[FS] Implement SaveData sort of.
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@@ -284,15 +284,22 @@ void GPUService::memoryFill(u32* cmd) {
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}
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void GPUService::triggerDisplayTransfer(u32* cmd) {
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const u32 inputAddr = cmd[1];
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const u32 outputAddr = cmd[2];
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const u32 inputSize = cmd[3];
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const u32 outputSize = cmd[4];
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const u32 flags = cmd[5];
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log("GSP::GPU::TriggerDisplayTransfer (Stubbed)\n");
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gpu.displayTransfer(inputAddr, outputAddr, inputSize, outputSize, flags);
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requestInterrupt(GPUInterrupt::PPF); // Send "Display transfer finished" interrupt
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}
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void GPUService::triggerDMARequest(u32* cmd) {
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u32 source = cmd[1];
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u32 dest = cmd[2];
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u32 size = cmd[3];
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bool flush = cmd[7] == 1;
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const u32 source = cmd[1];
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const u32 dest = cmd[2];
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const u32 size = cmd[3];
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const bool flush = cmd[7] == 1;
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log("GSP::GPU::TriggerDMARequest (source = %08X, dest = %08X, size = %08X)\n", source, dest, size);
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gpu.fireDMA(dest, source, size);
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@@ -315,6 +322,8 @@ void GPUService::processCommandList(u32* cmd) {
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requestInterrupt(GPUInterrupt::P3D); // Send an IRQ when command list processing is over
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}
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// TODO: Emulate the transfer engine & its registers
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// Then this can be emulated by just writing the appropriate values there
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void GPUService::triggerTextureCopy(u32* cmd) {
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Helpers::warn("GSP::GPU::TriggerTextureCopy (unimplemented)\n");
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// This uses the transfer engine and thus needs to fire a PPF interrupt.
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