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
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
if(status.nmiHold.lower() && io.nmiEnable) status.nmiTransition = true;
//NMI test
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
if(status.nmiValid.flip(vcounter(2) >= ppu.vdisp())) {
if(status.nmiLine = status.nmiValid) status.nmiHold = true; //hold /NMI for four cycles
}
//IRQ hold
status.irqHold = 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
if(status.irqLine && io.irqEnable) status.irqTransition = true;
//IRQ test
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
if(status.irqValid.raise(io.irqEnable
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
&& (!io.virqEnable || vcounter(10) == io.vtime)
&& (!io.hirqEnable || hcounter(10) == io.htime)
&& (vcounter(6) || hcounter(6)) //IRQs cannot trigger on last dot of fields
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
)) status.irqLine = status.irqHold = true; //hold /IRQ for four cycles
}
auto CPU::nmitimenUpdate(uint8 data) -> 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
io.hirqEnable = data.bit(4);
io.virqEnable = data.bit(5);
io.irqEnable = io.hirqEnable || io.virqEnable;
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
if(io.virqEnable && !io.hirqEnable && status.irqLine) {
status.irqTransition = true;
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
} else if(!io.irqEnable) {
status.irqLine = false;
status.irqTransition = 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
if(io.nmiEnable.raise(data.bit(7)) && status.nmiLine) {
status.nmiTransition = true;
}
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;
}