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