An interrupt with no handler to run, a vblank with none registered for
example, switched the running thread off to idle and left it there until
some later event rescheduled: ~775us of every frame in a game that spins
without a vblank handler. It now reschedules at once. Taking an interrupt
also clears the ll bit directly, which that switch had been doing.
Interrupt handlers can now carry a cost before they run and after the
last queued one returns. Alarms use it: on hardware a thread that keeps
running loses ~70us to an alarm handler, and a thread the handler wakes
runs ~50us after it (pspautotests threads/scheduling/alarmcosts), so
17us in and 40us out. sceKernelSetAlarm's 40us is split evenly around the
deadline, keeping the handler ~1040us after a 1000us alarm.
A handler's return value re-arms its alarm counting from the previous
deadline, so a repeating alarm doesn't drift by those costs, unless
that's already past, as after interrupts were suspended for a while.
The vblank's own cost (~62us of CPU on hardware) isn't charged yet: with
it, a waiter ~90us after the vblank still reads hcount 1 on hardware, but
line 2 here. Hardware evidently raises the interrupt ~40us before the
line count wraps. That's noted where the waiters are released.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
On hardware a thread waiting for vblank returns ~53us after it, where we
had it back in ~5us, and the first of four waiters runs after ~85us: each
waiter beyond the first adds ~9us (pspautotests threads/scheduling/
vblankwake). The waiters are now released by a separate event 48us + 9us
per extra waiter after the vblank. Which vblank a wait is for is still
decided at the vblank, so a thread that starts waiting in between still
waits a whole frame (sceDisplay section version 8).
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Measured with pspautotests display/vblanklen: 730-770us from
sceDisplayWaitVblankStart returning to the end of vblank, with an hcount
of up to 14 inside it. The old value dated from the first source drop
and left the highest hcount at 13. display/hcount now passes (with the
test fixed not to depend on where a line boundary falls).
Booting 75 games against master shows no difference.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Replaces the global in-callback counter with each thread's own mipscall
chain, so several threads can be inside callbacks at once, and other
threads' callbacks (better priority ones right away) run while one is.
Verified against pspautotests threads/callbacks/otherthread, recursion
and intrnotify:
- A callback nests only one level: a CB wait that would go deeper never
returns on hardware, so the callback is left pending instead.
- A non-CB wait inside a callback no longer runs callbacks because of
the CB wait the callback interrupted.
- Callbacks for a waiting thread are only taken when it beats both the
running thread and every ready one. After an interrupt (which runs on
the idle thread) that's the thread about to resume, not idle.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Missing sections (videocodec, audiocodec, aac, mp3) and old-version
branches (impose, io, umd, gps, mic, display, font) left the session
before the load in place.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Some DoState code meant for after a load ran on every save:
- scePower reset the bus frequency a game set (and with a locked CPU
speed, applied the current setting to the clock).
- sceDisplay reset the lag sync baseline, and could schedule lag sync in
the measuring pass only, which failed the save.
- GPUState dirtied the texture, sceUmd notified the UI, and sceMpeg
dropped a pending ringbuffer fix-up for an old state.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
The fast-forward flip limiter in __DisplayFlip kept its last-flip time in a
static local, so it survived a boot and the first flip of a new game was
compared against a timestamp from whatever ran before it. Move it up with the
other frame timing globals, which __DisplayInit already resets.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Both mechanisms already existed and just weren't reachable from the WebSocket
API: PSP_CoreParameter().fastForward for unlimited, and an FPSLimit mode plus a
target frame rate for everything else. FrameTimingLimit() in sceDisplay.cpp is
where they all resolve to a single number.
The one thing worth being careful about is which knob to drive. Reusing
CUSTOM1/CUSTOM2 - the user's own alternative speeds - would have meant writing
g_Config.iFpsLimit1, which is persisted per game, so a debugger session would
permanently overwrite whatever speed the user had configured. Same class of
mistake as a debug setting leaking into the saved config. So this gets its own
FPSLimit::DEBUGGER mode and a debuggerFpsLimit field on CoreParameter, which
isn't persisted and is value-initialized on every boot. Two things fall out for
free: the analog-speed handler already backs off for any mode it doesn't own
(EmuScreen.cpp), and a debugger can't leave a game slowed down after a restart.
Percentages are relative to 60 FPS, the same convention GameSettingsScreen uses
when presenting the alternative speeds, so "200%" means one thing across the
app. Unlimited is fastForward rather than percent 0, so there's a single way to
express it.
The response reports limitFps straight from FrameTimingLimit(), exposed for the
purpose. That's the number the frame timing actually consumes, so a client never
has to reconstruct the interaction between fast-forward, this override and the
user's own hotkeys - which is exactly the sort of thing that goes stale.
Requests fail rather than being quietly ignored when something else owns the
speed: achievements hardcore mode, or netplay without the "allow speed control
while connected" option. Being ignored with a successful response is the worst
outcome for an automation client.
Verified against a running headless instance: percent 200 with fast-forward off
resolves to limitFps 120, fast-forward takes it to 0 while remembering the 200
underneath, an explicit null clears it, and out-of-range or empty requests are
rejected. The throttle *behaviour* is not verified end to end - a debug,
software-rendered headless build runs this game at about 1% of real time, so it
never reaches any of these targets and the limit can't be observed. That path is
shared with the existing CUSTOM1/CUSTOM2 speeds and unchanged.
sceNet.h is forward-declared rather than included: it reaches windows.h through
proAdhoc.h, which redefines the OPTIONAL macro that collides with
DebuggerParamType::OPTIONAL - the hazard this file's header comment already
warns about.
pspautotests 314/314, UnitTest 55/55.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
sleep_ms() should generally be avoided when possible. This can be used to try
to track down unnecessary sleeps by adding some logging.
This commit on its own doesn't actually add any logging.