Unknown W. Brackets
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ded3fb5e12
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Add reporting to a bunch of unimpl functions.
Also some comment/logging fixes along the way.
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2013-05-19 22:12:37 -07:00 |
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raven02
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14f6560fde
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Use CoreTiming::AdvanceQuick();
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2013-05-10 09:38:44 +08:00 |
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Unknown W. Brackets
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8ffbdc32e6
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Eat some cycles in sceGeListUpdateStallAddr().
Another common function. Per real PSP timing.
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2013-05-04 23:42:11 -07:00 |
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Henrik Rydgard
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628c223234
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GPUCommon: Get rid of prev variable.
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2013-04-21 19:32:56 +02:00 |
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Unknown W. Brackets
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a8e8b096e6
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Use regular events for GPU for now, quicker.
There's too much latency in threadsafe events, causing tests to fail.
Might break games too. I guess they need to execute more often...
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2013-04-07 17:52:57 -07:00 |
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Unknown W. Brackets
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6190918158
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Don't allow two drawsyncs to be in play at once.
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2013-04-07 17:37:24 -07:00 |
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Unknown W. Brackets
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5d017829ad
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Make sure lists aren't reused before they complete.
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2013-04-07 17:05:11 -07:00 |
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Unknown W. Brackets
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57770dbd95
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Delay GPU signals and waits to simulate cycles.
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2013-04-07 17:05:11 -07:00 |
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Unknown W. Brackets
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0ca4e5f0a7
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Implement the jump, call, and ret signals.
Still buggy, but more things show...
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2013-04-06 11:03:43 -07:00 |
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Unknown W. Brackets
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376ad80d76
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Implement sync signal in display lists.
Makes dialogs show up in 3rd Birthday.
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2013-04-06 10:12:41 -07:00 |
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Unknown W. Brackets
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dac448dfae
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Implement the pause signal a bit better.
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2013-04-06 09:59:24 -07:00 |
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Unknown W. Brackets
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77311a121d
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Don't listsync until after the signal handler.
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2013-04-06 08:36:03 -07:00 |
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Unknown W. Brackets
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c0f20c2fdd
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If the interrupt is not run, don't flip gpuState.
Technically this is a hack, hopefully can remove it soon.
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2013-04-06 02:30:37 -07:00 |
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Unknown W. Brackets
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c57954a72e
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Implement sceGeDrawSync().
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2013-04-06 02:30:37 -07:00 |
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Unknown W. Brackets
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ef1086413c
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Correct wait signal handling.
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2013-04-05 00:32:35 -07:00 |
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Unknown W. Brackets
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339b444703
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Switch to a fixed size displaylist queue.
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2013-04-05 00:32:34 -07:00 |
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Unknown W. Brackets
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7738b42b9c
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Implement sceGeBreak()/sceGeContinue().
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2013-04-04 00:36:43 -07:00 |
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Unknown W. Brackets
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15cb005a60
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Always trigger FINISH and SIGNAL from END.
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2013-04-03 08:16:43 -07:00 |
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Unknown W. Brackets
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affe91cb3b
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Refactor some GPU methods to return errors.
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2013-03-31 23:57:03 -07:00 |
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Henrik Rydgard
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bf23c6f5e1
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Turn down sceGeContinue and sceGeBreak log level.
We know them and they're mostly used by our own debug overlay.
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2013-03-04 19:52:10 +01:00 |
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Unknown W. Brackets
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51d5b84108
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Fix some misc HLE warnings.
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2013-02-18 09:04:43 -08:00 |
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Unknown W. Brackets
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21483f2d4c
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Cut down on rescheduling in sceGeListEnqueue.
Fixes ClaDun X2.
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2013-02-12 07:45:20 -08:00 |
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Unknown W. Brackets
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430139b12a
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Minimal revert of the GE-related interrupt changes.
Keep most of them, just revert using getList() which isn't cutting it
right now. Fixes #595.
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2013-02-10 02:03:02 -08:00 |
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Unknown W. Brackets
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7c3cb9357e
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Fix crash with GE interrupts.
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2013-02-03 23:22:27 -08:00 |
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Florent Castelli
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8004d360dd
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Interrupt handler reorganization for easier GE interrupt support
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2013-02-04 03:10:01 +01:00 |
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