These own GPU objects, memory or refcounts in their destructors (or assert
there that they were torn down), so a copy would double-free. Nothing copies
them today; this keeps it that way. The manager base classes cover every
backend's subclass.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
- A list dropped for a bad pc or a GE error stayed RUNNING: its ID was never
freed and sceGeListSync on it never returned. Complete it like a finished
one.
- FlushImm switches to through mode and another vertex decoder, so flush the
queued draws first even when the immediate flags match.
- Clear leftover temporary GE breakpoints when setting or clearing the next
break, so a step that never got there doesn't trip later.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Full-screen clears measured on a PSP (pspautotests gpu/timing/blittiming):
0.49ms on a 16-bit framebuffer whatever is cleared, 0.69ms on 8888, 1.02ms on
8888 with depth. Charging them may help games that spin hard on an empty
screen, but it's off (chargeClearTime) until tried on some. The video blit
cost moves into the same function, now EstimateFillCycles.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
The blit cost remembered only the last buffer a decoder wrote into, forever.
Move the texture cache's video list (with its ageing out a few flips after
the last write) into GPUCommon, so the texture cache, the blit cost and
SoftGPU all share one. That also counts both of a double-buffered player's
frames, which exposed that a clear drawn with texturing still enabled was
being charged as a blit - skip clears and draws without texture coordinates.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Movie players like the one in Star Wars: Lethal Alliance present every decoded
frame after a single vblank wait, with no clock or timestamp check, so the
frame rate depends on decode, CSC, ATRAC decode and the GE blit adding up to
more than a vblank. We charged nearly nothing for any of them, so such movies
ran at 60 fps until the ringbuffer's slack ran out.
Costs measured on a PSP with a copy of that player (pspautotests
video/mpeg/playertiming), for a 480x272 frame:
- sceVideocodecDecode: 3.4ms (sceMpegAvcDecode 5.8ms less sceMpegAvcCsc 2.4ms)
- sceMpegBaseCscAvc: 2.4ms, was a flat 4ms
- sceAudiocodecDecode, ATRAC3+ only: 2.5ms per frame
- GE: 9.7ms for a through-mode rectangle blit from a decoded video frame,
charged by area, only for textures in the buffer a decoder last wrote.
GE time also now carries across stall address updates. Before, a list sent
in stalled chunks only had its last chunk's time counted, so sceGeDrawSync
returned 39us after a blit that takes 9.7ms. This affects every game that
builds its lists incrementally, so GE-timing-sensitive games need checking.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
videos_ only learns about the CSC output, so the texture we actually draw is
just an ordinary 512x512 8888 texture whose contents happen to be different
every frame: hash, miss, throw it in the secondary cache, rebuild, forever.
So track the copy. NotifyVideoCopy marks the destination as video when the
source is, and the copy funnels call it: sceDmacMemcpy, sceKernelMemcpy, and
the four replaced memcpy/memmove variants. It sits outside their "is either
side VRAM" gate, since a RAM-to-RAM copy of a frame is still a frame.
Being a video texture also gets it forced linear filtering and keeps it out of
texture upscaling, which is what you want for a video either way.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
From another pass over ge.prx against our code, each checked on a PSP with
gpu/ge/callbackstate except the last:
- A list's context is restored after its finish callback, which sees the
state the list left. We restored at the FINISH, before it. Now that nothing
runs until InterruptEnd(), that's where it happens.
- sceGeSaveContext/RestoreContext only fail while the GE is executing. It's
stopped during a finish callback and a SUSPEND signal callback, however
much is queued, so they work there. We said busy whenever a list existed.
- sceGeListDeQueue emptying the queue doesn't turn completed lists into
nothing, only sceGeDrawSync does. CheckDrawSync() is gone.
- The "break in progress" flag that makes sceGeContinue only requeue the
list is cleared by an interrupt that follows the break at once, so it's
only seen from a callback or with interrupts off. Ours lasted until the
next GE interrupt of any kind.
- sceKernelLoadExec restarts the GE driver, which begins by zeroing every
register and matrix. Reinitialize() now does too, so a program started that
way finds the same GE as one booted directly, rather than its launcher's.
Not testable on hardware: nothing after the restart can report back.
Co-Authored-By: Claude Fable 5.1 <[email protected]>