Commit Graph

12 Commits

Author SHA1 Message Date
Billy Laws
c1aec00ed1 Rework GPFIFO pushing to optimise performance and accuracy
* Pushbuffer data is now stored in a member buffer to avoid reallocating
  it for each pushbuffer which hampered performance before.
* Don't prefetch pushbuffers as it puts unnecessary load on the guest
  thread that is better suited for the GPFIFO thread.
* Clean up some misc code to avoid pointless casts of a 4 byte object
  and handle GPFIFO control opcodes.
2021-03-05 23:54:32 +05:30
◱ PixelyIon
bc5c094860 Fix CircularQueue + NPDM ACI0 & Kernel Capability Parsing 2020-11-22 23:56:17 +05:30
Billy Laws
8bf08ed66f Fix CircularQueue and improve debug logging + exefs loading
CircularQueue was looping around too early resulting in the wrong
pushbuffers being used. The debug logging is useful for interpreting the
GPU method call logs.

Exefs loading was changed to check if an NSO exists before trying to
read it, preventing exceptions that get annoying while debugging.
2020-11-22 23:56:17 +05:30
◱ PixelyIon
668f623256 Implement Exceptional Signal Handler + Fix Destruction Behavior
An exceptional signal handler allows us to convert an OS signal into a C++ exception, this allows us to alleviate a lot of crashes that would otherwise occur from signals being thrown during execution of games and be able to handle them gracefully.
2020-11-22 23:56:17 +05:30
◱ PixelyIon
3cde568c51 Run Guest on Main Emulator Thread + Remove Mutex/GroupMutex + Introduce PresentationEngine 2020-11-22 23:56:17 +05:30
◱ PixelyIon
4070686897 Refactor Comments + Other Minor Fixes 2020-10-02 15:28:48 +00:00
◱ PixelyIon
2764bd7c96 Use Vector for Kernel Handles + Remove Redundant Includes 2020-10-02 15:28:48 +00:00
◱ PixelyIon
20559c5dca Introduce Custom Span Class + IPC Buffer -> Span 2020-10-02 15:28:48 +00:00
◱ PixelyIon
1a58a2e967 Implement Rumble Support for Controllers and Device Vibrators 2020-09-06 15:31:20 +00:00
Billy Laws
e5264f7762 Address review comments 2020-08-15 10:21:41 +00:00
Billy Laws
cf468c20e2 Extend the GPFIFO implementation with support for engines and fix a few
bugs

An engine is effectively a HW block in the GPU, the main one is the
Maxwell 3D which is used for 3D graphics. Engines can be bound to
individual subchannels and then methods within them can be called
through pushbuffers.

The engine side of the GPFIO is also included, it currently does nothing
but will need to be extended in the future with semaphores.
2020-08-15 10:21:41 +00:00
Billy Laws
9fd0dd848b Add support for processing GP Entries and the pushbuffers they contain
This is the backbone of the GPU, in the future this will be expanded to
support calling into engines.
2020-08-15 10:21:41 +00:00