Commit Graph

561 Commits

Author SHA1 Message Date
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3787471791 Add some initial methods to GPUDebugInterface. 2013-09-22 10:22:33 -07:00
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eabd8b5302 Add GPU debugging hooks to Host, not yet in use. 2013-09-22 08:14:55 -07:00
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2e2fa53201 Preseve offsetAddr on stall, instead of reset to 0.
Only for new lists is it reset to 0, afaict.
2013-09-21 21:01:41 -07:00
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881cefbc83 A paused list will allow a context save.
Just not stall, drawing, etc.
2013-09-21 21:01:41 -07:00
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e10ae1530b Error and reporting for sceGeBreak's second param. 2013-09-21 21:01:40 -07:00
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e9db63f61d Refuse to dequeue a running/completed list. 2013-09-21 15:03:30 -07:00
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c5a709d039 Don't update stall address on completed lists. 2013-09-21 15:03:30 -07:00
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e7bd716c71 Allocate ge list ids using round robin.
Even if you enqueue and then dequeue 0, you don't get it again right away.
2013-09-21 15:03:29 -07:00
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863eb83e4c Add support for sceGeGetStack() for debugging. 2013-09-21 10:04:31 -07:00
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3c954ea0e4 Save the base address in signal calls.
It's not saved in regular calls but it is in signal ones.
2013-09-21 00:07:49 -07:00
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9116b879a4 Restore context even without an interrupt. 2013-09-20 21:03:39 -07:00
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4078dcd917 Support save/restore of context on list run/finish. 2013-09-20 09:51:44 -07:00
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bd70d04930 Include GE_CMD_PATCHFACING just in case. 2013-09-20 00:45:48 -07:00
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50e9e45d65 Check version in each DoState() func.
They bail on PointerWrap error or bad version.
2013-09-14 20:23:03 -07:00
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8ae6694e1d Use a waiting thread list in sceGe as well. 2013-09-08 11:57:44 -07:00
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08b41df6a2 Change a few more log types. 2013-09-07 13:31:14 -07:00
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8998a1b303 Don't trash a list the GE interrupt handler needs.
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
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dc9b5156d9 Cleanup comment (broke savestates anyway.) 2013-09-01 00:52:25 -07:00
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15a0f39fa1 Return yet more errors while inside interrupts. 2013-08-28 23:15:13 -07:00
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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
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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.
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
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1ed8edb0d3 Avoid some dangerous hex constant widths. 2013-08-22 23:23:48 -07:00