dolphin/Source/Core/VideoCommon/Src/PixelEngine.h
marcosvitali 104603467b This commit fix games hanging because of my prior Revision c2e6fdf09f
The external exceptions in dolphin are checking frequently but is different to real HW, so sometime the game is in a loop checking GPU STATUS, the exceptions doesn't checked, and the game hang.\
For solve this I need a trick: still waiting for the exception handler be linked but if CommandProcecsor is reading the GPStatus, resume this.

This fixed "TimeSplitters: Future Perfect" broken in the Revision c2e6fdf09f and surely others games.
2012-03-09 18:58:23 -03:00

93 lines
2.4 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _PIXELENGINE_H
#define _PIXELENGINE_H
#include "CommonTypes.h"
class PointerWrap;
// internal hardware addresses
enum
{
PE_ZCONF = 0x00, // Z Config
PE_ALPHACONF = 0x02, // Alpha Config
PE_DSTALPHACONF = 0x04, // Destination Alpha Config
PE_ALPHAMODE = 0x06, // Alpha Mode Config
PE_ALPHAREAD = 0x08, // Alpha Read
PE_CTRL_REGISTER = 0x0a, // Control
PE_TOKEN_REG = 0x0e, // Token
PE_BBOX_LEFT = 0x10, // Flip Left
PE_BBOX_RIGHT = 0x12, // Flip Right
PE_BBOX_TOP = 0x14, // Flip Top
PE_BBOX_BOTTOM = 0x16, // Flip Bottom
// These have not yet been RE:d. They are the perf counters.
PE_PERF_0L = 0x18,
PE_PERF_0H = 0x1a,
PE_PERF_1L = 0x1c,
PE_PERF_1H = 0x1e,
PE_PERF_2L = 0x20,
PE_PERF_2H = 0x22,
PE_PERF_3L = 0x24,
PE_PERF_3H = 0x26,
PE_PERF_4L = 0x28,
PE_PERF_4H = 0x2a,
PE_PERF_5L = 0x2c,
PE_PERF_5H = 0x2e,
};
namespace PixelEngine
{
// ReadMode specifies the returned alpha channel for EFB peeks
union UPEAlphaReadReg
{
u16 Hex;
struct
{
u16 ReadMode : 2;
u16 : 14;
};
};
void Init();
void DoState(PointerWrap &p);
// Read
void Read16(u16& _uReturnValue, const u32 _iAddress);
// Write
void Write16(const u16 _iValue, const u32 _iAddress);
void Write32(const u32 _iValue, const u32 _iAddress);
// gfx backend support
void SetToken(const u16 _token, const int _bSetTokenAcknowledge);
void SetFinish(void);
void ResetSetFinish(void);
void ResetSetToken(void);
bool WaitingForPEInterrupt();
void ResumeWaitingForPEInterrupt();
// Bounding box functionality. Paper Mario (both) are a couple of the few games that use it.
extern u16 bbox[4];
extern bool bbox_active;
} // end of namespace PixelEngine
#endif