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GSP: Update framebuffer info on all interrupts
Hardware testing determined that the GSP processes shared memory framebuffer update info even when no memory transfer or filling GX commands are used. They are now updated on every interrupt, which isn't confirmed correct but matches hardware behaviour more closely. This also reverts the hack introduced in #404. It made a few games behave better, but I believe it's incorrect and also breaks other games.
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parent
98e3274935
commit
5961a2852d
2 changed files with 14 additions and 15 deletions
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@ -218,6 +218,19 @@ void SignalInterrupt(InterruptId interrupt_id) {
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interrupt_relay_queue->slot[next] = interrupt_id;
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interrupt_relay_queue->error_code = 0x0; // No error
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// Update framebuffer information if requested
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// TODO(yuriks): Confirm where this code should be called. It is definitely updated without
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// executing any GSP commands, only waiting on the event.
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for (int screen_id = 0; screen_id < 2; ++screen_id) {
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FrameBufferUpdate* info = GetFrameBufferInfo(thread_id, screen_id);
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if (info->is_dirty) {
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SetBufferSwap(screen_id, info->framebuffer_info[info->index]);
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}
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info->is_dirty = false;
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}
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}
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Kernel::SignalEvent(g_interrupt_event);
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}
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@ -281,18 +294,6 @@ static void ExecuteCommand(const Command& command, u32 thread_id) {
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WriteGPURegister(GPU_REG_INDEX(display_transfer_config.output_size), params.out_buffer_size);
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WriteGPURegister(GPU_REG_INDEX(display_transfer_config.flags), params.flags);
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WriteGPURegister(GPU_REG_INDEX(display_transfer_config.trigger), 1);
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// Update framebuffer information if requested
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for (int screen_id = 0; screen_id < 2; ++screen_id) {
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FrameBufferUpdate* info = GetFrameBufferInfo(thread_id, screen_id);
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if (info->is_dirty) {
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SetBufferSwap(screen_id, info->framebuffer_info[info->index]);
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info->framebuffer_info->active_fb = info->framebuffer_info->active_fb ^ 1;
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}
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info->is_dirty = false;
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}
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break;
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}
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@ -88,10 +88,8 @@ void RendererOpenGL::SwapBuffers() {
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void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
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const TextureInfo& texture) {
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// TODO: Why are active_fb and the valid framebuffer flipped compared to 3dbrew documentation
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// and GSP definitions?
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const VAddr framebuffer_vaddr = Memory::PhysicalToVirtualAddress(
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framebuffer.active_fb == 0 ? framebuffer.address_left2 : framebuffer.address_left1);
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framebuffer.active_fb == 0 ? framebuffer.address_left1 : framebuffer.address_left2);
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LOG_TRACE(Render_OpenGL, "0x%08x bytes from 0x%08x(%dx%d), fmt %x",
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framebuffer.stride * framebuffer.height,
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