Commit Graph

95 Commits

Author SHA1 Message Date
Unknown W. Brackets
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
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.
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
raven02
e68ddf671c Temporary fix issue #3167 in non-multithread mode #2 2013-08-15 03:44:20 +08:00
Unknown W. Brackets
49ab98c7fd Use atomic operations on Android + warning fixes. 2013-08-12 08:51:49 -07:00
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cf7c718706 Use a timer to keep gpu/cpu in sync periodically.
Fixes Diva Extend demo, at least, losing FPS.
2013-08-11 13:41:42 -07:00
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e0f699fd5f Use a possibly harmless hack to prevent hangs.
Not sure where the problem is, but this fixes it pretty consistently for
me... seems like lists are somehow not being processed after becoming
processable?
2013-08-10 20:03:43 -07:00
Unknown W. Brackets
26c072df51 Don't wait directly from GPUCommon, do it in sceGe.
Makes debugging a bit easier.
2013-08-10 18:24:40 -07:00
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55c07bdc73 Avoid a possible thread sync issue.
Could be that it's about to wake listsync, does, and then we wait.
2013-08-10 17:18:31 -07:00
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abc396cbe1 Sync the GPU thread on list/draw sync.
Otherwise, the CPU gets ahead (inside the frame) and games get confused.
I don't think there's any good workaround to avoid this.
2013-08-10 15:16:49 -07:00
Unknown W. Brackets
450e4c7fea Factor out event queue logic to a template mixin. 2013-08-10 03:33:09 -07:00
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a80a7690c8 Fix SyncThread() not syncing during last event. 2013-08-09 23:18:37 -07:00
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e82bae3708 Simplify easy_guard to avoid coding errors. 2013-08-09 22:57:53 -07:00
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1226c3dbd9 Try to prevent a deadlock if CPU doesn't NEXTFRAME. 2013-08-09 22:57:53 -07:00
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e71cf2ec7e Don't queue Flush() etc. while on GPU thread.
Oops, that makes it not actually flush properly of course.

Also made a simpler guard wrapper to avoid extra braces in too many
places.  Reduced contention areas slightly.
2013-08-09 22:57:52 -07:00
Unknown W. Brackets
68fb78e203 Be more careful with the stall address.
In case it's moved while running the list.
2013-08-09 22:57:52 -07:00
Unknown W. Brackets
8c69020fa8 Use separate condition vars/locks for GPU sync. 2013-08-09 22:57:51 -07:00
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b0e6967697 Rename UseCPUThread to SeparateCPUThread. 2013-08-09 22:41:33 -07:00
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a56cac1eb3 Bail when CPU thread disabled to ensure good perf. 2013-08-09 22:41:32 -07:00