2016-01-11 10:31:30 +00:00
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#pragma once
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Update to v082r04 release.
byuu says:
So, here's the deal. I now have three emulators. I don't think the
NES/GB ones are at all useful, but I do want them to be eventually. And
having them have those pathetic little GUIs like ui-gameboy, and keeping
everything in separate project folders, just doesn't work well for me.
I kind of "got around" the issue with the Game Boy, by only allowing SGB
mode emulation. But there is no "Super Nintendo" ... er ... wait ...
uhmm ... well, you know what I mean anyway.
So, my idea is to write a multi-emulator GUI, and keep the projects
together. The GUI is not going to change much. The way I envision this
working:
At startup, you have a menubar with: "Cartridge, Settings, Tools, Help".
Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc.
When you load something, Cartridge is replaced with the appropriate
system menu, eg "SNES". Here you have all your regular items: "power,
reset, controller port selection, etc." There is also a new "Unload
Cartridge" option, which is how you restore the "Cartridge" menu again.
I have no plans to emulate any other systems, but if I ever do emulate
something that doesn't take cartridges, I'll change the name to just
"Load" or something.
The cheat editor / state manager will look and act exactly the same. The
settings panel will look exactly the same. I'll simply show/hide
system-specific options as needed, like NES/SNES aspect ratio
correction, etc. The input mapping window will just have settings for
the currently loaded system. Video and audio tweaking will apply
cross-system, as will hotkey mapping.
The GUI stuff is mostly copy-paste, so it should only take me a week to
get it 95% back to where it was, so don't worry, this isn't total GUI
rewrite #80.
I am, however, making all the objects pointers, so that I can destruct
them all prior to main() returning, which is certainly one way of fixing
that annoying Windows/Qt crash.
Please only test on Linux. The Windows port is broken to hell, and will
give you a bad impression of the idea:
- menu groups are not hiding for some reason (all groups are showing, it
looks hideous)
- Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops
[FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets
800fps; all run at lowest possible granularity]
- the OS keeps beeping when you press keys (AGAIN)
Of course, Qt and GTK+ don't let you shrink a window from the requested
geometry size, because they suck. So the video scaling stuff doesn't
work all that great yet.
Man, a metric fuckton of things need to be fixed in phoenix, and
I really don't know how to fix any of them :/
2011-09-09 04:08:38 +00:00
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2016-04-09 05:20:41 +00:00
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//license: GPLv3
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//started: 2004-10-14
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Update to v088r08 release.
byuu says:
From this WIP, I'm starting on the impossible task of
a declarative-based GUI, which I'm calling Ethos.
base/ becomes emulator/, and we add emulator/interface.hpp, which is
a base API that all emulation cores must implement in full.
(Right now, it's kind of a hybrid to work with the old GUI and the new
GUI at the same time, of course.)
Unlike the old interfaces, the new base class also provides all general
usability hooks: loading and saving files and states, cheat codes, etc.
The new interface also contains information and vector structs to
describe all possible loading methods, controller bindings, etc; and
gives names for them all.
The actual GUI in fact should not include eg <gba/gba.hpp> anymore.
Should speed up GUI compilation.
So the idea going forward is that ethos will build a list of emulators
right when the application starts up.
Once you've appended an emulator to that list, you're done. No more GUI
changes are needed to support that system.
The GUI will have code to parse the emulator interfaces list, and build
all the requisite GUI options dynamically, declarative style.
Ultimately, once the project is finished, the new GUI should look ~99%
identical to the current GUI. But it'll probably be a whole lot smaller.
2012-04-29 06:29:54 +00:00
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#include <emulator/emulator.hpp>
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2016-07-10 05:28:26 +00:00
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#include <emulator/thread.hpp>
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#include <emulator/scheduler.hpp>
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#include <emulator/cheat.hpp>
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2012-03-23 10:43:39 +00:00
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#include <processor/arm/arm.hpp>
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2012-04-29 06:16:44 +00:00
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#include <processor/gsu/gsu.hpp>
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Update to v087r08 release.
byuu says:
Added some more ARM opcodes, hooked up MMIO. Bind it with mmio[(addr
000-3ff)] = this; inside CPU/PPU/APU, goes to read(), write().
Also moved the Hitachi HG51B core to processor/, and split it apart from
the snes/chip/hitachidsp implementation.
This one actually worked really well. Very clean split between MMIO/DMA
and the processor core. I may move a more generic DMA function inside
the core, not sure yet.
I still believe the HG51B169 to be a variant of the HG51BS family, but
given they're meant to be incredibly flexible microcontrollers, it's
possible that each variant gets its own instruction set.
So, who knows. We'll worry about it if we ever find another HG51B DSP,
I guess.
GBA BIOS is constantly reading from 04000300, but it never writes. If
I return prng()&1, I can get it to proceed until it hits a bad opcode
(stc opcode, which the GBA lacks a coprocessor so ... bad codepath.)
Without it, it just reads that register forever and keeps resetting the
system, or something ...
I guess we're going to have to try and get ARMwrestler working, because
the BIOS seems to need too much emulation code to do anything at all.
2012-03-24 07:52:36 +00:00
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#include <processor/hg51b/hg51b.hpp>
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2012-04-29 06:16:44 +00:00
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#include <processor/r65816/r65816.hpp>
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#include <processor/spc700/spc700.hpp>
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2012-03-26 10:13:02 +00:00
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#include <processor/upd96050/upd96050.hpp>
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2012-02-06 12:03:45 +00:00
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2016-02-25 10:38:03 +00:00
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#if defined(SFC_SUPERGAMEBOY)
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#include <gb/gb.hpp>
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#endif
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2011-01-08 09:58:41 +00:00
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2012-04-26 10:51:13 +00:00
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namespace SuperFamicom {
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2017-01-13 01:15:45 +00:00
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#define platform Emulator::platform
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Update to v099r08 release.
byuu says:
Changelog:
- nall/vfs work 100% completed; even SGB games load now
- emulation cores now call load() for the base cartridges as well
- updated port/device handling; portmask is gone; device ID bug should
be resolved now
- SNES controller port 1 multitap option was removed
- added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp
VRAM::size=0x10000; to enable)
Overall, nall/vfs was a huge success!! We've substantially reduced
the amount of boilerplate code everywhere, while still allowing (even
easier than before) support for RAM-based game loading/saving. All of
nall/stream is dead and buried.
I am considering removing Emulator::Interface::Medium::id and/or
bootable flag. Or at least, doing something different with it. The
values for the non-bootable GB/BS/ST entries duplicate the ID that is
supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use
this as the hardware revision selection ID, and then gut non-bootable
options. There's really no reason for that to be there. I think at one
point I was using it to generate library tabs for non-bootable systems,
but we don't do that anymore anyway.
Emulator::Interface::load() may not need the required flag anymore ... it
doesn't really do anything right now anyway.
I have a few reasons for having the cores load the base cartridge. Most
importantly, it is going to enable a special mode for the WonderSwan /
WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's
possible to boot these systems with no games inserted to set user profile
information and such. There are also other systems that may accept being
booted without a cartridge. To reach this state, you would load a game and
then cancel the load dialog. Right now, this results in games not loading.
The second reason is this prevents nasty crashes when loading fails. So
if you're missing a required manifest, the emulator won't die a violent
death anymore. It's able to back out at any point.
The third reason is consistency: loading the base cartridge works the
same as the slot cartridges.
The fourth reason is Emulator::Interface::open(uint pathID)
values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This
complicated things because you had to pass the correct ID. But now
instead, Emulator::Interface::load() returns maybe<uint> that is nothing
when no game is selected, and a pathID for a valid game. And now open()
can take this ID to access this game's folder contents.
The downside, which is temporary, is that command-line loading is
currently broken. But I do intend on restoring it. In fact, I want to do
better than before and allow multi-cart booting from the command-line by
specifying the base cartridge and then slot cartridges. The idea should
be pretty simple: keep a queue of pending filenames that we fill from
the command-line and/or drag-and-drop operations on the main window,
and then empty out the queue or prompt for load dialogs from the UI
when booting a system. This also might be a bit more unorthodox compared
to the traditional emulator design of "loadGame(filename)", but ... oh
well. It's easy enough still.
The port/device changes are fun. We simplified things quite a bit. The
portmask stuff is gone entirely. While ports and devices keep IDs,
this is really just sugar-coating so UIs can use for(auto& port :
emulator->ports) and access port.id; rather than having to use for(auto
n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... };
but they should otherwise generally be identical to the order they appear
in their respective ranges. Still, don't rely on that.
Input::id is gone. There was no point since we also got rid of the nasty
Input::order vector. Since I was in here, I went ahead and caved on the
pedantics and renamed Input::guid to Input::userData.
I removed the SNES controller port 1 multitap option. Basically, the only
game that uses this is N-warp Daisakusen and, no offense to d4s, it's
not really a good game anyway. It's just a quick demo to show 8-players
on the SNES. But in the UI, all it does is confuse people into wasting
time mapping a controller they're never going to use, and they're going
to wonder which port to use. If more compelling use cases for 8-players
comes about, we can reconsider this. I left all the code to support this
in place, so all you have to do is uncomment one line to enable it again.
We now have dsnes emulation! :D
If you change PPU::VRAM::size to 0x10000 (words), then you should now
have 128KiB of VRAM. Even better, it serializes the used-VRAM size,
so your save states shouldn't crash on you if you swap between the two
(though if you try this, you're nuts.)
Note that this option does break commercial software. Yoshi's Island in
particular. This game is setting A15 on some PPU register writes, but
not on others. The end result of this is things break horribly in-game.
Also, this option is causing a very tiny speed hit for obvious reasons
with the variable masking value (I'm even using size-1 for now.) Given
how niche this is, I may just leave it a compile-time constant to avoid
the overhead cost. Otherwise, if we keep the option, then it'll go into
Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future.
----
Finally, some fun for my OCD ... my monitor suddenly cut out on me
in the middle of working on this WIP, about six hours in of non-stop
work. Had to hit a bunch of ctrl+alt+fN commands (among other things)
and trying to log in headless on another TTY to do issue commands,
trying to recover the display. Finally power cycled the monitor and it
came back up. So all my typing ended up going to who knows where.
Usually this sort of thing terrifies me enough that I scrap a WIP and
start over to ensure I didn't screw anything up during the crashed screen
when hitting keys randomly.
Obviously, everything compiles and appears to work fine. And I know
it's extremely paranoid, but OCD isn't logical, so ... I'm going
to go over every line of the 100KiB r07->r08 diff looking for any
corruption/errors/whatever.
----
Review finished.
r08 diff review notes:
- fc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- gb/cartridge/cartridge.hpp:
remove redundant uint _pathID; (in Information::pathID already)
- gb/cartridge/cartridge.hpp:
pull sha256 inside Information
- sfc/cartridge/load/cpp:
add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more
descriptive
- sfc/controller/gamepad/gamepad.cpp:
use uint device = ID::Device::Gamepad; not id = ...;
- sfc/interface/interface.cpp:
remove n variable from the Multitap device input generation loop
(now unused)
- sfc/interface/interface.hpp:
put struct Port above struct Device like the other classes
- ui-tomoko:
cheats.bml is reading from/writing to mediumPaths(0) [system folder
instead of game folder]
- ui-tomoko:
instead of mediumPaths(1) - call emulator->metadataPathID() or something
like that
2016-06-24 12:16:53 +00:00
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using File = Emulator::File;
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2016-07-10 05:28:26 +00:00
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using Scheduler = Emulator::Scheduler;
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using Cheat = Emulator::Cheat;
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extern Scheduler scheduler;
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extern Cheat cheat;
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2010-08-09 13:28:56 +00:00
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Update to v100r14 release.
byuu says:
(Windows: compile with -fpermissive to silence an annoying error. I'll
fix it in the next WIP.)
I completely replaced the time management system in higan and overhauled
the scheduler.
Before, processor threads would have "int64 clock"; and there would
be a 1:1 relationship between two threads. When thread A ran for X
cycles, it'd subtract X * B.Frequency from clock; and when thread B ran
for Y cycles, it'd add Y * A.Frequency from clock. This worked well
and allowed perfect precision; but it doesn't work when you have more
complicated relationships: eg the 68K can sync to the Z80 and PSG; the
Z80 to the 68K and PSG; so the PSG needs two counters.
The new system instead uses a "uint64 clock" variable that represents
time in attoseconds. Every time the scheduler exits, it subtracts
the smallest clock count from all threads, to prevent an overflow
scenario. The only real downside is that rounding errors mean that
roughly every 20 minutes, we have a rounding error of one clock cycle
(one 20,000,000th of a second.) However, this only applies to systems
with multiple oscillators, like the SNES. And when you're in that
situation ... there's no such thing as a perfect oscillator anyway. A
real SNES will be thousands of times less out of spec than 1hz per 20
minutes.
The advantages are pretty immense. First, we obviously can now support
more complex relationships between threads. Second, we can build a
much more abstracted scheduler. All of libco is now abstracted away
completely, which may permit a state-machine / coroutine version of
Thread in the future. We've basically gone from this:
auto SMP::step(uint clocks) -> void {
clock += clocks * (uint64)cpu.frequency;
dsp.clock -= clocks;
if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread);
if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread);
}
To this:
auto SMP::step(uint clocks) -> void {
Thread::step(clocks);
synchronize(dsp);
synchronize(cpu);
}
As you can see, we don't have to do multiple clock adjustments anymore.
This is a huge win for the SNES CPU that had to update the SMP, DSP, all
peripherals and all coprocessors. Likewise, we don't have to synchronize
all coprocessors when one runs, now we can just synchronize the active
one to the CPU.
Third, when changing the frequencies of threads (think SGB speed setting
modes, GBC double-speed mode, etc), it no longer causes the "int64
clock" value to be erroneous.
Fourth, this results in a fairly decent speedup, mostly across the
board. Aside from the GBA being mostly a wash (for unknown reasons),
it's about an 8% - 12% speedup in every other emulation core.
Now, all of this said ... this was an unbelievably massive change, so
... you know what that means >_> If anyone can help test all types of
SNES coprocessors, and some other system games, it'd be appreciated.
----
Lastly, we have a bitchin' new about screen. It unfortunately adds
~200KiB onto the binary size, because the PNG->C++ header file
transformation doesn't compress very well, and I want to keep the
original resource files in with the higan archive. I might try some
things to work around this file size increase in the future, but for now
... yeah, slightly larger archive sizes, sorry.
The logo's a bit busted on Windows (the Label control's background
transparency and alignment settings aren't working), but works well on
GTK. I'll have to fix Windows before the next official release. For now,
look on my Twitter feed if you want to see what it's supposed to look
like.
----
EDIT: forgot about ICD2::Enter. It's doing some weird inverse
run-to-save thing that I need to implement support for somehow. So, save
states on the SGB core probably won't work with this WIP.
2016-07-30 03:56:12 +00:00
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struct Thread : Emulator::Thread {
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Update to v100r15 release.
byuu wrote:
Aforementioned scheduler changes added. Longer explanation of why here:
http://hastebin.com/raw/toxedenece
Again, we really need to test this as thoroughly as possible for
regressions :/
This is a really major change that affects absolutely everything: all
emulation cores, all coprocessors, etc.
Also added ADDX and SUB to the 68K core, which brings us just barely
above 50% of the instruction encoding space completed.
[Editor's note: The "aformentioned scheduler changes" were described in
a previous forum post:
Unfortunately, 64-bits just wasn't enough precision (we were
getting misalignments ~230 times a second on 21/24MHz clocks), so
I had to move to 128-bit counters. This of course doesn't exist on
32-bit architectures (and probably not on all 64-bit ones either),
so for now ... higan's only going to compile on 64-bit machines
until we figure something out. Maybe we offer a "lower precision"
fallback for machines that lack uint128_t or something. Using the
booth algorithm would be way too slow.
Anyway, the precision is now 2^-96, which is roughly 10^-29. That
puts us far beyond the yoctosecond. Suck it, MAME :P I'm jokingly
referring to it as the byuusecond. The other 32-bits of precision
allows a 1Hz clock to run up to one full second before all clocks
need to be normalized to prevent overflow.
I fixed a serious wobbling issue where I was using clock > other.clock
for synchronization instead of clock >= other.clock; and also another
aliasing issue when two threads share a common frequency, but don't
run in lock-step. The latter I don't even fully understand, but I
did observe it in testing.
nall/serialization.hpp has been extended to support 128-bit integers,
but without explicitly naming them (yay generic code), so nall will
still compile on 32-bit platforms for all other applications.
Speed is basically a wash now. FC's a bit slower, SFC's a bit faster.
The "longer explanation" in the linked hastebin is:
Okay, so the idea is that we can have an arbitrary number of
oscillators. Take the SNES:
- CPU/PPU clock = 21477272.727272hz
- SMP/DSP clock = 24576000hz
- Cartridge DSP1 clock = 8000000hz
- Cartridge MSU1 clock = 44100hz
- Controller Port 1 modem controller clock = 57600hz
- Controller Port 2 barcode battler clock = 115200hz
- Expansion Port exercise bike clock = 192000hz
Is this a pathological case? Of course it is, but it's possible. The
first four do exist in the wild already: see Rockman X2 MSU1
patch. Manifest files with higan let you specify any frequency you
want for any component.
The old trick higan used was to hold an int64 counter for each
thread:thread synchronization, and adjust it like so:
- if thread A steps X clocks; then clock += X * threadB.frequency
- if clock >= 0; switch to threadB
- if thread B steps X clocks; then clock -= X * threadA.frequency
- if clock < 0; switch to threadA
But there are also system configurations where one processor has to
synchronize with more than one other processor. Take the Genesis:
- the 68K has to sync with the Z80 and PSG and YM2612 and VDP
- the Z80 has to sync with the 68K and PSG and YM2612
- the PSG has to sync with the 68K and Z80 and YM2612
Now I could do this by having an int64 clock value for every
association. But these clock values would have to be outside the
individual Thread class objects, and we would have to update every
relationship's clock value. So the 68K would have to update the Z80,
PSG, YM2612 and VDP clocks. That's four expensive 64-bit multiply-adds
per clock step event instead of one.
As such, we have to account for both possibilities. The only way to
do this is with a single time base. We do this like so:
- setup: scalar = timeBase / frequency
- step: clock += scalar * clocks
Once per second, we look at every thread, find the smallest clock
value. Then subtract that value from all threads. This prevents the
clock counters from overflowing.
Unfortunately, these oscillator values are psychotic, unpredictable,
and often times repeating fractions. Even with a timeBase of
1,000,000,000,000,000,000 (one attosecond); we get rounding errors
every ~16,300 synchronizations. Specifically, this happens with a CPU
running at 21477273hz (rounded) and SMP running at 24576000hz. That
may be good enough for most emulators, but ... you know how I am.
Plus, even at the attosecond level, we're really pushing against the
limits of 64-bit integers. Given the reciprocal inverse, a frequency
of 1Hz (which does exist in higan!) would have a scalar that consumes
1/18th of the entire range of a uint64 on every single step. Yes, I
could raise the frequency, and then step by that amount, I know. But
I don't want to have weird gotchas like that in the scheduler core.
Until I increase the accuracy to about 100 times greater than a
yoctosecond, the rounding errors are too great. And since the only
choice above 64-bit values is 128-bit values; we might as well use
all the extra headroom. 2^-96 as a timebase gives me the ability to
have both a 1Hz and 4GHz clock; and run them both for a full second;
before an overflow event would occur.
Another hastebin includes demonstration code:
#include <libco/libco.h>
#include <nall/nall.hpp>
using namespace nall;
//
cothread_t mainThread = nullptr;
const uint iterations = 100'000'000;
const uint cpuFreq = 21477272.727272 + 0.5;
const uint smpFreq = 24576000.000000 + 0.5;
const uint cpuStep = 4;
const uint smpStep = 5;
//
struct ThreadA {
cothread_t handle = nullptr;
uint64 frequency = 0;
int64 clock = 0;
auto create(auto (*entrypoint)() -> void, uint frequency) {
this->handle = co_create(65536, entrypoint);
this->frequency = frequency;
this->clock = 0;
}
};
struct CPUA : ThreadA {
static auto Enter() -> void;
auto main() -> void;
CPUA() { create(&CPUA::Enter, cpuFreq); }
} cpuA;
struct SMPA : ThreadA {
static auto Enter() -> void;
auto main() -> void;
SMPA() { create(&SMPA::Enter, smpFreq); }
} smpA;
uint8 queueA[iterations];
uint offsetA;
cothread_t resumeA = cpuA.handle;
auto EnterA() -> void {
offsetA = 0;
co_switch(resumeA);
}
auto QueueA(uint value) -> void {
queueA[offsetA++] = value;
if(offsetA >= iterations) {
resumeA = co_active();
co_switch(mainThread);
}
}
auto CPUA::Enter() -> void { while(true) cpuA.main(); }
auto CPUA::main() -> void {
QueueA(1);
smpA.clock -= cpuStep * smpA.frequency;
if(smpA.clock < 0) co_switch(smpA.handle);
}
auto SMPA::Enter() -> void { while(true) smpA.main(); }
auto SMPA::main() -> void {
QueueA(2);
smpA.clock += smpStep * cpuA.frequency;
if(smpA.clock >= 0) co_switch(cpuA.handle);
}
//
struct ThreadB {
cothread_t handle = nullptr;
uint128_t scalar = 0;
uint128_t clock = 0;
auto print128(uint128_t value) {
string s;
while(value) {
s.append((char)('0' + value % 10));
value /= 10;
}
s.reverse();
print(s, "\n");
}
//femtosecond (10^15) = 16306
//attosecond (10^18) = 688838
//zeptosecond (10^21) = 13712691
//yoctosecond (10^24) = 13712691 (hitting a dead-end on a rounding error causing a wobble)
//byuusecond? ( 2^96) = (perfect? 79,228 times more precise than a yoctosecond)
auto create(auto (*entrypoint)() -> void, uint128_t frequency) {
this->handle = co_create(65536, entrypoint);
uint128_t unitOfTime = 1;
//for(uint n : range(29)) unitOfTime *= 10;
unitOfTime <<= 96; //2^96 time units ...
this->scalar = unitOfTime / frequency;
print128(this->scalar);
this->clock = 0;
}
auto step(uint128_t clocks) -> void { clock += clocks * scalar; }
auto synchronize(ThreadB& thread) -> void { if(clock >= thread.clock) co_switch(thread.handle); }
};
struct CPUB : ThreadB {
static auto Enter() -> void;
auto main() -> void;
CPUB() { create(&CPUB::Enter, cpuFreq); }
} cpuB;
struct SMPB : ThreadB {
static auto Enter() -> void;
auto main() -> void;
SMPB() { create(&SMPB::Enter, smpFreq); clock = 1; }
} smpB;
auto correct() -> void {
auto minimum = min(cpuB.clock, smpB.clock);
cpuB.clock -= minimum;
smpB.clock -= minimum;
}
uint8 queueB[iterations];
uint offsetB;
cothread_t resumeB = cpuB.handle;
auto EnterB() -> void {
correct();
offsetB = 0;
co_switch(resumeB);
}
auto QueueB(uint value) -> void {
queueB[offsetB++] = value;
if(offsetB >= iterations) {
resumeB = co_active();
co_switch(mainThread);
}
}
auto CPUB::Enter() -> void { while(true) cpuB.main(); }
auto CPUB::main() -> void {
QueueB(1);
step(cpuStep);
synchronize(smpB);
}
auto SMPB::Enter() -> void { while(true) smpB.main(); }
auto SMPB::main() -> void {
QueueB(2);
step(smpStep);
synchronize(cpuB);
}
//
#include <nall/main.hpp>
auto nall::main(string_vector) -> void {
mainThread = co_active();
uint masterCounter = 0;
while(true) {
print(masterCounter++, " ...\n");
auto A = clock();
EnterA();
auto B = clock();
print((double)(B - A) / CLOCKS_PER_SEC, "s\n");
auto C = clock();
EnterB();
auto D = clock();
print((double)(D - C) / CLOCKS_PER_SEC, "s\n");
for(uint n : range(iterations)) {
if(queueA[n] != queueB[n]) return print("fail at ", n, "\n");
}
}
}
...and that's everything.]
2016-07-31 02:11:20 +00:00
|
|
|
auto create(auto (*entrypoint)() -> void, double frequency) -> void {
|
|
|
|
Emulator::Thread::create(entrypoint, frequency);
|
|
|
|
scheduler.append(*this);
|
|
|
|
}
|
|
|
|
|
|
|
|
inline auto synchronize(Thread& thread) -> void {
|
|
|
|
if(clock() >= thread.clock()) scheduler.resume(thread);
|
|
|
|
}
|
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
|
|
|
};
|
|
|
|
|
2012-04-29 06:16:44 +00:00
|
|
|
#include <sfc/memory/memory.hpp>
|
|
|
|
#include <sfc/ppu/counter/counter.hpp>
|
Updated to 20100813 release.
byuu says:
Since we're now talking about three splits, that's getting a bit out of
hand.
This WIP combines everything back into one project again. Added the
src/fast folder that has all the speed-oriented cores.
A slight slowdown to csnes from what it was before, I'm using blargg's
accurate DSP. I just don't like the idea of releasing a less accurate
DSP core than Snes9X v1.52 has. Plus the fast DSP core doesn't serialize
yet.
I moved back to snes_spc 0.9.0 because I care more about Tales and Star
Ocean than I do about Earthworm Jim 2. So if you try EWJ2 on csnes,
expect it to sound like it does on Snes9X. In other words, don't wear
headphones if you value your hearing.
The middle-of-the-road bsnes core uses blargg's accurate DSP, because
it's about 3% faster than mine which removes all of blargg's
optimizations. There is absolutely no accuracy loss here. bsnes v067.20
that is included should be equal to v067 official.
Performance:
Code:
asnes = 58fps
bsnes = 172fps +2.97x
csnes = 274fps +1.59x +4.72x
The binaries are not profiled, so that's an additional 15% slower from
the previous builds.
Save states only work on asnes, as I don't know how to serialize
blargg's cores yet. The copy_func thing is very confusing to me for some
reason. The debugger won't work anywhere.
Outside of that, please go ahead and bug test. Once I get the debugger
and save states working, I'll build some profiled v1.0 releases for all
three, and we can test that for a bit and then release.
2010-10-20 11:20:39 +00:00
|
|
|
|
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
|
|
|
#include <sfc/cpu/cpu.hpp>
|
|
|
|
#include <sfc/smp/smp.hpp>
|
|
|
|
#include <sfc/dsp/dsp.hpp>
|
|
|
|
#include <sfc/ppu/ppu.hpp>
|
Updated to 20100813 release.
byuu says:
Since we're now talking about three splits, that's getting a bit out of
hand.
This WIP combines everything back into one project again. Added the
src/fast folder that has all the speed-oriented cores.
A slight slowdown to csnes from what it was before, I'm using blargg's
accurate DSP. I just don't like the idea of releasing a less accurate
DSP core than Snes9X v1.52 has. Plus the fast DSP core doesn't serialize
yet.
I moved back to snes_spc 0.9.0 because I care more about Tales and Star
Ocean than I do about Earthworm Jim 2. So if you try EWJ2 on csnes,
expect it to sound like it does on Snes9X. In other words, don't wear
headphones if you value your hearing.
The middle-of-the-road bsnes core uses blargg's accurate DSP, because
it's about 3% faster than mine which removes all of blargg's
optimizations. There is absolutely no accuracy loss here. bsnes v067.20
that is included should be equal to v067 official.
Performance:
Code:
asnes = 58fps
bsnes = 172fps +2.97x
csnes = 274fps +1.59x +4.72x
The binaries are not profiled, so that's an additional 15% slower from
the previous builds.
Save states only work on asnes, as I don't know how to serialize
blargg's cores yet. The copy_func thing is very confusing to me for some
reason. The debugger won't work anywhere.
Outside of that, please go ahead and bug test. Once I get the debugger
and save states working, I'll build some profiled v1.0 releases for all
three, and we can test that for a bit and then release.
2010-10-20 11:20:39 +00:00
|
|
|
|
2012-04-29 06:16:44 +00:00
|
|
|
#include <sfc/controller/controller.hpp>
|
Update to v098r03 release.
byuu says:
It took several hours, but I've rebuilt much of the SNES' bus memory
mapping architecture.
The new design unifies the cartridge string-based mapping
("00-3f,80-bf:8000-ffff") and internal bus.map calls. The map() function
now has an accompanying unmap() function, and instead of a fixed 256
callbacks, it'll scan to find the first available slot. unmap() will
free slots up when zero addresses reference a given slot.
The controllers and expansion port are now both entirely dynamic.
Instead of load/unload/power/reset, they only have the constructor
(power/reset/load) and destructor (unload). What this means is you can
now dynamically change even expansion port devices after the system is
loaded.
Note that this is incredibly dangerous and stupid, but ... oh well. The
whole point of this was for 21fx. There's no way to change the expansion
port device prior to loading a game, but if the 21fx isn't active, then
the reset vector hijack won't work. Now you can load a 21fx game, change
the expansion port device, and simply reset the system to active the
device.
The unification of design between controller port devices and expansion
port devices is nice, and overall this results in a reduction of code
(all of the Mapping stuff in Cartridge is gone, replaced with direct bus
mapping.) And there's always the potential to expand this system more in
the future now.
The big missing feature right now is the ability to push/pop mappings.
So if you look at how the 21fx does the reset vector, you might vomit
a little bit. But ... it works.
Also changed exit(0) to _exit(0) in the POSIX version of nall::execute.
[The _exit(0) thing is an attempt to make higan not crash when it tries
to launch icarus and it's not on $PATH. The theory is that higan forks,
then the child tries to exec icarus and fails, so it exits, all the
unique_ptrs clean up their resources and tell the X server to free
things the parent process is still using. Calling _exit() prevents
destructors from running, and seems to prevent the problem. -Ed.]
2016-04-09 10:21:18 +00:00
|
|
|
#include <sfc/expansion/expansion.hpp>
|
2012-04-29 06:16:44 +00:00
|
|
|
#include <sfc/system/system.hpp>
|
Update to v095r05 release.
byuu says:
Changelog:
- GBA: lots of emulation improvements
- PPU PRAM is 16-bits wide
- DMA masks &~1/Half, &~3/Word
- VRAM OBJ 8-bit writes are ignored
- OAM 8-bit writes are ignored
- BGnCNT unused bits are writable*
- BG(0,1)CNT can't set the d13
- BLDALPHA is readable (fixes Donkey Kong Country, etc)
- SNES: lots of code cleanups
- sfc/chip => sfc/coprocessor
- UI: save most recent controller selection
GBA test scores: 1552/1552, 37/38, 1020/1260
(* forgot to add the value to the read function, so endrift's I/O tests
for them will fail. Fixed locally.)
Note: SNES is the only system with multiple controller/expansion port
options, and as such is the only one with a "None" option. Because it's
shared by the controller and expansion port, it ends up sorted first in
the list. This means that on your first run, you'll need to go to Super
Famicom->Controller Port 1 and select "Gamepad", otherwise input won't
work.
Also note that changing the expansion port device requires loading a new
cart. Unlike controllers, you aren't meant to hotplug expansion port
devices.
2015-11-12 10:15:03 +00:00
|
|
|
#include <sfc/coprocessor/coprocessor.hpp>
|
2013-01-21 12:27:15 +00:00
|
|
|
#include <sfc/slot/slot.hpp>
|
2012-04-29 06:16:44 +00:00
|
|
|
#include <sfc/cartridge/cartridge.hpp>
|
2010-08-09 13:28:56 +00:00
|
|
|
|
2012-04-29 06:16:44 +00:00
|
|
|
#include <sfc/memory/memory-inline.hpp>
|
|
|
|
#include <sfc/ppu/counter/counter-inline.hpp>
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
|
|
|
2016-01-11 10:31:30 +00:00
|
|
|
#include <sfc/interface/interface.hpp>
|