Commit Graph
166 Commits
Author SHA1 Message Date
Henrik Rydgård d21467beb0 De-claude some commments. 2026-09-21 16:50:22 -06:00
Henrik RydgårdandClaude Fable 5.1 cc41a23256 GPU: empty the display list queue on sceKernelLoadExec, fixes Crazy Taxi
Reinitialize() wiped the 64 display lists but kept the queue of their ids.
Whatever the old executable still had queued came back as lists with no state
and a pc of 0, behind the first list of the new executable, where they
blocked everything. Crazy Taxi: Fare Wars is a launcher for its two games,
and stopped at a black screen that way. Fixes #19894.

This removes the workaround for it, which dropped such a list but returned
before currentList was cleared, and only worked as long as something else
happened to clear it later. A list with a bad pc is now dropped like one that
ran into an error, instead of sitting at the head of the queue for good.

Also narrows what sceGeBreak(1) throws away to interrupts that have actually
been raised, which is what gpu/ge/intrsuspend shows. The ones we haven't
raised yet are only late because we execute lists ahead of time: a game that
breaks right after its last list, and then waits for what the finish callback
signals, got that callback long ago on hardware.

Co-Authored-By: Claude Fable 5.1 <[email protected]>
2026-09-21 13:10:02 -06:00
Henrik RydgårdandClaude Fable 5.1 91c9c4d14e sceGe: sceGeBreak(1) takes pending interrupts with it
Resetting the GE also gets rid of an interrupt that was raised but not taken
yet, so a list that reached its FINISH just before never gets its finish
callback. We delivered one anyway, for a list that no longer existed. If the
break comes from inside a GE callback, the interrupt being handled is kept,
since its handler still has to return.

Found by gpu/ge/intrsuspend, which also confirms from a thread, with
interrupts suspended, that nothing moves along the queue until the FINISH
interrupt has been taken.

Savestates: bump GPUCommon to 7. We didn't use to mark a PAUSE signal as
delivered, which sceGeContinue now goes by, so a state saved with a list
paused that way would load into a game that could never continue it. Fixed
up on load.

gpu/signals/handlercalls goes in as known failing: with an old SDK version, a
stall address set from inside a SUSPEND callback doesn't reach the GE, which
we can't express with just the one stall address per list. See docs/sceGe.md.

Co-Authored-By: Claude Fable 5.1 <[email protected]>
2026-09-21 12:48:03 -06:00
Henrik RydgårdandClaude Fable 5.1 8a23e633a1 sceGe: keep a finished list on the queue until its interrupt is done
On hardware the GE stops at every SIGNAL and FINISH, and it's the interrupt
that gets it going again: on the same list after a signal, on the next one
after a FINISH - once the finish callback has run, with the finished list
still at the head of the queue. We ran the next list right away and dropped
the finished one at once, so a finish callback saw an empty queue. A list
enqueued from there was started instead of queued, and then couldn't be
dequeued, which hung the new gpu/ge/queue2 test.

ProcessDLQueue() now runs nothing while the head of the queue has an
interrupt pending, and InterruptEnd() is what takes a finished list off the
queue. This also keeps a stall update from restarting a list that's stopped
at a signal before the handler has run. drawCompleteTicks is still set when
the last list reaches its FINISH, so a sceGeDrawSync in between doesn't wait.

Other things gpu/ge/queue2 and gpu/ge/breakwait showed, all from a real PSP:

- sceGeListEnQueue compares against the address a list was enqueued with
  (or stopped at by sceGeBreak), mirrors included, not against its current pc.
  We had that the wrong way around.
- The stack-in-use check only applies to lists that have started executing.
  This is probably what IgnoreEnqueue was added for (Metal Gear Acid 2,
  #10906). The flag stays until someone has checked the game without it.
- A PAUSE signal makes the list PAUSED at once, before the FINISH delivers it.
  In between, sceGeContinue and sceGeBreak say BUSY, and updating the stall
  address does nothing, so a list that stalls there is stuck.
- A completed list can't be dequeued, with or without a context.
- sceGeDrawSync(1) looked at currentList instead of the list it had found.
- sceGeBreak(1) doesn't wake anyone, and a late interrupt for a list it reset
  no longer marks that list completed. Threads in sceGeDrawSync are woken
  before the ones waiting for the last list.

Also fixes currentList being lost when loading a state where it's list 0,
and makes ge_pending_cb a plain std::list - nothing else touches it, and the
GPU thread it was shared with is long gone. Same savestate format.

See docs/sceGe.md.

Co-Authored-By: Claude Fable 5.1 <[email protected]>
2026-09-21 12:21:19 -06:00
Henrik Rydgård c5e4d0d90d Rename the get-memory-pointer functions to make it clear where CPU exceptions can happen. 2026-08-12 14:06:16 +02:00
Henrik Rydgård e9a3449ede More MIPSState * plumbing (manual) 2026-08-12 14:02:19 +02:00
Henrik Rydgård 31b21d6bef Improve and clean up GPU stats 2026-07-16 15:03:20 +02:00
Henrik Rydgård ce7da78b17 Invalidate texture hashes on readbacks 2026-06-09 23:49:54 +02:00
Henrik Rydgård 1781f693b5 Implement the new SyncDomain concept for texture hashing, remove minihash 2026-06-09 23:49:54 +02:00
Henrik Rydgård 3f6582aa7b Minor logging changes 2026-05-30 19:07:59 +02:00
Henrik Rydgård 49d3d3dc37 Settings and dev settings: Preserve the current tab. Minor UI tweaks. 2026-04-06 12:09:40 -06:00
Henrik Rydgård 4e25f44eef Rename some module-related functions to include HLE where appropriate 2025-03-31 11:17:50 +02:00
Henrik Rydgård 0f840e6240 Move JPEG error codes to the big enum, some include cleanup 2025-03-21 20:44:46 +01:00
Henrik Rydgård 0f9c97c2a0 Another big batch of logging cleanup 2025-03-05 17:02:46 +01:00
Henrik Rydgård 2af7a047d2 HLE logging; Use function metadata to decide the type for logging the return type. 2025-01-29 10:14:54 +01:00
Henrik Rydgård 28b2c7f540 HLE log rename part 1: Remove duplicate log functions. Return type should be determined by metadata. 2025-01-29 09:45:39 +01:00
Henrik Rydgård 2b5b2a8fa5 Add a "pedantic" self-check mode, improve logging some more. 2025-01-20 12:20:21 +01:00
Henrik Rydgård 2523690584 Flip around so sceDelayResult is always outermost. Start using HLECall. 2025-01-20 12:20:18 +01:00
Henrik Rydgård 31c1506a57 Some logging improvements 2025-01-20 11:56:13 +01:00
Henrik Rydgård f117cea4b9 Minor logging cleanups in sceGe 2025-01-19 14:13:36 +01:00
Henrik Rydgård d9e2a92efc More logging cleanup in Display/Dmac 2025-01-19 14:02:06 +01:00
Henrik Rydgård c073b449a1 Workaround for GE debugging in Syphon Filter. Fix some stepping misbehavior. 2024-12-17 09:43:32 +01:00
Henrik Rydgård e567a58684 Remove StdioListener 2024-12-16 12:33:58 +01:00
Henrik Rydgård c25e6b3933 Add "Split syscall" mechanism 2024-12-05 00:05:39 +01:00
Henrik Rydgård e977906d75 Lift out running the display list to the callers.
This has one tricky case though...
2024-12-03 22:35:36 +01:00
Henrik Rydgård 63c0305301 Delete unused enum, add a new parameter bool 2024-12-03 22:35:36 +01:00
Henrik Rydgård 9b1d077943 Comment updates 2024-12-03 22:35:36 +01:00
Henrik Rydgård 3ffff831c7 Refactor LogManager (remove GetInstance()). In headless, add option to log to OutputDebugString on Windows. 2024-12-03 21:39:42 +01:00
Henrik Rydgård 0df2a40487 Remove the "GPUInterface" base class. Not really useful, GPUCommon is pretty much the same thing. 2024-12-02 11:12:14 +01:00
Henrik Rydgård 4c0a4dadac sceGe: Unexpose some functions 2024-12-01 20:42:16 +01:00
Herman Semenov 192650f551 [Core/HLE/GPU/D3D11/GLES] Using for based loop C++17 and replaced on structured binding map C++17 2024-09-18 11:10:10 +02:00
Henrik Rydgård c7546dfe8d Add compat.ini setting for Sakura-Sou no Pet na Kanojo
See issue #15224
2024-09-10 19:28:49 +02:00
Henrik Rydgård e01ca5b057 Logging API change (refactor) (#19324)
* Rename LogType to Log

* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.

* Mac/ARM64 buildfix

* Do the same with the hle result log macros

* Rename the log names to mixed case while at it.

* iOS buildfix

* Qt buildfix attempt, ARM32 buildfix
2024-07-14 14:42:59 +02:00
Henrik Rydgård 9827dd536c Count listsyncs and drawsyncs in gpu stats. Eat some cycles in listSync
Chose a conservative number (same as sceGeContinue)
2023-02-08 00:41:26 +01:00
Unknown W. Brackets 24999e792a Ge: Report and save Edram translation value.
See #16126 for some details on its usage and effects.
2022-10-01 23:18:42 -07:00
Unknown W. Brackets 6b20c0318d softgpu: Correct matrix value update wrapping.
The values read back when saving a context or getting matrix data are set
differently than the actual values used for rendering.

This implements the wrapping and bleeding between matrices within softgpu,
but leaves hardware rendering to only use the rendering registers for
speed.
2022-09-27 22:29:55 -07:00
Unknown W. Brackets 95d2083f04 Ge: Move matrix reading into GPU.
Let's keep managing its state / registers internal.
2022-09-27 22:23:02 -07:00
Unknown W. Brackets 1d5c90d370 Ge: Read matrix num/data back like hardware.
In case any game accidentally relies on this.
2022-09-05 19:37:58 -07:00
Unknown W. Brackets a86b904cf2 Ge: Switch from ReadStruct to PSPPointer. 2022-09-03 10:44:11 -07:00
Unknown W. Brackets f1254b1976 Ge: Fix sceGeBreak error case.
Seems to be some compiler optimization.
2022-01-25 19:50:35 -08:00
Unknown W. Brackets 5d17ec70ce Ge: Add measured minimal timing for sceGeDrawSync. 2021-08-14 20:18:52 -07:00
Unknown W. Brackets 5041a898a2 Ge: Improve some logging and memchecks.
Explicitly trigger memchecks on readback.
2021-01-31 00:22:49 -08:00
Henrik Rydgård 886a8b1ac6 Remove Timer.cpp/h. Move various collections into Common/Data/Collections. 2020-10-05 21:05:23 +02:00
Unknown W. Brackets b8342fb8ec SaveState: Rename ChunkFile files to Serialize.
Makes more sense and less weird than ChunkFileDoMap, etc.
2020-08-10 08:04:05 +00:00
Unknown W. Brackets 1dc5ee424b SaveState: Split out Do types to reduce headers. 2020-08-10 08:03:44 +00:00
Unknown W. Brackets 4b4e3432cd SaveState: Split Do() into a separate header. 2020-08-10 08:03:41 +00:00
Unknown W. Brackets 5507116d3f Ge: Check stack depth based on args struct size.
Matches tests against firmware.
2020-05-21 22:16:13 -07:00
Unknown W. Brackets d13f76308d Ge: Avoid executing invalid pointers.
May help #3407 and related errors, as well as crashes and execution of
garbage.  This stops immediately on a bad pointer, rather than trying to
push through.
2018-08-25 10:32:32 -07:00
Henrik Rydgård a827ad23ae Don't use "threadsafe events" for Ge stuff. 2017-11-06 00:27:51 +01:00
Henrik Rydgård 9e35144b96 Remove/deprecate GPU tick sync 2017-11-05 23:21:53 +01:00