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cellSpursAddUrgentCommand searches in 4 slots for an empty slot to put the command at. At first, it seems to do so unordered. Meanwhile, on SPU side, it expects an order between all the commands because it pops them it in FIFO manner. Not keeping track of how many commands are queued in total. After second observation of cellSpursAddUrgentCommand, something odd comes takes places here. Usually, reservation loops are individual and are expected to be closed without any changes of the previous loop affected by the proceeding one. But in this case, after a single failure, the entire operayion is reset, a loop of 4 reservation operations suddenly is reset completely. This makes one wonder if it the HW expects sometjing else here, perhaps it caches the reservation internally here? After some adjustments to LDARX and STDCX to cache the reservation between succeeding loops, Metal Gear Solid 4 no longer freezes! |
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| .. | ||
| Crypto | ||
| Emu | ||
| Icons | ||
| Input | ||
| Loader | ||
| qt/etc | ||
| rpcs3qt | ||
| util | ||
| CMakeLists.txt | ||
| Cubeb.vcxproj | ||
| Cubeb.vcxproj.filters | ||
| display_sleep_control.cpp | ||
| display_sleep_control.h | ||
| emucore.vcxproj | ||
| emucore.vcxproj.filters | ||
| frame_icon.xpm | ||
| git-version.cmake | ||
| GLGSRender.vcxproj | ||
| GLGSRender.vcxproj.filters | ||
| headless_application.cpp | ||
| headless_application.h | ||
| main.cpp | ||
| main_application.cpp | ||
| main_application.h | ||
| module_verifier.cpp | ||
| module_verifier.hpp | ||
| resource.h | ||
| resources.qrc | ||
| rpcs3.desktop | ||
| rpcs3.icns | ||
| rpcs3.ico | ||
| rpcs3.metainfo.xml | ||
| rpcs3.plist.in | ||
| rpcs3.png | ||
| rpcs3.rc | ||
| rpcs3.svg | ||
| rpcs3.vcxproj | ||
| rpcs3.vcxproj.filters | ||
| rpcs3_version.cpp | ||
| rpcs3_version.h | ||
| stb_image.cpp | ||
| stdafx.cpp | ||
| stdafx.h | ||
| update_helper.sh | ||
| VKGSRender.vcxproj | ||
| VKGSRender.vcxproj.filters | ||
| windows.qrc | ||
| XAudio.vcxproj | ||
| XAudio.vcxproj.filters | ||