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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-30 01:29:42 -06:00
When the new FIFO is being attached We make sure there wont be SetFinish event pending if so reset this. This protection fix Eternal Darkness booting, because the second SetFinish event when it is booting seems invalid or has a bug and hang the game.
This is EXPERIMENTAL, in theory don't break any game but if so Revert this commit immediately please. Note: Beside Eternal Darkness needs DirectX 11 or DirectX 9 with Zelda Hack to works fine. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5986 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -330,6 +330,7 @@ THREAD_RETURN EmuThread(void *pArg)
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VideoInitialize.pSetInterrupt = ProcessorInterface::SetInterrupt;
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VideoInitialize.pRegisterEvent = CoreTiming::RegisterEvent;
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VideoInitialize.pScheduleEvent_Threadsafe = CoreTiming::ScheduleEvent_Threadsafe;
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VideoInitialize.pRemoveEvent = CoreTiming::RemoveAllEvents;
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// This is first the m_Panel handle, then it is updated to have the new window handle
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VideoInitialize.pWindowHandle = _CoreParameter.hMainWindow;
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VideoInitialize.pLog = Callback_VideoLog;
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@ -96,6 +96,13 @@ void FreeEvent(Event* ev)
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eventPool = ev;
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}
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void FreeTsEvent(Event* ev)
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{
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ev->next = eventTsPool;
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eventTsPool = ev;
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allocatedTsEvents--;
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}
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int RegisterEvent(const char *name, TimedCallback callback)
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{
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EventType type;
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@ -302,10 +309,13 @@ bool IsScheduled(int event_type)
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void RemoveEvent(int event_type)
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{
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if (!first)
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return;
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if (first->type == event_type)
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{
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if (event_type == 24)
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NOTICE_LOG(FILEMON, "REMOVE 24");
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Event *next = first->next;
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FreeEvent(first);
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first = next;
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@ -318,6 +328,8 @@ void RemoveEvent(int event_type)
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{
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if (ptr->type == event_type)
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{
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if (event_type == 24)
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NOTICE_LOG(FILEMON, "REMOVE 24");
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prev->next = ptr->next;
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FreeEvent(ptr);
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ptr = prev->next;
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@ -330,6 +342,46 @@ void RemoveEvent(int event_type)
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}
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}
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void RemoveThreadsafeEvent(int event_type)
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{
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if (!tsFirst)
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return;
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if (tsFirst->type == event_type)
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{
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if (event_type == 24)
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NOTICE_LOG(FILEMON, "REMOVE 24");
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Event *next = tsFirst->next;
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FreeTsEvent(tsFirst);
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tsFirst = next;
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}
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if (!tsFirst)
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return;
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Event *prev = tsFirst;
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Event *ptr = prev->next;
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while (ptr)
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{
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if (ptr->type == event_type)
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{
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if (event_type == 24)
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NOTICE_LOG(FILEMON, "REMOVE 24");
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prev->next = ptr->next;
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FreeTsEvent(ptr);
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ptr = prev->next;
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}
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else
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{
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prev = ptr;
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ptr = ptr->next;
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}
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}
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}
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void RemoveAllEvents(int event_type)
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{
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RemoveThreadsafeEvent(event_type);
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RemoveEvent(event_type);
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}
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void SetMaximumSlice(int maximumSliceLength)
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{
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maxSliceLength = maximumSliceLength;
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@ -62,6 +62,8 @@ void ScheduleEvent_Threadsafe_Immediate(int event_type, u64 userdata=0);
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// We only permit one event of each type in the queue at a time.
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void RemoveEvent(int event_type);
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void RemoveThreadsafeEvent(int event_type);
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void RemoveAllEvents(int event_type);
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bool IsScheduled(int event_type);
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void Advance();
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void MoveEvents();
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@ -77,7 +77,7 @@
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#include "Fifo.h"
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#include "ChunkFile.h"
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#include "CommandProcessor.h"
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#include "PixelEngine.h"
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namespace CommandProcessor
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{
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@ -411,6 +411,14 @@ void Write16(const u16 _Value, const u32 _Address)
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m_CPStatusReg.OverflowHiWatermark = false;
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UpdateInterrupts();
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// If the new fifo is being attached We make sure there wont be SetFinish event pending.
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// This protection fix eternal darkness booting, because the second SetFinish event when it is booting
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// seems invalid or has a bug and hang the game.
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if (!fifo.bFF_GPReadEnable && tmpCtrl.GPReadEnable && !tmpCtrl.BPEnable)
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{
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PixelEngine::ResetSetFinish();
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}
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fifo.bFF_BPInt = tmpCtrl.BPInt;
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fifo.bFF_BPEnable = tmpCtrl.BPEnable;
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@ -377,4 +377,20 @@ void SetFinish()
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INFO_LOG(PIXELENGINE, "VIDEO Set Finish");
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}
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//This function is used in CommandProcessor when write CTRL_REGISTER and the new fifo is attached.
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void ResetSetFinish()
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{
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//if SetFinish happened but PE_CTRL_REGISTER not, I reset the interrupt else
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//remove event from the queque
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if (g_bSignalFinishInterrupt)
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{
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g_VideoInitialize.pSetInterrupt(INT_CAUSE_PE_FINISH, false);
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g_bSignalFinishInterrupt = false;
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}else
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{
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g_VideoInitialize.pRemoveEvent(et_SetFinishOnMainThread);
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}
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}
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} // end of namespace PixelEngine
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@ -67,6 +67,7 @@ void Write32(const u32 _iValue, const u32 _iAddress);
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// gfx plugin support
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void SetToken(const u16 _token, const int _bSetTokenAcknowledge);
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void SetFinish(void);
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void ResetSetFinish(void);
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bool AllowIdleSkipping();
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// Bounding box functionality. Paper Mario (both) are a couple of the few games that use it.
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