Revert the the Fifo changes from r3984 (Pokemon XD still somewhat works) this should fix hangs/desyncs in a couple of games (burnout, metroid, spyro, soulcalibur, nightfire...) see issue 1524
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4442 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -81,7 +81,7 @@ void DoState(PointerWrap &p)
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p.Do(cookie);
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p.Do(cookie);
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if (cookie != 0xBAADBABE + STATE_VERSION)
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if (cookie != 0xBAADBABE + STATE_VERSION)
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{
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{
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PanicAlert("Savestate version mismatch !\nSorry, you can't load states from others revisions.");
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PanicAlert("Savestate version mismatch !\nSorry, you can't load states from other revisions.");
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return;
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return;
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}
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}
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// Begin with video plugin, so that it gets a chance to clear it's caches and writeback modified things to RAM
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// Begin with video plugin, so that it gets a chance to clear it's caches and writeback modified things to RAM
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@ -145,49 +145,63 @@ void Fifo_EnterLoop(const SVideoInitialize &video_initialize)
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{
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{
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Common::AtomicStore(_fifo.CPReadIdle, 0);
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Common::AtomicStore(_fifo.CPReadIdle, 0);
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do
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while (_fifo.bFF_GPReadEnable && _fifo.CPReadWriteDistance)
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{
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{
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if (!fifoStateRun)
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if (!fifoStateRun)
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break;
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break;
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// Get the Read Pointer
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// Create pointer to video data and send it to the VideoPlugin
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// Create pointer to video data and send it to the VideoPlugin
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u32 readPtr = _fifo.CPReadPointer;
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u32 readPtr = _fifo.CPReadPointer;
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// Set distance
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// if we are on BP mode we must send 32B chunks to Video plugin for BP checking
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distToSend = _fifo.bFF_BPEnable ? 32 : _fifo.CPReadWriteDistance;
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// send 1024B chunk max length to have better control over PeekMessages' period
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//distToSend = distToSend > 1024 ? 1024 : distToSend;
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// Get Data based on pointer
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u8 *uData = video_initialize.pGetMemoryPointer(readPtr);
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u8 *uData = video_initialize.pGetMemoryPointer(readPtr);
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// Check Pointer and move pointer
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// if we are on BP mode we must send 32B chunks to Video plugin for BP checking
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if ((distToSend + readPtr) >= _fifo.CPEnd)
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// TODO (mb2): test & check if MP1/MP2 realy need this now.
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if (_fifo.bFF_BPEnable)
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{
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{
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distToSend =_fifo.CPEnd - readPtr;
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if (readPtr == _fifo.CPBreakpoint)
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readPtr = _fifo.CPBase;
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{
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Common::AtomicStore(_fifo.bFF_Breakpoint, 1);
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CommandProcessor::UpdateInterruptsFromVideoPlugin();
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break;
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}
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distToSend = 32;
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readPtr += 32;
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if ( readPtr >= _fifo.CPEnd)
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readPtr = _fifo.CPBase;
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}
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}
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else
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else
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readPtr += distToSend;
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{
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distToSend = _fifo.CPReadWriteDistance;
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// send 1024B chunk max length to have better control over PeekMessages' period
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distToSend = distToSend > 1024 ? 1024 : distToSend;
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if ((distToSend + readPtr) >= _fifo.CPEnd) // TODO: better?
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{
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distToSend =_fifo.CPEnd - readPtr;
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readPtr = _fifo.CPBase;
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}
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else
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readPtr += distToSend;
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}
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// Execute new instructions found in uData
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// Execute new instructions found in uData
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Fifo_SendFifoData(uData, distToSend);
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Fifo_SendFifoData(uData, distToSend);
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//Check BP Mode - Pokemon XD wants this to be called after the pointer move
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// The following condition is what keeps Pokemon XD "sorta booting" weird isn't it ?
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if (_fifo.bFF_BPEnable && (readPtr == _fifo.CPBreakpoint))
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if (_fifo.bFF_BPEnable && (readPtr == _fifo.CPBreakpoint))
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{
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{
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Common::AtomicStore(_fifo.bFF_Breakpoint, 1);
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Common::AtomicStore(_fifo.bFF_Breakpoint, 1);
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CommandProcessor::UpdateInterruptsFromVideoPlugin();
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CommandProcessor::UpdateInterruptsFromVideoPlugin();
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}
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}
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// Update CPReadPointer and RWDistance
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Common::AtomicStore(_fifo.CPReadPointer, readPtr);
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Common::AtomicStore(_fifo.CPReadPointer, readPtr);
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Common::AtomicAdd(_fifo.CPReadWriteDistance, -distToSend);
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Common::AtomicAdd(_fifo.CPReadWriteDistance, -distToSend);
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video_initialize.pPeekMessages();
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} while (_fifo.bFF_GPReadEnable && _fifo.CPReadWriteDistance && !(_fifo.bFF_BPEnable && _fifo.bFF_Breakpoint));
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VideoFifo_CheckEFBAccess();
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VideoFifo_CheckSwapRequest();
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}
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Common::AtomicStore(_fifo.CPReadIdle, 1);
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Common::AtomicStore(_fifo.CPReadIdle, 1);
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CommandProcessor::SetFifoIdleFromVideoPlugin();
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CommandProcessor::SetFifoIdleFromVideoPlugin();
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@ -1042,8 +1042,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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GL_REPORT_ERRORD();
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GL_REPORT_ERRORD();
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// Clear framebuffer
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// Clear framebuffer
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//glClearColor(0, 0, 0, 0);
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glClearColor(0, 0, 0, 0);
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//glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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GL_REPORT_ERRORD();
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GL_REPORT_ERRORD();
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