Commit Graph

48 Commits

Author SHA1 Message Date
degasus 3787af9ee9 CommandProcessor: Limit scope of ugly SCPFifoStruct.
It's only used as an interface between two classes. So no need to declare
it in the backend export header.
2017-01-27 19:04:56 +01:00
Mat M ccfc081697 Merge pull request #4245 from aldelaro5/logs-levels-changes
Lots of Logs levels changes (also enable INFO level in every build)
2016-10-02 16:51:44 -04:00
aldelaro5 f0aa9b3751 Reorganise a ton of logs level
Most of this commits changes performance decreasing logs from info to debug and also cleans up innacurate levels.
2016-10-01 15:50:28 -04:00
degasus 735da0ed69 Fifo: Use SyncGPU timings for single core. 2016-09-17 16:25:13 +02:00
EmptyChaos aa16282516 Core: Change CoreTiming event key from int to EventType*
Replace 'int' keys with something that carries type information.
Performance is neutral.
2016-09-03 14:55:44 +10:00
Lioncash 5635d4b709 Fifo: Make SyncGPUReason an enum class 2016-08-18 22:35:58 -04:00
JosJuice 3443a10030 CoreTiming: Merge ScheduleEvent variants into one function
Now Core::IsCPUThread() only gets called once when using the AnyThread
variant. Also, I think the enum approach makes calling code clearer.
2016-08-11 12:45:57 +02:00
Léo Lam dca22e08eb Use Common::Flag and Common::Event when possible
Replaces old and simple usages of std::atomic<bool> with Common::Flag
(which was introduced after the initial usage), so it's clear that
the variable is a flag and because Common::Flag is well tested.

This also replaces the ready logic in WiimoteReal with Common::Event
since it was basically just unnecessarily reimplementing Common::Event.
2016-08-10 16:08:15 +02:00
degasus 367e1b4d4c PixelEngine: Drop write-only variables. 2016-08-10 10:07:53 +02:00
degasus 7833ff25df VideoBackends: Merge Initialize and Shutdown functions. 2016-06-26 12:34:59 +02:00
degasus 4c5f8f9c91 CoreTiming: Drop ProcessFifoWaitEvents.
globalTimer is only written in Advance, so this function has no function.
2016-06-26 11:29:25 +02:00
Pierre Bourdon 3570c7f03a Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
Scott Mansell 5e50c37c13 Alternative fix: promote cycleslate to an s64 everywhere.
Also changed a few functions to be static.
2016-04-10 02:13:06 +12:00
Lioncash 32ce2be2bf Fifo: Make g_use_deterministic_gpu_thread a TU-local variable 2016-01-25 05:24:03 -05:00
Lioncash d9fec92628 VideoCommon: Header cleanup
Also remedies places where the video backends and core rely on things
being indirectly included.
2016-01-17 20:11:45 -05:00
degasus 5f244abf28 Fifo: Create a "Fifo" namespace. 2016-01-12 23:28:26 +01:00
degasus c375111076 Options: merge SCoreStartupParameter into SConfig 2015-06-12 19:07:45 +02:00
degasus d31bed8b79 Fifo: Rewrite SyncGpu
The new implementation has 3 options:
 SyncGpuMaxDistance
 SyncGpuMinDistance
 SyncGpuOverclock

The MaxDistance controlls how many CPU cycles the CPU is allowed to be in front
of the GPU. Too low values will slow down extremly, too high values are as
unsynchronized and half of the games will crash.
The -MinDistance (negative) set how many cycles the GPU is allowed to be in
front of the CPU. As we are used to emulate an infinitiv fast GPU, this may be
set to any high (negative) number.

The last parameter is to hack a faster (>1.0) or slower(<1.0) GPU. As we don't
emulate GPU timing very well (eg skip the timings of the pixel stage completely),
an overclock factor of ~0.5 is often much more accurate than 1.0
2015-06-08 23:16:24 +02:00
degasus 02a3a063c3 Fifo: Extract syncing loop
It's now a new helper function within common.
2015-05-30 12:58:09 +02:00
Lioncash 1ba3b4e7ac CommandProcessor: Replace volatile usages with atomics
Also remove said variables from being globals.
2015-05-27 03:53:29 -04:00
Tillmann Karras 30ebb2459e Set copyright year to when a file was created 2015-05-25 13:22:31 +02:00
Tillmann Karras cefcb0ace9 Update license headers to GPLv2+ 2015-05-25 13:22:31 +02:00
degasus d2c62b1744 Fifo: only sleep once within every ms of emulated time 2015-04-06 12:35:35 +02:00
degasus b020ae1c5d Fifo: rewrite sync on idle skipping hack
Now it's done without a busy loop
2015-04-06 12:35:35 +02:00
degasus 279c657cda Fifo: Replace busy loop with condition variable 2015-04-06 12:35:27 +02:00
Justin Chadwick 51b26f3397 Remove AtBreakpoint() from ReadIdle. Fixes Rogue Squadron 2 without
Breaking Gladius
2014-12-27 19:16:50 -05:00
skidau ca3e5ce5e1 Added an exception check when the game is close to overflowing. Fixes the fifo overflow that occurs in Battalion Wars 2.
Changed the CPEnd loop check to an exact match.
2014-11-19 12:48:09 +11:00
skidau 3d448e49c6 Update CPStatus before processing the FIFO events and force an exception check on interrupts.
Added more information into the FIFO unknown opcode error message.
2014-11-19 12:48:08 +11:00
skidau b2c02e216c Separated out the CPU and GPU thread path to avoid clobbering.
Removed the Eternal Darkness check as it is no longer required.

Fixes issue 7835.
2014-11-19 12:48:08 +11:00
comex 2eebdff01b Remove useless STACKALIGN macro.
It only ever did anything on 32-bit OS X.

Anyway, it wasn't even on the right functions, and these days
ABI_PushRegistersAndAdjustStack should handle maintaining the ABI
correctly.
2014-09-30 01:42:47 -04:00
skidau 007ba13cfa Merge pull request #1144 from skidau/fifo-linked
Moved the linking of the FIFO CPWritePointer near where CPWritePointer gets updated
2014-09-29 13:52:33 +10:00
comex 65af90669b Add the 'desynced GPU thread' mode.
It's a relatively big commit (less big with -w), but it's hard to test
any of this separately...

The basic problem is that in netplay or movies, the state of the CPU
must be deterministic, including when the game receives notification
that the GPU has processed FIFO data.  Dual core mode notifies the game
whenever the GPU thread actually gets around to doing the work, so it
isn't deterministic.  Single core mode is because it notifies the game
'instantly' (after processing the data synchronously), but it's too slow
for many systems and games.

My old dc-netplay branch worked as follows: everything worked as normal
except the state of the CP registers was a lie, and the CPU thread only
delivered results when idle detection triggered (waiting for the GPU if
they weren't ready at that point).  Usually, a game is idle iff all the
work for the frame has been done, except for a small amount of work
depending on the GPU result, so neither the CPU or the GPU waiting on
the other affected performance much.  However, it's possible that the
game could be waiting for some earlier interrupt, and any of several
games which, for whatever reason, never went into a detectable idle
(even when I tried to improve the detection) would never receive results
at all.  (The current method should have better compatibility, but it
also has slightly higher overhead and breaks some other things, so I
want to reimplement this, hopefully with less impact on the code, in the
future.)

With this commit, the basic idea is that the CPU thread acts as if the
work has been done instantly, like single core mode, but actually hands
it off asynchronously to the GPU thread (after backing up some data that
the game might change in memory before it's actually done).  Since the
work isn't done, any feedback from the GPU to the CPU, such as real
XFB/EFB copies (virtual are OK), EFB pokes, performance queries, etc. is
broken; but most games work with these options disabled, and there is no
need to try to detect what the CPU thread is doing.

Technically: when the flag g_use_deterministic_gpu_thread (currently
stuck on) is on, the CPU thread calls RunGpu like in single core mode.
This function synchronously copies the data from the FIFO to the
internal video buffer and updates the CP registers, interrupts, etc.
However, instead of the regular ReadDataFromFifo followed by running the
opcode decoder, it runs ReadDataFromFifoOnCPU ->
OpcodeDecoder_Preprocess, which relatively quickly scans through the
FIFO data, detects SetFinish calls etc., which are immediately fired,
and saves certain associated data from memory (e.g. display lists) in
AuxBuffers (a parallel stream to the main FIFO, which is a bit slow at
the moment), before handing the data off to the GPU thread to actually
render.  That makes up the bulk of this commit.

In various circumstances, including the aforementioned EFB pokes and
performance queries as well as swap requests (i.e. the end of a frame -
we don't want the CPU potentially pumping out frames too quickly and the
GPU falling behind*), SyncGPU is called to wait for actual completion.

The overhead mainly comes from OpcodeDecoder_Preprocess (which is,
again, synchronous), as well as the actual copying.

Currently, display lists and such are escrowed from main memory even
though they usually won't change over the course of a frame, and
textures are not even though they might, resulting in a small chance of
graphical glitches.  When the texture locking (i.e. fault on write) code
lands, I can make this all correct and maybe a little faster.

* This suggests an alternate determinism method of just delaying results
until a short time before the end of each frame.  For all I know this
might mostly work - I haven't tried it - but if any significant work
hinges on the competion of render to texture etc., the frame will be
missed.
2014-09-28 21:34:29 -04:00
skidau 8c5e12cf02 Moved the linking of the FIFO CPWritePointer near where CPWritePointer gets updated. The CPWritePointer was getting updated while it was in-flight causing Pac-man Party to flicker. Fixes issue 5223. 2014-09-22 16:49:09 +10:00
Rohit Nirmal fbc64984ca Include CommonTypes.h instead of Common.h. 2014-09-08 15:39:58 -04:00
comex 14125cf951 Refactor SetCpStatus into two functions for from-GPU and from-CPU mode rather than a boolean parameter.
This shouldn't affect functionality.  I'm not sure if the breakpoint
distinction is actually necessary (my commit messages from the old
dc-netplay last year claim that breakpoints are broken anyway, but I
don't remember why), but I don't actually need to change this part of
the code (yet), so I'll stick with the trimmings change for now.
2014-08-26 12:43:39 -04:00
Tillmann Karras 07c7e6f35e CommandProcessor: mark some functions as static 2014-08-25 21:09:42 +02:00
degasus 6d3f249dcc mark all local variables as static 2014-07-11 16:10:20 +02:00
degasus 22e1aa5bb4 mark all local functions as static 2014-07-11 16:07:23 +02:00
magumagu 0aecd9504e Video backends: remove dead code. 2014-06-01 01:56:09 -07:00
Matthew Parlane 31cfc73a09 Fixes spacing for "for", "while", "switch" and "if"
Also moved && and || to ends of lines instead of start.
Fixed misc vertical alignments and some { needed newlining.
2014-03-11 00:35:07 +13:00
Pierre Bourdon ffe588cc24 Fix more header sorting issues in VideoCommon/ (now check-includes clean). 2014-02-20 01:01:10 +01:00
Pierre Bourdon 362dec9c7c Dolphin now builds on Linux with only Source/Core as include dir 2014-02-18 12:18:47 +01:00
Lioncash 3fd87a7636 Second and final pass of clearing out tabs. 2014-02-17 02:19:41 -05:00
Lioncash 6c4ee1753a Fix some vertical alignments
ie. uses spaces for alignment.
2014-02-16 20:12:05 -05:00
Pierre Bourdon 92f8d93e96 Remove the old MMIO access "interface". 2014-02-16 19:22:40 +01:00
Pierre Bourdon 4129b30494 MMIO: Port the VideoCommon CP MMIOs to the new interface (and provide framework for other video related mappings). 2014-02-16 19:22:40 +01:00
degasus 010a0d481a VideoCommon: remove Cache Displaylist
This option was known to break every second game and only boost a bit.
It also seems to be broken because of streaming into pinned memory and buffer storage buffers.

v2: also remove dlc_desc
2014-01-31 07:30:55 +01:00
Jasper St. Pierre 34692ab826 Remove unnecessary Src/ folders 2013-12-31 14:03:19 -05:00