pcsx2/pcsx2/MTGS.cpp

873 lines
25 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2010 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "Common.h"
#include <list>
#include <wx/datetime.h>
#include "GS.h"
#include "Gif_Unit.h"
#include "MTVU.h"
#include "Elfheader.h"
#include "SamplProf.h"
// Uncomment this to enable profiling of the GS RingBufferCopy function.
//#define PCSX2_GSRING_SAMPLING_STATS
using namespace Threading;
#if 0 //PCSX2_DEBUG
# define MTGS_LOG Console.WriteLn
#else
# define MTGS_LOG 0&&
#endif
// forces the compiler to treat a non-volatile value as volatile.
// This allows us to declare the vars as non-volatile and only use
// them as volatile when appropriate (more optimized).
#define volatize(x) (*reinterpret_cast<volatile uint*>(&(x)))
// =====================================================================================================
// MTGS Threaded Class Implementation
// =====================================================================================================
__aligned(32) MTGS_BufferedData RingBuffer;
extern bool renderswitch;
#ifdef RINGBUF_DEBUG_STACK
#include <list>
std::list<uint> ringposStack;
#endif
SysMtgsThread::SysMtgsThread() :
SysThreadBase()
#ifdef RINGBUF_DEBUG_STACK
, m_lock_Stack()
#endif
{
m_name = L"MTGS";
// All other state vars are initialized by OnStart().
}
void SysMtgsThread::OnStart()
{
m_PluginOpened = false;
m_ReadPos = 0;
m_WritePos = 0;
m_RingBufferIsBusy = false;
m_packet_size = 0;
m_packet_writepos = 0;
m_QueuedFrameCount = 0;
m_VsyncSignalListener = false;
m_SignalRingEnable = 0;
m_SignalRingPosition= 0;
m_CopyDataTally = 0;
_parent::OnStart();
}
SysMtgsThread::~SysMtgsThread() throw()
{
_parent::Cancel();
}
void SysMtgsThread::OnResumeReady()
{
m_sem_OpenDone.Reset();
}
void SysMtgsThread::ResetGS()
{
pxAssertDev( !IsOpen() || (m_ReadPos == m_WritePos), "Must close or terminate the GS thread prior to gsReset." );
// MTGS Reset process:
// * clear the ringbuffer.
// * Signal a reset.
// * clear the path and byRegs structs (used by GIFtagDummy)
m_ReadPos = m_WritePos;
m_QueuedFrameCount = 0;
m_VsyncSignalListener = false;
MTGS_LOG( "MTGS: Sending Reset..." );
SendSimplePacket( GS_RINGTYPE_RESET, 0, 0, 0 );
SendSimplePacket( GS_RINGTYPE_FRAMESKIP, 0, 0, 0 );
SetEvent();
}
struct RingCmdPacket_Vsync
{
u8 regset1[0x0f0];
u32 csr;
u32 imr;
GSRegSIGBLID siglblid;
};
void SysMtgsThread::PostVsyncStart()
{
// Optimization note: Typically regset1 isn't needed. The regs in that area are typically
// changed infrequently, usually during video mode changes. However, on modern systems the
// 256-byte copy is only a few dozen cycles -- executed 60 times a second -- so probably
// not worth the effort or overhead of trying to selectively avoid it.
uint packsize = sizeof(RingCmdPacket_Vsync) / 16;
PrepDataPacket(GS_RINGTYPE_VSYNC, packsize);
MemCopy_WrappedDest( (u128*)PS2MEM_GS, RingBuffer.m_Ring, m_packet_writepos, RingBufferSize, 0xf );
u32* remainder = (u32*)GetDataPacketPtr();
remainder[0] = GSCSRr;
remainder[1] = GSIMR;
(GSRegSIGBLID&)remainder[2] = GSSIGLBLID;
m_packet_writepos = (m_packet_writepos + 1) & RingBufferMask;
SendDataPacket();
// Vsyncs should always start the GS thread, regardless of how little has actually be queued.
if (m_CopyDataTally != 0) SetEvent();
// If the MTGS is allowed to queue a lot of frames in advance, it creates input lag.
// Use the Queued FrameCount to stall the EE if another vsync (or two) are already queued
// in the ringbuffer. The queue limit is disabled when both FrameLimiting and Vsync are
// disabled, since the queue can have perverse effects on framerate benchmarking.
// Edit: It's possible that MTGS is that much faster than the GS plugin that it creates so much lag,
// a game becomes uncontrollable (software rendering for example).
// For that reason it's better to have the limit always in place, at the cost of a few max FPS in benchmarks.
// If those are needed back, it's better to increase the VsyncQueueSize via PCSX_vm.ini.
// (The Xenosaga engine is known to run into this, due to it throwing bulks of data in one frame followed by 2 empty frames.)
if ((AtomicIncrement(m_QueuedFrameCount) < EmuConfig.GS.VsyncQueueSize) /*|| (!EmuConfig.GS.VsyncEnable && !EmuConfig.GS.FrameLimitEnable)*/) return;
m_VsyncSignalListener = true;
//Console.WriteLn( Color_Blue, "(EEcore Sleep) Vsync\t\tringpos=0x%06x, writepos=0x%06x", volatize(m_ReadPos), m_WritePos );
m_sem_Vsync.WaitNoCancel();
}
struct PacketTagType
{
u32 command;
u32 data[3];
};
static void dummyIrqCallback()
{
// dummy, because MTGS doesn't need this mess!
// (and zerogs does >_<)
}
void SysMtgsThread::OpenPlugin()
{
if( m_PluginOpened ) return;
memcpy_aligned( RingBuffer.Regs, PS2MEM_GS, sizeof(PS2MEM_GS) );
GSsetBaseMem( RingBuffer.Regs );
GSirqCallback( dummyIrqCallback );
int result;
if( GSopen2 != NULL )
result = GSopen2( (void*)pDsp, 1 | (renderswitch ? 4 : 0) );
else
result = GSopen( (void*)pDsp, "PCSX2", renderswitch ? 2 : 1 );
// Vsync on / off ?
if( renderswitch )
{
Console.Indent(2).WriteLn( "Forced software switch enabled." );
if (EmuConfig.GS.VsyncEnable && !EmuConfig.GS.ManagedVsync)
{
// Better turn Vsync off now, as in most cases sw rendering is not fast enough to support a steady 60fps.
// Having Vsync still enabled then means a big cut in speed and sloppy rendering.
// It's possible though that some users have very fast machines, and rather kept Vsync enabled,
// but let's assume this is the minority. At least for now ;)
GSsetVsync( false );
Console.Indent(2).WriteLn( "Vsync temporarily disabled" );
}
}
else
{
GSsetVsync( EmuConfig.GS.FrameLimitEnable && EmuConfig.GS.VsyncEnable );
}
if( result != 0 )
{
DevCon.WriteLn( "GSopen Failed: return code: 0x%x", result );
throw Exception::PluginOpenError( PluginId_GS );
}
// This is the preferred place to implement DXGI fullscreen overrides, using LoadLibrary.
// But I hate COM, I don't know to make this work, and I don't have DX10, so I give up
// and enjoy my working DX9 alt-enter instead. Someone else can fix this mess. --air
// Also: Prolly needs some DX10 header includes? Which ones? Too many, I gave up.
#if 0 // defined(__WXMSW__) && defined(_MSC_VER)
wxDynamicLibrary dynlib( L"dxgi.dll" );
SomeFuncTypeIDunno isThisEvenTheRightFunctionNameIDunno = dynlib.GetSymbol("CreateDXGIFactory");
if( isThisEvenTheRightFunctionNameIDunno )
{
// Is this how LoadLibrary for COM works? I dunno. I dont care.
IDXGIFactory* pFactory;
hr = isThisEvenTheRightFunctionNameIDunno(__uuidof(IDXGIFactory), (void**)(&pFactory) );
pFactory->MakeWindowAssociation((HWND)&pDsp, DXGI_MWA_NO_WINDOW_CHANGES);
pFactory->Release();
}
#endif
m_PluginOpened = true;
m_sem_OpenDone.Post();
GSsetGameCRC( ElfCRC, 0 );
}
struct RingBufferLock {
ScopedLock m_lock1;
ScopedLock m_lock2;
SysMtgsThread& m_mtgs;
RingBufferLock(SysMtgsThread& mtgs)
: m_lock1(mtgs.m_mtx_RingBufferBusy),
m_lock2(mtgs.m_mtx_RingBufferBusy2),
m_mtgs(mtgs) {
m_mtgs.m_RingBufferIsBusy = true;
}
virtual ~RingBufferLock() throw() {
m_mtgs.m_RingBufferIsBusy = false;
}
void Acquire() {
m_lock1.Acquire();
m_lock2.Acquire();
m_mtgs.m_RingBufferIsBusy = true;
}
void Release() {
m_mtgs.m_RingBufferIsBusy = false;
m_lock2.Release();
m_lock1.Release();
}
};
void SysMtgsThread::ExecuteTaskInThread()
{
#ifdef RINGBUF_DEBUG_STACK
PacketTagType prevCmd;
#endif
RingBufferLock busy (*this);
while(true) {
busy.Release();
// Performance note: Both of these perform cancellation tests, but pthread_testcancel
// is very optimized (only 1 instruction test in most cases), so no point in trying
// to avoid it.
m_sem_event.WaitWithoutYield();
StateCheckInThread();
busy.Acquire();
// note: m_ReadPos is intentionally not volatile, because it should only
// ever be modified by this thread.
while( m_ReadPos != volatize(m_WritePos))
{
if (EmuConfig.GS.DisableOutput) {
m_ReadPos = m_WritePos;
continue;
}
pxAssert( m_ReadPos < RingBufferSize );
const PacketTagType& tag = (PacketTagType&)RingBuffer[m_ReadPos];
u32 ringposinc = 1;
#ifdef RINGBUF_DEBUG_STACK
// pop a ringpos off the stack. It should match this one!
m_lock_Stack.Lock();
uptr stackpos = ringposStack.back();
if( stackpos != m_ReadPos )
{
Console.Error( "MTGS Ringbuffer Critical Failure ---> %x to %x (prevCmd: %x)\n", stackpos, m_ReadPos, prevCmd.command );
}
pxAssert( stackpos == m_ReadPos );
prevCmd = tag;
ringposStack.pop_back();
m_lock_Stack.Release();
#endif
switch( tag.command )
{
#if COPY_GS_PACKET_TO_MTGS == 1
case GS_RINGTYPE_P1:
{
uint datapos = (m_ReadPos+1) & RingBufferMask;
const int qsize = tag.data[0];
const u128* data = &RingBuffer[datapos];
MTGS_LOG( "(MTGS Packet Read) ringtype=P1, qwc=%u", qsize );
uint endpos = datapos + qsize;
if( endpos >= RingBufferSize )
{
uint firstcopylen = RingBufferSize - datapos;
GSgifTransfer( (u32*)data, firstcopylen );
datapos = endpos & RingBufferMask;
GSgifTransfer( (u32*)RingBuffer.m_Ring, datapos );
}
else
{
GSgifTransfer( (u32*)data, qsize );
}
ringposinc += qsize;
}
break;
case GS_RINGTYPE_P2:
{
uint datapos = (m_ReadPos+1) & RingBufferMask;
const int qsize = tag.data[0];
const u128* data = &RingBuffer[datapos];
MTGS_LOG( "(MTGS Packet Read) ringtype=P2, qwc=%u", qsize );
uint endpos = datapos + qsize;
if( endpos >= RingBufferSize )
{
uint firstcopylen = RingBufferSize - datapos;
GSgifTransfer2( (u32*)data, firstcopylen );
datapos = endpos & RingBufferMask;
GSgifTransfer2( (u32*)RingBuffer.m_Ring, datapos );
}
else
{
GSgifTransfer2( (u32*)data, qsize );
}
ringposinc += qsize;
}
break;
case GS_RINGTYPE_P3:
{
uint datapos = (m_ReadPos+1) & RingBufferMask;
const int qsize = tag.data[0];
const u128* data = &RingBuffer[datapos];
MTGS_LOG( "(MTGS Packet Read) ringtype=P3, qwc=%u", qsize );
uint endpos = datapos + qsize;
if( endpos >= RingBufferSize )
{
uint firstcopylen = RingBufferSize - datapos;
GSgifTransfer3( (u32*)data, firstcopylen );
datapos = endpos & RingBufferMask;
GSgifTransfer3( (u32*)RingBuffer.m_Ring, datapos );
}
else
{
GSgifTransfer3( (u32*)data, qsize );
}
ringposinc += qsize;
}
break;
#endif
case GS_RINGTYPE_GSPACKET: {
Gif_Path& path = gifUnit.gifPath[tag.data[2]];
u32 offset = tag.data[0];
u32 size = tag.data[1];
if (offset != ~0u) GSgifTransfer((u32*)&path.buffer[offset], size/16);
AtomicExchangeSub(path.readAmount, size);
break;
}
case GS_RINGTYPE_MTVU_GSPACKET: {
MTVU_LOG("MTGS - Waiting on semaXGkick!");
vu1Thread.KickStart(true);
busy.m_lock2.Release();
// Wait for MTVU to complete vu1 program
vu1Thread.semaXGkick.WaitWithoutYield();
busy.m_lock2.Acquire();
Gif_Path& path = gifUnit.gifPath[GIF_PATH_1];
GS_Packet gsPack = path.GetGSPacketMTVU(); // Get vu1 program's xgkick packet(s)
if (gsPack.size) GSgifTransfer((u32*)&path.buffer[gsPack.offset], gsPack.size/16);
AtomicExchangeSub(path.readAmount, gsPack.size + gsPack.readAmount);
path.PopGSPacketMTVU(); // Should be done last, for proper Gif_MTGS_Wait()
break;
}
default:
{
switch( tag.command )
{
case GS_RINGTYPE_VSYNC:
{
const int qsize = tag.data[0];
ringposinc += qsize;
MTGS_LOG( "(MTGS Packet Read) ringtype=Vsync, field=%u, skip=%s", !!(((u32&)RingBuffer.Regs[0x1000]) & 0x2000) ? 0 : 1, tag.data[1] ? "true" : "false" );
// Mail in the important GS registers.
// This seemingly obtuse system is needed in order to handle cases where the vsync data wraps
// around the edge of the ringbuffer. If not for that I'd just use a struct. >_<
uint datapos = (m_ReadPos+1) & RingBufferMask;
MemCopy_WrappedSrc( RingBuffer.m_Ring, datapos, RingBufferSize, (u128*)RingBuffer.Regs, 0xf );
u32* remainder = (u32*)&RingBuffer[datapos];
((u32&)RingBuffer.Regs[0x1000]) = remainder[0];
((u32&)RingBuffer.Regs[0x1010]) = remainder[1];
((GSRegSIGBLID&)RingBuffer.Regs[0x1080]) = (GSRegSIGBLID&)remainder[2];
// CSR & 0x2000; is the pageflip id.
GSvsync(((u32&)RingBuffer.Regs[0x1000]) & 0x2000);
gsFrameSkip();
// if we're not using GSOpen2, then the GS window is on this thread (MTGS thread),
// so we need to call PADupdate from here.
if( (GSopen2 == NULL) && (PADupdate != NULL) )
PADupdate(0);
AtomicDecrement( m_QueuedFrameCount );
if (!!AtomicExchange(m_VsyncSignalListener, false))
m_sem_Vsync.Post();
busy.Release();
StateCheckInThread();
busy.Acquire();
}
break;
case GS_RINGTYPE_FRAMESKIP:
MTGS_LOG( "(MTGS Packet Read) ringtype=Frameskip" );
_gs_ResetFrameskip();
break;
case GS_RINGTYPE_FREEZE:
{
MTGS_FreezeData* data = (MTGS_FreezeData*)(*(uptr*)&tag.data[1]);
int mode = tag.data[0];
data->retval = GetCorePlugins().DoFreeze( PluginId_GS, mode, data->fdata );
}
break;
case GS_RINGTYPE_RESET:
MTGS_LOG( "(MTGS Packet Read) ringtype=Reset" );
if( GSreset != NULL ) GSreset();
break;
case GS_RINGTYPE_SOFTRESET:
{
int mask = tag.data[0];
MTGS_LOG( "(MTGS Packet Read) ringtype=SoftReset" );
GSgifSoftReset( mask );
}
break;
case GS_RINGTYPE_MODECHANGE:
// [TODO] some frameskip sync logic might be needed here!
break;
case GS_RINGTYPE_CRC:
GSsetGameCRC( tag.data[0], 0 );
break;
#ifdef PCSX2_DEVBUILD
default:
Console.Error("GSThreadProc, bad packet (%x) at m_ReadPos: %x, m_WritePos: %x", tag.command, m_ReadPos, m_WritePos);
pxFail( "Bad packet encountered in the MTGS Ringbuffer." );
m_ReadPos = m_WritePos;
continue;
#else
// Optimized performance in non-Dev builds.
jNO_DEFAULT;
#endif
}
}
}
uint newringpos = (m_ReadPos + ringposinc) & RingBufferMask;
if( EmuConfig.GS.SynchronousMTGS )
{
pxAssert( m_WritePos == newringpos );
}
m_ReadPos = newringpos;
if( m_SignalRingEnable != 0 )
{
// The EEcore has requested a signal after some amount of processed data.
if( AtomicExchangeSub( m_SignalRingPosition, ringposinc ) <= 0 )
{
// Make sure to post the signal after the m_ReadPos has been updated...
AtomicExchange( m_SignalRingEnable, 0 );
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( AtomicExchange( m_SignalRingEnable, 0 ) != 0 )
{
//Console.Warning( "(MTGS Thread) Dangling RingSignal on empty buffer! signalpos=0x%06x", AtomicExchange( m_SignalRingPosition, 0 ) );
AtomicExchange( m_SignalRingPosition, 0 );
m_sem_OnRingReset.Post();
}
if (!!AtomicExchange(m_VsyncSignalListener, 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;
if (isMTVU || volatize(m_ReadPos) != m_WritePos) {
SetEvent();
RethrowException();
for(;;) {
if (weakWait) m_mtx_RingBufferBusy2.Wait();
else m_mtx_RingBufferBusy .Wait();
RethrowException();
if(!isMTVU && volatize(m_ReadPos) == m_WritePos) 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_fast(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)
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 = m_packet_writepos;
if( EmuConfig.GS.SynchronousMTGS )
{
WaitGS();
}
else if( !m_RingBufferIsBusy )
{
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;
// 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 = volatize(m_ReadPos);
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 = somedone;
//Console.WriteLn( Color_Blue, "(EEcore Sleep) PrepDataPacker \tringpos=0x%06x, writepos=0x%06x, signalpos=0x%06x", readpos, writepos, m_SignalRingPosition );
while(true) {
AtomicExchange( m_SignalRingEnable, 1 );
SetEvent();
m_sem_OnRingReset.WaitWithoutYield();
readpos = volatize(m_ReadPos);
//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 = volatize(m_ReadPos);
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).
PacketTagType& tag = (PacketTagType&)RingBuffer[m_WritePos];
tag.command = cmd;
tag.data[0] = m_packet_size;
m_packet_startpos = m_WritePos;
m_packet_writepos = (m_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+1) & RingBufferMask;
pxAssert( future_writepos != volatize(m_ReadPos) );
m_WritePos = future_writepos;
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];
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) {
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];
tag.command = type;
tag.data[0] = data0;
*(uptr*)&tag.data[1] = (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();
}