Commit Graph

89 Commits

Author SHA1 Message Date
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5e363bcbd2 Don't allow gpu->Flush() to be called publicly. 2013-08-09 22:57:54 -07:00
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4803f72b36 Add a "multithreaded" UI option on Windows.
Not on other platforms since not yet tested.
2013-08-09 22:57:50 -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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b1344f8254 Get rid of CoreTiming::AdvanceQuick().
It basically existed for savestates, so no longer needed.
Fixes issues with events not running when they should.
2013-08-07 00:32:29 -07:00
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b298432e8f Use threadsafe events for GE communication.
Hopefully this doesn't cause problems again for 3rd Birthday or FF Type-0.
Kinda need it.
2013-08-07 00:32:28 -07:00
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9e94f9a896 Specify memory layout endianness in sceGe. 2013-07-29 22:47:37 -07:00
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ded3fb5e12 Add reporting to a bunch of unimpl functions.
Also some comment/logging fixes along the way.
2013-05-19 22:12:37 -07:00
raven02
14f6560fde Use CoreTiming::AdvanceQuick(); 2013-05-10 09:38:44 +08:00
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8ffbdc32e6 Eat some cycles in sceGeListUpdateStallAddr().
Another common function.  Per real PSP timing.
2013-05-04 23:42:11 -07:00
Henrik Rydgard
628c223234 GPUCommon: Get rid of prev variable. 2013-04-21 19:32:56 +02:00
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a8e8b096e6 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...
2013-04-07 17:52:57 -07:00
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6190918158 Don't allow two drawsyncs to be in play at once. 2013-04-07 17:37:24 -07:00
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5d017829ad Make sure lists aren't reused before they complete. 2013-04-07 17:05:11 -07:00
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57770dbd95 Delay GPU signals and waits to simulate cycles. 2013-04-07 17:05:11 -07:00
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0ca4e5f0a7 Implement the jump, call, and ret signals.
Still buggy, but more things show...
2013-04-06 11:03:43 -07:00
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376ad80d76 Implement sync signal in display lists.
Makes dialogs show up in 3rd Birthday.
2013-04-06 10:12:41 -07:00
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dac448dfae Implement the pause signal a bit better. 2013-04-06 09:59:24 -07:00
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77311a121d Don't listsync until after the signal handler. 2013-04-06 08:36:03 -07:00
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c0f20c2fdd If the interrupt is not run, don't flip gpuState.
Technically this is a hack, hopefully can remove it soon.
2013-04-06 02:30:37 -07:00
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c57954a72e Implement sceGeDrawSync(). 2013-04-06 02:30:37 -07:00
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ef1086413c Correct wait signal handling. 2013-04-05 00:32:35 -07:00
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339b444703 Switch to a fixed size displaylist queue. 2013-04-05 00:32:34 -07:00
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7738b42b9c Implement sceGeBreak()/sceGeContinue(). 2013-04-04 00:36:43 -07:00
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15cb005a60 Always trigger FINISH and SIGNAL from END. 2013-04-03 08:16:43 -07:00
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affe91cb3b Refactor some GPU methods to return errors. 2013-03-31 23:57:03 -07:00