bsnes/sfc/alt/smp/smp.hpp

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struct SMP : Thread {
enum : bool { Threaded = false };
SMP();
alwaysinline auto synchronizeCPU() -> void;
alwaysinline auto synchronizeDSP() -> void;
auto port_read(uint port) -> uint;
auto port_write(uint port, unsigned data) -> void;
auto mmio_read(uint addr) -> uint;
auto mmio_write(uint addr, uint data) -> void;
auto enter() -> void;
auto power() -> void;
auto reset() -> void;
auto serialize(serializer&) -> void;
auto disassemble_opcode(char* output, uint16 addr) -> void;
uint8 iplrom[64];
uint8* apuram;
//private:
auto tick() -> void;
alwaysinline auto op_io() -> void;
alwaysinline auto op_read(uint16 addr) -> uint8;
alwaysinline auto op_write(uint16 addr, uint8 data) -> void;
alwaysinline auto op_step() -> void;
auto op_adc (uint8 x, uint8 y) -> uint8;
auto op_addw(uint16 x, uint16 y) -> uint16;
auto op_and (uint8 x, uint8 y) -> uint8;
auto op_cmp (uint8 x, uint8 y) -> uint8;
auto op_cmpw(uint16 x, uint16 y) -> uint16;
auto op_eor (uint8 x, uint8 y) -> uint8;
auto op_inc (uint8 x) -> uint8;
auto op_dec (uint8 x) -> uint8;
auto op_or (uint8 x, uint8 y) -> uint8;
auto op_sbc (uint8 x, uint8 y) -> uint8;
auto op_subw(uint16 x, uint16 y) -> uint16;
auto op_asl (uint8 x) -> uint8;
auto op_lsr (uint8 x) -> uint8;
auto op_rol (uint8 x) -> uint8;
auto op_ror (uint8 x) -> uint8;
struct Flags {
alwaysinline operator uint() const {
return (n << 7) | (v << 6) | (p << 5) | (b << 4)
| (h << 3) | (i << 2) | (z << 1) | (c << 0);
};
alwaysinline auto operator=(uint data) -> uint {
n = data & 0x80; v = data & 0x40; p = data & 0x20; b = data & 0x10;
h = data & 0x08; i = data & 0x04; z = data & 0x02; c = data & 0x01;
return data;
}
alwaysinline auto operator|=(uint data) -> uint { return operator=(operator uint() | data); }
alwaysinline auto operator^=(uint data) -> uint { return operator=(operator uint() ^ data); }
alwaysinline auto operator&=(uint data) -> uint { return operator=(operator uint() & data); }
bool n, v, p, b, h, i, z, c;
};
struct Regs {
uint16 pc;
uint8 sp;
union {
uint16 ya;
struct { uint8 order_lsb2(a, y); };
};
uint8 x;
Flags p;
} regs;
uint16 rd, wr, dp, sp, ya, bit;
Update to v082r04 release. byuu says: So, here's the deal. I now have three emulators. I don't think the NES/GB ones are at all useful, but I do want them to be eventually. And having them have those pathetic little GUIs like ui-gameboy, and keeping everything in separate project folders, just doesn't work well for me. I kind of "got around" the issue with the Game Boy, by only allowing SGB mode emulation. But there is no "Super Nintendo" ... er ... wait ... uhmm ... well, you know what I mean anyway. So, my idea is to write a multi-emulator GUI, and keep the projects together. The GUI is not going to change much. The way I envision this working: At startup, you have a menubar with: "Cartridge, Settings, Tools, Help". Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc. When you load something, Cartridge is replaced with the appropriate system menu, eg "SNES". Here you have all your regular items: "power, reset, controller port selection, etc." There is also a new "Unload Cartridge" option, which is how you restore the "Cartridge" menu again. I have no plans to emulate any other systems, but if I ever do emulate something that doesn't take cartridges, I'll change the name to just "Load" or something. The cheat editor / state manager will look and act exactly the same. The settings panel will look exactly the same. I'll simply show/hide system-specific options as needed, like NES/SNES aspect ratio correction, etc. The input mapping window will just have settings for the currently loaded system. Video and audio tweaking will apply cross-system, as will hotkey mapping. The GUI stuff is mostly copy-paste, so it should only take me a week to get it 95% back to where it was, so don't worry, this isn't total GUI rewrite #80. I am, however, making all the objects pointers, so that I can destruct them all prior to main() returning, which is certainly one way of fixing that annoying Windows/Qt crash. Please only test on Linux. The Windows port is broken to hell, and will give you a bad impression of the idea: - menu groups are not hiding for some reason (all groups are showing, it looks hideous) - Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops [FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets 800fps; all run at lowest possible granularity] - the OS keeps beeping when you press keys (AGAIN) Of course, Qt and GTK+ don't let you shrink a window from the requested geometry size, because they suck. So the video scaling stuff doesn't work all that great yet. Man, a metric fuckton of things need to be fixed in phoenix, and I really don't know how to fix any of them :/
2011-09-09 04:08:38 +00:00
struct Status {
//$00f1
bool iplrom_enable;
//$00f2
uint dsp_addr;
//$00f8,$00f9
uint ram00f8;
uint ram00f9;
} status;
uint opcode_number;
uint opcode_cycle;
template<uint frequency>
struct Timer {
auto tick() -> void;
auto tick(uint clocks) -> void;
bool enable;
uint8 target;
uint8 stage1_ticks;
uint8 stage2_ticks;
uint8 stage3_ticks;
};
Timer<128> timer0;
Timer<128> timer1;
Timer< 16> timer2;
static const uint cycle_count_table[256];
uint64 cycle_table_cpu[256];
uint cycle_table_dsp[256];
uint64 cycle_step_cpu;
};
extern SMP smp;