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ppsspp/Core/HLE/sceGe.cpp
T
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 <noreply@anthropic.com>
2026-09-21 12:21:19 -06:00

659 lines
23 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <list>
#include <map>
#include <vector>
#include <mutex>
#include "Common/Serialize/Serializer.h"
#include "Common/Serialize/SerializeFuncs.h"
#include "Common/Serialize/SerializeList.h"
#include "Common/Serialize/SerializeMap.h"
#include "Core/HLE/HLE.h"
#include "Core/HLE/ErrorCodes.h"
#include "Core/HLE/FunctionWrappers.h"
#include "Core/MIPS/MIPS.h"
#include "Core/CoreParameter.h"
#include "Core/CoreTiming.h"
#include "Core/MemMapHelpers.h"
#include "Core/Reporting.h"
#include "Core/System.h"
#include "Core/HLE/sceGe.h"
#include "Core/HLE/sceKernelMemory.h"
#include "Core/HLE/sceKernelThread.h"
#include "Core/HLE/sceKernelInterrupt.h"
#include "Core/HLE/KernelWaitHelpers.h"
#include "GPU/GPUState.h"
#include "GPU/GPUCommon.h"
static const int LIST_ID_MAGIC = 0x35000000;
static PspGeCallbackData ge_callback_data[16];
static bool ge_used_callbacks[16] = {0};
typedef std::vector<SceUID> WaitingThreadList;
static std::map<int, WaitingThreadList> listWaitingThreads;
static WaitingThreadList drawWaitingThreads;
struct GeInterruptData {
int listid;
u32 pc;
u32 cmd;
};
static std::list<GeInterruptData> ge_pending_cb;
static int geSyncEvent;
static int geInterruptEvent;
static int geCycleEvent;
class GeIntrHandler : public IntrHandler {
public:
GeIntrHandler() : IntrHandler(PSP_GE_INTR) {}
bool run(PendingInterrupt& pend) override {
if (ge_pending_cb.empty()) {
ERROR_LOG_REPORT(Log::sceGe, "Unable to run GE interrupt: no pending interrupt");
return false;
}
GeInterruptData intrdata = ge_pending_cb.front();
DisplayList* dl = gpu->getList(intrdata.listid);
if (dl == NULL) {
WARN_LOG(Log::sceGe, "Unable to run GE interrupt: list doesn't exist: %d", intrdata.listid);
return false;
}
if (!dl->interruptsEnabled) {
ERROR_LOG_REPORT(Log::sceGe, "Unable to run GE interrupt: list has interrupts disabled, should not happen");
return false;
}
gpu->InterruptStart(intrdata.listid);
const u32 cmd = intrdata.cmd;
int subintr = -1;
if (dl->subIntrBase >= 0) {
switch (dl->signal) {
case PSP_GE_SIGNAL_SYNC:
case PSP_GE_SIGNAL_JUMP:
case PSP_GE_SIGNAL_CALL:
case PSP_GE_SIGNAL_RET:
// Do nothing.
break;
case PSP_GE_SIGNAL_HANDLER_PAUSE:
if (cmd == GE_CMD_FINISH)
subintr = dl->subIntrBase | PSP_GE_SUBINTR_SIGNAL;
break;
default:
if (cmd == GE_CMD_SIGNAL)
subintr = dl->subIntrBase | PSP_GE_SUBINTR_SIGNAL;
else
subintr = dl->subIntrBase | PSP_GE_SUBINTR_FINISH;
break;
}
}
// Set the list as complete once the interrupt starts.
// In other words, not before another interrupt finishes.
// A list that sceGeBreak(1) reset in the meantime stays that way.
if (dl->signal != PSP_GE_SIGNAL_HANDLER_PAUSE && cmd == GE_CMD_FINISH && dl->state != PSP_GE_DL_STATE_NONE) {
dl->state = PSP_GE_DL_STATE_COMPLETED;
}
// The pause has been delivered now. The firmware marks this the same way as sceGeBreak does, which
// is what lets sceGeContinue through again.
if (dl->signal == PSP_GE_SIGNAL_HANDLER_PAUSE && cmd == GE_CMD_FINISH) {
dl->signal = PSP_GE_SIGNAL_HANDLER_SUSPEND;
}
SubIntrHandler* handler = get(subintr);
if (handler != NULL) {
DEBUG_LOG(Log::CPU, "Entering GE interrupt handler %08x", handler->handlerAddress);
currentMIPS->pc = handler->handlerAddress;
u32 data = dl->subIntrToken;
currentMIPS->r[MIPS_REG_A0] = data & 0xFFFF;
currentMIPS->r[MIPS_REG_A1] = handler->handlerArg;
currentMIPS->r[MIPS_REG_A2] = sceKernelGetCompiledSdkVersion() <= 0x02000010 ? 0 : intrdata.pc + 4;
// RA is already taken care of in __RunOnePendingInterrupt
return true;
}
if (dl->signal == PSP_GE_SIGNAL_HANDLER_SUSPEND && cmd == GE_CMD_SIGNAL) {
if (sceKernelGetCompiledSdkVersion() <= 0x02000010) {
if (dl->state != PSP_GE_DL_STATE_NONE && dl->state != PSP_GE_DL_STATE_COMPLETED) {
dl->state = PSP_GE_DL_STATE_QUEUED;
}
}
}
ge_pending_cb.pop_front();
gpu->InterruptEnd(intrdata.listid);
// Seen in GoW.
if (subintr >= 0)
DEBUG_LOG(Log::sceGe, "Ignoring interrupt for display list %d, already been released.", intrdata.listid);
// Hm. This might be really tricky to get to behave the same in both modes. Here we are in __KernelReschedule, CoreTiming::Advance, ProcessEvents, GeExecuteInterrupt, ... .... __RunOnePendingInterrupt
// But not sure how much it will matter. The test pause2 hits here.
DLResult result = gpu->ProcessDLQueue();
_dbg_assert_(result != DLResult::DebugBreak);
return false;
}
void handleResult(PendingInterrupt& pend) override {
GeInterruptData intrdata = ge_pending_cb.front();
ge_pending_cb.pop_front();
DisplayList* dl = gpu->getList(intrdata.listid);
if (!dl->interruptsEnabled) {
ERROR_LOG_REPORT(Log::sceGe, "Unable to finish GE interrupt: list has interrupts disabled, should not happen");
return;
}
switch (intrdata.cmd == GE_CMD_SIGNAL ? dl->signal : PSP_GE_SIGNAL_NONE) {
case PSP_GE_SIGNAL_HANDLER_SUSPEND:
if (sceKernelGetCompiledSdkVersion() <= 0x02000010) {
// uofw says dl->state = endCmd & 0xFF;
DisplayListState newState = static_cast<DisplayListState>(Memory::ReadUnchecked_U32(intrdata.pc - 4) & 0xFF);
//dl->status = static_cast<DisplayListStatus>(Memory::ReadUnchecked_U32(intrdata.pc) & 0xFF);
//if(dl->status < 0 || dl->status > PSP_GE_LIST_PAUSED)
// ERROR_LOG(Log::sceGe, "Weird DL status after signal suspend %x", dl->status);
if (newState != PSP_GE_DL_STATE_RUNNING) {
DEBUG_LOG_REPORT(Log::sceGe, "GE Interrupt: newState might be %d", newState);
}
if (dl->state != PSP_GE_DL_STATE_NONE && dl->state != PSP_GE_DL_STATE_COMPLETED) {
dl->state = PSP_GE_DL_STATE_QUEUED;
}
}
break;
default:
break;
}
gpu->InterruptEnd(intrdata.listid);
// TODO: This is called from __KernelReturnFromInterrupt which does a bunch of stuff afterwards.
// Using hleSplitSyscallOverGe here breaks the gpu/signals/suspend.prx test, for that reason.
// However, it's still useful when debugging, and I believe the scheduling difference is quite insignificant -
// we are already being extremely inaccurate by blasting the full display list here instead of running
// it in the background in parallel with the CPU.
// So, when debugging is active, we'll just use hleSplitSyscallOverGe.
if (gpu->ShouldSplitOverGe()) {
hleSplitSyscallOverGe();
} else {
DLResult result = gpu->ProcessDLQueue();
_dbg_assert_(result != DLResult::DebugBreak);
}
}
};
static void __GeExecuteSync(u64 userdata, int cyclesLate) {
int listid = userdata >> 32;
GPUSyncType type = (GPUSyncType) (userdata & 0xFFFFFFFF);
bool wokeThreads = __GeTriggerWait(type, listid);
gpu->SyncEnd(type, listid, wokeThreads);
}
static void __GeExecuteInterrupt(u64 userdata, int cyclesLate) {
__TriggerInterrupt(PSP_INTR_IMMEDIATE, PSP_GE_INTR, PSP_INTR_SUB_NONE);
}
static void __GeCheckCycles(u64 userdata, int cyclesLate) {
// Deprecated
}
void __GeInit() {
memset(&ge_used_callbacks, 0, sizeof(ge_used_callbacks));
memset(&ge_callback_data, 0, sizeof(ge_callback_data));
ge_pending_cb.clear();
__RegisterIntrHandler(PSP_GE_INTR, new GeIntrHandler());
geSyncEvent = CoreTiming::RegisterEvent("GeSyncEvent", &__GeExecuteSync);
geInterruptEvent = CoreTiming::RegisterEvent("GeInterruptEvent", &__GeExecuteInterrupt);
// Deprecated
geCycleEvent = CoreTiming::RegisterEvent("GeCycleEvent", &__GeCheckCycles);
listWaitingThreads.clear();
drawWaitingThreads.clear();
}
struct GeInterruptData_v1 {
int listid;
u32 pc;
};
void __GeDoState(PointerWrap &p) {
auto s = p.Section("sceGe", 1, 2);
if (!s)
return;
DoArray(p, ge_callback_data, ARRAY_SIZE(ge_callback_data));
DoArray(p, ge_used_callbacks, ARRAY_SIZE(ge_used_callbacks));
if (s >= 2) {
Do(p, ge_pending_cb);
} else {
std::list<GeInterruptData_v1> old;
Do(p, old);
ge_pending_cb.clear();
for (const auto &ge : old) {
GeInterruptData intrdata = {ge.listid, ge.pc};
intrdata.cmd = Memory::ReadUnchecked_U32(ge.pc - 4) >> 24;
ge_pending_cb.push_back(intrdata);
}
}
Do(p, geSyncEvent);
CoreTiming::RestoreRegisterEvent(geSyncEvent, "GeSyncEvent", &__GeExecuteSync);
Do(p, geInterruptEvent);
CoreTiming::RestoreRegisterEvent(geInterruptEvent, "GeInterruptEvent", &__GeExecuteInterrupt);
Do(p, geCycleEvent);
CoreTiming::RestoreRegisterEvent(geCycleEvent, "GeCycleEvent", &__GeCheckCycles);
Do(p, listWaitingThreads);
Do(p, drawWaitingThreads);
// Everything else is done in sceDisplay.
}
void __GeShutdown() {
}
bool __GeTriggerSync(GPUSyncType type, int id, u64 atTicks) {
u64 userdata = (u64)id << 32 | (u64)type;
s64 future = atTicks - CoreTiming::GetTicks(currentMIPS);
if (type == GPU_SYNC_DRAW) {
s64 left = CoreTiming::UnscheduleEvent(geSyncEvent, userdata);
if (left > future)
future = left;
}
CoreTiming::ScheduleEvent(future, geSyncEvent, userdata);
return true;
}
bool __GeTriggerInterrupt(int listid, u32 pc, u64 atTicks) {
GeInterruptData intrdata;
intrdata.listid = listid;
intrdata.pc = pc;
intrdata.cmd = Memory::ReadUnchecked_U32(pc - 4) >> 24;
ge_pending_cb.push_back(intrdata);
u64 userdata = (u64)listid << 32 | (u64) pc;
CoreTiming::ScheduleEvent(atTicks - CoreTiming::GetTicks(currentMIPS), geInterruptEvent, userdata);
return true;
}
void __GeWaitCurrentThread(GPUSyncType type, SceUID waitId, const char *reason) {
WaitType waitType;
if (type == GPU_SYNC_DRAW) {
drawWaitingThreads.push_back(__KernelGetCurThread());
waitType = WAITTYPE_GEDRAWSYNC;
} else if (type == GPU_SYNC_LIST) {
listWaitingThreads[waitId].push_back(__KernelGetCurThread());
waitType = WAITTYPE_GELISTSYNC;
} else {
ERROR_LOG_REPORT(Log::sceGe, "__GeWaitCurrentThread: bad wait type");
return;
}
__KernelWaitCurThread(waitType, waitId, 0, 0, false, reason);
}
static bool __GeTriggerWait(WaitType waitType, SceUID waitId, WaitingThreadList &waitingThreads) {
// TODO: Do they ever get a result other than 0?
bool wokeThreads = false;
for (int threadID : waitingThreads)
wokeThreads |= HLEKernel::ResumeFromWait(threadID, waitType, waitId, 0);
waitingThreads.clear();
gstate_c.textureSyncTimeDomain++;
gpuStats.perFrame.numGEInterrupts++;
return wokeThreads;
}
bool __GeTriggerWait(GPUSyncType type, SceUID waitId) {
// We check for the old type for old savestate compatibility.
if (type == GPU_SYNC_DRAW || (WaitType)type == WAITTYPE_GEDRAWSYNC)
return __GeTriggerWait(WAITTYPE_GEDRAWSYNC, waitId, drawWaitingThreads);
else if (type == GPU_SYNC_LIST || (WaitType)type == WAITTYPE_GELISTSYNC)
return __GeTriggerWait(WAITTYPE_GELISTSYNC, waitId, listWaitingThreads[waitId]);
else
ERROR_LOG_REPORT(Log::sceGe, "__GeTriggerWait: bad wait type");
return false;
}
// Some games spam this, like MediEvil.
static u32 sceGeEdramGetAddr() {
u32 retVal = 0x04000000;
hleEatCycles(150);
return hleLogVerbose(Log::sceGe, retVal);
}
// TODO: Return a different value for the PS3 enhanced-emulator games?
static u32 sceGeEdramGetSize() {
const u32 retVal = 0x00200000;
return hleLogVerbose(Log::sceGe, retVal);
}
static int __GeSubIntrBase(int callbackId) {
return callbackId * 2;
}
u32 sceGeListEnQueue(u32 listAddress, u32 stallAddress, int callbackId, u32 optParamAddr) {
auto optParam = PSPPointer<PspGeListArgs>::Create(optParamAddr);
bool runList;
u32 listID = gpu->EnqueueList(listAddress, stallAddress, __GeSubIntrBase(callbackId), optParam, false, &runList);
if ((int)listID >= 0)
listID = LIST_ID_MAGIC ^ listID;
if (runList) {
if (gpu->ShouldSplitOverGe()) {
hleSplitSyscallOverGe();
} else {
gpu->ProcessDLQueue();
}
}
hleEatCycles(490);
hleCoreTimingForceCheck();
DEBUG_LOG(Log::sceGe,
"%08x=sceGeListEnQueue(addr=%08x, stall=%08x, cbid=%08x, param=%08x) ticks=%lld", listID,
listAddress, stallAddress, callbackId, optParamAddr, (long long)CoreTiming::GetTicks(currentMIPS));
return hleNoLog(listID); // We already logged above, logs get confusing if we use hleLogSuccess.
}
u32 sceGeListEnQueueHead(u32 listAddress, u32 stallAddress, int callbackId, u32 optParamAddr) {
DEBUG_LOG(Log::sceGe,
"sceGeListEnQueueHead(addr=%08x, stall=%08x, cbid=%08x, param=%08x) ticks=%lld",
listAddress, stallAddress, callbackId, optParamAddr, (long long)CoreTiming::GetTicks(currentMIPS));
auto optParam = PSPPointer<PspGeListArgs>::Create(optParamAddr);
bool runList;
u32 listID = gpu->EnqueueList(listAddress, stallAddress, __GeSubIntrBase(callbackId), optParam, true, &runList);
if ((int)listID >= 0)
listID = LIST_ID_MAGIC ^ listID;
if (runList) {
if (gpu->ShouldSplitOverGe()) {
hleSplitSyscallOverGe();
} else {
gpu->ProcessDLQueue();
}
}
hleEatCycles(480);
hleCoreTimingForceCheck();
return hleNoLog(listID); // We already logged above, logs get confusing if we use hleLogSuccess.
}
static int sceGeListDeQueue(u32 listID) {
WARN_LOG(Log::sceGe, "sceGeListDeQueue(%08x)", listID);
int result = gpu->DequeueList(LIST_ID_MAGIC ^ listID);
hleReSchedule("dlist dequeued");
return hleNoLog(result);
}
static int sceGeListUpdateStallAddr(u32 displayListID, u32 stallAddress) {
// Advance() might cause an interrupt, so defer the Advance but do it ASAP.
// Final Fantasy Type-0 has a graphical artifact without this (timing issue.)
hleEatCycles(190);
hleCoreTimingForceCheck();
DEBUG_LOG(Log::sceGe, "sceGeListUpdateStallAddr(dlid=%i, stalladdr=%08x)", displayListID, stallAddress);
bool runList;
int retval = gpu->UpdateStall(LIST_ID_MAGIC ^ displayListID, stallAddress, &runList);
if (runList) {
if (gpu->ShouldSplitOverGe()) {
hleSplitSyscallOverGe();
} else {
gpu->ProcessDLQueue();
}
}
return hleNoLog(retval);
}
// 0 : wait for completion. 1:check and return
int sceGeListSync(u32 displayListID, u32 mode) {
hleEatCycles(220); // Fudged without measuring, copying sceGeContinue.
gstate_c.textureSyncTimeDomain++;
return hleLogDebug(Log::sceGe, gpu->ListSync(LIST_ID_MAGIC ^ displayListID, mode));
}
static u32 sceGeDrawSync(u32 mode) {
//wait/check entire drawing state
if (PSP_CoreParameter().compat.flags().DrawSyncEatCycles)
hleEatCycles(500000); //HACK(?) : Potential fix for Crash Tag Team Racing and a few Gundam games
else if (!PSP_CoreParameter().compat.flags().DrawSyncInstant)
hleEatCycles(1240);
gstate_c.textureSyncTimeDomain++;
return hleLogDebug(Log::sceGe, gpu->DrawSync(mode));
}
static int sceGeContinue() {
bool runList;
int ret = gpu->Continue(&runList);
if (runList) {
if (gpu->ShouldSplitOverGe()) {
hleSplitSyscallOverGe();
} else {
gpu->ProcessDLQueue();
}
}
hleEatCycles(220);
hleReSchedule("ge continue");
return hleLogDebug(Log::sceGe, ret);
}
static int sceGeBreak(u32 mode, u32 unknownPtr) {
if (mode > 1) {
return hleLogWarning(Log::sceGe, SCE_KERNEL_ERROR_INVALID_MODE, "invalid mode");
}
// Not sure what this is supposed to be for...
if ((int)unknownPtr < 0 || (int)(unknownPtr + 16) < 0) {
WARN_LOG_REPORT(Log::sceGe, "sceGeBreak(mode=%d, unknown=%08x): invalid ptr", mode, unknownPtr);
return SCE_KERNEL_ERROR_PRIV_REQUIRED;
} else if (unknownPtr != 0) {
WARN_LOG_REPORT_ONCE(gebreak_unkptr, Log::sceGe, "sceGeBreak(mode=%d, unknown=%08x): unknown ptr (%s)", mode, unknownPtr, Memory::IsValidAddress(unknownPtr) ? "valid" : "invalid");
}
//mode => 0 : current dlist 1: all drawing
DEBUG_LOG(Log::sceGe, "sceGeBreak(mode=%d, unknown=%08x)", mode, unknownPtr);
int result = gpu->Break(mode);
if (result >= 0 && mode == 0) {
return hleNoLog(LIST_ID_MAGIC ^ result);
}
return hleNoLog(result);
}
static u32 sceGeSetCallback(u32 structAddr) {
int cbID = -1;
for (size_t i = 0; i < ARRAY_SIZE(ge_used_callbacks); ++i) {
if (!ge_used_callbacks[i]) {
cbID = (int) i;
break;
}
}
if (cbID == -1) {
return hleLogWarning(Log::sceGe, SCE_KERNEL_ERROR_OUT_OF_MEMORY, "out of callback ids");
}
ge_used_callbacks[cbID] = true;
auto callbackData = PSPPointer<PspGeCallbackData>::Create(structAddr);
ge_callback_data[cbID] = *callbackData;
callbackData.NotifyRead("GeSetCallback");
int subIntrBase = __GeSubIntrBase(cbID);
// TODO: Maybe don't ignore return values of the hleCalls?
if (ge_callback_data[cbID].finish_func != 0) {
hleCall(InterruptManager, u32, sceKernelRegisterSubIntrHandler, PSP_GE_INTR, subIntrBase | PSP_GE_SUBINTR_FINISH,
ge_callback_data[cbID].finish_func, ge_callback_data[cbID].finish_arg);
hleCall(InterruptManager, u32, sceKernelEnableSubIntr, PSP_GE_INTR, subIntrBase | PSP_GE_SUBINTR_FINISH);
}
if (ge_callback_data[cbID].signal_func != 0) {
hleCall(InterruptManager, u32, sceKernelRegisterSubIntrHandler, PSP_GE_INTR, subIntrBase | PSP_GE_SUBINTR_SIGNAL,
ge_callback_data[cbID].signal_func, ge_callback_data[cbID].signal_arg);
hleCall(InterruptManager, u32, sceKernelEnableSubIntr, PSP_GE_INTR, subIntrBase | PSP_GE_SUBINTR_SIGNAL);
}
return hleLogDebug(Log::sceGe, cbID);
}
static int sceGeUnsetCallback(u32 cbID) {
if (cbID >= ARRAY_SIZE(ge_used_callbacks)) {
return hleLogWarning(Log::sceGe, SCE_KERNEL_ERROR_INVALID_ID, "invalid callback id");
}
if (ge_used_callbacks[cbID]) {
int subIntrBase = __GeSubIntrBase(cbID);
// TODO: Maybe don't ignore return values?
hleCall(InterruptManager, u32, sceKernelReleaseSubIntrHandler, PSP_GE_INTR, subIntrBase | PSP_GE_SUBINTR_FINISH);
hleCall(InterruptManager, u32, sceKernelReleaseSubIntrHandler, PSP_GE_INTR, subIntrBase | PSP_GE_SUBINTR_SIGNAL);
} else {
WARN_LOG(Log::sceGe, "sceGeUnsetCallback(cbid=%08x): ignoring unregistered callback id", cbID);
}
ge_used_callbacks[cbID] = false;
return hleLogDebug(Log::sceGe, 0);
}
// Points to 512 32-bit words, where we can probably layout the context however we want
// unless some insane game pokes it and relies on it...
u32 sceGeSaveContext(u32 ctxAddr) {
if (gpu->BusyDrawing()) {
// Real error code.
return hleLogWarning(Log::sceGe, -1, "lists in process, aborting");
}
// Let's just dump gstate.
if (Memory::IsValidAddress(ctxAddr)) {
gstate.Save((u32_le *)Memory::GetPointerOrException(ctxAddr));
}
// This action should probably be pushed to the end of the queue of the display thread -
// when we have one.
return hleLogDebug(Log::sceGe, 0);
}
u32 sceGeRestoreContext(u32 ctxAddr) {
if (gpu->BusyDrawing()) {
return hleLogWarning(Log::sceGe, SCE_KERNEL_ERROR_BUSY, "lists in process, aborting");
}
if (Memory::IsValidAddress(ctxAddr)) {
gstate.Restore((u32_le *)Memory::GetPointerOrException(ctxAddr));
}
gpu->ReapplyGfxState();
return hleLogDebug(Log::sceGe, 0);
}
static int sceGeGetMtx(int type, u32 matrixPtr) {
int size = type == GE_MTX_PROJECTION ? 16 : 12;
if (!Memory::IsValidRange(matrixPtr, size * sizeof(float))) {
return hleLogError(Log::sceGe, -1, "bad matrix ptr");
}
u32_le *dest = (u32_le *)Memory::GetPointerWriteUnchecked(matrixPtr);
// Note: this reads the CPU-visible matrix values, which may differ from the actual used values.
// They only differ when more DATA commands are sent than are valid for a matrix.
if (!gpu || !gpu->GetMatrix24(GEMatrixType(type), dest, 0))
return hleLogError(Log::sceGe, SCE_KERNEL_ERROR_INVALID_INDEX, "invalid matrix");
return hleLogDebug(Log::sceGe, 0);
}
static u32 sceGeGetCmd(int cmd) {
if (cmd >= 0 && cmd < (int)ARRAY_SIZE(gstate.cmdmem)) {
// Does not mask away the high bits. But matrix regs don't read back.
u32 val = gstate.cmdmem[cmd];
switch (cmd) {
case GE_CMD_BONEMATRIXDATA:
case GE_CMD_WORLDMATRIXDATA:
case GE_CMD_VIEWMATRIXDATA:
case GE_CMD_PROJMATRIXDATA:
case GE_CMD_TGENMATRIXDATA:
val &= 0xFF000000;
break;
case GE_CMD_BONEMATRIXNUMBER:
val &= 0xFF00007F;
break;
case GE_CMD_WORLDMATRIXNUMBER:
case GE_CMD_VIEWMATRIXNUMBER:
case GE_CMD_PROJMATRIXNUMBER:
case GE_CMD_TGENMATRIXNUMBER:
val &= 0xFF00000F;
break;
default:
break;
}
return hleLogDebug(Log::sceGe, val);
}
return hleLogError(Log::sceGe, SCE_KERNEL_ERROR_INVALID_INDEX);
}
static int sceGeGetStack(int index, u32 stackPtr) {
return hleReportWarning(Log::sceGe, gpu->GetStack(index, stackPtr));
}
static u32 sceGeEdramSetAddrTranslation(u32 new_size) {
bool outsideRange = new_size != 0 && (new_size < 0x200 || new_size > 0x1000);
bool notPowerOfTwo = (new_size & (new_size - 1)) != 0;
if (outsideRange || notPowerOfTwo) {
return hleLogWarning(Log::sceGe, SCE_KERNEL_ERROR_INVALID_VALUE, "invalid value");
}
if (!gpu) {
return hleLogError(Log::sceGe, -1, "GPUInterface not available");
}
return hleLogDebug(Log::sceGe, gpu->SetAddrTranslation(new_size));
}
const HLEFunction sceGe_user[] = {
{0XE47E40E4, &WrapU_V<sceGeEdramGetAddr>, "sceGeEdramGetAddr", 'x', "" },
{0XAB49E76A, &WrapU_UUIU<sceGeListEnQueue>, "sceGeListEnQueue", 'x', "xxip"},
{0X1C0D95A6, &WrapU_UUIU<sceGeListEnQueueHead>, "sceGeListEnQueueHead", 'x', "xxip"},
{0XE0D68148, &WrapI_UU<sceGeListUpdateStallAddr>, "sceGeListUpdateStallAddr", 'i', "xx" },
{0X03444EB4, &WrapI_UU<sceGeListSync>, "sceGeListSync", 'x', "xx" },
{0XB287BD61, &WrapU_U<sceGeDrawSync>, "sceGeDrawSync", 'x', "x" },
{0XB448EC0D, &WrapI_UU<sceGeBreak>, "sceGeBreak", 'i', "xx" },
{0X4C06E472, &WrapI_V<sceGeContinue>, "sceGeContinue", 'i', "" },
{0XA4FC06A4, &WrapU_U<sceGeSetCallback>, "sceGeSetCallback", 'i', "p" },
{0X05DB22CE, &WrapI_U<sceGeUnsetCallback>, "sceGeUnsetCallback", 'i', "x" },
{0X1F6752AD, &WrapU_V<sceGeEdramGetSize>, "sceGeEdramGetSize", 'x', "" },
{0XB77905EA, &WrapU_U<sceGeEdramSetAddrTranslation>, "sceGeEdramSetAddrTranslation", 'x', "x" },
{0XDC93CFEF, &WrapU_I<sceGeGetCmd>, "sceGeGetCmd", 'x', "i" },
{0X57C8945B, &WrapI_IU<sceGeGetMtx>, "sceGeGetMtx", 'i', "ip" },
{0X438A385A, &WrapU_U<sceGeSaveContext>, "sceGeSaveContext", 'x', "x" },
{0X0BF608FB, &WrapU_U<sceGeRestoreContext>, "sceGeRestoreContext", 'x', "x" },
{0X5FB86AB0, &WrapI_U<sceGeListDeQueue>, "sceGeListDeQueue", 'i', "x" },
{0XE66CB92E, &WrapI_IU<sceGeGetStack>, "sceGeGetStack", 'i', "ix" },
};
void Register_sceGe_user() {
RegisterHLEModule("sceGe_user", ARRAY_SIZE(sceGe_user), sceGe_user);
}