bsnes/higan/sfc/cpu/cpu.hpp

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Update to v102r24 release. byuu says Changelog: - FC: fixed three MOS6502 regressions [hex\_usr] - GBA: return fetched instruction instead of 0 for unmapped MMIO (passes all of endrift's I/O tests) - MD: fix VDP control port read Vblank bit to test screen height instead of hard-code 240 (fixes Phantasy Star IV) - MD: swap USP,SSP when executing an exception (allows Super Street Fighter II to run; but no sprites visible yet) - MD: grant 68K access to Z80 bus on reset (fixes vdpdoc demo ROM from freezing immediately) - SFC: reads from $00-3f,80-bf:4000-43ff no longer update MDR [p4plus2] - SFC: massive, eight-hour cleanup of WDC65816 CPU core ... still not complete The big change this time around is the SFC CPU core. I've renamed everything from R65816 to WDC65816, and then went through and tried to clean up the code as much as possible. This core is so much larger than the 6502 core that I chose cleaning up the code to rewriting it. First off, I really don't care for the BitRange style functionality. It was an interesting experiment, but its fatal flaw are that the types are just bizarre, which makes them hard to pass around generically to other functions as arguments. So I went back to the list of bools for flags, and union/struct blocks for the registers. Next, I renamed all of the functions to be more descriptive: eg `op_read_idpx_w` becomes `instructionIndexedIndirectRead16`. `op_adc_b` becomes `algorithmADC8`. And so forth. I eliminated about ten instructions because they were functionally identical sans the index, so I just added a uint index=0 parameter to said functions. I added a few new ones (adjust→INC,DEC; pflag→REP,SEP) where it seemed appropriate. I cleaned up the disaster of the instruction switch table into something a whole lot more elegant without all the weird argument decoding nonsense (still need M vs X variants to avoid having to have 4-5 separate switch tables, but all the F/I flags are gone now); and made some things saner, like the flag clear/set and branch conditions, now that I have normal types for flags and registers once again. I renamed all of the memory access functions to be more descriptive to what they're doing: eg writeSP→push, readPC→fetch, writeDP→writeDirect, etc. Eliminated some of the special read/write modes that were only used in one single instruction. I started to clean up some of the actual instructions themselves, but haven't really accomplished much here. The big thing I want to do is get rid of the global state (aa, rd, iaddr, etc) and instead use local variables like I am doing with my other 65xx CPU cores now. But this will take some time ... the algorithm functions depend on rd to be set to work on them, rather than taking arguments. So I'll need to rework that. And then lastly, the disassembler is still a mess. I want to finish the CPU cleanups, and then post a new WIP, and then rewrite the disassembler after that. The reason being ... I want a WIP that can generate identical trace logs to older versions, in case the CPU cleanup causes any regressions. That way I can more easily spot the errors. Oh ... and a bit of good news. v102 was running at ~140fps on the SNES core. With the new support to suspend/resume WAI/STP, plus the internal CPU registers not updating the MDR, the framerate dropped to ~132fps. But with the CPU cleanups, performance went back to ~140fps. So, hooray. Of course, without those two other improvements, we'd have ended up at possibly ~146-148fps, but oh well.
2017-06-13 01:42:31 +00:00
struct CPU : Processor::WDC65816, Thread, PPUcounter {
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
inline auto interruptPending() const -> bool override { return status.interruptPending; }
inline auto pio() const -> uint8 { return io.pio; }
inline auto synchronizing() const -> bool override { return scheduler.synchronizing(); }
//cpu.cpp
static auto Enter() -> void;
auto main() -> void;
Update to 20180726 release. byuu says: Once again, I wasn't able to complete a full WIP revision. This WIP-WIP adds very sophisticated emulation of the Sega Genesis Lock-On and Game Genie cartridges ... essentially, through recursion and a linked list, higan supports an infinite nesting of cartridges. Of course, on real hardware, after you stack more than three or four cartridges, the power draw gets too high and things start glitching out more and more as you keep stacking. I've heard that someone chained up to ten Sonic & Knuckles cartridges before it finally became completely unplayable. And so of course, higan emulates this limitation as well ^-^. On the fourth cartridge and beyond, it will become more and more likely that address and/or data lines "glitch" out randomly, causing various glitches. It's a completely silly easter egg that requires no speed impact whatsoever beyond the impact of the new linked list cartridge system. I also designed the successor to Emulator::Interface::cap,get,set. Those were holdovers from the older, since-removed ruby-style accessors. In its place is the new Emulator::Interface::configuration,configure API. There's the usual per-property access, and there's also access to read and write all configurable options at once. In essence, this enables introspection into core-specific features. So far, you can control processor version#s, PPU VRAM size, video settings, and hacks. As such, the .sys/manifest.bml files are no longer necessary. Instead, it all goes into .sys/configuration.bml, which is generated by the emulator if it's missing. higan is going to take this even further and allow each option under "Systems" to have its own editable configuration file. So if you wanted, you could have a 1/1/1 SNES menu option, and a 2/1/3 SNES menu option. Or a Model 1 Genesis option, and a Model 2 Genesis option. Or the various Game Boy model revisions. Or an "SNES-Fast" and "SNES-Accurate" option. I've not fully settled on the syntax of the new configuration API. I feel it might be useful to provide type information, but I really quite passionately hate any<T> container objects. For now it's all string-based, because strings can hold anything in nall. I might also change the access rules. Right now it's like: emulator→configure("video/blurEmulation", true); but it might be nicer as "Video::Blur Emulation", or "Video.BlurEmulation", or something like that.
2018-07-26 10:36:43 +00:00
auto load() -> bool;
Update to v105r1 release. byuu says: Changelog: - higan: readded support for soft-reset to Famicom, Super Famicom, Mega Drive cores (work in progress) - handhelds lack soft reset obviously - the PC Engine also lacks a physical reset button - the Master System's reset button acts like a gamepad button, so can't show up in the menu - Mega Drive: power cycle wasn't initializing CPU (M68K) or APU (Z80) RAM - Super Famicom: fix SPC700 opcode 0x3b regression; fixes Majuu Ou [Jonas Quinn] - Super Famicom: fix SharpRTC save regression; fixes Dai Kaijuu Monogatari II's real-time clock [Talarubi] - Super Famicom: fix EpsonRTC save regression; fixes Tengai Makyou Zero's real-time clock [Talarubi] - Super Famicom: removed `*::init()` functions, as they were never used - Super Famicom: removed all but two `*::load()` functions, as they were not used - higan: added option to auto-save backup RAM every five seconds (enabled by default) - this is in case the emulator crashes, or there's a power outage; turn it off under advanced settings if you want - libco: updated license from public domain to ISC, for consistency with nall, ruby, hiro - nall: Linux compiler defaults to g++; override with g++-version if g++ is <= 4.8 - FreeBSD compiler default is going to remain g++49 until my dev box OS ships with g++ >= 4.9 Errata: I have weird RAM initialization constants, thanks to hex_usr and onethirdxcubed for both finding this: http://wiki.nesdev.com/w/index.php?title=CPU_power_up_state&diff=11711&oldid=11184 I'll remove this in the next WIP.
2017-11-06 22:05:54 +00:00
auto power(bool reset) -> void;
//dma.cpp
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
inline auto dmaEnable() -> bool;
inline auto hdmaEnable() -> bool;
inline auto hdmaActive() -> bool;
inline auto dmaStep(uint clocks) -> void;
inline auto dmaFlush() -> void;
auto dmaRun() -> void;
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
auto hdmaReset() -> void;
auto hdmaSetup() -> void;
auto hdmaRun() -> 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
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
auto readRAM(uint24 address, uint8 data) -> uint8;
auto readAPU(uint24 address, uint8 data) -> uint8;
auto readCPU(uint24 address, uint8 data) -> uint8;
auto readDMA(uint24 address, uint8 data) -> uint8;
auto writeRAM(uint24 address, uint8 data) -> void;
auto writeAPU(uint24 address, uint8 data) -> void;
auto writeCPU(uint24 address, uint8 data) -> void;
auto writeDMA(uint24 address, uint8 data) -> void;
//timing.cpp
inline auto dmaCounter() const -> uint;
inline auto joypadCounter() 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 joypadEdge() -> 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
uint clockCounter;
struct Status {
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
uint clockCount = 0;
uint lineClocks = 0;
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
bool irqLock = false;
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
uint dramRefreshPosition = 0;
bool dramRefreshed = false;
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
uint hdmaSetupPosition = 0;
bool hdmaSetupTriggered = false;
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
uint hdmaPosition = 0;
bool hdmaTriggered = false;
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
boolean nmiValid;
boolean nmiLine;
boolean nmiTransition;
boolean nmiPending;
boolean nmiHold;
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
boolean irqValid;
boolean irqLine;
boolean irqTransition;
boolean irqPending;
boolean irqHold;
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
bool powerPending = false;
bool resetPending = false;
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
bool interruptPending = false;
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
bool dmaActive = false;
uint dmaClocks = 0;
bool dmaPending = false;
bool hdmaPending = false;
bool hdmaMode = 0; //0 = init, 1 = run
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
bool autoJoypadActive = false;
bool autoJoypadLatch = false;
uint autoJoypadCounter = 0;
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 {
//$2181-$2183
uint17 wramAddress;
//$4200
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
boolean hirqEnable;
boolean virqEnable;
boolean irqEnable;
boolean nmiEnable;
boolean autoJoypadPoll;
//$4201
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
uint8 pio = 0xff;
//$4202-$4203
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
uint8 wrmpya = 0xff;
uint8 wrmpyb = 0xff;
//$4204-$4206
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
uint16 wrdiva = 0xffff;
uint8 wrdivb = 0xff;
//$4207-$420a
Update to v106r50 release. byuu says: Changelog: - emulator/video,audio: various cleanups - emulator/audio: removed reverb effect (it breaks very badly on high-frequency systems) - emulator/audio: the Nyquist anti-aliasing lowpass filter is now generated automatically instead of set per-core - at 44.1KHz output, it's set to 22KHz; at 48KHz, it's set to 22KHz; at 96KHz, it's set to 25KHz - this filter now takes the bsnes emulation speed setting into account - all system/video.cpp files removed; inlined in System::power() and Interface::set() instead - sfc/cpu: pre-compute `HTIME` as `HTIME+1<<2` for faster comparisons of HIRQs - sfc/cpu: re-add check to block IRQs on the last dot of each frame (minor speed hit) - hiro/gtk3: fixed headers for Linux compilation finally - hiro/gtk,qt: fixed settings.cpp logic so initial values are used when no settings.bml file exists - hiro/gtk: started a minor experiment to specify theming information in settings.bml files - nall/dsp: allow the precision type (double) to be overridden (to float) - nall: add some helpers for generating pre-compiled headers - it was a failure to try using them for higan, however ... - nall: add some helpers for reading fallback values from empty `Markup::Node[search]` statements Todo: - CRITICAL: a lot of my IRQ/NMI/HDMA timing tests are failing with the fast PPU ... need to figure out why - space between Emulator::video functions and Emulator::audio functions in gb/system/system.cpp - remove Audio/Reverb/Enable from settings.bml in target-bsnes
2018-07-21 11:06:40 +00:00
uint12 htime = 0x1ff + 1 << 2;
uint9 vtime = 0x1ff;
//$420d
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
uint romSpeed = 8;
//$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 {
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
uint mpyctr = 0;
uint divctr = 0;
uint shift = 0;
} alu;
struct Channel {
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
//dma.cpp
inline auto step(uint clocks) -> void;
inline auto edge() -> void;
inline auto valid(uint24 address) -> bool;
inline auto read(uint24 address, bool valid) -> uint8;
inline auto read(uint24 address) -> uint8;
inline auto flush() -> void;
inline auto write(uint24 address, uint8 data, bool valid) -> void;
inline auto write(uint24 address, uint8 data) -> void;
inline auto transfer(uint24 address, uint2 index) -> void;
inline auto dmaRun() -> void;
inline auto hdmaActive() -> bool;
inline auto hdmaFinished() -> bool;
inline auto hdmaReset() -> void;
inline auto hdmaSetup() -> void;
inline auto hdmaReload() -> void;
inline auto hdmaTransfer() -> void;
inline auto hdmaAdvance() -> void;
//$420b
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
uint1 dmaEnable;
//$420c
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
uint1 hdmaEnable;
//$43x0
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
uint3 transferMode = 7;
uint1 fixedTransfer = 1;
uint1 reverseTransfer = 1;
uint1 unused = 1;
uint1 indirect = 1;
uint1 direction = 1;
//$43x1
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
uint8 targetAddress = 0xff;
//$43x2-$43x3
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
uint16 sourceAddress = 0xffff;
//$43x4
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
uint8 sourceBank = 0xff;
//$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
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
uint8 indirectBank = 0xff;
//$43x8-$43x9
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
uint16 hdmaAddress = 0xffff;
//$43xa
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
uint8 lineCounter = 0xff;
//$43xb/$43xf
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
uint8 unknown = 0xff;
//internal state
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
uint1 hdmaCompleted;
uint1 hdmaDoTransfer;
maybe<Channel&> next;
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
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
Channel() : transferSize(0xffff) {}
} channels[8];
struct Pipe {
Update to v106r49 release. byuu says: This is a fairly radical WIP with extreme changes to lots of very important parts. The result is a ~7% emulation speedup (with bsnes, unsure how much it helps higan), but it's quite possible there are regressions. As such, I would really appreciate testing as many games as possible ... especially the old finnicky games that had issues with DMA and/or interrupts. One thing to note is that I removed an edge case test that suppresses IRQs from firing on the very last dot of every field, which is a behavior I've verified on real hardware in the past. I feel that the main interrupt polling function (the hottest portion of the entire emulator) is not the appropriate place for it, and I should instead factor it into assignment of NMITIMEN/VTIME/HTIME using the new io.irqEnable (==virqEnable||hirqEnable) flag. But since I haven't done that yet ... there's an old IRQ test ROM of mine that'll fail for this WIP. No commercial games will ever rely on this, so it's fine for testing. Changelog: - sfc/cpu.smp: inlined the global status functions - sfc/cpu: added readRAM, writeRAM to use a function pointer instead of a lambda for WRAM access - sfc/cpu,smp,ppu/counter: updated reset functionality to new style using class inline initializers - sfc/cpu: fixed power(false) to invoke the reset vector properly - sfc/cpu: completely rewrote DMA handling to have per-channel functions - sfc/cpu: removed unused joylatch(), io.joypadStrobeLatch - sfc/cpu: cleaned up io.cpp handlers - sfc/cpu: simplified interrupt polling code using nall::boolean::flip(),raise(),lower() functions - sfc/ppu/counter: cleaned up the class significantly and also optimized things for efficiency - sfc/ppu/counter: emulated PAL 1368-clock long scanline when interlace=1, field=1, vcounter=311 - sfc/smp: factored out the I/O and port handlers to io.cpp
2018-07-19 09:01:44 +00:00
uint1 valid;
uint24 address;
uint8 data;
} pipe;
};
extern CPU cpu;