Merged 'FifoBusy' branch. Thanks

to marcosvitali.

Added an external exception check when the CPU writes to the FIFO.  This allows
the CPU time to service FIFO overflows.  Fixes random hangs caused by FIFO
overflows and desyncs like in "The Last Story" and "Battalion Wars 2".  Thanks
to marcosvitali for the research.

Added some code to unlink invalidated blocks so that the recompiled block can be
linked (speed-up).

This release still fixed the hangs produced by fifo overflow without sacrifice
performance. For example you can test Tutorial moves at the beginning of The last history now
is fluid 30/60.

Fixed possibles random hangs in DC mode.
Fixed hangs in DC mode in (Simpsons, Monkey Island, Pokemon XD, etc)
Implemented accurate management of Pixel Engine Interrupts.  Now the GPU loop
is stopped when a PE Interrupt needs to be managed and resumed when Pixel Engine
finish.

Fixed Metroid Prime 3 and 2 desync. And other games with desync because of
FIFO Reset. That happens because  FIFO_RW_DISTANCE_HI must be written first, for checking
fifo.CPReadWriteDistance == 0, so some fifo resets was not managed in the right
way.

Fixed Super Monkey Ball in some cases when the game write the
WriteReadDistance need to be safe like the SafeCPRead.

Improved the CheckException for the GatherPipe writes in JIT, now only the
External Exceptions are processed.

Fixed definitely Pokemon XD in dual core mode. This game is doing something
not allowed. It attach to CPU the same fifo attached to the GPU in multibuffer
mode. I added a check to prevent overwrite the GPU FIFO with the CPU FIFO. If
the game do that on breakpoint the solution can fail.

Fixed ReadWriteDistance calc when CPRead > CPWrite.

Added Token and Finish cause to GP Jit checking.

Additional cleanup in CommandProcessor.



Fixes issue 5209
Fixes issue 5055
Fixes issue 4889
Fixes issue 4061
Fixes issue 4010
Fixes issue 3902
This commit is contained in:
skidau
2012-03-20 19:37:25 +11:00
27 changed files with 241 additions and 101 deletions

View File

@ -215,6 +215,12 @@ bool VideoSoftware::Video_IsPossibleWaitingSetDrawDone(void)
return false;
}
bool VideoSoftware::Video_IsHiWatermarkActive(void)
{
return false;
}
void VideoSoftware::Video_AbortFrame(void)
{
}

View File

@ -36,7 +36,7 @@ class VideoSoftware : public VideoBackend
void Video_SetRendering(bool bEnabled);
void Video_GatherPipeBursted();
bool Video_IsHiWatermarkActive();
bool Video_IsPossibleWaitingSetDrawDone();
void Video_AbortFrame();