mirror of https://github.com/PCSX2/pcsx2.git
896 lines
27 KiB
C++
896 lines
27 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2010 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "Common.h"
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#include <list>
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#include <wx/datetime.h>
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#include "GS.h"
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#include "Gif_Unit.h"
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#include "MTVU.h"
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#include "Elfheader.h"
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// Uncomment this to enable profiling of the GS RingBufferCopy function.
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//#define PCSX2_GSRING_SAMPLING_STATS
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using namespace Threading;
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#if 0 //PCSX2_DEBUG
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# define MTGS_LOG Console.WriteLn
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#else
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# define MTGS_LOG(...) do {} while (0)
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#endif
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// =====================================================================================================
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// MTGS Threaded Class Implementation
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// =====================================================================================================
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__aligned(32) MTGS_BufferedData RingBuffer;
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extern bool renderswitch;
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#ifdef RINGBUF_DEBUG_STACK
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#include <list>
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std::list<uint> ringposStack;
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#endif
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SysMtgsThread::SysMtgsThread() :
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SysThreadBase()
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#ifdef RINGBUF_DEBUG_STACK
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, m_lock_Stack()
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#endif
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{
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m_name = L"MTGS";
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// All other state vars are initialized by OnStart().
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}
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void SysMtgsThread::OnStart()
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{
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m_PluginOpened = false;
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m_ReadPos = 0;
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m_WritePos = 0;
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m_RingBufferIsBusy = false;
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m_packet_size = 0;
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m_packet_writepos = 0;
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m_QueuedFrameCount = 0;
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m_VsyncSignalListener = false;
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m_SignalRingEnable = false;
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m_SignalRingPosition = 0;
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m_CopyDataTally = 0;
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_parent::OnStart();
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}
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SysMtgsThread::~SysMtgsThread() throw()
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{
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try {
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_parent::Cancel();
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}
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DESTRUCTOR_CATCHALL
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}
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void SysMtgsThread::OnResumeReady()
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{
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m_sem_OpenDone.Reset();
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}
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void SysMtgsThread::ResetGS()
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{
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pxAssertDev( !IsOpen() || (m_ReadPos == m_WritePos), "Must close or terminate the GS thread prior to gsReset." );
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// MTGS Reset process:
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// * clear the ringbuffer.
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// * Signal a reset.
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// * clear the path and byRegs structs (used by GIFtagDummy)
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m_ReadPos = m_WritePos.load();
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m_QueuedFrameCount = 0;
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m_VsyncSignalListener = 0;
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MTGS_LOG( "MTGS: Sending Reset..." );
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SendSimplePacket( GS_RINGTYPE_RESET, 0, 0, 0 );
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SendSimplePacket( GS_RINGTYPE_FRAMESKIP, 0, 0, 0 );
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SetEvent();
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}
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struct RingCmdPacket_Vsync
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{
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u8 regset1[0x0f0];
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u32 csr;
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u32 imr;
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GSRegSIGBLID siglblid;
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};
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void SysMtgsThread::PostVsyncStart()
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{
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// Optimization note: Typically regset1 isn't needed. The regs in that area are typically
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// changed infrequently, usually during video mode changes. However, on modern systems the
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// 256-byte copy is only a few dozen cycles -- executed 60 times a second -- so probably
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// not worth the effort or overhead of trying to selectively avoid it.
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uint packsize = sizeof(RingCmdPacket_Vsync) / 16;
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PrepDataPacket(GS_RINGTYPE_VSYNC, packsize);
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MemCopy_WrappedDest( (u128*)PS2MEM_GS, RingBuffer.m_Ring, m_packet_writepos, RingBufferSize, 0xf );
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u32* remainder = (u32*)GetDataPacketPtr();
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remainder[0] = GSCSRr;
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remainder[1] = GSIMR._u32;
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(GSRegSIGBLID&)remainder[2] = GSSIGLBLID;
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m_packet_writepos = (m_packet_writepos + 1) & RingBufferMask;
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SendDataPacket();
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// Vsyncs should always start the GS thread, regardless of how little has actually be queued.
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if (m_CopyDataTally != 0) SetEvent();
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// If the MTGS is allowed to queue a lot of frames in advance, it creates input lag.
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// Use the Queued FrameCount to stall the EE if another vsync (or two) are already queued
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// in the ringbuffer. The queue limit is disabled when both FrameLimiting and Vsync are
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// disabled, since the queue can have perverse effects on framerate benchmarking.
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// Edit: It's possible that MTGS is that much faster than the GS plugin that it creates so much lag,
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// a game becomes uncontrollable (software rendering for example).
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// For that reason it's better to have the limit always in place, at the cost of a few max FPS in benchmarks.
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// If those are needed back, it's better to increase the VsyncQueueSize via PCSX_vm.ini.
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// (The Xenosaga engine is known to run into this, due to it throwing bulks of data in one frame followed by 2 empty frames.)
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if ((m_QueuedFrameCount.fetch_add(1) < EmuConfig.GS.VsyncQueueSize) /*|| (!EmuConfig.GS.VsyncEnable && !EmuConfig.GS.FrameLimitEnable)*/) return;
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m_VsyncSignalListener.store(true, std::memory_order_release);
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//Console.WriteLn( Color_Blue, "(EEcore Sleep) Vsync\t\tringpos=0x%06x, writepos=0x%06x", m_ReadPos.load(), m_WritePos.load() );
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// We will wait a vsync event from the MTGS ring. If the ring is already purged, the event will never come !
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// To avoid this potential deadlock, ring must be wake up after m_VsyncSignalListener
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// Note: potentially we can also miss the previous wake up if we optimize away the post just before the release of busy signal of the ring
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// So let's ensure the ring doesn't sleep
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m_sem_event.Post();
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m_sem_Vsync.WaitNoCancel();
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}
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union PacketTagType
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{
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struct {
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u32 command;
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u32 data[3];
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};
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struct {
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u32 _command;
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u32 _data[1];
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uptr pointer;
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};
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};
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static void dummyIrqCallback()
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{
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// dummy, because MTGS doesn't need this mess!
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// (and zerogs does >_<)
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}
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void SysMtgsThread::OpenPlugin()
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{
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if( m_PluginOpened ) return;
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memcpy( RingBuffer.Regs, PS2MEM_GS, sizeof(PS2MEM_GS) );
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GSsetBaseMem( RingBuffer.Regs );
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GSirqCallback( dummyIrqCallback );
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int result;
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if( GSopen2 != NULL )
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result = GSopen2( (void*)pDsp, 1 | (renderswitch ? 4 : 0) );
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else
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result = GSopen( (void*)pDsp, "PCSX2", renderswitch ? 2 : 1 );
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GSsetVsync(EmuConfig.GS.FrameLimitEnable && EmuConfig.GS.VsyncEnable);
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if( result != 0 )
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{
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DevCon.WriteLn( "GSopen Failed: return code: 0x%x", result );
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throw Exception::PluginOpenError( PluginId_GS );
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}
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// This is the preferred place to implement DXGI fullscreen overrides, using LoadLibrary.
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// But I hate COM, I don't know to make this work, and I don't have DX10, so I give up
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// and enjoy my working DX9 alt-enter instead. Someone else can fix this mess. --air
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// Also: Prolly needs some DX10 header includes? Which ones? Too many, I gave up.
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#if 0 // defined(__WXMSW__) && defined(_MSC_VER)
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wxDynamicLibrary dynlib( L"dxgi.dll" );
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SomeFuncTypeIDunno isThisEvenTheRightFunctionNameIDunno = dynlib.GetSymbol("CreateDXGIFactory");
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if( isThisEvenTheRightFunctionNameIDunno )
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{
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// Is this how LoadLibrary for COM works? I dunno. I dont care.
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IDXGIFactory* pFactory;
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hr = isThisEvenTheRightFunctionNameIDunno(__uuidof(IDXGIFactory), (void**)(&pFactory) );
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pFactory->MakeWindowAssociation((HWND)&pDsp, DXGI_MWA_NO_WINDOW_CHANGES);
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pFactory->Release();
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}
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#endif
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m_PluginOpened = true;
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m_sem_OpenDone.Post();
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GSsetGameCRC( ElfCRC, 0 );
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}
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class RingBufferLock {
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ScopedLock m_lock1;
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ScopedLock m_lock2;
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SysMtgsThread& m_mtgs;
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public:
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RingBufferLock(SysMtgsThread& mtgs)
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: m_lock1(mtgs.m_mtx_RingBufferBusy),
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m_lock2(mtgs.m_mtx_RingBufferBusy2),
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m_mtgs(mtgs) {
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m_mtgs.m_RingBufferIsBusy.store(true, std::memory_order_relaxed);
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}
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virtual ~RingBufferLock() throw() {
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m_mtgs.m_RingBufferIsBusy.store(false, std::memory_order_relaxed);
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}
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void Acquire() {
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m_lock1.Acquire();
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m_lock2.Acquire();
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m_mtgs.m_RingBufferIsBusy.store(true, std::memory_order_relaxed);
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}
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void Release() {
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m_mtgs.m_RingBufferIsBusy.store(false, std::memory_order_relaxed);
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m_lock2.Release();
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m_lock1.Release();
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}
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void PartialAcquire() {
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m_lock2.Acquire();
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}
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void PartialRelease() {
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m_lock2.Release();
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}
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};
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void SysMtgsThread::ExecuteTaskInThread()
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{
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// Threading info: run in MTGS thread
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// m_ReadPos is only update by the MTGS thread so it is safe to load it with a relaxed atomic
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#ifdef RINGBUF_DEBUG_STACK
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PacketTagType prevCmd;
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#endif
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RingBufferLock busy (*this);
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while(true) {
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busy.Release();
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// Performance note: Both of these perform cancellation tests, but pthread_testcancel
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// is very optimized (only 1 instruction test in most cases), so no point in trying
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// to avoid it.
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m_sem_event.WaitWithoutYield();
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StateCheckInThread();
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busy.Acquire();
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// note: m_ReadPos is intentionally not volatile, because it should only
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// ever be modified by this thread.
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while( m_ReadPos.load(std::memory_order_relaxed) != m_WritePos.load(std::memory_order_acquire))
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{
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if (EmuConfig.GS.DisableOutput) {
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m_ReadPos = m_WritePos.load();
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continue;
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}
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const unsigned int local_ReadPos = m_ReadPos.load(std::memory_order_relaxed);
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pxAssert( local_ReadPos < RingBufferSize );
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const PacketTagType& tag = (PacketTagType&)RingBuffer[local_ReadPos];
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u32 ringposinc = 1;
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#ifdef RINGBUF_DEBUG_STACK
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// pop a ringpos off the stack. It should match this one!
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m_lock_Stack.Lock();
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uptr stackpos = ringposStack.back();
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if( stackpos != local_ReadPos )
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{
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Console.Error( "MTGS Ringbuffer Critical Failure ---> %x to %x (prevCmd: %x)\n", stackpos, local_ReadPos, prevCmd.command );
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}
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pxAssert( stackpos == local_ReadPos );
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prevCmd = tag;
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ringposStack.pop_back();
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m_lock_Stack.Release();
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#endif
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switch( tag.command )
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{
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#if COPY_GS_PACKET_TO_MTGS == 1
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case GS_RINGTYPE_P1:
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{
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uint datapos = (local_ReadPos+1) & RingBufferMask;
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const int qsize = tag.data[0];
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const u128* data = &RingBuffer[datapos];
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MTGS_LOG( "(MTGS Packet Read) ringtype=P1, qwc=%u", qsize );
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uint endpos = datapos + qsize;
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if( endpos >= RingBufferSize )
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{
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uint firstcopylen = RingBufferSize - datapos;
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GSgifTransfer( (u32*)data, firstcopylen );
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datapos = endpos & RingBufferMask;
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GSgifTransfer( (u32*)RingBuffer.m_Ring, datapos );
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}
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else
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{
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GSgifTransfer( (u32*)data, qsize );
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}
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ringposinc += qsize;
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}
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break;
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case GS_RINGTYPE_P2:
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{
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uint datapos = (local_ReadPos+1) & RingBufferMask;
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const int qsize = tag.data[0];
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const u128* data = &RingBuffer[datapos];
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MTGS_LOG( "(MTGS Packet Read) ringtype=P2, qwc=%u", qsize );
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uint endpos = datapos + qsize;
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if( endpos >= RingBufferSize )
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{
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uint firstcopylen = RingBufferSize - datapos;
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GSgifTransfer2( (u32*)data, firstcopylen );
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datapos = endpos & RingBufferMask;
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GSgifTransfer2( (u32*)RingBuffer.m_Ring, datapos );
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}
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else
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{
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GSgifTransfer2( (u32*)data, qsize );
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}
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ringposinc += qsize;
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}
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break;
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case GS_RINGTYPE_P3:
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{
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uint datapos = (local_ReadPos+1) & RingBufferMask;
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const int qsize = tag.data[0];
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const u128* data = &RingBuffer[datapos];
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MTGS_LOG( "(MTGS Packet Read) ringtype=P3, qwc=%u", qsize );
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uint endpos = datapos + qsize;
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if( endpos >= RingBufferSize )
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{
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uint firstcopylen = RingBufferSize - datapos;
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GSgifTransfer3( (u32*)data, firstcopylen );
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datapos = endpos & RingBufferMask;
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GSgifTransfer3( (u32*)RingBuffer.m_Ring, datapos );
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}
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else
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{
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GSgifTransfer3( (u32*)data, qsize );
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}
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ringposinc += qsize;
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}
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break;
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#endif
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case GS_RINGTYPE_GSPACKET: {
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Gif_Path& path = gifUnit.gifPath[tag.data[2]];
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u32 offset = tag.data[0];
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u32 size = tag.data[1];
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if (offset != ~0u) GSgifTransfer((u32*)&path.buffer[offset], size/16);
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path.readAmount.fetch_sub(size);
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break;
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}
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case GS_RINGTYPE_MTVU_GSPACKET: {
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MTVU_LOG("MTGS - Waiting on semaXGkick!");
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vu1Thread.KickStart(true);
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busy.PartialRelease();
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// Wait for MTVU to complete vu1 program
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vu1Thread.semaXGkick.WaitWithoutYield();
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busy.PartialAcquire();
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Gif_Path& path = gifUnit.gifPath[GIF_PATH_1];
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GS_Packet gsPack = path.GetGSPacketMTVU(); // Get vu1 program's xgkick packet(s)
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if (gsPack.size) GSgifTransfer((u32*)&path.buffer[gsPack.offset], gsPack.size/16);
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path.readAmount.fetch_sub(gsPack.size + gsPack.readAmount);
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path.PopGSPacketMTVU(); // Should be done last, for proper Gif_MTGS_Wait()
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break;
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}
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default:
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{
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switch( tag.command )
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{
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case GS_RINGTYPE_VSYNC:
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{
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const int qsize = tag.data[0];
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ringposinc += qsize;
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MTGS_LOG( "(MTGS Packet Read) ringtype=Vsync, field=%u, skip=%s", !!(((u32&)RingBuffer.Regs[0x1000]) & 0x2000) ? 0 : 1, tag.data[1] ? "true" : "false" );
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// Mail in the important GS registers.
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// This seemingly obtuse system is needed in order to handle cases where the vsync data wraps
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// around the edge of the ringbuffer. If not for that I'd just use a struct. >_<
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uint datapos = (local_ReadPos+1) & RingBufferMask;
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MemCopy_WrappedSrc( RingBuffer.m_Ring, datapos, RingBufferSize, (u128*)RingBuffer.Regs, 0xf );
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u32* remainder = (u32*)&RingBuffer[datapos];
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((u32&)RingBuffer.Regs[0x1000]) = remainder[0];
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((u32&)RingBuffer.Regs[0x1010]) = remainder[1];
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((GSRegSIGBLID&)RingBuffer.Regs[0x1080]) = (GSRegSIGBLID&)remainder[2];
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// CSR & 0x2000; is the pageflip id.
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GSvsync(((u32&)RingBuffer.Regs[0x1000]) & 0x2000);
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gsFrameSkip();
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// if we're not using GSOpen2, then the GS window is on this thread (MTGS thread),
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// so we need to call PADupdate from here.
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if( (GSopen2 == NULL) && (PADupdate != NULL) )
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PADupdate(0);
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m_QueuedFrameCount.fetch_sub(1);
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if (m_VsyncSignalListener.exchange(false))
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m_sem_Vsync.Post();
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busy.Release();
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StateCheckInThread();
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busy.Acquire();
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}
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break;
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case GS_RINGTYPE_FRAMESKIP:
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MTGS_LOG( "(MTGS Packet Read) ringtype=Frameskip" );
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_gs_ResetFrameskip();
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break;
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case GS_RINGTYPE_FREEZE:
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{
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MTGS_FreezeData* data = (MTGS_FreezeData*)tag.pointer;
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int mode = tag.data[0];
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data->retval = GetCorePlugins().DoFreeze( PluginId_GS, mode, data->fdata );
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}
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break;
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case GS_RINGTYPE_RESET:
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MTGS_LOG( "(MTGS Packet Read) ringtype=Reset" );
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if( GSreset != NULL ) GSreset();
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break;
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case GS_RINGTYPE_SOFTRESET:
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{
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int mask = tag.data[0];
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MTGS_LOG( "(MTGS Packet Read) ringtype=SoftReset" );
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GSgifSoftReset( mask );
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}
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break;
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case GS_RINGTYPE_MODECHANGE:
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// [TODO] some frameskip sync logic might be needed here!
|
|
break;
|
|
|
|
case GS_RINGTYPE_CRC:
|
|
GSsetGameCRC( tag.data[0], 0 );
|
|
break;
|
|
|
|
case GS_RINGTYPE_INIT_READ_FIFO1:
|
|
MTGS_LOG( "(MTGS Packet Read) ringtype=Fifo1" );
|
|
if (GSinitReadFIFO)
|
|
GSinitReadFIFO( (u64*)tag.pointer);
|
|
break;
|
|
|
|
case GS_RINGTYPE_INIT_READ_FIFO2:
|
|
MTGS_LOG( "(MTGS Packet Read) ringtype=Fifo2, size=%d", tag.data[0] );
|
|
if (GSinitReadFIFO2)
|
|
GSinitReadFIFO2( (u64*)tag.pointer, tag.data[0]);
|
|
break;
|
|
|
|
#ifdef PCSX2_DEVBUILD
|
|
default:
|
|
Console.Error("GSThreadProc, bad packet (%x) at m_ReadPos: %x, m_WritePos: %x", tag.command, local_ReadPos, m_WritePos.load());
|
|
pxFail( "Bad packet encountered in the MTGS Ringbuffer." );
|
|
m_ReadPos.store(m_WritePos.load(std::memory_order_acquire), std::memory_order_release);
|
|
continue;
|
|
#else
|
|
// Optimized performance in non-Dev builds.
|
|
jNO_DEFAULT;
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
uint newringpos = (m_ReadPos.load(std::memory_order_relaxed) + ringposinc) & RingBufferMask;
|
|
|
|
if( EmuConfig.GS.SynchronousMTGS )
|
|
{
|
|
pxAssert( m_WritePos == newringpos );
|
|
}
|
|
|
|
m_ReadPos.store(newringpos, std::memory_order_release);
|
|
|
|
if(m_SignalRingEnable.load(std::memory_order_acquire))
|
|
{
|
|
// The EEcore has requested a signal after some amount of processed data.
|
|
if( m_SignalRingPosition.fetch_sub( ringposinc ) <= 0 )
|
|
{
|
|
// Make sure to post the signal after the m_ReadPos has been updated...
|
|
m_SignalRingEnable.store(false, std::memory_order_release);
|
|
m_sem_OnRingReset.Post();
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
busy.Release();
|
|
|
|
// Safety valve in case standard signals fail for some reason -- this ensures the EEcore
|
|
// won't sleep the eternity, even if SignalRingPosition didn't reach 0 for some reason.
|
|
// Important: Need to unlock the MTGS busy signal PRIOR, so that EEcore SetEvent() calls
|
|
// parallel to this handler aren't accidentally blocked.
|
|
if( m_SignalRingEnable.exchange(false) )
|
|
{
|
|
//Console.Warning( "(MTGS Thread) Dangling RingSignal on empty buffer! signalpos=0x%06x", m_SignalRingPosition.exchange(0) ) );
|
|
m_SignalRingPosition.store(0, std::memory_order_release);
|
|
m_sem_OnRingReset.Post();
|
|
}
|
|
|
|
if (m_VsyncSignalListener.exchange(false))
|
|
m_sem_Vsync.Post();
|
|
|
|
//Console.Warning( "(MTGS Thread) Nothing to do! ringpos=0x%06x", m_ReadPos );
|
|
}
|
|
}
|
|
|
|
void SysMtgsThread::ClosePlugin()
|
|
{
|
|
if( !m_PluginOpened ) return;
|
|
m_PluginOpened = false;
|
|
GetCorePlugins().Close( PluginId_GS );
|
|
}
|
|
|
|
void SysMtgsThread::OnSuspendInThread()
|
|
{
|
|
ClosePlugin();
|
|
_parent::OnSuspendInThread();
|
|
}
|
|
|
|
void SysMtgsThread::OnResumeInThread( bool isSuspended )
|
|
{
|
|
if( isSuspended )
|
|
OpenPlugin();
|
|
|
|
_parent::OnResumeInThread( isSuspended );
|
|
}
|
|
|
|
void SysMtgsThread::OnCleanupInThread()
|
|
{
|
|
ClosePlugin();
|
|
_parent::OnCleanupInThread();
|
|
}
|
|
|
|
// Waits for the GS to empty out the entire ring buffer contents.
|
|
// If syncRegs, then writes pcsx2's gs regs to MTGS's internal copy
|
|
// If weakWait, then this function is allowed to exit after MTGS finished a path1 packet
|
|
// If isMTVU, then this implies this function is being called from the MTVU thread...
|
|
void SysMtgsThread::WaitGS(bool syncRegs, bool weakWait, bool isMTVU)
|
|
{
|
|
pxAssertDev( !IsSelf(), "This method is only allowed from threads *not* named MTGS." );
|
|
|
|
if( m_ExecMode == ExecMode_NoThreadYet || !IsRunning() ) return;
|
|
if( !pxAssertDev( IsOpen(), "MTGS Warning! WaitGS issued on a closed thread." ) ) return;
|
|
|
|
Gif_Path& path = gifUnit.gifPath[GIF_PATH_1];
|
|
u32 startP1Packs = weakWait ? path.GetPendingGSPackets() : 0;
|
|
|
|
// Both m_ReadPos and m_WritePos can be relaxed as we only want to test if the queue is empty but
|
|
// we don't want to access the content of the queue
|
|
|
|
if (isMTVU || m_ReadPos.load(std::memory_order_relaxed) != m_WritePos.load(std::memory_order_relaxed)) {
|
|
SetEvent();
|
|
RethrowException();
|
|
for(;;) {
|
|
if (weakWait) m_mtx_RingBufferBusy2.Wait();
|
|
else m_mtx_RingBufferBusy .Wait();
|
|
RethrowException();
|
|
if(!isMTVU && m_ReadPos.load(std::memory_order_relaxed) == m_WritePos.load(std::memory_order_relaxed)) break;
|
|
u32 curP1Packs = weakWait ? path.GetPendingGSPackets() : 0;
|
|
if (weakWait && ((startP1Packs-curP1Packs) || !curP1Packs)) break;
|
|
// On weakWait we will stop waiting on the MTGS thread if the
|
|
// MTGS thread has processed a vu1 xgkick packet, or is pending on
|
|
// its final vu1 xgkick packet (!curP1Packs)...
|
|
// Note: m_WritePos doesn't seem to have proper atomic write
|
|
// code, so reading it from the MTVU thread might be dangerous;
|
|
// hence it has been avoided...
|
|
}
|
|
}
|
|
|
|
if (syncRegs) {
|
|
ScopedLock lock(m_mtx_WaitGS);
|
|
// Completely synchronize GS and MTGS register states.
|
|
memcpy(RingBuffer.Regs, PS2MEM_GS, sizeof(RingBuffer.Regs));
|
|
}
|
|
}
|
|
|
|
// Sets the gsEvent flag and releases a timeslice.
|
|
// For use in loops that wait on the GS thread to do certain things.
|
|
void SysMtgsThread::SetEvent()
|
|
{
|
|
if(!m_RingBufferIsBusy.load(std::memory_order_relaxed))
|
|
m_sem_event.Post();
|
|
|
|
m_CopyDataTally = 0;
|
|
}
|
|
|
|
u8* SysMtgsThread::GetDataPacketPtr() const
|
|
{
|
|
return (u8*)&RingBuffer[m_packet_writepos & RingBufferMask];
|
|
}
|
|
|
|
// Closes the data packet send command, and initiates the gs thread (if needed).
|
|
void SysMtgsThread::SendDataPacket()
|
|
{
|
|
// make sure a previous copy block has been started somewhere.
|
|
pxAssert( m_packet_size != 0 );
|
|
|
|
uint actualSize = ((m_packet_writepos - m_packet_startpos) & RingBufferMask)-1;
|
|
pxAssert( actualSize <= m_packet_size );
|
|
pxAssert( m_packet_writepos < RingBufferSize );
|
|
|
|
PacketTagType& tag = (PacketTagType&)RingBuffer[m_packet_startpos];
|
|
tag.data[0] = actualSize;
|
|
|
|
m_WritePos.store(m_packet_writepos, std::memory_order_release);
|
|
|
|
if(EmuConfig.GS.SynchronousMTGS)
|
|
{
|
|
WaitGS();
|
|
}
|
|
else if(!m_RingBufferIsBusy.load(std::memory_order_relaxed))
|
|
{
|
|
m_CopyDataTally += m_packet_size;
|
|
if( m_CopyDataTally > 0x2000 ) SetEvent();
|
|
}
|
|
|
|
m_packet_size = 0;
|
|
|
|
//m_PacketLocker.Release();
|
|
}
|
|
|
|
void SysMtgsThread::GenericStall( uint size )
|
|
{
|
|
// Note on volatiles: m_WritePos is not modified by the GS thread, so there's no need
|
|
// to use volatile reads here. We do cache it though, since we know it never changes,
|
|
// except for calls to RingbufferRestert() -- handled below.
|
|
const uint writepos = m_WritePos.load(std::memory_order_relaxed);
|
|
|
|
// Sanity checks! (within the confines of our ringbuffer please!)
|
|
pxAssert( size < RingBufferSize );
|
|
pxAssert( writepos < RingBufferSize );
|
|
|
|
// generic gs wait/stall.
|
|
// if the writepos is past the readpos then we're safe.
|
|
// But if not then we need to make sure the readpos is outside the scope of
|
|
// the block about to be written (writepos + size)
|
|
|
|
uint readpos = m_ReadPos.load(std::memory_order_acquire);
|
|
uint freeroom;
|
|
|
|
if (writepos < readpos)
|
|
freeroom = readpos - writepos;
|
|
else
|
|
freeroom = RingBufferSize - (writepos - readpos);
|
|
|
|
if (freeroom <= size)
|
|
{
|
|
// writepos will overlap readpos if we commit the data, so we need to wait until
|
|
// readpos is out past the end of the future write pos, or until it wraps around
|
|
// (in which case writepos will be >= readpos).
|
|
|
|
// Ideally though we want to wait longer, because if we just toss in this packet
|
|
// the next packet will likely stall up too. So lets set a condition for the MTGS
|
|
// thread to wake up the EE once there's a sizable chunk of the ringbuffer emptied.
|
|
|
|
uint somedone = (RingBufferSize - freeroom) / 4;
|
|
if( somedone < size+1 ) somedone = size + 1;
|
|
|
|
// FMV Optimization: FMVs typically send *very* little data to the GS, in some cases
|
|
// every other frame is nothing more than a page swap. Sleeping the EEcore is a
|
|
// waste of time, and we get better results using a spinwait.
|
|
|
|
if( somedone > 0x80 )
|
|
{
|
|
pxAssertDev( m_SignalRingEnable == 0, "MTGS Thread Synchronization Error" );
|
|
m_SignalRingPosition.store(somedone, std::memory_order_release);
|
|
|
|
//Console.WriteLn( Color_Blue, "(EEcore Sleep) PrepDataPacker \tringpos=0x%06x, writepos=0x%06x, signalpos=0x%06x", readpos, writepos, m_SignalRingPosition );
|
|
|
|
while(true) {
|
|
m_SignalRingEnable.store(true, std::memory_order_release);
|
|
SetEvent();
|
|
m_sem_OnRingReset.WaitWithoutYield();
|
|
readpos = m_ReadPos.load(std::memory_order_acquire);
|
|
//Console.WriteLn( Color_Blue, "(EEcore Awake) Report!\tringpos=0x%06x", readpos );
|
|
|
|
if (writepos < readpos)
|
|
freeroom = readpos - writepos;
|
|
else
|
|
freeroom = RingBufferSize - (writepos - readpos);
|
|
|
|
if (freeroom > size) break;
|
|
}
|
|
|
|
pxAssertDev( m_SignalRingPosition <= 0, "MTGS Thread Synchronization Error" );
|
|
}
|
|
else
|
|
{
|
|
//Console.WriteLn( Color_StrongGray, "(EEcore Spin) PrepDataPacket!" );
|
|
SetEvent();
|
|
while(true) {
|
|
SpinWait();
|
|
readpos = m_ReadPos.load(std::memory_order_acquire);
|
|
|
|
if (writepos < readpos)
|
|
freeroom = readpos - writepos;
|
|
else
|
|
freeroom = RingBufferSize - (writepos - readpos);
|
|
|
|
if (freeroom > size) break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SysMtgsThread::PrepDataPacket( MTGS_RingCommand cmd, u32 size )
|
|
{
|
|
m_packet_size = size;
|
|
++size; // takes into account our RingCommand QWC.
|
|
GenericStall(size);
|
|
|
|
// Command qword: Low word is the command, and the high word is the packet
|
|
// length in SIMDs (128 bits).
|
|
const unsigned int local_WritePos = m_WritePos.load(std::memory_order_relaxed);
|
|
|
|
PacketTagType& tag = (PacketTagType&)RingBuffer[local_WritePos];
|
|
tag.command = cmd;
|
|
tag.data[0] = m_packet_size;
|
|
m_packet_startpos = local_WritePos;
|
|
m_packet_writepos = (local_WritePos + 1) & RingBufferMask;
|
|
}
|
|
|
|
// Returns the amount of giftag data processed (in simd128 values).
|
|
// Return value is used by VU1's XGKICK instruction to wrap the data
|
|
// around VU memory instead of having buffer overflow...
|
|
// Parameters:
|
|
// size - size of the packet data, in smd128's
|
|
void SysMtgsThread::PrepDataPacket( GIF_PATH pathidx, u32 size )
|
|
{
|
|
//m_PacketLocker.Acquire();
|
|
|
|
PrepDataPacket( (MTGS_RingCommand)pathidx, size );
|
|
}
|
|
|
|
__fi void SysMtgsThread::_FinishSimplePacket()
|
|
{
|
|
uint future_writepos = (m_WritePos.load(std::memory_order_relaxed) +1) & RingBufferMask;
|
|
pxAssert( future_writepos != m_ReadPos.load(std::memory_order_acquire) );
|
|
m_WritePos.store(future_writepos, std::memory_order_release);
|
|
|
|
if( EmuConfig.GS.SynchronousMTGS )
|
|
WaitGS();
|
|
else
|
|
++m_CopyDataTally;
|
|
}
|
|
|
|
void SysMtgsThread::SendSimplePacket( MTGS_RingCommand type, int data0, int data1, int data2 )
|
|
{
|
|
//ScopedLock locker( m_PacketLocker );
|
|
|
|
GenericStall(1);
|
|
PacketTagType& tag = (PacketTagType&)RingBuffer[m_WritePos.load(std::memory_order_relaxed)];
|
|
|
|
tag.command = type;
|
|
tag.data[0] = data0;
|
|
tag.data[1] = data1;
|
|
tag.data[2] = data2;
|
|
|
|
_FinishSimplePacket();
|
|
}
|
|
|
|
void SysMtgsThread::SendSimpleGSPacket(MTGS_RingCommand type, u32 offset, u32 size, GIF_PATH path)
|
|
{
|
|
SendSimplePacket(type, (int)offset, (int)size, (int)path);
|
|
|
|
if(!EmuConfig.GS.SynchronousMTGS) {
|
|
if(!m_RingBufferIsBusy.load(std::memory_order_relaxed)) {
|
|
m_CopyDataTally += size / 16;
|
|
if (m_CopyDataTally > 0x2000) SetEvent();
|
|
}
|
|
}
|
|
}
|
|
|
|
void SysMtgsThread::SendPointerPacket( MTGS_RingCommand type, u32 data0, void* data1 )
|
|
{
|
|
//ScopedLock locker( m_PacketLocker );
|
|
|
|
GenericStall(1);
|
|
PacketTagType& tag = (PacketTagType&)RingBuffer[m_WritePos.load(std::memory_order_relaxed)];
|
|
|
|
tag.command = type;
|
|
tag.data[0] = data0;
|
|
tag.pointer = (uptr)data1;
|
|
|
|
_FinishSimplePacket();
|
|
}
|
|
|
|
void SysMtgsThread::SendGameCRC( u32 crc )
|
|
{
|
|
SendSimplePacket( GS_RINGTYPE_CRC, crc, 0, 0 );
|
|
}
|
|
|
|
void SysMtgsThread::WaitForOpen()
|
|
{
|
|
if( m_PluginOpened ) return;
|
|
Resume();
|
|
|
|
// Two-phase timeout on MTGS opening, so that possible errors are handled
|
|
// in a timely fashion. We check for errors after 2 seconds, and then give it
|
|
// another 12 seconds if no errors occurred (this might seem long, but sometimes a
|
|
// GS plugin can be very stubborned, especially in debug mode builds).
|
|
|
|
if( !m_sem_OpenDone.Wait( wxTimeSpan(0, 0, 2, 0) ) )
|
|
{
|
|
RethrowException();
|
|
|
|
if( !m_sem_OpenDone.Wait( wxTimeSpan(0, 0, 12, 0) ) )
|
|
{
|
|
RethrowException();
|
|
|
|
// Not opened yet, and no exceptions. Weird? You decide!
|
|
// [TODO] : implement a user confirmation to cancel the action and exit the
|
|
// emulator forcefully, or to continue waiting on the GS.
|
|
|
|
throw Exception::PluginOpenError( PluginId_GS )
|
|
.SetBothMsgs(pxLt("The MTGS thread has become unresponsive while waiting for the GS plugin to open."));
|
|
}
|
|
}
|
|
|
|
RethrowException();
|
|
}
|
|
|
|
void SysMtgsThread::Freeze( int mode, MTGS_FreezeData& data )
|
|
{
|
|
GetCorePlugins().Open( PluginId_GS );
|
|
SendPointerPacket( GS_RINGTYPE_FREEZE, mode, &data );
|
|
Resume();
|
|
WaitGS();
|
|
}
|