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author | bunnei <bunneidev@gmail.com> | 2015-01-16 00:11:03 +0100 |
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committer | bunnei <bunneidev@gmail.com> | 2015-01-16 00:11:03 +0100 |
commit | 4b47ed6194484e6cff264553bb383b7e9c608a9c (patch) | |
tree | 468b9214a0d0989d8702ba4baee221d5c028e5e7 /src/core/hw/gpu.cpp | |
parent | Merge pull request #481 from Subv/hm_b (diff) | |
parent | GPU: Fix buffer overrun in Display Transfers (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/core/hw/gpu.cpp | 129 |
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"); } |