This commit fix games hanging because of my prior Revision c2e6fdf09f
The external exceptions in dolphin are checking frequently but is different to real HW, so sometime the game is in a loop checking GPU STATUS, the exceptions doesn't checked, and the game hang.\
For solve this I need a trick: still waiting for the exception handler be linked but if CommandProcecsor is reading the GPStatus, resume this.
This fixed "TimeSplitters: Future Perfect" broken in the Revision c2e6fdf09f
and surely others games.
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@ -574,7 +574,7 @@ void ProcessFifoAllDistance()
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if (IsOnThread())
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{
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while (!CommandProcessor::interruptWaiting && fifo.bFF_GPReadEnable &&
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fifo.CPReadWriteDistance && !AtBreakpoint())
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fifo.CPReadWriteDistance && !AtBreakpoint() && !PixelEngine::WaitingForPEInterrupt())
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Common::YieldCPU();
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}
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bProcessFifoAllDistance = false;
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@ -597,10 +597,12 @@ void SetCpStatusRegister()
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m_CPStatusReg.Breakpoint = fifo.bFF_Breakpoint;
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m_CPStatusReg.ReadIdle = (fifo.CPReadPointer == fifo.CPWritePointer) || (fifo.CPReadPointer == fifo.CPBreakpoint) ;
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m_CPStatusReg.CommandIdle = !fifo.CPReadWriteDistance || (IsOnThread() && PixelEngine::WaitingForPEInterrupt());
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m_CPStatusReg.CommandIdle = !fifo.CPReadWriteDistance;
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m_CPStatusReg.UnderflowLoWatermark = fifo.bFF_LoWatermark;
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m_CPStatusReg.OverflowHiWatermark = fifo.bFF_HiWatermark;
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PixelEngine::ResumeWaitingForPEInterrupt();
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INFO_LOG(COMMANDPROCESSOR,"\t Read from STATUS_REGISTER : %04x", m_CPStatusReg.Hex);
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DEBUG_LOG(COMMANDPROCESSOR, "(r) status: iBP %s | fReadIdle %s | fCmdIdle %s | iOvF %s | iUndF %s"
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, m_CPStatusReg.Breakpoint ? "ON" : "OFF"
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@ -609,6 +611,8 @@ void SetCpStatusRegister()
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, m_CPStatusReg.OverflowHiWatermark ? "ON" : "OFF"
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, m_CPStatusReg.UnderflowLoWatermark ? "ON" : "OFF"
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);
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}
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void SetCpControlRegister()
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@ -356,22 +356,16 @@ void UpdateInterrupts()
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void UpdateTokenInterrupt(bool active)
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{
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if(interruptSetToken != active)
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{
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ProcessorInterface::SetInterrupt(INT_CAUSE_PE_TOKEN, active);
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interruptSetToken = active;
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}
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}
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void UpdateFinishInterrupt(bool active)
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{
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if(interruptSetFinish != active)
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{
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ProcessorInterface::SetInterrupt(INT_CAUSE_PE_FINISH, active);
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interruptSetFinish = active;
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if (active)
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State::ProcessRequestedStates(0);
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}
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}
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// TODO(mb2): Refactor SetTokenINT_OnMainThread(u64 userdata, int cyclesLate).
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@ -473,4 +467,12 @@ bool WaitingForPEInterrupt()
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{
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return CommandProcessor::interruptFinishWaiting || CommandProcessor::interruptTokenWaiting || interruptSetFinish || interruptSetToken;
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}
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void ResumeWaitingForPEInterrupt()
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{
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interruptSetFinish = false;
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interruptSetToken = false;
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CommandProcessor::interruptFinishWaiting = false;
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CommandProcessor::interruptTokenWaiting = false;
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}
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} // end of namespace PixelEngine
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@ -81,6 +81,7 @@ void SetFinish(void);
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void ResetSetFinish(void);
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void ResetSetToken(void);
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bool WaitingForPEInterrupt();
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void ResumeWaitingForPEInterrupt();
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// Bounding box functionality. Paper Mario (both) are a couple of the few games that use it.
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extern u16 bbox[4];
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