bsnes/higan/sfc/cpu/cpu.hpp

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struct CPU : Processor::R65816, Thread, PPUcounter {
auto interruptPending() const -> bool override;
auto pio() const -> uint8;
auto joylatch() const -> bool;
CPU();
Updated to v067r23 release. byuu says: Added missing $4200 IRQ lock, which fixes Chou Aniki on the fast CPU core, so slower PCs can get their brotherly love on. Added range-based controller IOBit latching to the fast CPU core, which enables Super Scope and Justifier support. Uses the priority queue as well, so there is zero speed-hit. Given the way range-testing works, the trigger point may vary by 1-2 pixels when firing at the same spot. Not really a big deal when it avoids a massive speed penalty. Fixed PAL and interlace-mode HVIRQs at V=0,H<2 on the fast CPU core. Added the dot-renderer's sprite list update-on-OAM-write functionality to the scanline-based PPU renderer. Unfortunately it looks like all the speed gain was already taken from the global dirty flag I was using before, but this certainly won't hurt speed any, so whatever. Added #ifdef to stop CoInitialize(0) on non-Windows ports. Added #ifdefs to stop gradient fade on Windows port. Not going to fuck over the Linux port aesthetic because of Qt bug #47,326,927. If there's a way to tell what Qt theme is being used, I can leave it enabled for XP/Vista themes. Moved HDMA trigger from 1104 to 1112, and reduced channel overhead from 24 to 16, to better simulate one-cycle DMA->CPU sync. Code clarity: I've re-added my varint.hpp classes, and am actively using them in the accuracy cores. So far, I haven't done anything that would detriment speed, but it is certainly cool. The APU ports exposed by the CPU and SMP now take uint2 address arguments, the CPU WRAM address register is a uint17, and the IRQ H/VTIME values are uint10. This basically allows the source to clearly convey the data sizes, and eliminates the need to manually mask values when writing to registers or reading from memory. I'm going to be doing this everywhere, and it will have a speed impact eventually, because the automation means we can't skip masks when we know the data is already masked off. Source: archive contains the launcher code, so that I can look into why it's crashing on XP tomorrow. It doesn't look like Circuit USA's flags are going to work too well with this new CPU core. Still not sure what the hell Robocop vs The Terminator is doing, I'll read through the mega SNES thread for clues tomorrow. Speedy Gonzales is definitely broken, as modifying the MDR was breaking things with my current core. Probably because the new CPU core doesn't wait for a cycle edge to trigger. I was thinking that perhaps we could keep some form of cheat codes list to work as game-specific hacks for the performance core. Keeps the hacks out of the emulator, but could allow the remaining bugs to be worked around for people who have no choice but to use the performance core.
2010-08-16 09:42:20 +00:00
Update to v099r14 release. byuu says: Changelog: - (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel like they were contributing enough to be worth it] - cleaned up nall::integer,natural,real functionality - toInteger, toNatural, toReal for parsing strings to numbers - fromInteger, fromNatural, fromReal for creating strings from numbers - (string,Markup::Node,SQL-based-classes)::(integer,natural,real) left unchanged - template<typename T> numeral(T value, long padding, char padchar) -> string for print() formatting - deduces integer,natural,real based on T ... cast the value if you want to override - there still exists binary,octal,hex,pointer for explicit print() formatting - lstring -> string_vector [but using lstring = string_vector; is declared] - would be nice to remove the using lstring eventually ... but that'd probably require 10,000 lines of changes >_> - format -> string_format [no using here; format was too ambiguous] - using integer = Integer<sizeof(int)*8>; and using natural = Natural<sizeof(uint)*8>; declared - for consistency with boolean. These three are meant for creating zero-initialized values implicitly (various uses) - R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees up struct IO {} io; naming] - SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {} (status,registers); now - still some CPU::Status status values ... they didn't really fit into IO functionality ... will have to think about this more - SFC CPU, PPU, SMP now use step() exclusively instead of addClocks() calling into step() - SFC CPU joypad1_bits, joypad2_bits were unused; killed them - SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it - SFC PPU OAM moved into PPU::Object; since nothing else uses it - the raw uint8[544] array is gone. OAM::read() constructs values from the OAM::Object[512] table now - this avoids having to determine how we want to sub-divide the two OAM memory sections - this also eliminates the OAM::synchronize() functionality - probably more I'm forgetting The FPS fluctuations are driving me insane. This WIP went from 128fps to 137fps. Settled on 133.5fps for the final build. But nothing I changed should have affected performance at all. This level of fluctuation makes it damn near impossible to know whether I'm speeding things up or slowing things down with changes.
2016-07-01 11:50:32 +00:00
auto readPort(uint2 port) const -> uint8;
auto writePort(uint2 port, uint8 data) -> void;
static auto Enter() -> void;
auto main() -> void;
auto load(Markup::Node) -> bool;
auto power() -> void;
//dma.cpp
Update to v099r14 release. byuu says: Changelog: - (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel like they were contributing enough to be worth it] - cleaned up nall::integer,natural,real functionality - toInteger, toNatural, toReal for parsing strings to numbers - fromInteger, fromNatural, fromReal for creating strings from numbers - (string,Markup::Node,SQL-based-classes)::(integer,natural,real) left unchanged - template<typename T> numeral(T value, long padding, char padchar) -> string for print() formatting - deduces integer,natural,real based on T ... cast the value if you want to override - there still exists binary,octal,hex,pointer for explicit print() formatting - lstring -> string_vector [but using lstring = string_vector; is declared] - would be nice to remove the using lstring eventually ... but that'd probably require 10,000 lines of changes >_> - format -> string_format [no using here; format was too ambiguous] - using integer = Integer<sizeof(int)*8>; and using natural = Natural<sizeof(uint)*8>; declared - for consistency with boolean. These three are meant for creating zero-initialized values implicitly (various uses) - R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees up struct IO {} io; naming] - SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {} (status,registers); now - still some CPU::Status status values ... they didn't really fit into IO functionality ... will have to think about this more - SFC CPU, PPU, SMP now use step() exclusively instead of addClocks() calling into step() - SFC CPU joypad1_bits, joypad2_bits were unused; killed them - SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it - SFC PPU OAM moved into PPU::Object; since nothing else uses it - the raw uint8[544] array is gone. OAM::read() constructs values from the OAM::Object[512] table now - this avoids having to determine how we want to sub-divide the two OAM memory sections - this also eliminates the OAM::synchronize() functionality - probably more I'm forgetting The FPS fluctuations are driving me insane. This WIP went from 128fps to 137fps. Settled on 133.5fps for the final build. But nothing I changed should have affected performance at all. This level of fluctuation makes it damn near impossible to know whether I'm speeding things up or slowing things down with changes.
2016-07-01 11:50:32 +00:00
auto dmaStep(uint clocks) -> void;
auto dmaTransferValid(uint8 bbus, uint24 abus) -> bool;
auto dmaAddressValid(uint24 abus) -> bool;
auto dmaRead(uint24 abus) -> uint8;
auto dmaWrite(bool valid, uint addr = 0, uint8 data = 0) -> void;
auto dmaTransfer(bool direction, uint8 bbus, uint24 abus) -> void;
inline auto dmaAddressB(uint n, uint channel) -> uint8;
inline auto dmaAddress(uint n) -> uint24;
inline auto hdmaAddress(uint n) -> uint24;
inline auto hdmaIndirectAddress(uint n) -> uint24;
inline auto dmaEnabledChannels() -> uint;
inline auto hdmaActive(uint n) -> bool;
inline auto hdmaActiveAfter(uint s) -> bool;
inline auto hdmaEnabledChannels() -> uint;
inline auto hdmaActiveChannels() -> uint;
auto dmaRun() -> void;
auto hdmaUpdate(uint n) -> void;
auto hdmaRun() -> void;
auto hdmaInitReset() -> void;
auto hdmaInit() -> void;
//memory.cpp
Update to v099r14 release. byuu says: Changelog: - (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel like they were contributing enough to be worth it] - cleaned up nall::integer,natural,real functionality - toInteger, toNatural, toReal for parsing strings to numbers - fromInteger, fromNatural, fromReal for creating strings from numbers - (string,Markup::Node,SQL-based-classes)::(integer,natural,real) left unchanged - template<typename T> numeral(T value, long padding, char padchar) -> string for print() formatting - deduces integer,natural,real based on T ... cast the value if you want to override - there still exists binary,octal,hex,pointer for explicit print() formatting - lstring -> string_vector [but using lstring = string_vector; is declared] - would be nice to remove the using lstring eventually ... but that'd probably require 10,000 lines of changes >_> - format -> string_format [no using here; format was too ambiguous] - using integer = Integer<sizeof(int)*8>; and using natural = Natural<sizeof(uint)*8>; declared - for consistency with boolean. These three are meant for creating zero-initialized values implicitly (various uses) - R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees up struct IO {} io; naming] - SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {} (status,registers); now - still some CPU::Status status values ... they didn't really fit into IO functionality ... will have to think about this more - SFC CPU, PPU, SMP now use step() exclusively instead of addClocks() calling into step() - SFC CPU joypad1_bits, joypad2_bits were unused; killed them - SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it - SFC PPU OAM moved into PPU::Object; since nothing else uses it - the raw uint8[544] array is gone. OAM::read() constructs values from the OAM::Object[512] table now - this avoids having to determine how we want to sub-divide the two OAM memory sections - this also eliminates the OAM::synchronize() functionality - probably more I'm forgetting The FPS fluctuations are driving me insane. This WIP went from 128fps to 137fps. Settled on 133.5fps for the final build. But nothing I changed should have affected performance at all. This level of fluctuation makes it damn near impossible to know whether I'm speeding things up or slowing things down with changes.
2016-07-01 11:50:32 +00:00
auto idle() -> void override;
auto read(uint24 addr) -> uint8 override;
auto write(uint24 addr, uint8 data) -> void override;
alwaysinline auto speed(uint24 addr) const -> uint;
auto readDisassembler(uint24 addr) -> uint8 override;
Update to v099r13 release. byuu says: Changelog: - GB core code cleanup completed - GBA core code cleanup completed - some more cleanup on missed processor/arm functions/variables - fixed FC loading icarus bug - "Load ROM File" icarus functionality restored - minor code unification efforts all around (not perfect yet) - MMIO->IO - mmio.cpp->io.cpp - read,write->readIO,writeIO It's been a very long work in progress ... starting all the way back with v094r09, but the major part of the higan code cleanup is now completed! Of course, it's very important to note that this is only for the basic style: - under_score functions and variables are now camelCase - return-type function-name() are now auto function-name() -> return-type - Natural<T>/Integer<T> replace (u)intT_n types where possible - signed/unsigned are now int/uint - most of the x==true,x==false tests changed to x,!x A lot of spot improvements to consistency, simplicity and quality have gone in along the way, of course. But we'll probably never fully finishing beautifying every last line of code in the entire codebase. Still, this is a really great start. Going forward, WIP diffs should start being smaller and of higher quality once again. I know the joke is, "until my coding style changes again", but ... this was way too stressful, way too time consuming, and way too risky. I'm too old and tired now for extreme upheavel like this again. The only major change I'm slowly mulling over would be renaming the using Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as easily confused with the (u)int_t types ... but we'll see. I'll definitely continue to change small things all the time, but for the larger picture, I need to just accept the style I have and live with it.
2016-06-29 11:10:28 +00:00
//io.cpp
auto readAPU(uint24 addr, uint8 data) -> uint8;
auto readCPU(uint24 addr, uint8 data) -> uint8;
auto readDMA(uint24 addr, uint8 data) -> uint8;
auto writeAPU(uint24 addr, uint8 data) -> void;
auto writeCPU(uint24 addr, uint8 data) -> void;
auto writeDMA(uint24 addr, uint8 data) -> void;
//timing.cpp
auto dmaCounter() const -> uint;
Update to v099r14 release. byuu says: Changelog: - (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel like they were contributing enough to be worth it] - cleaned up nall::integer,natural,real functionality - toInteger, toNatural, toReal for parsing strings to numbers - fromInteger, fromNatural, fromReal for creating strings from numbers - (string,Markup::Node,SQL-based-classes)::(integer,natural,real) left unchanged - template<typename T> numeral(T value, long padding, char padchar) -> string for print() formatting - deduces integer,natural,real based on T ... cast the value if you want to override - there still exists binary,octal,hex,pointer for explicit print() formatting - lstring -> string_vector [but using lstring = string_vector; is declared] - would be nice to remove the using lstring eventually ... but that'd probably require 10,000 lines of changes >_> - format -> string_format [no using here; format was too ambiguous] - using integer = Integer<sizeof(int)*8>; and using natural = Natural<sizeof(uint)*8>; declared - for consistency with boolean. These three are meant for creating zero-initialized values implicitly (various uses) - R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees up struct IO {} io; naming] - SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {} (status,registers); now - still some CPU::Status status values ... they didn't really fit into IO functionality ... will have to think about this more - SFC CPU, PPU, SMP now use step() exclusively instead of addClocks() calling into step() - SFC CPU joypad1_bits, joypad2_bits were unused; killed them - SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it - SFC PPU OAM moved into PPU::Object; since nothing else uses it - the raw uint8[544] array is gone. OAM::read() constructs values from the OAM::Object[512] table now - this avoids having to determine how we want to sub-divide the two OAM memory sections - this also eliminates the OAM::synchronize() functionality - probably more I'm forgetting The FPS fluctuations are driving me insane. This WIP went from 128fps to 137fps. Settled on 133.5fps for the final build. But nothing I changed should have affected performance at all. This level of fluctuation makes it damn near impossible to know whether I'm speeding things up or slowing things down with changes.
2016-07-01 11:50:32 +00:00
auto step(uint clocks) -> void;
auto scanline() -> void;
alwaysinline auto aluEdge() -> void;
alwaysinline auto dmaEdge() -> void;
alwaysinline auto lastCycle() -> void;
//irq.cpp
alwaysinline auto pollInterrupts() -> void;
auto nmitimenUpdate(uint8 data) -> void;
auto rdnmi() -> bool;
auto timeup() -> bool;
alwaysinline auto nmiTest() -> bool;
alwaysinline auto irqTest() -> bool;
//joypad.cpp
auto stepAutoJoypadPoll() -> void;
//serialization.cpp
auto serialize(serializer&) -> void;
uint8 wram[128 * 1024];
vector<Thread*> coprocessors;
Update to v098r01 release. byuu says: Changelog: - SFC: balanced profile removed - SFC: performance profile removed - SFC: code for handling non-threaded CPU, SMP, DSP, PPU removed - SFC: Coprocessor, Controller (and expansion port) shared Thread code merged to SFC::Cothread - Cothread here just means "Thread with CPU affinity" (couldn't think of a better name, sorry) - SFC: CPU now has vector<Thread*> coprocessors, peripherals; - this is the beginning of work to allow expansion port devices to be dynamically changed at run-time - ruby: all audio drivers default to 48000hz instead of 22050hz now if no frequency is assigned - note: the WASAPI driver can default to whatever the native frequency is; doesn't have to be 48000hz - tomoko: removed the ability to change the frequency from the UI (but it will display the frequency used) - tomoko: removed the timing settings panel - the goal is to work toward smooth video via adaptive sync - the model is broken by not being in control of the audio frequency anyway - it's further broken by PAL running at 50hz and WSC running at 75hz - it was always broken anyway by SNES interlace timing varying from progressive timing - higan: audio/ stub created (for now, it's just nall/dsp/ moved here and included as a header) - higan: video/ stub created - higan/GNUmakefile: now includes build rules for essential components (libco, emulator, audio, video) The audio changes are in preparation to merge wareya's awesome WASAPI work without the need for the nall/dsp resampler.
2016-04-09 03:40:12 +00:00
vector<Thread*> peripherals;
private:
uint version = 2; //allowed: 1, 2
struct Status {
bool interruptPending;
uint clockCount;
uint lineClocks;
//timing
bool irqLock;
uint dramRefreshPosition;
bool dramRefreshed;
uint hdmaInitPosition;
bool hdmaInitTriggered;
uint hdmaPosition;
bool hdmaTriggered;
bool nmiValid;
bool nmiLine;
bool nmiTransition;
bool nmiPending;
bool nmiHold;
bool irqValid;
bool irqLine;
bool irqTransition;
bool irqPending;
bool irqHold;
bool powerPending;
bool resetPending;
//DMA
bool dmaActive;
uint dmaCounter;
uint dmaClocks;
bool dmaPending;
bool hdmaPending;
bool hdmaMode; //0 = init, 1 = run
Update to v073r01 release. byuu says: While perhaps not perfect, pretty good is better than nothing ... I've added emulation of auto-joypad poll timing. Going off ikari_01's confirmation of what we suspected, that the strobe happens every 256 clocks, I've set up emulation as follows: Upon reset, our clock counter is reset to zero. At the start of each frame, our poll counter is reset to zero. Every 256 clocks, we call the step_auto_joypad_poll() function. If we are at V=225/240+ (based on overscan setting), we check the poll counter. At zero, we poll the actual controller and set the joypad polling flag in $4212.d0 to 1. From zero through fifteen, we read in one bit for each controller and shift it into the register. At sixteen, we turn off the joypad polling flag. The 256-clock divider allows the start point of polling for each frame to fluctuate wildly like real hardware. I count regardless of auto joypad enable, as per $4212.d0's behavior; but only poll when it's actually enabled. I do not consume any actual time from this polling. I honestly don't know if I even should, or if it manages to do it in the background. If it should consume time, then this most likely happens between opcode edges and we'll have to adjust the code a good bit. All commercial games should continue to work fine, but this will likely break some hacks/translations not tested on hardware. Without the timing emulation, reading $4218-421f before V=~228 would basically give you the valid input controller values of the previous frame. Now, like hardware, it should give you a state that is part previous frame, part current frame shifted into it. Button positions won't be reliable and will shift every 256 clocks. I've also removed the Qt GUI, and renamed ui-phoenix to just ui. This removes 400kb of source code (phoenix is a lean 130kb), and drops the archive size from 564KB to 475KB. Combined with the DSP HLE, and we've knocked off ~570KB of source cruft from the entire project. I am looking forward to not having to specify which GUI is included anymore.
2010-12-27 07:29:57 +00:00
//auto joypad polling
bool autoJoypadActive;
bool autoJoypadLatch;
uint autoJoypadCounter;
uint autoJoypadClock;
Update to v099r14 release. byuu says: Changelog: - (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel like they were contributing enough to be worth it] - cleaned up nall::integer,natural,real functionality - toInteger, toNatural, toReal for parsing strings to numbers - fromInteger, fromNatural, fromReal for creating strings from numbers - (string,Markup::Node,SQL-based-classes)::(integer,natural,real) left unchanged - template<typename T> numeral(T value, long padding, char padchar) -> string for print() formatting - deduces integer,natural,real based on T ... cast the value if you want to override - there still exists binary,octal,hex,pointer for explicit print() formatting - lstring -> string_vector [but using lstring = string_vector; is declared] - would be nice to remove the using lstring eventually ... but that'd probably require 10,000 lines of changes >_> - format -> string_format [no using here; format was too ambiguous] - using integer = Integer<sizeof(int)*8>; and using natural = Natural<sizeof(uint)*8>; declared - for consistency with boolean. These three are meant for creating zero-initialized values implicitly (various uses) - R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees up struct IO {} io; naming] - SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {} (status,registers); now - still some CPU::Status status values ... they didn't really fit into IO functionality ... will have to think about this more - SFC CPU, PPU, SMP now use step() exclusively instead of addClocks() calling into step() - SFC CPU joypad1_bits, joypad2_bits were unused; killed them - SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it - SFC PPU OAM moved into PPU::Object; since nothing else uses it - the raw uint8[544] array is gone. OAM::read() constructs values from the OAM::Object[512] table now - this avoids having to determine how we want to sub-divide the two OAM memory sections - this also eliminates the OAM::synchronize() functionality - probably more I'm forgetting The FPS fluctuations are driving me insane. This WIP went from 128fps to 137fps. Settled on 133.5fps for the final build. But nothing I changed should have affected performance at all. This level of fluctuation makes it damn near impossible to know whether I'm speeding things up or slowing things down with changes.
2016-07-01 11:50:32 +00:00
} status;
Update to v073r01 release. byuu says: While perhaps not perfect, pretty good is better than nothing ... I've added emulation of auto-joypad poll timing. Going off ikari_01's confirmation of what we suspected, that the strobe happens every 256 clocks, I've set up emulation as follows: Upon reset, our clock counter is reset to zero. At the start of each frame, our poll counter is reset to zero. Every 256 clocks, we call the step_auto_joypad_poll() function. If we are at V=225/240+ (based on overscan setting), we check the poll counter. At zero, we poll the actual controller and set the joypad polling flag in $4212.d0 to 1. From zero through fifteen, we read in one bit for each controller and shift it into the register. At sixteen, we turn off the joypad polling flag. The 256-clock divider allows the start point of polling for each frame to fluctuate wildly like real hardware. I count regardless of auto joypad enable, as per $4212.d0's behavior; but only poll when it's actually enabled. I do not consume any actual time from this polling. I honestly don't know if I even should, or if it manages to do it in the background. If it should consume time, then this most likely happens between opcode edges and we'll have to adjust the code a good bit. All commercial games should continue to work fine, but this will likely break some hacks/translations not tested on hardware. Without the timing emulation, reading $4218-421f before V=~228 would basically give you the valid input controller values of the previous frame. Now, like hardware, it should give you a state that is part previous frame, part current frame shifted into it. Button positions won't be reliable and will shift every 256 clocks. I've also removed the Qt GUI, and renamed ui-phoenix to just ui. This removes 400kb of source code (phoenix is a lean 130kb), and drops the archive size from 564KB to 475KB. Combined with the DSP HLE, and we've knocked off ~570KB of source cruft from the entire project. I am looking forward to not having to specify which GUI is included anymore.
2010-12-27 07:29:57 +00:00
Update to v099r14 release. byuu says: Changelog: - (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel like they were contributing enough to be worth it] - cleaned up nall::integer,natural,real functionality - toInteger, toNatural, toReal for parsing strings to numbers - fromInteger, fromNatural, fromReal for creating strings from numbers - (string,Markup::Node,SQL-based-classes)::(integer,natural,real) left unchanged - template<typename T> numeral(T value, long padding, char padchar) -> string for print() formatting - deduces integer,natural,real based on T ... cast the value if you want to override - there still exists binary,octal,hex,pointer for explicit print() formatting - lstring -> string_vector [but using lstring = string_vector; is declared] - would be nice to remove the using lstring eventually ... but that'd probably require 10,000 lines of changes >_> - format -> string_format [no using here; format was too ambiguous] - using integer = Integer<sizeof(int)*8>; and using natural = Natural<sizeof(uint)*8>; declared - for consistency with boolean. These three are meant for creating zero-initialized values implicitly (various uses) - R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees up struct IO {} io; naming] - SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {} (status,registers); now - still some CPU::Status status values ... they didn't really fit into IO functionality ... will have to think about this more - SFC CPU, PPU, SMP now use step() exclusively instead of addClocks() calling into step() - SFC CPU joypad1_bits, joypad2_bits were unused; killed them - SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it - SFC PPU OAM moved into PPU::Object; since nothing else uses it - the raw uint8[544] array is gone. OAM::read() constructs values from the OAM::Object[512] table now - this avoids having to determine how we want to sub-divide the two OAM memory sections - this also eliminates the OAM::synchronize() functionality - probably more I'm forgetting The FPS fluctuations are driving me insane. This WIP went from 128fps to 137fps. Settled on 133.5fps for the final build. But nothing I changed should have affected performance at all. This level of fluctuation makes it damn near impossible to know whether I'm speeding things up or slowing things down with changes.
2016-07-01 11:50:32 +00:00
struct IO {
Updated to v067r23 release. byuu says: Added missing $4200 IRQ lock, which fixes Chou Aniki on the fast CPU core, so slower PCs can get their brotherly love on. Added range-based controller IOBit latching to the fast CPU core, which enables Super Scope and Justifier support. Uses the priority queue as well, so there is zero speed-hit. Given the way range-testing works, the trigger point may vary by 1-2 pixels when firing at the same spot. Not really a big deal when it avoids a massive speed penalty. Fixed PAL and interlace-mode HVIRQs at V=0,H<2 on the fast CPU core. Added the dot-renderer's sprite list update-on-OAM-write functionality to the scanline-based PPU renderer. Unfortunately it looks like all the speed gain was already taken from the global dirty flag I was using before, but this certainly won't hurt speed any, so whatever. Added #ifdef to stop CoInitialize(0) on non-Windows ports. Added #ifdefs to stop gradient fade on Windows port. Not going to fuck over the Linux port aesthetic because of Qt bug #47,326,927. If there's a way to tell what Qt theme is being used, I can leave it enabled for XP/Vista themes. Moved HDMA trigger from 1104 to 1112, and reduced channel overhead from 24 to 16, to better simulate one-cycle DMA->CPU sync. Code clarity: I've re-added my varint.hpp classes, and am actively using them in the accuracy cores. So far, I haven't done anything that would detriment speed, but it is certainly cool. The APU ports exposed by the CPU and SMP now take uint2 address arguments, the CPU WRAM address register is a uint17, and the IRQ H/VTIME values are uint10. This basically allows the source to clearly convey the data sizes, and eliminates the need to manually mask values when writing to registers or reading from memory. I'm going to be doing this everywhere, and it will have a speed impact eventually, because the automation means we can't skip masks when we know the data is already masked off. Source: archive contains the launcher code, so that I can look into why it's crashing on XP tomorrow. It doesn't look like Circuit USA's flags are going to work too well with this new CPU core. Still not sure what the hell Robocop vs The Terminator is doing, I'll read through the mega SNES thread for clues tomorrow. Speedy Gonzales is definitely broken, as modifying the MDR was breaking things with my current core. Probably because the new CPU core doesn't wait for a cycle edge to trigger. I was thinking that perhaps we could keep some form of cheat codes list to work as game-specific hacks for the performance core. Keeps the hacks out of the emulator, but could allow the remaining bugs to be worked around for people who have no choice but to use the performance core.
2010-08-16 09:42:20 +00:00
//$2140-217f
uint8 port[4];
//$2181-$2183
uint17 wramAddress;
//$4016-$4017
bool joypadStrobeLatch;
//$4200
bool nmiEnabled;
bool hirqEnabled;
bool virqEnabled;
bool autoJoypadPoll;
//$4201
uint8 pio;
//$4202-$4203
uint8 wrmpya;
uint8 wrmpyb;
//$4204-$4206
uint16 wrdiva;
Updated to v067r23 release. byuu says: Added missing $4200 IRQ lock, which fixes Chou Aniki on the fast CPU core, so slower PCs can get their brotherly love on. Added range-based controller IOBit latching to the fast CPU core, which enables Super Scope and Justifier support. Uses the priority queue as well, so there is zero speed-hit. Given the way range-testing works, the trigger point may vary by 1-2 pixels when firing at the same spot. Not really a big deal when it avoids a massive speed penalty. Fixed PAL and interlace-mode HVIRQs at V=0,H<2 on the fast CPU core. Added the dot-renderer's sprite list update-on-OAM-write functionality to the scanline-based PPU renderer. Unfortunately it looks like all the speed gain was already taken from the global dirty flag I was using before, but this certainly won't hurt speed any, so whatever. Added #ifdef to stop CoInitialize(0) on non-Windows ports. Added #ifdefs to stop gradient fade on Windows port. Not going to fuck over the Linux port aesthetic because of Qt bug #47,326,927. If there's a way to tell what Qt theme is being used, I can leave it enabled for XP/Vista themes. Moved HDMA trigger from 1104 to 1112, and reduced channel overhead from 24 to 16, to better simulate one-cycle DMA->CPU sync. Code clarity: I've re-added my varint.hpp classes, and am actively using them in the accuracy cores. So far, I haven't done anything that would detriment speed, but it is certainly cool. The APU ports exposed by the CPU and SMP now take uint2 address arguments, the CPU WRAM address register is a uint17, and the IRQ H/VTIME values are uint10. This basically allows the source to clearly convey the data sizes, and eliminates the need to manually mask values when writing to registers or reading from memory. I'm going to be doing this everywhere, and it will have a speed impact eventually, because the automation means we can't skip masks when we know the data is already masked off. Source: archive contains the launcher code, so that I can look into why it's crashing on XP tomorrow. It doesn't look like Circuit USA's flags are going to work too well with this new CPU core. Still not sure what the hell Robocop vs The Terminator is doing, I'll read through the mega SNES thread for clues tomorrow. Speedy Gonzales is definitely broken, as modifying the MDR was breaking things with my current core. Probably because the new CPU core doesn't wait for a cycle edge to trigger. I was thinking that perhaps we could keep some form of cheat codes list to work as game-specific hacks for the performance core. Keeps the hacks out of the emulator, but could allow the remaining bugs to be worked around for people who have no choice but to use the performance core.
2010-08-16 09:42:20 +00:00
uint8 wrdivb;
//$4207-$420a
uint9 hirqPos;
uint9 virqPos;
//$420d
uint romSpeed;
//$4214-$4217
uint16 rddiv;
uint16 rdmpy;
//$4218-$421f
Update to v073r01 release. byuu says: While perhaps not perfect, pretty good is better than nothing ... I've added emulation of auto-joypad poll timing. Going off ikari_01's confirmation of what we suspected, that the strobe happens every 256 clocks, I've set up emulation as follows: Upon reset, our clock counter is reset to zero. At the start of each frame, our poll counter is reset to zero. Every 256 clocks, we call the step_auto_joypad_poll() function. If we are at V=225/240+ (based on overscan setting), we check the poll counter. At zero, we poll the actual controller and set the joypad polling flag in $4212.d0 to 1. From zero through fifteen, we read in one bit for each controller and shift it into the register. At sixteen, we turn off the joypad polling flag. The 256-clock divider allows the start point of polling for each frame to fluctuate wildly like real hardware. I count regardless of auto joypad enable, as per $4212.d0's behavior; but only poll when it's actually enabled. I do not consume any actual time from this polling. I honestly don't know if I even should, or if it manages to do it in the background. If it should consume time, then this most likely happens between opcode edges and we'll have to adjust the code a good bit. All commercial games should continue to work fine, but this will likely break some hacks/translations not tested on hardware. Without the timing emulation, reading $4218-421f before V=~228 would basically give you the valid input controller values of the previous frame. Now, like hardware, it should give you a state that is part previous frame, part current frame shifted into it. Button positions won't be reliable and will shift every 256 clocks. I've also removed the Qt GUI, and renamed ui-phoenix to just ui. This removes 400kb of source code (phoenix is a lean 130kb), and drops the archive size from 564KB to 475KB. Combined with the DSP HLE, and we've knocked off ~570KB of source cruft from the entire project. I am looking forward to not having to specify which GUI is included anymore.
2010-12-27 07:29:57 +00:00
uint16 joy1;
uint16 joy2;
uint16 joy3;
uint16 joy4;
Update to v099r14 release. byuu says: Changelog: - (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel like they were contributing enough to be worth it] - cleaned up nall::integer,natural,real functionality - toInteger, toNatural, toReal for parsing strings to numbers - fromInteger, fromNatural, fromReal for creating strings from numbers - (string,Markup::Node,SQL-based-classes)::(integer,natural,real) left unchanged - template<typename T> numeral(T value, long padding, char padchar) -> string for print() formatting - deduces integer,natural,real based on T ... cast the value if you want to override - there still exists binary,octal,hex,pointer for explicit print() formatting - lstring -> string_vector [but using lstring = string_vector; is declared] - would be nice to remove the using lstring eventually ... but that'd probably require 10,000 lines of changes >_> - format -> string_format [no using here; format was too ambiguous] - using integer = Integer<sizeof(int)*8>; and using natural = Natural<sizeof(uint)*8>; declared - for consistency with boolean. These three are meant for creating zero-initialized values implicitly (various uses) - R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees up struct IO {} io; naming] - SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {} (status,registers); now - still some CPU::Status status values ... they didn't really fit into IO functionality ... will have to think about this more - SFC CPU, PPU, SMP now use step() exclusively instead of addClocks() calling into step() - SFC CPU joypad1_bits, joypad2_bits were unused; killed them - SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it - SFC PPU OAM moved into PPU::Object; since nothing else uses it - the raw uint8[544] array is gone. OAM::read() constructs values from the OAM::Object[512] table now - this avoids having to determine how we want to sub-divide the two OAM memory sections - this also eliminates the OAM::synchronize() functionality - probably more I'm forgetting The FPS fluctuations are driving me insane. This WIP went from 128fps to 137fps. Settled on 133.5fps for the final build. But nothing I changed should have affected performance at all. This level of fluctuation makes it damn near impossible to know whether I'm speeding things up or slowing things down with changes.
2016-07-01 11:50:32 +00:00
} io;
struct ALU {
uint mpyctr;
uint divctr;
uint shift;
} alu;
struct Channel {
//$420b
bool dmaEnabled;
//$420c
bool hdmaEnabled;
//$43x0
bool direction;
bool indirect;
bool unused;
bool reverseTransfer;
bool fixedTransfer;
uint3 transferMode;
//$43x1
uint8 targetAddress;
//$43x2-$43x3
uint16 sourceAddress;
//$43x4
uint8 sourceBank;
//$43x5-$43x6
union {
Update to v099r14 release. byuu says: Changelog: - (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel like they were contributing enough to be worth it] - cleaned up nall::integer,natural,real functionality - toInteger, toNatural, toReal for parsing strings to numbers - fromInteger, fromNatural, fromReal for creating strings from numbers - (string,Markup::Node,SQL-based-classes)::(integer,natural,real) left unchanged - template<typename T> numeral(T value, long padding, char padchar) -> string for print() formatting - deduces integer,natural,real based on T ... cast the value if you want to override - there still exists binary,octal,hex,pointer for explicit print() formatting - lstring -> string_vector [but using lstring = string_vector; is declared] - would be nice to remove the using lstring eventually ... but that'd probably require 10,000 lines of changes >_> - format -> string_format [no using here; format was too ambiguous] - using integer = Integer<sizeof(int)*8>; and using natural = Natural<sizeof(uint)*8>; declared - for consistency with boolean. These three are meant for creating zero-initialized values implicitly (various uses) - R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees up struct IO {} io; naming] - SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {} (status,registers); now - still some CPU::Status status values ... they didn't really fit into IO functionality ... will have to think about this more - SFC CPU, PPU, SMP now use step() exclusively instead of addClocks() calling into step() - SFC CPU joypad1_bits, joypad2_bits were unused; killed them - SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it - SFC PPU OAM moved into PPU::Object; since nothing else uses it - the raw uint8[544] array is gone. OAM::read() constructs values from the OAM::Object[512] table now - this avoids having to determine how we want to sub-divide the two OAM memory sections - this also eliminates the OAM::synchronize() functionality - probably more I'm forgetting The FPS fluctuations are driving me insane. This WIP went from 128fps to 137fps. Settled on 133.5fps for the final build. But nothing I changed should have affected performance at all. This level of fluctuation makes it damn near impossible to know whether I'm speeding things up or slowing things down with changes.
2016-07-01 11:50:32 +00:00
uint16 transferSize;
uint16 indirectAddress;
};
//$43x7
uint8 indirectBank;
//$43x8-$43x9
uint16 hdmaAddress;
//$43xa
uint8 lineCounter;
//$43xb/$43xf
uint8 unknown;
//internal state
bool hdmaCompleted;
bool hdmaDoTransfer;
Update to v099r14 release. byuu says: Changelog: - (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel like they were contributing enough to be worth it] - cleaned up nall::integer,natural,real functionality - toInteger, toNatural, toReal for parsing strings to numbers - fromInteger, fromNatural, fromReal for creating strings from numbers - (string,Markup::Node,SQL-based-classes)::(integer,natural,real) left unchanged - template<typename T> numeral(T value, long padding, char padchar) -> string for print() formatting - deduces integer,natural,real based on T ... cast the value if you want to override - there still exists binary,octal,hex,pointer for explicit print() formatting - lstring -> string_vector [but using lstring = string_vector; is declared] - would be nice to remove the using lstring eventually ... but that'd probably require 10,000 lines of changes >_> - format -> string_format [no using here; format was too ambiguous] - using integer = Integer<sizeof(int)*8>; and using natural = Natural<sizeof(uint)*8>; declared - for consistency with boolean. These three are meant for creating zero-initialized values implicitly (various uses) - R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees up struct IO {} io; naming] - SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {} (status,registers); now - still some CPU::Status status values ... they didn't really fit into IO functionality ... will have to think about this more - SFC CPU, PPU, SMP now use step() exclusively instead of addClocks() calling into step() - SFC CPU joypad1_bits, joypad2_bits were unused; killed them - SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it - SFC PPU OAM moved into PPU::Object; since nothing else uses it - the raw uint8[544] array is gone. OAM::read() constructs values from the OAM::Object[512] table now - this avoids having to determine how we want to sub-divide the two OAM memory sections - this also eliminates the OAM::synchronize() functionality - probably more I'm forgetting The FPS fluctuations are driving me insane. This WIP went from 128fps to 137fps. Settled on 133.5fps for the final build. But nothing I changed should have affected performance at all. This level of fluctuation makes it damn near impossible to know whether I'm speeding things up or slowing things down with changes.
2016-07-01 11:50:32 +00:00
Channel() : transferSize(0) {}
} channel[8];
struct Pipe {
bool valid;
uint addr;
uint8 data;
} pipe;
};
extern CPU cpu;