mirror of
https://github.com/ARMSX2/ARMSX2.git
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147 lines
4.6 KiB
C++
147 lines
4.6 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2010 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "Common.h"
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#include "VUmicro.h"
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#include "MTVU.h"
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#include "GS.h"
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#include "Gif_Unit.h"
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// Executes a Block based on EE delta time
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void BaseVUmicroCPU::ExecuteBlock(bool startUp)
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{
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const u32& stat = VU0.VI[REG_VPU_STAT].UL;
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const int test = m_Idx ? 0x100 : 1;
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const int s = EmuConfig.Gamefixes.VUKickstartHack ? 16 : 0; // Kick Start Cycles (Jak needs at least 4 due to writing values after they're read
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if (m_Idx && THREAD_VU1)
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{
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vu1Thread.Get_MTVUChanges();
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return;
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}
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if (!(stat & test))
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{
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if (m_Idx == 1)
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{
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if (VU1.xgkickenable && (cpuRegs.cycle - VU1.xgkicklastcycle) >= 2)
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{
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if (VU1.xgkicksizeremaining == 0)
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{
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IPU_LOG("Banana Reading next packet from %x", VU1.xgkickaddr);
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u32 size = gifUnit.GetGSPacketSize(GIF_PATH_1, VU1.Mem, VU1.xgkickaddr);
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VU1.xgkicksizeremaining = size & 0xFFFF;
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VU1.xgkickendpacket = size >> 31;
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IPU_LOG("Banana New packet size %x", VU1.xgkicksizeremaining);
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}
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u32 transfersize = std::min(VU1.xgkicksizeremaining / 0x10, (cpuRegs.cycle - VU1.xgkicklastcycle) / 2);
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transfersize = std::min(transfersize, VU1.xgkickdiff / 0x10);
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if (transfersize)
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{
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IPU_LOG("Banana Transferring %x bytes from %x size left %x", transfersize * 0x10, VU1.xgkickaddr, VU1.xgkicksizeremaining);
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if ((transfersize * 0x10) > VU1.xgkicksizeremaining)
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gifUnit.gifPath[GIF_PATH_1].CopyGSPacketData(&VU1.Mem[VU1.xgkickaddr], transfersize * 0x10, true);
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else
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gifUnit.TransferGSPacketData(GIF_TRANS_XGKICK, &VU1.Mem[VU1.xgkickaddr], transfersize * 0x10, true);
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VU1.xgkickaddr = (VU1.xgkickaddr + (transfersize * 0x10)) & 0x3FFF;
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VU1.xgkicksizeremaining -= (transfersize * 0x10);
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VU1.xgkickdiff = 0x4000 - VU1.xgkickaddr;
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IPU_LOG("Banana next addr %x left size %x EOP %d", VU1.xgkickaddr, VU1.xgkicksizeremaining, VU1.xgkickendpacket);
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VU1.xgkicklastcycle += std::max(transfersize * 2, 2U);
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if (VU1.xgkicksizeremaining || !VU1.xgkickendpacket)
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VU1.xgkickenable = 1;
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else
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{
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VU1.xgkickenable = 0;
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IPU_LOG("Banana transfer finished");
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}
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}
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else
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VU1.xgkickenable = 1;
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}
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}
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return;
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}
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if (startUp && s) // Start Executing a microprogram (When kickstarted)
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{
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Execute(s); // Kick start VU
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// I don't like doing this, but Crash Twinsanity seems to be upset without it
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if (stat & test)
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{
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cpuSetNextEventDelta(s);
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if (m_Idx)
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VU1.cycle = cpuRegs.cycle;
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else
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VU0.cycle = cpuRegs.cycle;
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}
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}
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else // Continue Executing
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{
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u32 cycle = m_Idx ? VU1.cycle : VU0.cycle;
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s32 delta = (s32)(u32)(cpuRegs.cycle - cycle);
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s32 nextblockcycles = m_Idx ? VU1.nextBlockCycles : VU0.nextBlockCycles;
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if (EmuConfig.Gamefixes.VUKickstartHack)
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{
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if (delta > 0) // When kickstarting we just need 1 cycle for run ahead
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Execute(delta);
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}
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else
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{
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if (delta >= nextblockcycles) // When running behind, make sure we have enough cycles passed for the block to run
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Execute(delta);
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}
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if (stat & test)
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{
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// Queue up next required time to run a block
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nextblockcycles = m_Idx ? VU1.nextBlockCycles : VU0.nextBlockCycles;
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cycle = m_Idx ? VU1.cycle : VU0.cycle;
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nextblockcycles = EmuConfig.Gamefixes.VUKickstartHack ? (cycle - cpuRegs.cycle) : nextblockcycles;
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if(nextblockcycles)
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cpuSetNextEventDelta(nextblockcycles);
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}
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}
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}
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// This function is called by VU0 Macro (COP2) after transferring some
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// EE data to VU0's registers. We want to run VU0 Micro right after this
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// to ensure that the register is used at the correct time.
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// This fixes spinning/hanging in some games like Ratchet and Clank's Intro.
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void BaseVUmicroCPU::ExecuteBlockJIT(BaseVUmicroCPU* cpu)
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{
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const u32& stat = VU0.VI[REG_VPU_STAT].UL;
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const int test = 1;
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if (stat & test)
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{ // VU is running
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s32 delta = (s32)(u32)(cpuRegs.cycle - VU0.cycle);
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if (delta > 0)
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{ // Enough time has passed
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cpu->Execute(delta); // Execute the time since the last call
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}
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}
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}
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