FifoPlayer: Wait after clearing the screen
If we don't wait, then the copy will be performed at a later time, which may overwrite memory updates.
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@ -214,6 +214,9 @@ public:
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void Init() override
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{
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IsPlayingBackFifologWithBrokenEFBCopies = m_parent->m_File->HasBrokenEFBCopies();
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// Without this call, we deadlock in initialization in dual core, as the FIFO is disabled and
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// thus ClearEfb()'s call to WaitForGPUInactive() never returns
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CPU::EnableStepping(false);
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m_parent->m_CurrentFrame = m_parent->m_FrameRangeStart;
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m_parent->LoadMemory();
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@ -422,13 +425,7 @@ void FifoPlayer::WriteFrame(const FifoFrameInfo& frame, const AnalyzedFrameInfo&
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}
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FlushWGP();
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// Sleep while the GPU is active
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while (!IsIdleSet() && CPU::GetState() != CPU::State::PowerDown)
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{
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CoreTiming::Idle();
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CoreTiming::Advance();
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}
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WaitForGPUInactive();
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}
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void FifoPlayer::WriteFramePart(const FramePart& part, u32* next_mem_update,
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@ -603,6 +600,10 @@ void FifoPlayer::ClearEfb()
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LoadBPReg(BPMEM_EFB_WH, m_File->GetBPMem()[BPMEM_EFB_WH]);
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LoadBPReg(BPMEM_MIPMAP_STRIDE, m_File->GetBPMem()[BPMEM_MIPMAP_STRIDE]);
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LoadBPReg(BPMEM_EFB_ADDR, m_File->GetBPMem()[BPMEM_EFB_ADDR]);
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// Wait for the EFB copy to finish. That way, the EFB copy (which will be performed at a later
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// time) won't clobber any memory updates.
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FlushWGP();
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WaitForGPUInactive();
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}
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void FifoPlayer::LoadMemory()
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@ -695,6 +696,16 @@ void FifoPlayer::FlushWGP()
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GPFifo::ResetGatherPipe();
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}
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void FifoPlayer::WaitForGPUInactive()
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{
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// Sleep while the GPU is active
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while (!IsIdleSet() && CPU::GetState() != CPU::State::PowerDown)
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{
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CoreTiming::Idle();
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CoreTiming::Advance();
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}
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}
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void FifoPlayer::LoadBPReg(u8 reg, u32 value)
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{
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GPFifo::Write8(0x61); // load BP reg
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@ -159,6 +159,7 @@ private:
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void WritePI(u32 address, u32 value);
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void FlushWGP();
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void WaitForGPUInactive();
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void LoadBPReg(u8 reg, u32 value);
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void LoadCPReg(u8 reg, u32 value);
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