uReturnValue ) ;
bbox_active = false ;
break ;
}
case PE_BBOX_BOTTOM :
{
// Bottom must be odd and 479px max
_uReturnValue = std : : min ( ( u16 ) 479 , bbox [ 3 ] ) | 1 ;
INFO_LOG ( PIXELENGINE , " R: BBOX_BOTTOM = %i " , _uReturnValue ) ;
bbox_active = false ;
break ;
}
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// NOTE(neobrain): only PE_PERF_ZCOMP_OUTPUT is implemented in D3D11, but the other values shouldn't be contradictionary to the value of that register (i.e. INPUT registers should always be greater or equal to their corresponding OUTPUT registers).
case PE_PERF_ZCOMP_INPUT_ZCOMPLOC_L :
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_uReturnValue = g_video_backend - > Video_GetQueryResult ( PQ_ZCOMP_INPUT_ZCOMPLOC ) & 0xFFFF ;
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break ;
case PE_PERF_ZCOMP_INPUT_ZCOMPLOC_H :
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_uReturnValue = g_video_backend - > Video_GetQueryResult ( PQ_ZCOMP_INPUT_ZCOMPLOC ) > > 16 ;
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break ;
case PE_PERF_ZCOMP_OUTPUT_ZCOMPLOC_L :
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_uReturnValue = g_video_backend - > Video_GetQueryResult ( PQ_ZCOMP_OUTPUT_ZCOMPLOC ) & 0xFFFF ;
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break ;
case PE_PERF_ZCOMP_OUTPUT_ZCOMPLOC_H :
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_uReturnValue = g_video_backend - > Video_GetQueryResult ( PQ_ZCOMP_OUTPUT_ZCOMPLOC ) > > 16 ;
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break ;
case PE_PERF_ZCOMP_INPUT_L :
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_uReturnValue = g_video_backend - > Video_GetQueryResult ( PQ_ZCOMP_INPUT ) & 0xFFFF ;
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break ;
case PE_PERF_ZCOMP_INPUT_H :
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_uReturnValue = g_video_backend - > Video_GetQueryResult ( PQ_ZCOMP_INPUT ) > > 16 ;
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break ;
case PE_PERF_ZCOMP_OUTPUT_L :
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_uReturnValue = g_video_backend - > Video_GetQueryResult ( PQ_ZCOMP_OUTPUT ) & 0xFFFF ;
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break ;
case PE_PERF_ZCOMP_OUTPUT_H :
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_uReturnValue = g_video_backend - > Video_GetQueryResult ( PQ_ZCOMP_OUTPUT ) > > 16 ;
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break ;
case PE_PERF_BLEND_INPUT_L :
// Super Mario Sunshine uses this register in episode 6 of Sirena Beach:
// The amount of remaining goop is determined by checking how many pixels reach the blending stage.
// Once this register falls below a particular value (around 0x90), the game regards the challenge finished.
// In very old builds, Dolphin only returned 0. That caused the challenge to be immediately finished without any goop being cleaned (the timer just didn't even start counting from 3:00:00).
// Later builds returned 1 for the high register. That caused the timer to actually count down, but made the challenge unbeatable because the game always thought you didn't clear any goop at all.
// Note that currently this functionality is only implemented in the D3D11 backend.
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_uReturnValue = g_video_backend - > Video_GetQueryResult ( PQ_BLEND_INPUT ) & 0xFFFF ;
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break ;
case PE_PERF_BLEND_INPUT_H :
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_uReturnValue = g_video_backend - > Video_GetQueryResult ( PQ_BLEND_INPUT ) > > 16 ;
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break ;
case PE_PERF_EFB_COPY_CLOCKS_L :
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_uReturnValue = g_video_backend - > Video_GetQueryResult ( PQ_EFB_COPY_CLOCKS ) & 0xFFFF ;
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break ;
case PE_PERF_EFB_COPY_CLOCKS_H :
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_uReturnValue = g_video_backend - > Video_GetQueryResult ( PQ_EFB_COPY_CLOCKS ) > > 16 ;
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break ;
default :
INFO_LOG ( PIXELENGINE , " (r16) unknown @ %08x " , _iAddress ) ;
_uReturnValue = 1 ;
break ;
}
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}
void Write16 ( const u16 _iValue , const u32 _iAddress )
{
switch ( _iAddress & 0xFFF )
{
// CPU Direct Access EFB Raster State Config
case PE_ZCONF :
m_ZConf . Hex = _iValue ;
INFO_LOG ( PIXELENGINE , " (w16) ZCONF: %02x " , _iValue ) ;
break ;
case PE_ALPHACONF :
m_AlphaConf . Hex = _iValue ;
INFO_LOG ( PIXELENGINE , " (w16) ALPHACONF: %02x " , _iValue ) ;
break ;
case PE_DSTALPHACONF :
m_DstAlphaConf . Hex = _iValue ;
INFO_LOG ( PIXELENGINE , " (w16) DSTALPHACONF: %02x " , _iValue ) ;
break ;
case PE_ALPHAMODE :
m_AlphaModeConf . Hex = _iValue ;
INFO_LOG ( PIXELENGINE , " (w16) ALPHAMODE: %02x " , _iValue ) ;
break ;
case PE_ALPHAREAD :
m_AlphaRead . Hex = _iValue ;
INFO_LOG ( PIXELENGINE , " (w16) ALPHAREAD: %02x " , _iValue ) ;
break ;
case PE_CTRL_REGISTER :
{
UPECtrlReg tmpCtrl ( _iValue ) ;
if ( tmpCtrl . PEToken ) g_bSignalTokenInterrupt = false ;
if ( tmpCtrl . PEFinish ) g_bSignalFinishInterrupt = false ;
m_Control . PETokenEnable = tmpCtrl . PETokenEnable ;
m_Control . PEFinishEnable = tmpCtrl . PEFinishEnable ;
m_Control . PEToken = 0 ; // this flag is write only
m_Control . PEFinish = 0 ; // this flag is write only
DEBUG_LOG ( PIXELENGINE , " (w16) CTRL_REGISTER: 0x%04x " , _iValue ) ;
UpdateInterrupts ( ) ;
}
break ;
case PE_TOKEN_REG :
PanicAlert ( " (w16) WTF? PowerPC program wrote token: %i " , _iValue ) ;
//only the gx pipeline is supposed to be able to write here
//g_token = _iValue;
break ;
default :
WARN_LOG ( PIXELENGINE , " (w16) unknown %04x @ %08x " , _iValue , _iAddress ) ;
break ;
}
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}
void Write32 ( const u32 _iValue , const u32 _iAddress )
{
WARN_LOG ( PIXELENGINE , " (w32) 0x%08x @ 0x%08x IGNORING... " , _iValue , _iAddress ) ;
}
bool AllowIdleSkipping ( )
{
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return ! SConfig : : GetInstance ( ) . m_LocalCoreStartupParameter . bCPUThread | | ( ! m_Control . PETokenEnable & & ! m_Control . PEFinishEnable ) ;
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}
void UpdateInterrupts ( )
{
// check if there is a token-interrupt
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UpdateTokenInterrupt ( ( g_bSignalTokenInterrupt & m_Control . PETokenEnable ) ) ;
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// check if there is a finish-interrupt
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UpdateFinishInterrupt ( ( g_bSignalFinishInterrupt & m_Control . PEFinishEnable ) ) ;
}
void UpdateTokenInterrupt ( bool active )
{
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ProcessorInterface : : SetInterrupt ( INT_CAUSE_PE_TOKEN , active ) ;
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interruptSetToken = active ;
}
void UpdateFinishInterrupt ( bool active )
{
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ProcessorInterface : : SetInterrupt ( INT_CAUSE_PE_FINISH , active ) ;
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interruptSetFinish = active ;
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}
// TODO(mb2): Refactor SetTokenINT_OnMainThread(u64 userdata, int cyclesLate).
// Think about the right order between tokenVal and tokenINT... one day maybe.
// Cleanup++
// Called only if BPMEM_PE_TOKEN_INT_ID is ack by GP
void SetToken_OnMainThread ( u64 userdata , int cyclesLate )
{
//if (userdata >> 16)
//{
g_bSignalTokenInterrupt = true ;
//_dbg_assert_msg_(PIXELENGINE, (CommandProcessor::fifo.PEToken == (userdata&0xFFFF)), "WTF? BPMEM_PE_TOKEN_INT_ID's token != BPMEM_PE_TOKEN_ID's token" );
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INFO_LOG ( PIXELENGINE , " VIDEO Backend raises INT_CAUSE_PE_TOKEN (btw, token: %04x) " , CommandProcessor : : fifo . PEToken ) ;
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UpdateInterrupts ( ) ;
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CommandProcessor : : interruptTokenWaiting = false ;
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IncrementCheckContextId ( ) ;
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//}
}
void SetFinish_OnMainThread ( u64 userdata , int cyclesLate )
{
g_bSignalFinishInterrupt = 1 ;
UpdateInterrupts ( ) ;
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CommandProcessor : : interruptFinishWaiting = false ;
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CommandProcessor : : isPossibleWaitingSetDrawDone = false ;
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}
// SetToken
// THIS IS EXECUTED FROM VIDEO THREAD
void SetToken ( const u16 _token , const int _bSetTokenAcknowledge )
{
// TODO?: set-token-value and set-token-INT could be merged since set-token-INT own the token value.
if ( _bSetTokenAcknowledge ) // set token INT
{
Big Fifo Commit Part2: Now the fifo is more stable than my first commit, so is time...
- ReImplementing Single Core Mode like Dual Core Mode Style.
- Stage 1: My goal is, we have the Fifo, CommandProccessor code the more clear, maintenible and documented possible. When I quit dolphin I want any developer can continue with the work only reading the code.
* Big Refactoring: A lot of functions was changed the names, and modularized.
Now the FifoLoop and CatchUpGPU does not exist, was replaced by RunGpu() and RunGpuLoop().
The general idea is modeling the code like the real HW. The fifo is only a buffer where the Write Gather Pipe write the commands and from the Graphic Processor read these.
* Big Clean UP a lot of obsolete code and comments was deleted, like DcFakeWachDog, "Fifo very soon hack", etc.
In the stage 2, I will refactoring more code doing emphasis in the division of CommandProcessor, Fifo, Gpu Emulation. Beside I will comment all functions and variables in the code (Don't worry I will ask for English help for this part ;) )
Please test a lot SC mode and DC mode :)
Thank you so much for testing always and the patience. I don't like broke your favorite game but... you must believe me this part is very sensible, I only try to contribute for have a better and stable dolphin emulator.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7185 8ced0084-cf51-0410-be5f-012b33b47a6e
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Common : : AtomicStore ( * ( volatile u32 * ) & CommandProcessor : : fifo . PEToken , _token ) ;
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CommandProcessor : : interruptTokenWaiting = true ;
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CoreTiming : : ScheduleEvent_Threadsafe ( 0 , et_SetTokenOnMainThread , _token | ( _bSetTokenAcknowledge < < 16 ) ) ;
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}
else // set token value
{
// we do it directly from videoThread because of
// Super Monkey Ball
// XXX: No 16-bit atomic store available, so cheat and use 32-bit.
// That's what we've always done. We're counting on fifo.PEToken to be
// 4-byte padded.
Common : : AtomicStore ( * ( volatile u32 * ) & CommandProcessor : : fifo . PEToken , _token ) ;
}
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IncrementCheckContextId ( ) ;
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}
// SetFinish
// THIS IS EXECUTED FROM VIDEO THREAD (BPStructs.cpp) when a new frame has been drawn
void SetFinish ( )
{
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CommandProcessor : : interruptFinishWaiting = true ;
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CoreTiming : : ScheduleEvent_Threadsafe ( 0 , et_SetFinishOnMainThread , 0 ) ;
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INFO_LOG ( PIXELENGINE , " VIDEO Set Finish " ) ;
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IncrementCheckContextId ( ) ;
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}
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//This function is used in CommandProcessor when write CTRL_REGISTER and the new fifo is attached.
void ResetSetFinish ( )
{
//if SetFinish happened but PE_CTRL_REGISTER not, I reset the interrupt else
//remove event from the queque
if ( g_bSignalFinishInterrupt )
{
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UpdateFinishInterrupt ( false ) ;
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g_bSignalFinishInterrupt = false ;
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}
else
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{
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CoreTiming : : RemoveEvent ( et_SetFinishOnMainThread ) ;
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}
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CommandProcessor : : interruptFinishWaiting = false ;
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}
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void ResetSetToken ( )
{
if ( g_bSignalTokenInterrupt )
{
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UpdateTokenInterrupt ( false ) ;
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g_bSignalTokenInterrupt = false ;
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}
else
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{
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CoreTiming : : RemoveEvent ( et_SetTokenOnMainThread ) ;
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}
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CommandProcessor : : interruptTokenWaiting = false ;
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}
- I've fixed possibles random hangs in DC mode.
- I've fixed hangs in DC mode in (Simpsons, Monkey Island, Pokemon XD, etc)
- I've implemented accurate manage of Pixel Engine Interrupts, now the GPU loop is stopped when a PE Interrupt needs to be managed and resume when Pixel Engine finish,
I think now, the Fifo in DC mode is more accurate than SC mode. :)
Time to close the big fifo Issue 3694 (snif), please if you have a possible fifo issue report this like a game issue.
I was working with Skid_AU together, especially thanks for him.
Test a lot all games, and compare the performance with the master maybe this accuracy has a cost (not a lot).
I think now the fifo is very stable, overflow fixed, random hang fixed, if you have a game with a hang with this rev and not in master please report this.
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bool WaitingForPEInterrupt ( )
{
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return ! CommandProcessor : : waitingForPEInterruptDisable & & ( CommandProcessor : : interruptFinishWaiting | | CommandProcessor : : interruptTokenWaiting | | interruptSetFinish | | interruptSetToken ) ;
- I've fixed possibles random hangs in DC mode.
- I've fixed hangs in DC mode in (Simpsons, Monkey Island, Pokemon XD, etc)
- I've implemented accurate manage of Pixel Engine Interrupts, now the GPU loop is stopped when a PE Interrupt needs to be managed and resume when Pixel Engine finish,
I think now, the Fifo in DC mode is more accurate than SC mode. :)
Time to close the big fifo Issue 3694 (snif), please if you have a possible fifo issue report this like a game issue.
I was working with Skid_AU together, especially thanks for him.
Test a lot all games, and compare the performance with the master maybe this accuracy has a cost (not a lot).
I think now the fifo is very stable, overflow fixed, random hang fixed, if you have a game with a hang with this rev and not in master please report this.
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}
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void ResumeWaitingForPEInterrupt ( )
{
interruptSetFinish = false ;
interruptSetToken = false ;
CommandProcessor : : interruptFinishWaiting = false ;
CommandProcessor : : interruptTokenWaiting = false ;
}
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} // end of namespace PixelEngine