Merge pull request #482 from yuriks/fix-vblank

Correctness fixes for GPU flipping and interrupts
This commit is contained in:
bunnei 2015-01-15 18:11:03 -05:00
commit 4b47ed6194
6 changed files with 90 additions and 103 deletions

View File

@ -210,14 +210,27 @@ void SignalInterrupt(InterruptId interrupt_id) {
}
for (int thread_id = 0; thread_id < 0x4; ++thread_id) {
InterruptRelayQueue* interrupt_relay_queue = GetInterruptRelayQueue(thread_id);
interrupt_relay_queue->number_interrupts = interrupt_relay_queue->number_interrupts + 1;
u8 next = interrupt_relay_queue->index;
next += interrupt_relay_queue->number_interrupts;
next = next % 0x34; // 0x34 is the number of interrupt slots
interrupt_relay_queue->number_interrupts += 1;
interrupt_relay_queue->slot[next] = interrupt_id;
interrupt_relay_queue->error_code = 0x0; // No error
// Update framebuffer information if requested
// TODO(yuriks): Confirm where this code should be called. It is definitely updated without
// executing any GSP commands, only waiting on the event.
for (int screen_id = 0; screen_id < 2; ++screen_id) {
FrameBufferUpdate* info = GetFrameBufferInfo(thread_id, screen_id);
if (info->is_dirty) {
SetBufferSwap(screen_id, info->framebuffer_info[info->index]);
}
info->is_dirty = false;
}
}
Kernel::SignalEvent(g_interrupt_event);
}
@ -269,8 +282,6 @@ static void ExecuteCommand(const Command& command, u32 thread_id) {
WriteGPURegister(GPU_REG_INDEX(memory_fill_config[1].address_end), Memory::VirtualToPhysicalAddress(params.end2) >> 3);
WriteGPURegister(GPU_REG_INDEX(memory_fill_config[1].size), params.end2 - params.start2);
WriteGPURegister(GPU_REG_INDEX(memory_fill_config[1].value), params.value2);
SignalInterrupt(InterruptId::PSC0);
break;
}
@ -283,22 +294,6 @@ static void ExecuteCommand(const Command& command, u32 thread_id) {
WriteGPURegister(GPU_REG_INDEX(display_transfer_config.output_size), params.out_buffer_size);
WriteGPURegister(GPU_REG_INDEX(display_transfer_config.flags), params.flags);
WriteGPURegister(GPU_REG_INDEX(display_transfer_config.trigger), 1);
// TODO(bunnei): Determine if these interrupts should be signalled here.
SignalInterrupt(InterruptId::PSC1);
SignalInterrupt(InterruptId::PPF);
// Update framebuffer information if requested
for (int screen_id = 0; screen_id < 2; ++screen_id) {
FrameBufferUpdate* info = GetFrameBufferInfo(thread_id, screen_id);
if (info->is_dirty) {
SetBufferSwap(screen_id, info->framebuffer_info[info->index]);
info->framebuffer_info->active_fb = info->framebuffer_info->active_fb ^ 1;
}
info->is_dirty = false;
}
break;
}

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@ -45,21 +45,16 @@ enum class CommandId : u32 {
/// GSP thread interrupt relay queue
struct InterruptRelayQueue {
union {
u32 hex;
// Index of last interrupt in the queue
u8 index;
// Number of interrupts remaining to be processed by the userland code
u8 number_interrupts;
// Error code - zero on success, otherwise an error has occurred
u8 error_code;
u8 padding1;
// Index of last interrupt in the queue
BitField<0,8,u32> index;
// Number of interrupts remaining to be processed by the userland code
BitField<8,8,u32> number_interrupts;
// Error code - zero on success, otherwise an error has occurred
BitField<16,8,u32> error_code;
};
u32 unk0;
u32 unk1;
u32 missed_PDC0;
u32 missed_PDC1;
InterruptId slot[0x34]; ///< Interrupt ID slots
};

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@ -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.
frame_count++;
last_skip_frame = g_skip_frame;
g_skip_frame = (frame_count & Settings::values.frame_skip) != 0;
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();
}
// 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");
}

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@ -252,9 +252,6 @@ void Read(T &var, const u32 addr);
template <typename T>
void Write(u32 addr, const T data);
/// Update hardware
void Update();
/// Initialize hardware
void Init();

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@ -75,7 +75,6 @@ template void Write<u8>(u32 addr, const u8 data);
/// Update hardware
void Update() {
GPU::Update();
}
/// Initialize hardware

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@ -88,10 +88,8 @@ void RendererOpenGL::SwapBuffers() {
void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
const TextureInfo& texture) {
// TODO: Why are active_fb and the valid framebuffer flipped compared to 3dbrew documentation
// and GSP definitions?
const VAddr framebuffer_vaddr = Memory::PhysicalToVirtualAddress(
framebuffer.active_fb == 0 ? framebuffer.address_left2 : framebuffer.address_left1);
framebuffer.active_fb == 0 ? framebuffer.address_left1 : framebuffer.address_left2);
LOG_TRACE(Render_OpenGL, "0x%08x bytes from 0x%08x(%dx%d), fmt %x",
framebuffer.stride * framebuffer.height,