HW_DMA2_MADR = SWAPu32(madr + words_copy * 4);
// careful: gpu_state_change() also messes with this
- HW_GPU_STATUS &= SWAP32(~PSXGPU_nBUSY);
+ psxRegs.gpuIdleAfter = psxRegs.cycle + words / 4 + 16;
// already 32-bit word size ((size * 4) / 4)
set_event(PSXINT_GPUDMA, words / 4);
return;
HW_DMA2_MADR = SWAPu32(madr);
// careful: gpu_state_change() also messes with this
- HW_GPU_STATUS &= SWAP32(~PSXGPU_nBUSY);
+ psxRegs.gpuIdleAfter = psxRegs.cycle + words / 4 + 16;
// already 32-bit word size ((size * 4) / 4)
set_event(PSXINT_GPUDMA, words / 4);
return;
if ((int)size <= 0)
size = gpuDmaChainSize(madr);
- HW_GPU_STATUS &= SWAP32(~PSXGPU_nBUSY);
HW_DMA2_MADR = SWAPu32(madr_next);
// Tekken 3 = use 1.0 only (not 1.5x)
// Einhander = parse linked list in pieces (todo)
// Rebel Assault 2 = parse linked list in pieces (todo)
+ psxRegs.gpuIdleAfter = psxRegs.cycle + size + 16;
set_event(PSXINT_GPUDMA, size);
return;
DMA_INTERRUPT(2);
}
-// note: this is also (ab)used for non-dma prim command
-// to delay gpu returning to idle state, see gpu_state_change()
void gpuInterrupt() {
if (HW_DMA2_CHCR == SWAP32(0x01000401) && !(HW_DMA2_MADR & SWAP32(0x800000)))
{
- u32 size, madr_next = 0xffffff;
- size = GPU_dmaChain((u32 *)psxM, HW_DMA2_MADR & 0x1fffff, &madr_next);
+ u32 size, madr_next = 0xffffff, madr = SWAPu32(HW_DMA2_MADR);
+ size = GPU_dmaChain((u32 *)psxM, madr & 0x1fffff, &madr_next);
HW_DMA2_MADR = SWAPu32(madr_next);
+ psxRegs.gpuIdleAfter = psxRegs.cycle + size + 64;
set_event(PSXINT_GPUDMA, size);
return;
}
HW_DMA2_CHCR &= SWAP32(~0x01000000);
DMA_INTERRUPT(2);
}
- HW_GPU_STATUS |= SWAP32(PSXGPU_nBUSY); // GPU no longer busy
}
void psxDma6(u32 madr, u32 bcr, u32 chcr) {