Example #1
0
void GPUCommon::SlowRunLoop(DisplayList &list)
{
	const bool dumpThisFrame = dumpThisFrame_;
	while (downcount > 0)
	{
		u32 op = Memory::ReadUnchecked_U32(list.pc);
		u32 cmd = op >> 24;

#if defined(USING_QT_UI)
		if (host->GpuStep())
			host->SendGPUWait(cmd, list.pc, &gstate);
#endif

		u32 diff = op ^ gstate.cmdmem[cmd];
		PreExecuteOp(op, diff);
		if (dumpThisFrame) {
			char temp[256];
			u32 prev = Memory::ReadUnchecked_U32(list.pc - 4);
			GeDisassembleOp(list.pc, op, prev, temp);
			NOTICE_LOG(G3D, "%s", temp);
		}
		gstate.cmdmem[cmd] = op;

		ExecuteOp(op, diff);

		list.pc += 4;
		--downcount;
	}
}
Example #2
0
bool GPUCommon::InterpretList(DisplayList &list)
{
	time_update();
	double start = time_now_d();
	currentList = &list;
	// Reset stackptr for safety
	stackptr = 0;
	u32 op = 0;
	prev = 0;
	finished = false;

	if (!Memory::IsValidAddress(list.pc)) {
		ERROR_LOG(G3D, "DL PC = %08x WTF!!!!", list.pc);
		return true;
	}

	while (!finished)
	{
		list.status = PSP_GE_LIST_DRAWING;
		if (list.pc == list.stall)
		{
			list.status = PSP_GE_LIST_STALL_REACHED;
			return false;
		}
		op = Memory::ReadUnchecked_U32(list.pc); //read from memory
		u32 cmd = op >> 24;
		u32 diff = op ^ gstate.cmdmem[cmd];
		PreExecuteOp(op, diff);
		// TODO: Add a compiler flag to remove stuff like this at very-final build time.
		if (dumpThisFrame_) {
			char temp[256];
			GeDisassembleOp(list.pc, op, prev, temp);
			NOTICE_LOG(G3D, "%s", temp);
		}
		gstate.cmdmem[cmd] = op;	 // crashes if I try to put the whole op there??
		
		ExecuteOp(op, diff);
		
		list.pc += 4;
		prev = op;
	}
	time_update();
	gpuStats.msProcessingDisplayLists += time_now_d() - start;
	return true;
}
Example #3
0
void Debugger_Disasm::FillDisplayListCmd(std::map<int,std::string>& data, u32 pc, u32 prev)
{
	u32 curPc = pc;
	int debugLimit = 10000; // Anti crash if this code is bugged
	while(Memory::IsValidAddress(curPc) && debugLimit > 0)
	{
		if(data.find(curPc) != data.end())
			return;

		u32 op = Memory::ReadUnchecked_U32(curPc); //read from memory
		u32 cmd = op >> 24;
		u32 diff = op ^ gstate.cmdmem[cmd];
		char temp[256];
		GeDisassembleOp(curPc, op, prev, temp);
		data[curPc] = temp;
		prev = op;
		if(cmd == GE_CMD_JUMP)
		{
			u32 target = (((gstate.base & 0x00FF0000) << 8) | (op & 0xFFFFFC)) & 0x0FFFFFFF;
			FillDisplayListCmd(data, target, prev);
			return;
		}
		else if(cmd == GE_CMD_CALL)
		{
			u32 target = gstate_c.getRelativeAddress(op & 0xFFFFFF);
			FillDisplayListCmd(data, target, prev);
		}
		else if(cmd == GE_CMD_RET)
		{
			return;
		}
		else if(cmd == GE_CMD_FINISH)
		{
			return;
		}
		else if(cmd == GE_CMD_END)
		{
			if(prev >> 24 == GE_CMD_FINISH)
				return;
		}
		curPc += 4;
		debugLimit--;
	}
}
Example #4
0
bool GPUCommon::InterpretList(DisplayList &list)
{
	time_update();
	double start = time_now_d();
	currentList = &list;
	u32 op = 0;
	prev = 0;
	finished = false;

	// I don't know if this is the correct place to zero this, but something
	// need to do it. See Sol Trigger title screen.
	gstate_c.offsetAddr = 0;

	if (!Memory::IsValidAddress(list.pc)) {
		ERROR_LOG(G3D, "DL PC = %08x WTF!!!!", list.pc);
		return true;
	}
#if defined(USING_QT_UI)
		if(host->GpuStep())
		{
			host->SendGPUStart();
		}
#endif

	while (!finished)
	{
		list.status = PSP_GE_LIST_DRAWING;
		if (list.pc == list.stall)
		{
			list.status = PSP_GE_LIST_STALL_REACHED;
			return false;
		}

		op = Memory::ReadUnchecked_U32(list.pc); //read from memory
		u32 cmd = op >> 24;

#if defined(USING_QT_UI)
		if(host->GpuStep())
		{
			host->SendGPUWait(cmd, list.pc, &gstate);
		}
#endif
		u32 diff = op ^ gstate.cmdmem[cmd];
		PreExecuteOp(op, diff);
		// TODO: Add a compiler flag to remove stuff like this at very-final build time.
		if (dumpThisFrame_) {
			char temp[256];
			GeDisassembleOp(list.pc, op, prev, temp);
			NOTICE_LOG(HLE, "%s", temp);
		}
		gstate.cmdmem[cmd] = op;	 // crashes if I try to put the whole op there??
		
		ExecuteOp(op, diff);
		
		list.pc += 4;
		prev = op;
	}
	time_update();
	gpuStats.msProcessingDisplayLists += time_now_d() - start;
	return true;
}
Example #5
0
bool GPUCommon::InterpretList(DisplayList &list)
{
	// TODO: This has to be right... but it freezes right now?
	//if (list.state == PSP_GE_DL_STATE_PAUSED)
	//	return false;

	time_update();
	double start = time_now_d();
	currentList = &list;
	u32 op = 0;
	prev = 0;
	gpuState = GPUSTATE_RUNNING;

	// I don't know if this is the correct place to zero this, but something
	// need to do it. See Sol Trigger title screen.
	gstate_c.offsetAddr = 0;

	if (!Memory::IsValidAddress(list.pc)) {
		ERROR_LOG_REPORT(G3D, "DL PC = %08x WTF!!!!", list.pc);
		return true;
	}
#if defined(USING_QT_UI)
	if(host->GpuStep())
	{
		host->SendGPUStart();
	}
#endif

	cycleLastPC = list.pc;
	list.state = PSP_GE_DL_STATE_RUNNING;
	list.interrupted = false;

	while (gpuState == GPUSTATE_RUNNING)
	{
		if (list.pc == list.stall)
		{
			gpuState = GPUSTATE_STALL;
			break;
		}

		op = Memory::ReadUnchecked_U32(list.pc); //read from memory
		u32 cmd = op >> 24;

#if defined(USING_QT_UI)
		if(host->GpuStep())
		{
			host->SendGPUWait(cmd, list.pc, &gstate);
		}
#endif
		u32 diff = op ^ gstate.cmdmem[cmd];
		PreExecuteOp(op, diff);
		// TODO: Add a compiler flag to remove stuff like this at very-final build time.
		if (dumpThisFrame_) {
			char temp[256];
			GeDisassembleOp(list.pc, op, prev, temp);
			NOTICE_LOG(HLE, "%s", temp);
		}
		gstate.cmdmem[cmd] = op;
		
		ExecuteOp(op, diff);
		
		list.pc += 4;
		prev = op;
	}

	UpdateCycles(list.pc);

	time_update();
	gpuStats.msProcessingDisplayLists += time_now_d() - start;
	return gpuState == GPUSTATE_DONE || gpuState == GPUSTATE_ERROR;
}