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authorbunnei <bunneidev@gmail.com>2015-01-16 00:11:03 +0100
committerbunnei <bunneidev@gmail.com>2015-01-16 00:11:03 +0100
commit4b47ed6194484e6cff264553bb383b7e9c608a9c (patch)
tree468b9214a0d0989d8702ba4baee221d5c028e5e7 /src/core/hw/gpu.cpp
parentMerge pull request #481 from Subv/hm_b (diff)
parentGPU: Fix buffer overrun in Display Transfers (diff)
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Diffstat (limited to '')
-rw-r--r--src/core/hw/gpu.cpp129
1 files changed, 66 insertions, 63 deletions
diff --git a/src/core/hw/gpu.cpp b/src/core/hw/gpu.cpp
index 3b730a0de..58eec3005 100644
--- a/src/core/hw/gpu.cpp
+++ b/src/core/hw/gpu.cpp
@@ -9,6 +9,7 @@
#include "core/settings.h"
#include "core/core.h"
#include "core/mem_map.h"
+#include "core/core_timing.h"
#include "core/hle/hle.h"
#include "core/hle/service/gsp_gpu.h"
@@ -24,14 +25,17 @@ namespace GPU {
Regs g_regs;
-bool g_skip_frame = false; ///< True if the current frame was skipped
+/// True if the current frame was skipped
+bool g_skip_frame = false;
-static u64 frame_ticks = 0; ///< 268MHz / gpu_refresh_rate frames per second
-static u64 line_ticks = 0; ///< Number of ticks for a screen line
-static u32 cur_line = 0; ///< Current screen line
-static u64 last_update_tick = 0; ///< CPU ticl count from last GPU update
-static u64 frame_count = 0; ///< Number of frames drawn
-static bool last_skip_frame = false; ///< True if the last frame was skipped
+/// 268MHz / gpu_refresh_rate frames per second
+static u64 frame_ticks;
+/// Event id for CoreTiming
+static int vblank_event;
+/// Total number of frames drawn
+static u64 frame_count;
+/// True if the last frame was skipped
+static bool last_skip_frame = false;
template <typename T>
inline void Read(T &var, const u32 raw_addr) {
@@ -79,6 +83,12 @@ inline void Write(u32 addr, const T data) {
*ptr = bswap32(config.value); // TODO: This is just a workaround to missing framebuffer format emulation
LOG_TRACE(HW_GPU, "MemoryFill from 0x%08x to 0x%08x", config.GetStartAddress(), config.GetEndAddress());
+
+ if (!is_second_filler) {
+ GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PSC0);
+ } else {
+ GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PSC1);
+ }
}
break;
}
@@ -90,22 +100,25 @@ inline void Write(u32 addr, const T data) {
u8* source_pointer = Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetPhysicalInputAddress()));
u8* dest_pointer = Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetPhysicalOutputAddress()));
+ // Cheap emulation of horizontal scaling: Just skip each second pixel of the
+ // input framebuffer. We keep track of this in the pixel_skip variable.
+ unsigned pixel_skip = (config.scale_horizontally != 0) ? 2 : 1;
+
+ u32 output_width = config.output_width / pixel_skip;
+
for (u32 y = 0; y < config.output_height; ++y) {
// TODO: Why does the register seem to hold twice the framebuffer width?
- for (u32 x = 0; x < config.output_width; ++x) {
+
+ for (u32 x = 0; x < output_width; ++x) {
struct {
int r, g, b, a;
} source_color = { 0, 0, 0, 0 };
- // Cheap emulation of horizontal scaling: Just skip each second pixel of the
- // input framebuffer. We keep track of this in the pixel_skip variable.
- unsigned pixel_skip = (config.scale_horizontally != 0) ? 2 : 1;
-
switch (config.input_format) {
case Regs::PixelFormat::RGBA8:
{
// TODO: Most likely got the component order messed up.
- u8* srcptr = source_pointer + x * 4 * pixel_skip + y * config.input_width * 4 * pixel_skip;
+ u8* srcptr = source_pointer + (x * pixel_skip + y * config.input_width) * 4;
source_color.r = srcptr[0]; // blue
source_color.g = srcptr[1]; // green
source_color.b = srcptr[2]; // red
@@ -133,7 +146,7 @@ inline void Write(u32 addr, const T data) {
case Regs::PixelFormat::RGB8:
{
// TODO: Most likely got the component order messed up.
- u8* dstptr = dest_pointer + x * 3 + y * config.output_width * 3;
+ u8* dstptr = dest_pointer + (x + y * output_width) * 3;
dstptr[0] = source_color.r; // blue
dstptr[1] = source_color.g; // green
dstptr[2] = source_color.b; // red
@@ -148,10 +161,12 @@ inline void Write(u32 addr, const T data) {
}
LOG_TRACE(HW_GPU, "DisplayTriggerTransfer: 0x%08x bytes from 0x%08x(%ux%u)-> 0x%08x(%ux%u), dst format %x",
- config.output_height * config.output_width * 4,
+ config.output_height * output_width * 4,
config.GetPhysicalInputAddress(), (u32)config.input_width, (u32)config.input_height,
- config.GetPhysicalOutputAddress(), (u32)config.output_width, (u32)config.output_height,
+ config.GetPhysicalOutputAddress(), (u32)output_width, (u32)config.output_height,
config.output_format.Value());
+
+ GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PPF);
}
break;
}
@@ -186,51 +201,39 @@ template void Write<u16>(u32 addr, const u16 data);
template void Write<u8>(u32 addr, const u8 data);
/// Update hardware
-void Update() {
+static void VBlankCallback(u64 userdata, int cycles_late) {
auto& framebuffer_top = g_regs.framebuffer_config[0];
- // Synchronize GPU on a thread reschedule: Because we cannot accurately predict a vertical
- // blank, we need to simulate it. Based on testing, it seems that retail applications work more
- // accurately when this is signalled between thread switches.
-
- if (HLE::g_reschedule) {
- u64 current_ticks = Core::g_app_core->GetTicks();
- u32 num_lines = static_cast<u32>((current_ticks - last_update_tick) / line_ticks);
-
- // Synchronize line...
- if (num_lines > 0) {
- GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC0);
- cur_line += num_lines;
- last_update_tick += (num_lines * line_ticks);
- }
-
- // Synchronize frame...
- if (cur_line >= framebuffer_top.height) {
- cur_line = 0;
- frame_count++;
- last_skip_frame = g_skip_frame;
- g_skip_frame = (frame_count & Settings::values.frame_skip) != 0;
-
- // Swap buffers based on the frameskip mode, which is a little bit tricky. When
- // a frame is being skipped, nothing is being rendered to the internal framebuffer(s).
- // So, we should only swap frames if the last frame was rendered. The rules are:
- // - If frameskip == 0 (disabled), always swap buffers
- // - If frameskip == 1, swap buffers every other frame (starting from the first frame)
- // - If frameskip > 1, swap buffers every frameskip^n frames (starting from the second frame)
- if ((((Settings::values.frame_skip != 1) ^ last_skip_frame) && last_skip_frame != g_skip_frame) ||
- Settings::values.frame_skip == 0) {
- VideoCore::g_renderer->SwapBuffers();
- }
-
- // Signal to GSP that GPU interrupt has occurred
- GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC1);
-
- // TODO(bunnei): Fake a DSP interrupt on each frame. This does not belong here, but
- // until we can emulate DSP interrupts, this is probably the only reasonable place to do
- // this. Certain games expect this to be periodically signaled.
- DSP_DSP::SignalInterrupt();
- }
+ frame_count++;
+ last_skip_frame = g_skip_frame;
+ g_skip_frame = (frame_count & Settings::values.frame_skip) != 0;
+
+ // Swap buffers based on the frameskip mode, which is a little bit tricky. When
+ // a frame is being skipped, nothing is being rendered to the internal framebuffer(s).
+ // So, we should only swap frames if the last frame was rendered. The rules are:
+ // - If frameskip == 0 (disabled), always swap buffers
+ // - If frameskip == 1, swap buffers every other frame (starting from the first frame)
+ // - If frameskip > 1, swap buffers every frameskip^n frames (starting from the second frame)
+ if ((((Settings::values.frame_skip != 1) ^ last_skip_frame) && last_skip_frame != g_skip_frame) ||
+ Settings::values.frame_skip == 0) {
+ VideoCore::g_renderer->SwapBuffers();
}
+
+ // Signal to GSP that GPU interrupt has occurred
+ // TODO(yuriks): hwtest to determine if PDC0 is for the Top screen and PDC1 for the Sub
+ // screen, or if both use the same interrupts and these two instead determine the
+ // beginning and end of the VBlank period. If needed, split the interrupt firing into
+ // two different intervals.
+ GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC0);
+ GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC1);
+
+ // TODO(bunnei): Fake a DSP interrupt on each frame. This does not belong here, but
+ // until we can emulate DSP interrupts, this is probably the only reasonable place to do
+ // this. Certain games expect this to be periodically signaled.
+ DSP_DSP::SignalInterrupt();
+
+ // Reschedule recurrent event
+ CoreTiming::ScheduleEvent(frame_ticks - cycles_late, vblank_event);
}
/// Initialize hardware
@@ -247,8 +250,8 @@ void Init() {
framebuffer_top.address_right1 = 0x18273000;
framebuffer_top.address_right2 = 0x182B9800;
framebuffer_sub.address_left1 = 0x1848F000;
- //framebuffer_sub.address_left2 = unknown;
- framebuffer_sub.address_right1 = 0x184C7800;
+ framebuffer_sub.address_left2 = 0x184C7800;
+ //framebuffer_sub.address_right1 = unknown;
//framebuffer_sub.address_right2 = unknown;
framebuffer_top.width = 240;
@@ -264,12 +267,12 @@ void Init() {
framebuffer_sub.active_fb = 0;
frame_ticks = 268123480 / Settings::values.gpu_refresh_rate;
- line_ticks = (GPU::frame_ticks / framebuffer_top.height);
- cur_line = 0;
- last_update_tick = Core::g_app_core->GetTicks();
last_skip_frame = false;
g_skip_frame = false;
+ vblank_event = CoreTiming::RegisterEvent("GPU::VBlankCallback", VBlankCallback);
+ CoreTiming::ScheduleEvent(frame_ticks, vblank_event);
+
LOG_DEBUG(HW_GPU, "initialized OK");
}