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	Merge pull request #482 from yuriks/fix-vblank
Correctness fixes for GPU flipping and interrupts
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						4b47ed6194
					
				| @ -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; | ||||
|     } | ||||
| 
 | ||||
|  | ||||
| @ -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
 | ||||
| }; | ||||
|  | ||||
| @ -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"); | ||||
| } | ||||
| 
 | ||||
|  | ||||
| @ -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(); | ||||
| 
 | ||||
|  | ||||
| @ -75,7 +75,6 @@ template void Write<u8>(u32 addr, const u8 data); | ||||
| 
 | ||||
| /// Update hardware
 | ||||
| void Update() { | ||||
|     GPU::Update(); | ||||
| } | ||||
| 
 | ||||
| /// Initialize hardware
 | ||||
|  | ||||
| @ -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, | ||||
|  | ||||
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