bsnes/higan/sfc/cpu/irq.cpp

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//called once every four clock cycles;
//as NMI steps by scanlines (divisible by 4) and IRQ by PPU 4-cycle dots.
//
//ppu.(vh)counter(n) returns the value of said counters n-clocks before current time;
//it is used to emulate hardware communication delay between opcode and interrupt units.
auto CPU::pollInterrupts() -> void {
//NMI hold
if(status.nmiHold) {
status.nmiHold = false;
if(status.nmiEnabled) status.nmiTransition = true;
}
//NMI test
bool nmiValid = vcounter(2) >= ppu.vdisp();
if(!status.nmiValid && nmiValid) {
//0->1 edge sensitive transition
status.nmiLine = true;
status.nmiHold = true; //hold /NMI for four cycles
} else if(status.nmiValid && !nmiValid) {
//1->0 edge sensitive transition
status.nmiLine = false;
}
status.nmiValid = nmiValid;
//IRQ hold
status.irqHold = false;
if(status.irqLine) {
if(status.virqEnabled || status.hirqEnabled) status.irqTransition = true;
}
//IRQ test
bool irqValid = status.virqEnabled || status.hirqEnabled;
if(irqValid) {
if((status.virqEnabled && vcounter(10) != (status.virqPos))
|| (status.hirqEnabled && hcounter(10) != (status.hirqPos + 1) * 4)
|| (status.virqPos && vcounter(6) == 0) //IRQs cannot trigger on last dot of field
) irqValid = false;
}
if(!status.irqValid && irqValid) {
//0->1 edge sensitive transition
status.irqLine = true;
status.irqHold = true; //hold /IRQ for four cycles
}
status.irqValid = irqValid;
}
auto CPU::nmitimenUpdate(uint8 data) -> void {
bool nmiEnabled = status.nmiEnabled;
bool virqEnabled = status.virqEnabled;
bool hirqEnabled = status.hirqEnabled;
status.nmiEnabled = data & 0x80;
status.virqEnabled = data & 0x20;
status.hirqEnabled = data & 0x10;
//0->1 edge sensitive transition
if(!nmiEnabled && status.nmiEnabled && status.nmiLine) {
status.nmiTransition = true;
}
//?->1 level sensitive transition
if(status.virqEnabled && !status.hirqEnabled && status.irqLine) {
status.irqTransition = true;
}
if(!status.virqEnabled && !status.hirqEnabled) {
status.irqLine = false;
status.irqTransition = false;
}
status.irqLock = true;
}
auto CPU::rdnmi() -> bool {
bool result = status.nmiLine;
if(!status.nmiHold) {
status.nmiLine = false;
}
return result;
}
auto CPU::timeup() -> bool {
bool result = status.irqLine;
if(!status.irqHold) {
status.irqLine = false;
status.irqTransition = false;
}
return result;
}
auto CPU::nmiTest() -> bool {
if(!status.nmiTransition) return false;
status.nmiTransition = false;
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
r.wai = false;
return true;
}
auto CPU::irqTest() -> bool {
if(!status.irqTransition && !r.irq) return false;
status.irqTransition = false;
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
r.wai = false;
return !r.p.i;
}