}
void psxDma2(u32 madr, u32 bcr, u32 chcr) { // GPU
- u32 *ptr;
+ u32 *ptr, madr_next, *madr_next_p;
+ int do_walking;
u32 words;
u32 size;
#ifdef PSXDMA_LOG
PSXDMA_LOG("*** DMA 2 - GPU dma chain *** %lx addr = %lx size = %lx\n", chcr, madr, bcr);
#endif
+ // when not emulating walking progress, end immediately
+ madr_next = 0xffffff;
- size = GPU_dmaChain((u32 *)psxM, madr & 0x1fffff);
+ do_walking = Config.GpuListWalking;
+ if (do_walking < 0)
+ do_walking = Config.hacks.gpu_slow_list_walking;
+ madr_next_p = do_walking ? &madr_next : NULL;
+
+ size = GPU_dmaChain((u32 *)psxM, madr & 0x1fffff, madr_next_p);
if ((int)size <= 0)
size = gpuDmaChainSize(madr);
- HW_GPU_STATUS &= SWAP32(~PSXGPU_nBUSY);
- // we don't emulate progress, just busy flag and end irq,
- // so pretend we're already at the last block
- HW_DMA2_MADR = SWAPu32(0xffffff);
+ 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)
- // Final Fantasy 4 = internal vram time (todo)
// Rebel Assault 2 = parse linked list in pieces (todo)
- // Vampire Hunter D = allow edits to linked list (todo)
GPUDMA_INT(size);
return;
}
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);
+ HW_DMA2_MADR = SWAPu32(madr_next);
+ GPUDMA_INT(size);
+ return;
+ }
if (HW_DMA2_CHCR & SWAP32(0x01000000))
{
HW_DMA2_CHCR &= SWAP32(~0x01000000);