forked from dolphin-emu/dolphin
		
	The external exceptions in dolphin are checking frequently but is different to real HW, so sometime the game is in a loop checking GPU STATUS, the exceptions doesn't checked, and the game hang.\
For solve this I need a trick: still waiting for the exception handler be linked but if CommandProcecsor is reading the GPStatus, resume this.
This fixed "TimeSplitters: Future Perfect" broken in the Revision c2e6fdf09f and surely others games.
		
	
		
			
				
	
	
		
			93 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			93 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2003 Dolphin Project.
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| 
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| // This program is free software: you can redistribute it and/or modify
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| // it under the terms of the GNU General Public License as published by
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| // the Free Software Foundation, version 2.0.
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| 
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| // This program is distributed in the hope that it will be useful,
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| // but WITHOUT ANY WARRANTY; without even the implied warranty of
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| // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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| // GNU General Public License 2.0 for more details.
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| 
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| // A copy of the GPL 2.0 should have been included with the program.
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| // If not, see http://www.gnu.org/licenses/
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| 
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| // Official SVN repository and contact information can be found at
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| // http://code.google.com/p/dolphin-emu/
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| 
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| #ifndef _PIXELENGINE_H
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| #define _PIXELENGINE_H
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| 
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| #include "CommonTypes.h"
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| class PointerWrap;
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| 
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| // internal hardware addresses
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| enum
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| {
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| 	PE_ZCONF         = 0x00, // Z Config
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| 	PE_ALPHACONF     = 0x02, // Alpha Config
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| 	PE_DSTALPHACONF  = 0x04, // Destination Alpha Config
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| 	PE_ALPHAMODE     = 0x06, // Alpha Mode Config
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| 	PE_ALPHAREAD     = 0x08, // Alpha Read
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| 	PE_CTRL_REGISTER = 0x0a, // Control
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| 	PE_TOKEN_REG     = 0x0e, // Token
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| 	PE_BBOX_LEFT	 = 0x10, // Flip Left
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| 	PE_BBOX_RIGHT	 = 0x12, // Flip Right
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| 	PE_BBOX_TOP		 = 0x14, // Flip Top
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| 	PE_BBOX_BOTTOM	 = 0x16, // Flip Bottom
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| 
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| 	// These have not yet been RE:d. They are the perf counters.
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| 	PE_PERF_0L       = 0x18, 
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| 	PE_PERF_0H       = 0x1a, 
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| 	PE_PERF_1L       = 0x1c, 
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| 	PE_PERF_1H       = 0x1e, 
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| 	PE_PERF_2L       = 0x20, 
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| 	PE_PERF_2H       = 0x22, 
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| 	PE_PERF_3L       = 0x24, 
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| 	PE_PERF_3H       = 0x26, 
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| 	PE_PERF_4L       = 0x28, 
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| 	PE_PERF_4H       = 0x2a, 
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| 	PE_PERF_5L       = 0x2c, 
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| 	PE_PERF_5H       = 0x2e, 
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| };
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| 
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| namespace PixelEngine
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| {
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| 
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| // ReadMode specifies the returned alpha channel for EFB peeks
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| union UPEAlphaReadReg
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| {
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| 	u16 Hex;
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| 	struct
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| 	{
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| 		u16 ReadMode		: 2;
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| 		u16					: 14;
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| 	};
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| };
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| 
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| void Init();
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| void DoState(PointerWrap &p);
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| 
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| // Read
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| void Read16(u16& _uReturnValue, const u32 _iAddress);
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| 
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| // Write
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| void Write16(const u16 _iValue, const u32 _iAddress);
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| void Write32(const u32 _iValue, const u32 _iAddress);
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| 
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| // gfx backend support
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| void SetToken(const u16 _token, const int _bSetTokenAcknowledge);
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| void SetFinish(void);
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| void ResetSetFinish(void);
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| void ResetSetToken(void);
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| bool WaitingForPEInterrupt();
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| void ResumeWaitingForPEInterrupt();
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| 
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| // Bounding box functionality. Paper Mario (both) are a couple of the few games that use it.
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| extern u16 bbox[4];
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| extern bool bbox_active;
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| 
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| } // end of namespace PixelEngine
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| 
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| #endif
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