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 <noreply@anthropic.com>
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 <noreply@anthropic.com>