- I've fixed possibles random hangs in DC mode.

- I've fixed hangs in DC mode in (Simpsons, Monkey Island, Pokemon XD, etc)
- I've implemented accurate manage of Pixel Engine Interrupts, now the GPU loop is stopped when a PE Interrupt needs to be managed and resume when Pixel Engine finish,
I think now, the Fifo in DC mode is more accurate than SC mode. :)

Time to close the big fifo Issue 3694 (snif), please if you have a possible fifo issue report this like a game issue.

I was working with Skid_AU together, especially thanks for him.

Test a lot all games, and compare the performance with the master maybe this accuracy has a cost (not a lot).
I think now the fifo is very stable, overflow fixed, random hang fixed, if you have a game with a hang with this rev and not in master please report this.
This commit is contained in:
marcosvitali 2012-03-08 02:47:55 -03:00
parent b0f75f17ae
commit c2e6fdf09f
4 changed files with 11 additions and 4 deletions

View file

@ -596,8 +596,8 @@ void SetCpStatusRegister()
// Here always there is one fifo attached to the GPU
m_CPStatusReg.Breakpoint = fifo.bFF_Breakpoint;
m_CPStatusReg.ReadIdle = (fifo.CPReadPointer == fifo.CPWritePointer) || (fifo.CPReadPointer == fifo.CPBreakpoint);
m_CPStatusReg.CommandIdle = !fifo.CPReadWriteDistance;
m_CPStatusReg.ReadIdle = (fifo.CPReadPointer == fifo.CPWritePointer) || (fifo.CPReadPointer == fifo.CPBreakpoint) ;
m_CPStatusReg.CommandIdle = !fifo.CPReadWriteDistance || (IsOnThread() && PixelEngine::WaitingForPEInterrupt());
m_CPStatusReg.UnderflowLoWatermark = fifo.bFF_LoWatermark;
m_CPStatusReg.OverflowHiWatermark = fifo.bFF_HiWatermark;
@ -620,6 +620,7 @@ void SetCpControlRegister()
if (!fifo.bFF_GPReadEnable && m_CPCtrlReg.GPReadEnable && !m_CPCtrlReg.BPEnable)
{
ProcessFifoEvents();
PixelEngine::ResetSetFinish();
}

View file

@ -22,6 +22,7 @@
#include "Atomic.h"
#include "OpcodeDecoding.h"
#include "CommandProcessor.h"
#include "PixelEngine.h"
#include "ChunkFile.h"
#include "Fifo.h"
#include "HW/Memmap.h"
@ -137,7 +138,7 @@ void RunGpuLoop()
CommandProcessor::SetCpStatus();
// check if we are able to run this buffer
while (!CommandProcessor::interruptWaiting && fifo.bFF_GPReadEnable && fifo.CPReadWriteDistance && !AtBreakpoint())
while (GpuRunningState && !CommandProcessor::interruptWaiting && fifo.bFF_GPReadEnable && fifo.CPReadWriteDistance && !AtBreakpoint() && !PixelEngine::WaitingForPEInterrupt())
{
if (!GpuRunningState) break;

View file

@ -468,4 +468,9 @@ void ResetSetToken()
}
CommandProcessor::interruptTokenWaiting = false;
}
bool WaitingForPEInterrupt()
{
return CommandProcessor::interruptFinishWaiting || CommandProcessor::interruptTokenWaiting || interruptSetFinish || interruptSetToken;
}
} // end of namespace PixelEngine

View file

@ -80,7 +80,7 @@ void SetToken(const u16 _token, const int _bSetTokenAcknowledge);
void SetFinish(void);
void ResetSetFinish(void);
void ResetSetToken(void);
bool AllowIdleSkipping();
bool WaitingForPEInterrupt();
// Bounding box functionality. Paper Mario (both) are a couple of the few games that use it.
extern u16 bbox[4];