Files
ppsspp/Core/HLE
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 <noreply@anthropic.com>
2026-09-21 12:48:03 -06:00
..
2025-07-22 17:48:20 +02:00
2025-07-22 17:48:20 +02:00
2025-07-22 17:48:20 +02:00
2026-08-11 10:28:36 +02:00
2025-08-06 17:44:54 +02:00
2026-01-18 23:40:13 +02:00
2025-07-20 19:30:35 +02:00
…
…
…
2026-08-11 20:12:10 +02:00
…
2025-07-20 19:32:05 +02:00
2025-02-14 09:50:55 -06:00
2026-09-20 16:39:35 -06:00
2026-08-11 20:14:01 +02:00
2026-08-11 10:28:36 +02:00
…
2026-08-11 10:28:47 +02:00
2026-08-11 10:28:47 +02:00
2026-08-24 09:30:44 +02:00
2025-04-03 14:13:50 +02:00
2026-09-09 10:48:53 -06:00
2026-08-11 20:14:01 +02:00
…
2025-02-04 11:53:22 -06:00
…
2026-08-08 18:18:28 +02:00
2026-09-20 16:39:35 -06:00