// ****************************************************************** // * // * .,-::::: .,:: .::::::::. .,:: .: // * ,;;;'````' `;;;, .,;; ;;;'';;' `;;;, .,;; // * [[[ '[[,,[[' [[[__[[\. '[[,,[[' // * $$$ Y$$$P $$""""Y$$ Y$$$P // * `88bo,__,o, oP"``"Yo, _88o,,od8P oP"``"Yo, // * "YUMMMMMP",m" "Mm,""YUMMMP" ,m" "Mm, // * // * Cxbx->Win32->CxbxKrnl->EmuFS.h // * // * This file is part of the Cxbx project. // * // * Cxbx and Cxbe are free software; you can redistribute them // * and/or modify them under the terms of the GNU General Public // * License as published by the Free Software Foundation; either // * version 2 of the license, or (at your option) any later version. // * // * This program is distributed in the hope that it will be useful, // * but WITHOUT ANY WARRANTY; without even the implied warranty of // * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // * GNU General Public License for more details. // * // * You should have recieved a copy of the GNU General Public License // * along with this program; see the file COPYING. // * If not, write to the Free Software Foundation, Inc., // * 59 Temple Place - Suite 330, Bostom, MA 02111-1307, USA. // * // * (c) 2002-2003 Aaron Robinson // * // * All rights reserved // * // ****************************************************************** #ifndef EMUFS_H #define EMUFS_H #include "Xbe.h" // word @ FS:[0x14] := wSwapFS // byte @ FS:[0x16] := bIsXboxFS #undef FIELD_OFFSET // prevent macro redefinition warnings #include // ****************************************************************** // * func: EmuGenerateFS // ****************************************************************** extern void EmuGenerateFS(Xbe::TLS *pTLS, void *pTLSData); // ****************************************************************** // * func: EmuCleanupFS // ****************************************************************** extern void EmuCleanupFS(); // ****************************************************************** // * func: EmuInitFS // ****************************************************************** extern void EmuInitFS(); // ****************************************************************** // * func: EmuIsXboxFS // ****************************************************************** // * // * This function will return true if the current FS register is // * the Xbox emulation variety. Alternatively, false means the // * Win2k/XP FS register is currently loaded. // * // ****************************************************************** static inline bool EmuIsXboxFS() { unsigned char chk; __asm { mov ah, fs:[0x16] mov chk, ah } return (chk == 1); } // ****************************************************************** // * data: EmuAutoSleepRate // ****************************************************************** // * // * Xbox is a single process system, and because of this fact, demos // * and games are likely to suffer from Xbox-Never-Sleeps syndrome. // * // * Basically, there are situations where the Xbe will have no // * reason to bother yielding to other threads. One solution to this // * problem is to keep track of the number of function intercepts, // * and every so often, force a sleep. This is the rate at which // * those forced sleeps occur. // * // ****************************************************************** extern uint32 EmuAutoSleepRate; // ****************************************************************** // * func: EmuSwapFS // ****************************************************************** // * // * This function is used to swap between the native Win2k/XP FS: // * structure, and the Emu FS: structure. Before running Windows // * code, you *must* swap over to Win2k/XP FS. Similarly, before // * running Xbox code, you *must* swap back over to Emu FS. // * // ****************************************************************** static inline void EmuSwapFS() { // Note that this is only the *approximate* interception count, // because not all interceptions swap the FS register, and some // non-interception code uses it static uint32 dwInterceptionCount = 0; __asm { mov ax, fs:[0x14] mov fs, ax } // ****************************************************************** // * Every "N" interceptions, perform various periodic services // ****************************************************************** if(dwInterceptionCount++ == EmuAutoSleepRate) { // If we're in the Xbox FS, wait until the next swap if(EmuIsXboxFS()) { dwInterceptionCount--; return; } // Yield! Sleep(1); // Back to Zero! dwInterceptionCount = 0; } } #endif