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Ignore exit flag on branch delay slot (#899)

This commit is contained in:
gdkchan 2020-01-21 22:11:43 -03:00 committed by Thog
parent d6b9babe1d
commit 532ccf929a
5 changed files with 42 additions and 1 deletions

View file

@ -0,0 +1,12 @@
using Ryujinx.Graphics.Gpu.State;
namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
{
private void FirmwareCall4(GpuState state, int argument)
{
state.Write(0xd00, 1);
}
}
}

View file

@ -83,6 +83,8 @@ namespace Ryujinx.Graphics.Gpu.Engine
state.RegisterCallback(MethodOffset.Report, Report);
state.RegisterCallback(MethodOffset.FirmwareCall4, FirmwareCall4);
state.RegisterCallback(MethodOffset.UniformBufferUpdateData, 16, UniformBufferUpdate);
state.RegisterCallback(MethodOffset.UniformBufferBindVertex, UniformBufferBindVertex);

View file

@ -58,6 +58,8 @@ namespace Ryujinx.Graphics.Gpu
private int _pipeOp;
private bool _ignoreExitFlag;
private int _pc;
/// <summary>
@ -232,12 +234,19 @@ namespace Ryujinx.Graphics.Gpu
{
FetchOpCode(mme);
}
else
{
// The delay slot instruction exit flag should be ignored.
_ignoreExitFlag = true;
}
return true;
}
}
bool exit = (_opCode & 0x80) != 0;
bool exit = (_opCode & 0x80) != 0 && !_ignoreExitFlag;
_ignoreExitFlag = false;
return !exit;
}

View file

@ -93,6 +93,16 @@ namespace Ryujinx.Graphics.Gpu.State
return _backingMemory[offset];
}
/// <summary>
/// Writes data to the GPU register at the given offset.
/// </summary>
/// <param name="offset">Offset to be written</param>
/// <param name="value">Value to be written</param>
public void Write(int offset, int value)
{
_backingMemory[offset] = value;
}
/// <summary>
/// Writes an offset value at the uniform buffer offset register.
/// </summary>

View file

@ -80,6 +80,14 @@ namespace Ryujinx.Graphics.Gpu.State
BlendState = 0x780,
VertexBufferEndAddress = 0x7c0,
ShaderState = 0x800,
FirmwareCall0 = 0x8c0,
FirmwareCall1 = 0x8c1,
FirmwareCall2 = 0x8c2,
FirmwareCall3 = 0x8c3,
FirmwareCall4 = 0x8c4,
FirmwareCall5 = 0x8c5,
FirmwareCall6 = 0x8c6,
FirmwareCall7 = 0x8c7,
UniformBufferState = 0x8e0,
UniformBufferUpdateData = 0x8e4,
UniformBufferBindVertex = 0x904,