Unknown W. Brackets
3787471791
Add some initial methods to GPUDebugInterface.
2013-09-22 10:22:33 -07:00
Unknown W. Brackets
eabd8b5302
Add GPU debugging hooks to Host, not yet in use.
2013-09-22 08:14:55 -07:00
Unknown W. Brackets
2e2fa53201
Preseve offsetAddr on stall, instead of reset to 0.
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Only for new lists is it reset to 0, afaict.
2013-09-21 21:01:41 -07:00
Unknown W. Brackets
881cefbc83
A paused list will allow a context save.
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Just not stall, drawing, etc.
2013-09-21 21:01:41 -07:00
Unknown W. Brackets
e10ae1530b
Error and reporting for sceGeBreak's second param.
2013-09-21 21:01:40 -07:00
Unknown W. Brackets
e9db63f61d
Refuse to dequeue a running/completed list.
2013-09-21 15:03:30 -07:00
Unknown W. Brackets
c5a709d039
Don't update stall address on completed lists.
2013-09-21 15:03:30 -07:00
Unknown W. Brackets
e7bd716c71
Allocate ge list ids using round robin.
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Even if you enqueue and then dequeue 0, you don't get it again right away.
2013-09-21 15:03:29 -07:00
Unknown W. Brackets
863eb83e4c
Add support for sceGeGetStack() for debugging.
2013-09-21 10:04:31 -07:00
Unknown W. Brackets
3c954ea0e4
Save the base address in signal calls.
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It's not saved in regular calls but it is in signal ones.
2013-09-21 00:07:49 -07:00
Unknown W. Brackets
9116b879a4
Restore context even without an interrupt.
2013-09-20 21:03:39 -07:00
Unknown W. Brackets
4078dcd917
Support save/restore of context on list run/finish.
2013-09-20 09:51:44 -07:00
Unknown W. Brackets
bd70d04930
Include GE_CMD_PATCHFACING just in case.
2013-09-20 00:45:48 -07:00
Unknown W. Brackets
50e9e45d65
Check version in each DoState() func.
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They bail on PointerWrap error or bad version.
2013-09-14 20:23:03 -07:00
Unknown W. Brackets
8ae6694e1d
Use a waiting thread list in sceGe as well.
2013-09-08 11:57:44 -07:00
Unknown W. Brackets
08b41df6a2
Change a few more log types.
2013-09-07 13:31:14 -07:00
Unknown W. Brackets
8998a1b303
Don't trash a list the GE interrupt handler needs.
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Even after it's marked COMPLETED, the CPU needs it to start and finish the
interrupt. Fixes #2956 , where an existing completed list was not having
its interrupt run correctly.
2013-09-01 12:39:45 -07:00
Unknown W. Brackets
dc9b5156d9
Cleanup comment (broke savestates anyway.)
2013-09-01 00:52:25 -07:00
Unknown W. Brackets
15a0f39fa1
Return yet more errors while inside interrupts.
2013-08-28 23:15:13 -07:00
Unknown W. Brackets
211c2bd955
Refuse a few more waits w/ dispatch/intr disabled.
2013-08-28 22:35:05 -07:00
The Dax
4d9eb24f29
Fix hang in Project Diva 2nd in single-threaded mode. Doesn't seem to affect other games, but I don't have every game in existence, so there could be one or two out there that might break from this.
2013-08-24 21:13:34 -04:00
Unknown W. Brackets
8dbcf6572e
Add some additional reporting.
2013-08-24 11:34:38 -07:00
Henrik Rydgard
520453a5bd
Fix gpu cycle call level counting, of course halving the numbers I mentioned in the previous commit comment.
2013-08-23 11:42:15 +02:00
Henrik Rydgard
dfb91d4532
Track number of GPU commands executed per call level.
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This is to get an idea if it would be beneficial to compile and cache display lists. Looks like it would be for some games, for example in GTA it's often 20k/80k/20k commands per frame - that is 100k executed commands per frame that could potentially just be executed instead of interpreted. Likewise in Wipeout. Of course, this means yet another cache with invalidation issues etc..
2013-08-23 11:29:55 +02:00
Unknown W. Brackets
1ed8edb0d3
Avoid some dangerous hex constant widths.
2013-08-22 23:23:48 -07:00