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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@ -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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