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582 lines
17 KiB
C++
582 lines
17 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <atomic>
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#include <cstring>
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#include "Common/Assert.h"
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#include "Common/Atomic.h"
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#include "Common/BlockingLoop.h"
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#include "Common/ChunkFile.h"
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#include "Common/Event.h"
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#include "Common/FPURoundMode.h"
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#include "Common/MemoryUtil.h"
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#include "Common/MsgHandler.h"
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#include "Core/ConfigManager.h"
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#include "Core/CoreTiming.h"
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#include "Core/HW/Memmap.h"
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#include "Core/NetPlayProto.h"
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#include "VideoCommon/AsyncRequests.h"
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#include "VideoCommon/CPMemory.h"
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#include "VideoCommon/CommandProcessor.h"
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#include "VideoCommon/DataReader.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/OpcodeDecoding.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexManagerBase.h"
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namespace Fifo
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{
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static constexpr u32 FIFO_SIZE = 2 * 1024 * 1024;
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static bool s_skip_current_frame = false;
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static Common::BlockingLoop s_gpu_mainloop;
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static Common::Flag s_emu_running_state;
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// Most of this array is unlikely to be faulted in...
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static u8 s_fifo_aux_data[FIFO_SIZE];
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static u8* s_fifo_aux_write_ptr;
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static u8* s_fifo_aux_read_ptr;
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// This could be in SConfig, but it depends on multiple settings
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// and can change at runtime.
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static bool s_use_deterministic_gpu_thread;
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static u64 s_last_sync_gpu_tick;
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static int s_event_sync_gpu;
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// STATE_TO_SAVE
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static u8* s_video_buffer;
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static u8* s_video_buffer_read_ptr;
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static std::atomic<u8*> s_video_buffer_write_ptr;
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static std::atomic<u8*> s_video_buffer_seen_ptr;
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static u8* s_video_buffer_pp_read_ptr;
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// The read_ptr is always owned by the GPU thread. In normal mode, so is the
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// write_ptr, despite it being atomic. In deterministic GPU thread mode,
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// things get a bit more complicated:
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// - The seen_ptr is written by the GPU thread, and points to what it's already
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// processed as much of as possible - in the case of a partial command which
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// caused it to stop, not the same as the read ptr. It's written by the GPU,
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// under the lock, and updating the cond.
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// - The write_ptr is written by the CPU thread after it copies data from the
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// FIFO. Maybe someday it will be under the lock. For now, because RunGpuLoop
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// polls, it's just atomic.
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// - The pp_read_ptr is the CPU preprocessing version of the read_ptr.
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static std::atomic<int> s_sync_ticks;
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static Common::Event s_sync_wakeup_event;
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void DoState(PointerWrap& p)
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{
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p.DoArray(s_video_buffer, FIFO_SIZE);
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u8* write_ptr = s_video_buffer_write_ptr;
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p.DoPointer(write_ptr, s_video_buffer);
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s_video_buffer_write_ptr = write_ptr;
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p.DoPointer(s_video_buffer_read_ptr, s_video_buffer);
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if (p.mode == PointerWrap::MODE_READ && s_use_deterministic_gpu_thread)
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{
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// We're good and paused, right?
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s_video_buffer_seen_ptr = s_video_buffer_pp_read_ptr = s_video_buffer_read_ptr;
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}
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p.Do(s_skip_current_frame);
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p.Do(s_last_sync_gpu_tick);
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}
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void PauseAndLock(bool doLock, bool unpauseOnUnlock)
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{
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if (doLock)
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{
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SyncGPU(SYNC_GPU_OTHER);
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EmulatorState(false);
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FlushGpu();
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}
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else
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{
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if (unpauseOnUnlock)
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EmulatorState(true);
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}
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}
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void Init()
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{
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// Padded so that SIMD overreads in the vertex loader are safe
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s_video_buffer = static_cast<u8*>(Common::AllocateMemoryPages(FIFO_SIZE + 4));
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ResetVideoBuffer();
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if (SConfig::GetInstance().bCPUThread)
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s_gpu_mainloop.Prepare();
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s_sync_ticks.store(0);
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}
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void Shutdown()
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{
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if (s_gpu_mainloop.IsRunning())
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PanicAlert("Fifo shutting down while active");
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Common::FreeMemoryPages(s_video_buffer, FIFO_SIZE + 4);
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s_video_buffer = nullptr;
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s_video_buffer_write_ptr = nullptr;
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s_video_buffer_pp_read_ptr = nullptr;
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s_video_buffer_read_ptr = nullptr;
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s_video_buffer_seen_ptr = nullptr;
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s_fifo_aux_write_ptr = nullptr;
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s_fifo_aux_read_ptr = nullptr;
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}
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void SetRendering(bool enabled)
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{
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s_skip_current_frame = !enabled;
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}
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bool WillSkipCurrentFrame()
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{
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return s_skip_current_frame;
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}
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// May be executed from any thread, even the graphics thread.
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// Created to allow for self shutdown.
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void ExitGpuLoop()
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{
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// This should break the wait loop in CPU thread
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CommandProcessor::fifo.bFF_GPReadEnable = false;
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FlushGpu();
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// Terminate GPU thread loop
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s_emu_running_state.Set();
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s_gpu_mainloop.Stop(false);
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}
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void EmulatorState(bool running)
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{
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s_emu_running_state.Set(running);
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if (running)
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s_gpu_mainloop.Wakeup();
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else
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s_gpu_mainloop.AllowSleep();
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}
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void SyncGPU(SyncGPUReason reason, bool may_move_read_ptr)
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{
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if (s_use_deterministic_gpu_thread)
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{
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s_gpu_mainloop.Wait();
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if (!s_gpu_mainloop.IsRunning())
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return;
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// Opportunistically reset FIFOs so we don't wrap around.
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if (may_move_read_ptr && s_fifo_aux_write_ptr != s_fifo_aux_read_ptr)
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PanicAlert("aux fifo not synced (%p, %p)", s_fifo_aux_write_ptr, s_fifo_aux_read_ptr);
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memmove(s_fifo_aux_data, s_fifo_aux_read_ptr, s_fifo_aux_write_ptr - s_fifo_aux_read_ptr);
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s_fifo_aux_write_ptr -= (s_fifo_aux_read_ptr - s_fifo_aux_data);
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s_fifo_aux_read_ptr = s_fifo_aux_data;
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if (may_move_read_ptr)
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{
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u8* write_ptr = s_video_buffer_write_ptr;
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// what's left over in the buffer
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size_t size = write_ptr - s_video_buffer_pp_read_ptr;
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memmove(s_video_buffer, s_video_buffer_pp_read_ptr, size);
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// This change always decreases the pointers. We write seen_ptr
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// after write_ptr here, and read it before in RunGpuLoop, so
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// 'write_ptr > seen_ptr' there cannot become spuriously true.
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s_video_buffer_write_ptr = write_ptr = s_video_buffer + size;
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s_video_buffer_pp_read_ptr = s_video_buffer;
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s_video_buffer_read_ptr = s_video_buffer;
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s_video_buffer_seen_ptr = write_ptr;
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}
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}
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}
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void PushFifoAuxBuffer(void* ptr, size_t size)
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{
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if (size > (size_t)(s_fifo_aux_data + FIFO_SIZE - s_fifo_aux_write_ptr))
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{
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SyncGPU(SYNC_GPU_AUX_SPACE, /* may_move_read_ptr */ false);
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if (!s_gpu_mainloop.IsRunning())
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{
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// GPU is shutting down
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return;
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}
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if (size > (size_t)(s_fifo_aux_data + FIFO_SIZE - s_fifo_aux_write_ptr))
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{
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// That will sync us up to the last 32 bytes, so this short region
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// of FIFO would have to point to a 2MB display list or something.
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PanicAlert("absurdly large aux buffer");
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return;
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}
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}
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memcpy(s_fifo_aux_write_ptr, ptr, size);
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s_fifo_aux_write_ptr += size;
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}
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void* PopFifoAuxBuffer(size_t size)
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{
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void* ret = s_fifo_aux_read_ptr;
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s_fifo_aux_read_ptr += size;
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return ret;
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}
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// Description: RunGpuLoop() sends data through this function.
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static void ReadDataFromFifo(u32 readPtr)
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{
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size_t len = 32;
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if (len > (size_t)(s_video_buffer + FIFO_SIZE - s_video_buffer_write_ptr))
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{
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size_t existing_len = s_video_buffer_write_ptr - s_video_buffer_read_ptr;
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if (len > (size_t)(FIFO_SIZE - existing_len))
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{
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PanicAlert("FIFO out of bounds (existing %zu + new %zu > %lu)", existing_len, len,
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(unsigned long)FIFO_SIZE);
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return;
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}
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memmove(s_video_buffer, s_video_buffer_read_ptr, existing_len);
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s_video_buffer_write_ptr = s_video_buffer + existing_len;
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s_video_buffer_read_ptr = s_video_buffer;
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}
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// Copy new video instructions to s_video_buffer for future use in rendering the new picture
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Memory::CopyFromEmu(s_video_buffer_write_ptr, readPtr, len);
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s_video_buffer_write_ptr += len;
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}
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// The deterministic_gpu_thread version.
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static void ReadDataFromFifoOnCPU(u32 readPtr)
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{
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size_t len = 32;
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u8* write_ptr = s_video_buffer_write_ptr;
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if (len > (size_t)(s_video_buffer + FIFO_SIZE - write_ptr))
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{
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// We can't wrap around while the GPU is working on the data.
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// This should be very rare due to the reset in SyncGPU.
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SyncGPU(SYNC_GPU_WRAPAROUND);
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if (!s_gpu_mainloop.IsRunning())
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{
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// GPU is shutting down, so the next asserts may fail
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return;
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}
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if (s_video_buffer_pp_read_ptr != s_video_buffer_read_ptr)
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{
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PanicAlert("desynced read pointers");
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return;
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}
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write_ptr = s_video_buffer_write_ptr;
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size_t existing_len = write_ptr - s_video_buffer_pp_read_ptr;
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if (len > (size_t)(FIFO_SIZE - existing_len))
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{
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PanicAlert("FIFO out of bounds (existing %zu + new %zu > %lu)", existing_len, len,
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(unsigned long)FIFO_SIZE);
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return;
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}
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}
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Memory::CopyFromEmu(s_video_buffer_write_ptr, readPtr, len);
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s_video_buffer_pp_read_ptr = OpcodeDecoder::Run<true>(
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DataReader(s_video_buffer_pp_read_ptr, write_ptr + len), nullptr, false);
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// This would have to be locked if the GPU thread didn't spin.
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s_video_buffer_write_ptr = write_ptr + len;
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}
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void ResetVideoBuffer()
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{
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s_video_buffer_read_ptr = s_video_buffer;
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s_video_buffer_write_ptr = s_video_buffer;
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s_video_buffer_seen_ptr = s_video_buffer;
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s_video_buffer_pp_read_ptr = s_video_buffer;
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s_fifo_aux_write_ptr = s_fifo_aux_data;
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s_fifo_aux_read_ptr = s_fifo_aux_data;
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}
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// Description: Main FIFO update loop
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// Purpose: Keep the Core HW updated about the CPU-GPU distance
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void RunGpuLoop()
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{
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AsyncRequests::GetInstance()->SetEnable(true);
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AsyncRequests::GetInstance()->SetPassthrough(false);
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s_gpu_mainloop.Run(
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[] {
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const SConfig& param = SConfig::GetInstance();
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g_video_backend->PeekMessages();
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// Do nothing while paused
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if (!s_emu_running_state.IsSet())
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return;
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if (s_use_deterministic_gpu_thread)
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{
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AsyncRequests::GetInstance()->PullEvents();
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// All the fifo/CP stuff is on the CPU. We just need to run the opcode decoder.
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u8* seen_ptr = s_video_buffer_seen_ptr;
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u8* write_ptr = s_video_buffer_write_ptr;
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// See comment in SyncGPU
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if (write_ptr > seen_ptr)
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{
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s_video_buffer_read_ptr =
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OpcodeDecoder::Run(DataReader(s_video_buffer_read_ptr, write_ptr), nullptr, false);
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s_video_buffer_seen_ptr = write_ptr;
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}
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}
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else
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{
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SCPFifoStruct& fifo = CommandProcessor::fifo;
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AsyncRequests::GetInstance()->PullEvents();
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CommandProcessor::SetCPStatusFromGPU();
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// check if we are able to run this buffer
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while (!CommandProcessor::IsInterruptWaiting() && fifo.bFF_GPReadEnable &&
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fifo.CPReadWriteDistance && !AtBreakpoint())
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{
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if (param.bSyncGPU && s_sync_ticks.load() < param.iSyncGpuMinDistance)
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break;
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u32 cyclesExecuted = 0;
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u32 readPtr = fifo.CPReadPointer;
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ReadDataFromFifo(readPtr);
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if (readPtr == fifo.CPEnd)
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readPtr = fifo.CPBase;
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else
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readPtr += 32;
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_assert_msg_(COMMANDPROCESSOR, (s32)fifo.CPReadWriteDistance - 32 >= 0,
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"Negative fifo.CPReadWriteDistance = %i in FIFO Loop !\nThat can produce "
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"instability in the game. Please report it.",
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fifo.CPReadWriteDistance - 32);
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u8* write_ptr = s_video_buffer_write_ptr;
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s_video_buffer_read_ptr = OpcodeDecoder::Run(
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DataReader(s_video_buffer_read_ptr, write_ptr), &cyclesExecuted, false);
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Common::AtomicStore(fifo.CPReadPointer, readPtr);
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Common::AtomicAdd(fifo.CPReadWriteDistance, -32);
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if ((write_ptr - s_video_buffer_read_ptr) == 0)
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Common::AtomicStore(fifo.SafeCPReadPointer, fifo.CPReadPointer);
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CommandProcessor::SetCPStatusFromGPU();
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if (param.bSyncGPU)
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{
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cyclesExecuted = (int)(cyclesExecuted / param.fSyncGpuOverclock);
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int old = s_sync_ticks.fetch_sub(cyclesExecuted);
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if (old > 0 && old - (int)cyclesExecuted <= 0)
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s_sync_wakeup_event.Set();
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}
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// This call is pretty important in DualCore mode and must be called in the FIFO Loop.
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// If we don't, s_swapRequested or s_efbAccessRequested won't be set to false
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// leading the CPU thread to wait in Video_BeginField or Video_AccessEFB thus slowing
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// things down.
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AsyncRequests::GetInstance()->PullEvents();
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}
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// fast skip remaining GPU time if fifo is empty
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if (s_sync_ticks.load() > 0)
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{
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int old = s_sync_ticks.exchange(0);
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if (old > 0)
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s_sync_wakeup_event.Set();
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}
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// The fifo is empty and it's unlikely we will get any more work in the near future.
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// Make sure VertexManager finishes drawing any primitives it has stored in it's buffer.
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g_vertex_manager->Flush();
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}
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},
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100);
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AsyncRequests::GetInstance()->SetEnable(false);
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AsyncRequests::GetInstance()->SetPassthrough(true);
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}
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void FlushGpu()
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{
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const SConfig& param = SConfig::GetInstance();
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if (!param.bCPUThread || s_use_deterministic_gpu_thread)
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return;
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s_gpu_mainloop.Wait();
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}
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void GpuMaySleep()
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{
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s_gpu_mainloop.AllowSleep();
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}
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bool AtBreakpoint()
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{
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SCPFifoStruct& fifo = CommandProcessor::fifo;
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return fifo.bFF_BPEnable && (fifo.CPReadPointer == fifo.CPBreakpoint);
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}
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void RunGpu()
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{
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SCPFifoStruct& fifo = CommandProcessor::fifo;
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const SConfig& param = SConfig::GetInstance();
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// execute GPU
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if (!param.bCPUThread || s_use_deterministic_gpu_thread)
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{
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bool reset_simd_state = false;
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while (fifo.bFF_GPReadEnable && fifo.CPReadWriteDistance && !AtBreakpoint())
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{
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if (s_use_deterministic_gpu_thread)
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{
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ReadDataFromFifoOnCPU(fifo.CPReadPointer);
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s_gpu_mainloop.Wakeup();
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}
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else
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{
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if (!reset_simd_state)
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{
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FPURoundMode::SaveSIMDState();
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FPURoundMode::LoadDefaultSIMDState();
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reset_simd_state = true;
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}
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ReadDataFromFifo(fifo.CPReadPointer);
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s_video_buffer_read_ptr = OpcodeDecoder::Run(
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DataReader(s_video_buffer_read_ptr, s_video_buffer_write_ptr), nullptr, false);
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}
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// DEBUG_LOG(COMMANDPROCESSOR, "Fifo wraps to base");
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if (fifo.CPReadPointer == fifo.CPEnd)
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fifo.CPReadPointer = fifo.CPBase;
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else
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fifo.CPReadPointer += 32;
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fifo.CPReadWriteDistance -= 32;
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}
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CommandProcessor::SetCPStatusFromGPU();
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if (reset_simd_state)
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{
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FPURoundMode::LoadSIMDState();
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}
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}
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// wake up GPU thread
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if (param.bCPUThread)
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{
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s_gpu_mainloop.Wakeup();
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}
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}
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void UpdateWantDeterminism(bool want)
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{
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// We are paused (or not running at all yet), so
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// it should be safe to change this.
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const SConfig& param = SConfig::GetInstance();
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bool gpu_thread = false;
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switch (param.m_GPUDeterminismMode)
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{
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case GPU_DETERMINISM_AUTO:
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gpu_thread = want;
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// Hack: For now movies are an exception to this being on (but not
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// to wanting determinism in general). Once vertex arrays are
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|
// fixed, there should be no reason to want this off for movies by
|
|
// default, so this can be removed.
|
|
if (!NetPlay::IsNetPlayRunning())
|
|
gpu_thread = false;
|
|
|
|
break;
|
|
case GPU_DETERMINISM_NONE:
|
|
gpu_thread = false;
|
|
break;
|
|
case GPU_DETERMINISM_FAKE_COMPLETION:
|
|
gpu_thread = true;
|
|
break;
|
|
}
|
|
|
|
gpu_thread = gpu_thread && param.bCPUThread;
|
|
|
|
if (s_use_deterministic_gpu_thread != gpu_thread)
|
|
{
|
|
s_use_deterministic_gpu_thread = gpu_thread;
|
|
if (gpu_thread)
|
|
{
|
|
// These haven't been updated in non-deterministic mode.
|
|
s_video_buffer_seen_ptr = s_video_buffer_pp_read_ptr = s_video_buffer_read_ptr;
|
|
CopyPreprocessCPStateFromMain();
|
|
VertexLoaderManager::MarkAllDirty();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool UseDeterministicGPUThread()
|
|
{
|
|
return s_use_deterministic_gpu_thread;
|
|
}
|
|
|
|
/* This function checks the emulated CPU - GPU distance and may wake up the GPU,
|
|
* or block the CPU if required. It should be called by the CPU thread regulary.
|
|
* @ticks The gone emulated CPU time.
|
|
* @return A good time to call Update() next.
|
|
*/
|
|
static int Update(int ticks)
|
|
{
|
|
const SConfig& param = SConfig::GetInstance();
|
|
|
|
// GPU is sleeping, so no need for synchronization
|
|
if (s_gpu_mainloop.IsDone() || s_use_deterministic_gpu_thread)
|
|
{
|
|
if (s_sync_ticks.load() < 0)
|
|
{
|
|
int old = s_sync_ticks.fetch_add(ticks);
|
|
if (old < param.iSyncGpuMinDistance && old + ticks >= param.iSyncGpuMinDistance)
|
|
RunGpu();
|
|
}
|
|
return param.iSyncGpuMaxDistance;
|
|
}
|
|
|
|
// Wakeup GPU
|
|
int old = s_sync_ticks.fetch_add(ticks);
|
|
if (old < param.iSyncGpuMinDistance && old + ticks >= param.iSyncGpuMinDistance)
|
|
RunGpu();
|
|
|
|
// Wait for GPU
|
|
if (s_sync_ticks.load() >= param.iSyncGpuMaxDistance)
|
|
{
|
|
while (s_sync_ticks.load() > 0)
|
|
{
|
|
s_sync_wakeup_event.Wait();
|
|
}
|
|
}
|
|
|
|
return param.iSyncGpuMaxDistance - s_sync_ticks.load();
|
|
}
|
|
|
|
static void SyncGPUCallback(u64 userdata, s64 cyclesLate)
|
|
{
|
|
u64 now = CoreTiming::GetTicks();
|
|
int next = Fifo::Update((int)(now - s_last_sync_gpu_tick));
|
|
s_last_sync_gpu_tick = now;
|
|
|
|
if (next > 0)
|
|
CoreTiming::ScheduleEvent(next, s_event_sync_gpu);
|
|
}
|
|
|
|
// Initialize GPU - CPU thread syncing, this gives us a deterministic way to start the GPU thread.
|
|
void Prepare()
|
|
{
|
|
if (SConfig::GetInstance().bCPUThread && SConfig::GetInstance().bSyncGPU)
|
|
{
|
|
s_event_sync_gpu = CoreTiming::RegisterEvent("SyncGPUCallback", SyncGPUCallback);
|
|
CoreTiming::ScheduleEvent(0, s_event_sync_gpu);
|
|
s_last_sync_gpu_tick = CoreTiming::GetTicks();
|
|
}
|
|
}
|
|
}
|