Commit Graph

72 Commits

Author SHA1 Message Date
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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
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3819886e2e Add a way to synchronize with the GPU thread. 2013-08-09 22:41:32 -07:00
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02e301e5fe Add a simple message event system to the GE.
With this, the CPU thread feature now mostly works.
2013-08-09 22:41:31 -07:00
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52ca93aab2 Add mutex locks around list management.
This way we can safely execute lists on a separate thread.
2013-08-09 22:41:31 -07:00
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00fc5ec40e Enable interrupts as a property of the list.
This way there's no behavior change when enqueue is async.
2013-08-07 00:32:30 -07:00
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3aa2db9a8e Simplify ProcessDLQueue() slightly. 2013-08-04 16:31:54 -07:00
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f7a39d1b12 Move ReapplyGfxState() to GPUCommon.
This way it can be overridden, and simplifies some other things.
2013-08-04 15:15:50 -07:00
Henrik Rydgard
a95daf4647 Reduce logspam for some GE signals. doesn't seem to be a problem (although that might change if we paralellize). 2013-06-27 17:49:29 +02:00
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9c85bd92e4 Show statistics for GPU cycles executed per frame. 2013-05-31 10:40:16 -07:00
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46e5b84242 Small opt. for common immediately stalled list. 2013-04-28 14:56:38 -07:00
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597cdbca3f Simplify, don't let InterpretList do downcount. 2013-04-28 14:30:28 -07:00
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1edbfa3212 Use a downcount and fast run loop in the GE. 2013-04-28 14:23:30 -07:00
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5a03888b56 Centralize state and pc changes in the GE.
To make later things easier.
2013-04-28 13:34:29 -07:00
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9208f6389d Avoid calling time_update in GE w/o debug stats.
Just wastes time, especially if the game hammers sceGeListUpdateStallAddr,
which many games do.
2013-04-22 22:04:27 -07:00
Henrik Rydgard
628c223234 GPUCommon: Get rid of prev variable. 2013-04-21 19:32:56 +02:00
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b54eb41041 Don't signal again if a PAUSE handler unstalls.
Basically, if the handler calls sceGeListUpdateStallAddr(), and it hits
a finish (which it might), before we were triggering another PAUSE.

THat's wrong, it should just be a FINISH as usual.
2013-04-20 20:15:47 -07:00
Henrik Rydgard
98daf18d56 Add skeleton code for Windows multitouch, to be filled in by someone who can test :P 2013-04-16 21:14:46 +02:00
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f86e01707f Use a struct for the GE stack entries, cleaner. 2013-04-15 23:06:56 -07:00
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7b184602df Remember the GE offset in the stack on call/ret. 2013-04-15 22:20:49 -07:00
Henrik Rydgard
ea11c36091 Fix a vshader id bit collision, avoid color test when set to 'ALWAYS', zeroinitialize dls. 2013-04-15 22:57:54 +02:00
Henrik Rydgard
cbbc4e2c9e Reset gstate_c.offsetAddr on RET. Fixes some "CALL to illegal address"
(as seen in Flatout for example).
2013-04-15 22:24:30 +02:00
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e45bd32c61 Fix incorrect GPU timing with signal jumps. 2013-04-12 08:57:30 -07:00
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6cbd1b5205 Fix typo, add back state to savestate. 2013-04-09 02:18:09 -07:00
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957394258c Block dlist execution while in virtual progress.
Fixes #1224.

Also, fix drawsync late by a GPU cycle, so interrupts line up.
It would break at least Ys Seven without that.
2013-04-09 00:56:50 -07:00