Misc cleanup in Interpreter.
Mostly comment changes; also gets rid of an unnecessary call to CheckExceptions.
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@ -316,25 +316,24 @@ void Interpreter::dcba(UGeckoInstruction _inst)
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void Interpreter::dcbf(UGeckoInstruction _inst)
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{
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// This should tell GFX backend to throw out any cached data here
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// !!! SPEEDUP HACK for OSProtectRange !!!
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/* u32 tmp1 = PowerPC::HostRead_U32(PC+4);
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u32 tmp2 = PowerPC::HostRead_U32(PC+8);
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// TODO: Implement some sort of L2 emulation.
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// TODO: Raise DSI if translation fails (except for direct-store segments).
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if ((tmp1 == 0x38630020) &&
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(tmp2 == 0x4200fff8))
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{
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NPC = PC + 12;
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}*/
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// Invalidate the JIT cache here as a heuristic to compensate for
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// the lack of precise L1 icache emulation in the JIT. (Portable software
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// should use icbi consistently, but games aren't portable.)
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u32 address = Helper_Get_EA_X(_inst);
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JitInterface::InvalidateICache(address & ~0x1f, 32, false);
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}
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void Interpreter::dcbi(UGeckoInstruction _inst)
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{
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// Removes a block from data cache. Since we don't emulate the data cache, we don't need to do
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// anything to the data cache
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// However, we invalidate the jit block cache on dcbi
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// TODO: Implement some sort of L2 emulation.
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// TODO: Raise DSI if translation fails (except for direct-store segments).
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// Invalidate the JIT cache here as a heuristic to compensate for
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// the lack of precise L1 icache emulation in the JIT. (Portable software
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// should use icbi consistently, but games aren't portable.)
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u32 address = Helper_Get_EA_X(_inst);
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JitInterface::InvalidateICache(address & ~0x1f, 32, false);
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@ -349,30 +348,33 @@ void Interpreter::dcbi(UGeckoInstruction _inst)
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void Interpreter::dcbst(UGeckoInstruction _inst)
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{
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// Cache line flush. Since we don't emulate the data cache, we don't need to do anything.
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// Invalidate the jit block cache on dcbst in case new code has been loaded via the data cache
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// TODO: Implement some sort of L2 emulation.
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// TODO: Raise DSI if translation fails (except for direct-store segments).
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// Invalidate the JIT cache here as a heuristic to compensate for
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// the lack of precise L1 icache emulation in the JIT. (Portable software
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// should use icbi consistently, but games aren't portable.)
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u32 address = Helper_Get_EA_X(_inst);
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JitInterface::InvalidateICache(address & ~0x1f, 32, false);
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}
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void Interpreter::dcbt(UGeckoInstruction _inst)
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{
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// Prefetch. Since we don't emulate the data cache, we don't need to do anything.
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// TODO: Implement some sort of L2 emulation.
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}
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void Interpreter::dcbtst(UGeckoInstruction _inst)
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{
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// This is just some sort of store "prefetching".
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// Since we don't emulate the data cache, we don't need to do anything.
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// TODO: Implement some sort of L2 emulation.
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}
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void Interpreter::dcbz(UGeckoInstruction _inst)
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{
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// HACK but works... we think
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// TODO: Implement some sort of L2 emulation.
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// DCBZOFF is a hack to fix certain games which would otherwise require
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// accurate L2 emulation.
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if (!SConfig::GetInstance().bDCBZOFF)
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PowerPC::ClearCacheLine(Helper_Get_EA_X(_inst) & (~31));
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if (!JitInterface::GetCore())
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PowerPC::CheckExceptions();
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}
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// eciwx/ecowx technically should access the specified device
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@ -388,8 +390,8 @@ void Interpreter::eciwx(UGeckoInstruction _inst)
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if (EA & 3)
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PowerPC::ppcState.Exceptions |= EXCEPTION_ALIGNMENT;
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// _assert_msg_(POWERPC,0,"eciwx - fill r%i with word @ %08x from device %02x",
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// _inst.RS, EA, PowerPC::ppcState.spr[SPR_EAR] & 0x1f);
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// _assert_msg_(POWERPC,0,"eciwx - fill r%i with word @ %08x from device %02x",
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// _inst.RS, EA, PowerPC::ppcState.spr[SPR_EAR] & 0x1f);
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rGPR[_inst.RD] = PowerPC::Read_U32(EA);
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}
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@ -405,8 +407,8 @@ void Interpreter::ecowx(UGeckoInstruction _inst)
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if (EA & 3)
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PowerPC::ppcState.Exceptions |= EXCEPTION_ALIGNMENT;
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// _assert_msg_(POWERPC,0,"ecowx - send stw request (%08x@%08x) to device %02x",
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// rGPR[_inst.RS], EA, PowerPC::ppcState.spr[SPR_EAR] & 0x1f);
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// _assert_msg_(POWERPC,0,"ecowx - send stw request (%08x@%08x) to device %02x",
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// rGPR[_inst.RS], EA, PowerPC::ppcState.spr[SPR_EAR] & 0x1f);
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PowerPC::Write_U32(rGPR[_inst.RS], EA);
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}
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@ -421,6 +423,7 @@ void Interpreter::eieio(UGeckoInstruction _inst)
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void Interpreter::icbi(UGeckoInstruction _inst)
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{
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// TODO: Raise DSI if translation fails (except for direct-store segments).
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u32 address = Helper_Get_EA_X(_inst);
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PowerPC::ppcState.iCache.Invalidate(address);
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}
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@ -34,7 +34,7 @@ static void FPSCRtoFPUSettings(UReg_FPSCR fp)
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if (fp.VE || fp.OE || fp.UE || fp.ZE || fp.XE)
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{
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// PanicAlert("FPSCR - exceptions enabled. Please report. VE=%i OE=%i UE=%i ZE=%i XE=%i",
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// fp.VE, fp.OE, fp.UE, fp.ZE, fp.XE);
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// fp.VE, fp.OE, fp.UE, fp.ZE, fp.XE);
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// Pokemon Colosseum does this. Gah.
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}
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@ -413,7 +413,7 @@ void Interpreter::isync(UGeckoInstruction _inst)
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void Interpreter::mcrfs(UGeckoInstruction _inst)
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{
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// if (_inst.CRFS != 3 && _inst.CRFS != 4)
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// PanicAlert("msrfs at %x, CRFS = %d, CRFD = %d", PC, (int)_inst.CRFS, (int)_inst.CRFD);
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// PanicAlert("msrfs at %x, CRFS = %d, CRFD = %d", PC, (int)_inst.CRFS, (int)_inst.CRFD);
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UpdateFPSCR();
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u32 fpflags = ((FPSCR.Hex >> (4 * (7 - _inst.CRFS))) & 0xF);
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