bsnes/higan/gba/cpu/timer.cpp

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Update to v103r07 release. byuu says: Changelog: - gba/cpu: massive code cleanup effort - gba/cpu: DMA can run in between active instructions¹ - gba/cpu: added two-cycle startup delay between DMA activation and DMA transfers² - processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle - processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle ¹: unfortunately, this causes yet another performance penalty for the poor GBA core =( Also, I think I may have missed disabling DMAs while the CPU is stopped. I'll fix that in the next WIP. ²: I put the waiting counter decrement at the wrong place, so this doesn't actually work. Needs to be more like this:    auto CPU::step(uint clocks) -> void {      for(auto _ : range(clocks)) {        for(auto& timer : this->timer) timer.run();        for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;        context.clock++;      }      ...    auto CPU::DMA::run() -> bool {      if(cpu.stopped() || !active || waiting) return false;      transfer();      if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;      if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;      return true;    } Of course, the real fix will be restructuring how DMA works, so that it's always running in parallel with the CPU instead of this weird design where it tries to run all channels in some kind of loop until no channels are active anymore whenever one channel is activated. Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
auto CPU::Timer::run() -> void {
if(cpu.stopped()) return;
Update to v103r07 release. byuu says: Changelog: - gba/cpu: massive code cleanup effort - gba/cpu: DMA can run in between active instructions¹ - gba/cpu: added two-cycle startup delay between DMA activation and DMA transfers² - processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle - processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle ¹: unfortunately, this causes yet another performance penalty for the poor GBA core =( Also, I think I may have missed disabling DMAs while the CPU is stopped. I'll fix that in the next WIP. ²: I put the waiting counter decrement at the wrong place, so this doesn't actually work. Needs to be more like this:    auto CPU::step(uint clocks) -> void {      for(auto _ : range(clocks)) {        for(auto& timer : this->timer) timer.run();        for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;        context.clock++;      }      ...    auto CPU::DMA::run() -> bool {      if(cpu.stopped() || !active || waiting) return false;      transfer();      if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;      if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;      return true;    } Of course, the real fix will be restructuring how DMA works, so that it's always running in parallel with the CPU instead of this weird design where it tries to run all channels in some kind of loop until no channels are active anymore whenever one channel is activated. Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
if(pending) {
pending = false;
if(enable) period = reload;
return;
}
Update to v103r07 release. byuu says: Changelog: - gba/cpu: massive code cleanup effort - gba/cpu: DMA can run in between active instructions¹ - gba/cpu: added two-cycle startup delay between DMA activation and DMA transfers² - processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle - processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle ¹: unfortunately, this causes yet another performance penalty for the poor GBA core =( Also, I think I may have missed disabling DMAs while the CPU is stopped. I'll fix that in the next WIP. ²: I put the waiting counter decrement at the wrong place, so this doesn't actually work. Needs to be more like this:    auto CPU::step(uint clocks) -> void {      for(auto _ : range(clocks)) {        for(auto& timer : this->timer) timer.run();        for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;        context.clock++;      }      ...    auto CPU::DMA::run() -> bool {      if(cpu.stopped() || !active || waiting) return false;      transfer();      if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;      if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;      return true;    } Of course, the real fix will be restructuring how DMA works, so that it's always running in parallel with the CPU instead of this weird design where it tries to run all channels in some kind of loop until no channels are active anymore whenever one channel is activated. Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
if(!enable || cascade) return;
static const uint mask[] = {0, 63, 255, 1023};
if((cpu.clock() & mask[frequency]) == 0) step();
}
Update to v103r07 release. byuu says: Changelog: - gba/cpu: massive code cleanup effort - gba/cpu: DMA can run in between active instructions¹ - gba/cpu: added two-cycle startup delay between DMA activation and DMA transfers² - processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle - processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle ¹: unfortunately, this causes yet another performance penalty for the poor GBA core =( Also, I think I may have missed disabling DMAs while the CPU is stopped. I'll fix that in the next WIP. ²: I put the waiting counter decrement at the wrong place, so this doesn't actually work. Needs to be more like this:    auto CPU::step(uint clocks) -> void {      for(auto _ : range(clocks)) {        for(auto& timer : this->timer) timer.run();        for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;        context.clock++;      }      ...    auto CPU::DMA::run() -> bool {      if(cpu.stopped() || !active || waiting) return false;      transfer();      if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;      if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;      return true;    } Of course, the real fix will be restructuring how DMA works, so that it's always running in parallel with the CPU instead of this weird design where it tries to run all channels in some kind of loop until no channels are active anymore whenever one channel is activated. Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
auto CPU::Timer::step() -> void {
if(++period == 0) {
period = reload;
Update to v103r07 release. byuu says: Changelog: - gba/cpu: massive code cleanup effort - gba/cpu: DMA can run in between active instructions¹ - gba/cpu: added two-cycle startup delay between DMA activation and DMA transfers² - processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle - processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle ¹: unfortunately, this causes yet another performance penalty for the poor GBA core =( Also, I think I may have missed disabling DMAs while the CPU is stopped. I'll fix that in the next WIP. ²: I put the waiting counter decrement at the wrong place, so this doesn't actually work. Needs to be more like this:    auto CPU::step(uint clocks) -> void {      for(auto _ : range(clocks)) {        for(auto& timer : this->timer) timer.run();        for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;        context.clock++;      }      ...    auto CPU::DMA::run() -> bool {      if(cpu.stopped() || !active || waiting) return false;      transfer();      if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;      if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;      return true;    } Of course, the real fix will be restructuring how DMA works, so that it's always running in parallel with the CPU instead of this weird design where it tries to run all channels in some kind of loop until no channels are active anymore whenever one channel is activated. Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
if(irq) cpu.irq.flag |= CPU::Interrupt::Timer0 << id;
Update to v103r07 release. byuu says: Changelog: - gba/cpu: massive code cleanup effort - gba/cpu: DMA can run in between active instructions¹ - gba/cpu: added two-cycle startup delay between DMA activation and DMA transfers² - processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle - processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle ¹: unfortunately, this causes yet another performance penalty for the poor GBA core =( Also, I think I may have missed disabling DMAs while the CPU is stopped. I'll fix that in the next WIP. ²: I put the waiting counter decrement at the wrong place, so this doesn't actually work. Needs to be more like this:    auto CPU::step(uint clocks) -> void {      for(auto _ : range(clocks)) {        for(auto& timer : this->timer) timer.run();        for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;        context.clock++;      }      ...    auto CPU::DMA::run() -> bool {      if(cpu.stopped() || !active || waiting) return false;      transfer();      if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;      if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;      return true;    } Of course, the real fix will be restructuring how DMA works, so that it's always running in parallel with the CPU instead of this weird design where it tries to run all channels in some kind of loop until no channels are active anymore whenever one channel is activated. Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
if(apu.fifo[0].timer == id) cpu.runFIFO(0);
if(apu.fifo[1].timer == id) cpu.runFIFO(1);
Update to v103r07 release. byuu says: Changelog: - gba/cpu: massive code cleanup effort - gba/cpu: DMA can run in between active instructions¹ - gba/cpu: added two-cycle startup delay between DMA activation and DMA transfers² - processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle - processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle ¹: unfortunately, this causes yet another performance penalty for the poor GBA core =( Also, I think I may have missed disabling DMAs while the CPU is stopped. I'll fix that in the next WIP. ²: I put the waiting counter decrement at the wrong place, so this doesn't actually work. Needs to be more like this:    auto CPU::step(uint clocks) -> void {      for(auto _ : range(clocks)) {        for(auto& timer : this->timer) timer.run();        for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;        context.clock++;      }      ...    auto CPU::DMA::run() -> bool {      if(cpu.stopped() || !active || waiting) return false;      transfer();      if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;      if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;      return true;    } Of course, the real fix will be restructuring how DMA works, so that it's always running in parallel with the CPU instead of this weird design where it tries to run all channels in some kind of loop until no channels are active anymore whenever one channel is activated. Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
if(id < 3 && cpu.timer[id + 1].enable && cpu.timer[id + 1].cascade) {
cpu.timer[id + 1].step();
}
}
}
Update to v087r30 release. byuu says: Changelog: - DMA channel masks added (some are 27-bit source/target and some are 14-bit length -- hooray, varuint_t class.) - No more state.pending flags. Instead, we set dma.pending flag when we want a transfer (fixes GBA Video - Pokemon audio) [Cydrak] - fixed OBJ Vmosaic [Cydrak, krom] - OBJ cannot read <=0x13fff in BG modes 3-5 (fixes the garbled tile at the top-left of some games) - DMA timing should be much closer to hardware now, but probably not perfect - PPU frame blending uses blargg's bit-perfect, rounded method (slower, but what can you do?) - GBA carts really unload now - added nall/gba/cartridge.hpp: used when there is no manifest. Scans ROMs for library tags, and selects the first valid one found - added EEPROM auto-detection when EEPROM size=0. Forces disk/save state size to 8192 (otherwise states could crash between pre and post detect.) - detects first read after a set read address command when the size is zero, and sets all subsequent bit-lengths to that value, prints detected size to terminal - added nall/nes/cartridge.hpp: moves iNES detection out of emulation core. Important to note: long-term goal is to remove all nall/(system)/cartridge.hpp detections from the core and replace with databases. All in good time. Anyway, the GBA workarounds should work for ~98.5% of the library, if my pre-scanning was correct (~40 games with odd tags. I reject ones without numeric versions now, too.) I think we're basically at a point where we can release a new version now. Compatibility should be relatively high (at least for a first release), and fixes are only going to affect one or two games at a time. I'd like to start doing some major cleaning house internally (rename NES->Famicom, SNES->SuperFamicom and such.) Would be much wiser to do that on a .01 WIP to minimize regressions. The main problems with a release now: - speed is pretty bad, haven't really optimized much yet (not sure how much we can improve it yet, this usually isn't easy) - sound isn't -great-, but the GBA audio sucks anyway :P - couple of known bugs (Sonic X video, etc.)
2012-04-22 10:49:19 +00:00
Update to v103r07 release. byuu says: Changelog: - gba/cpu: massive code cleanup effort - gba/cpu: DMA can run in between active instructions¹ - gba/cpu: added two-cycle startup delay between DMA activation and DMA transfers² - processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle - processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle ¹: unfortunately, this causes yet another performance penalty for the poor GBA core =( Also, I think I may have missed disabling DMAs while the CPU is stopped. I'll fix that in the next WIP. ²: I put the waiting counter decrement at the wrong place, so this doesn't actually work. Needs to be more like this:    auto CPU::step(uint clocks) -> void {      for(auto _ : range(clocks)) {        for(auto& timer : this->timer) timer.run();        for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;        context.clock++;      }      ...    auto CPU::DMA::run() -> bool {      if(cpu.stopped() || !active || waiting) return false;      transfer();      if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;      if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;      return true;    } Of course, the real fix will be restructuring how DMA works, so that it's always running in parallel with the CPU instead of this weird design where it tries to run all channels in some kind of loop until no channels are active anymore whenever one channel is activated. Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
auto CPU::runFIFO(uint n) -> void {
Update to v087r30 release. byuu says: Changelog: - DMA channel masks added (some are 27-bit source/target and some are 14-bit length -- hooray, varuint_t class.) - No more state.pending flags. Instead, we set dma.pending flag when we want a transfer (fixes GBA Video - Pokemon audio) [Cydrak] - fixed OBJ Vmosaic [Cydrak, krom] - OBJ cannot read <=0x13fff in BG modes 3-5 (fixes the garbled tile at the top-left of some games) - DMA timing should be much closer to hardware now, but probably not perfect - PPU frame blending uses blargg's bit-perfect, rounded method (slower, but what can you do?) - GBA carts really unload now - added nall/gba/cartridge.hpp: used when there is no manifest. Scans ROMs for library tags, and selects the first valid one found - added EEPROM auto-detection when EEPROM size=0. Forces disk/save state size to 8192 (otherwise states could crash between pre and post detect.) - detects first read after a set read address command when the size is zero, and sets all subsequent bit-lengths to that value, prints detected size to terminal - added nall/nes/cartridge.hpp: moves iNES detection out of emulation core. Important to note: long-term goal is to remove all nall/(system)/cartridge.hpp detections from the core and replace with databases. All in good time. Anyway, the GBA workarounds should work for ~98.5% of the library, if my pre-scanning was correct (~40 games with odd tags. I reject ones without numeric versions now, too.) I think we're basically at a point where we can release a new version now. Compatibility should be relatively high (at least for a first release), and fixes are only going to affect one or two games at a time. I'd like to start doing some major cleaning house internally (rename NES->Famicom, SNES->SuperFamicom and such.) Would be much wiser to do that on a .01 WIP to minimize regressions. The main problems with a release now: - speed is pretty bad, haven't really optimized much yet (not sure how much we can improve it yet, this usually isn't easy) - sound isn't -great-, but the GBA audio sucks anyway :P - couple of known bugs (Sonic X video, etc.)
2012-04-22 10:49:19 +00:00
apu.fifo[n].read();
if(apu.fifo[n].size > 16) return;
Update to v103r07 release. byuu says: Changelog: - gba/cpu: massive code cleanup effort - gba/cpu: DMA can run in between active instructions¹ - gba/cpu: added two-cycle startup delay between DMA activation and DMA transfers² - processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle - processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle ¹: unfortunately, this causes yet another performance penalty for the poor GBA core =( Also, I think I may have missed disabling DMAs while the CPU is stopped. I'll fix that in the next WIP. ²: I put the waiting counter decrement at the wrong place, so this doesn't actually work. Needs to be more like this:    auto CPU::step(uint clocks) -> void {      for(auto _ : range(clocks)) {        for(auto& timer : this->timer) timer.run();        for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;        context.clock++;      }      ...    auto CPU::DMA::run() -> bool {      if(cpu.stopped() || !active || waiting) return false;      transfer();      if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;      if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;      return true;    } Of course, the real fix will be restructuring how DMA works, so that it's always running in parallel with the CPU instead of this weird design where it tries to run all channels in some kind of loop until no channels are active anymore whenever one channel is activated. Not really sure how to design that yet, however.
2017-07-05 05:29:27 +00:00
auto& dma = this->dma[1 + n];
if(dma.enable && dma.timingMode == 3) {
dma.active = true;
dma.waiting = 2;
dma.targetMode = 2;
dma.size = 1;
dma.latch.length = 4;
Update to v087r30 release. byuu says: Changelog: - DMA channel masks added (some are 27-bit source/target and some are 14-bit length -- hooray, varuint_t class.) - No more state.pending flags. Instead, we set dma.pending flag when we want a transfer (fixes GBA Video - Pokemon audio) [Cydrak] - fixed OBJ Vmosaic [Cydrak, krom] - OBJ cannot read <=0x13fff in BG modes 3-5 (fixes the garbled tile at the top-left of some games) - DMA timing should be much closer to hardware now, but probably not perfect - PPU frame blending uses blargg's bit-perfect, rounded method (slower, but what can you do?) - GBA carts really unload now - added nall/gba/cartridge.hpp: used when there is no manifest. Scans ROMs for library tags, and selects the first valid one found - added EEPROM auto-detection when EEPROM size=0. Forces disk/save state size to 8192 (otherwise states could crash between pre and post detect.) - detects first read after a set read address command when the size is zero, and sets all subsequent bit-lengths to that value, prints detected size to terminal - added nall/nes/cartridge.hpp: moves iNES detection out of emulation core. Important to note: long-term goal is to remove all nall/(system)/cartridge.hpp detections from the core and replace with databases. All in good time. Anyway, the GBA workarounds should work for ~98.5% of the library, if my pre-scanning was correct (~40 games with odd tags. I reject ones without numeric versions now, too.) I think we're basically at a point where we can release a new version now. Compatibility should be relatively high (at least for a first release), and fixes are only going to affect one or two games at a time. I'd like to start doing some major cleaning house internally (rename NES->Famicom, SNES->SuperFamicom and such.) Would be much wiser to do that on a .01 WIP to minimize regressions. The main problems with a release now: - speed is pretty bad, haven't really optimized much yet (not sure how much we can improve it yet, this usually isn't easy) - sound isn't -great-, but the GBA audio sucks anyway :P - couple of known bugs (Sonic X video, etc.)
2012-04-22 10:49:19 +00:00
}
}