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https://github.com/dolphin-emu/dolphin.git
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104603467b
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.
93 lines
2.4 KiB
C++
93 lines
2.4 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _PIXELENGINE_H
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#define _PIXELENGINE_H
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#include "CommonTypes.h"
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class PointerWrap;
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// internal hardware addresses
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enum
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{
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PE_ZCONF = 0x00, // Z Config
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PE_ALPHACONF = 0x02, // Alpha Config
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PE_DSTALPHACONF = 0x04, // Destination Alpha Config
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PE_ALPHAMODE = 0x06, // Alpha Mode Config
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PE_ALPHAREAD = 0x08, // Alpha Read
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PE_CTRL_REGISTER = 0x0a, // Control
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PE_TOKEN_REG = 0x0e, // Token
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PE_BBOX_LEFT = 0x10, // Flip Left
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PE_BBOX_RIGHT = 0x12, // Flip Right
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PE_BBOX_TOP = 0x14, // Flip Top
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PE_BBOX_BOTTOM = 0x16, // Flip Bottom
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// These have not yet been RE:d. They are the perf counters.
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PE_PERF_0L = 0x18,
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PE_PERF_0H = 0x1a,
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PE_PERF_1L = 0x1c,
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PE_PERF_1H = 0x1e,
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PE_PERF_2L = 0x20,
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PE_PERF_2H = 0x22,
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PE_PERF_3L = 0x24,
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PE_PERF_3H = 0x26,
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PE_PERF_4L = 0x28,
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PE_PERF_4H = 0x2a,
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PE_PERF_5L = 0x2c,
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PE_PERF_5H = 0x2e,
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};
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namespace PixelEngine
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{
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// ReadMode specifies the returned alpha channel for EFB peeks
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union UPEAlphaReadReg
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{
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u16 Hex;
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struct
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{
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u16 ReadMode : 2;
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u16 : 14;
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};
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};
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void Init();
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void DoState(PointerWrap &p);
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// Read
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void Read16(u16& _uReturnValue, const u32 _iAddress);
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// Write
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void Write16(const u16 _iValue, const u32 _iAddress);
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void Write32(const u32 _iValue, const u32 _iAddress);
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// gfx backend 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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void ResetSetToken(void);
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bool WaitingForPEInterrupt();
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void ResumeWaitingForPEInterrupt();
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// Bounding box functionality. Paper Mario (both) are a couple of the few games that use it.
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extern u16 bbox[4];
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extern bool bbox_active;
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} // end of namespace PixelEngine
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#endif
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