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https://github.com/Lime3DS/Lime3DS
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gsp: always pass through synchronization barrier for commands
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1 changed files with 16 additions and 1 deletions
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@ -8,6 +8,7 @@
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#include "core/mem_map.h"
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#include "core/mem_map.h"
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#include "core/hle/hle.h"
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#include "core/hle/hle.h"
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#include "core/hle/kernel/event.h"
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#include "core/hle/service/gsp.h"
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#include "core/hle/service/gsp.h"
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#include "core/hw/lcd.h"
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#include "core/hw/lcd.h"
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@ -52,6 +53,7 @@ void GX_FinishCommand(u32 thread_id) {
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namespace GSP_GPU {
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namespace GSP_GPU {
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Handle g_event_handle = 0;
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u32 g_thread_id = 0;
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u32 g_thread_id = 0;
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enum {
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enum {
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@ -100,7 +102,20 @@ void ReadHWRegs(Service::Interface* self) {
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void RegisterInterruptRelayQueue(Service::Interface* self) {
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void RegisterInterruptRelayQueue(Service::Interface* self) {
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u32* cmd_buff = Service::GetCommandBuffer();
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u32* cmd_buff = Service::GetCommandBuffer();
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u32 flags = cmd_buff[1];
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u32 flags = cmd_buff[1];
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u32 event_handle = cmd_buff[3]; // TODO(bunnei): Implement event handling
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u32 event_handle = cmd_buff[3];
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_assert_msg_(GSP, event_handle, "called, but event is NULL!");
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g_event_handle = event_handle;
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Kernel::SetEventLocked(event_handle, false);
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// Hack - This function will permanently set the state of the GSP event such that GPU command
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// synchronization barriers always passthrough. Correct solution would be to set this after the
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// GPU as processed all queued up commands, but due to the emulator being single-threaded they
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// will always be ready.
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Kernel::SetPermanentLock(event_handle, true);
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cmd_buff[2] = g_thread_id; // ThreadID
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cmd_buff[2] = g_thread_id; // ThreadID
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}
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}
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