Remove instant ARAM DMA mode.

Now that our timings are much more accurate it doesn't look like we
need it anymore. And the instant ARAM DMA mode + scheduling fixes
ctually breaks ATV: Quad Power Racing 2 (causing all sorts of werid
bugs).
This commit is contained in:
Scott Mansell 2016-04-09 18:07:23 +12:00
parent 18030ebfb4
commit c354dfcd2f
5 changed files with 1 additions and 81 deletions

View File

@ -137,9 +137,6 @@ struct ARAMInfo
static ARAMInfo g_ARAM; static ARAMInfo g_ARAM;
static AudioDMA g_audioDMA; static AudioDMA g_audioDMA;
static ARAM_DMA g_arDMA; static ARAM_DMA g_arDMA;
static u32 last_mmaddr;
static u32 last_aram_dma_count;
static bool instant_dma;
UDSPControl g_dspState; UDSPControl g_dspState;
union ARAM_Info { union ARAM_Info {
@ -177,9 +174,6 @@ void DoState(PointerWrap& p)
p.Do(g_AR_MODE); p.Do(g_AR_MODE);
p.Do(g_AR_REFRESH); p.Do(g_AR_REFRESH);
p.Do(dsp_slice); p.Do(dsp_slice);
p.Do(last_mmaddr);
p.Do(last_aram_dma_count);
p.Do(instant_dma);
dsp_emulator->DoState(p); dsp_emulator->DoState(p);
} }
@ -197,30 +191,6 @@ static void CompleteARAM(u64 userdata, s64 cyclesLate)
GenerateDSPInterrupt(INT_ARAM); GenerateDSPInterrupt(INT_ARAM);
} }
void EnableInstantDMA()
{
CoreTiming::RemoveEvent(et_CompleteARAM);
CompleteARAM(0, 0);
instant_dma = true;
ERROR_LOG(DSPINTERFACE, "Enabling Instant ARAM DMA hack");
}
void FlushInstantDMA(u32 address)
{
u64 dma_in_progress = DSP::DMAInProgress();
if (dma_in_progress != 0)
{
u32 start_addr = (dma_in_progress >> 32) & Memory::RAM_MASK;
u32 end_addr = (dma_in_progress & Memory::RAM_MASK) & 0xffffffff;
u32 invalidated_addr = (address & Memory::RAM_MASK) & ~0x1f;
if (invalidated_addr >= start_addr && invalidated_addr <= end_addr)
{
DSP::EnableInstantDMA();
}
}
}
DSPEmulator* GetDSPEmulator() DSPEmulator* GetDSPEmulator()
{ {
return dsp_emulator.get(); return dsp_emulator.get();
@ -257,11 +227,6 @@ void Init(bool hle)
g_AR_MODE = 1; // ARAM Controller has init'd g_AR_MODE = 1; // ARAM Controller has init'd
g_AR_REFRESH = 156; // 156MHz g_AR_REFRESH = 156; // 156MHz
instant_dma = false;
last_aram_dma_count = 0;
last_mmaddr = 0;
et_GenerateDSPInterrupt = CoreTiming::RegisterEvent("DSPint", GenerateDSPInterrupt); et_GenerateDSPInterrupt = CoreTiming::RegisterEvent("DSPint", GenerateDSPInterrupt);
et_CompleteARAM = CoreTiming::RegisterEvent("ARAMint", CompleteARAM); et_CompleteARAM = CoreTiming::RegisterEvent("ARAMint", CompleteARAM);
} }
@ -527,16 +492,8 @@ static void Do_ARAM_DMA()
// ARAM DMA transfer rate has been measured on real hw // ARAM DMA transfer rate has been measured on real hw
int ticksToTransfer = (g_arDMA.Cnt.count / 32) * 246; int ticksToTransfer = (g_arDMA.Cnt.count / 32) * 246;
// This is a huge hack that appears to be here only to fix Resident Evil 2/3
if (instant_dma)
ticksToTransfer = std::min(ticksToTransfer, 100);
CoreTiming::ScheduleEvent(ticksToTransfer, et_CompleteARAM); CoreTiming::ScheduleEvent(ticksToTransfer, et_CompleteARAM);
last_mmaddr = g_arDMA.MMAddr;
last_aram_dma_count = g_arDMA.Cnt.count;
// Real hardware DMAs in 32byte chunks, but we can get by with 8byte chunks // Real hardware DMAs in 32byte chunks, but we can get by with 8byte chunks
if (g_arDMA.Cnt.dir) if (g_arDMA.Cnt.dir)
{ {
@ -667,13 +624,4 @@ u8* GetARAMPtr()
return g_ARAM.ptr; return g_ARAM.ptr;
} }
u64 DMAInProgress()
{
if (g_dspState.DMAState == 1)
{
return ((u64)last_mmaddr << 32 | (last_mmaddr + last_aram_dma_count));
}
return 0;
}
} // end of namespace DSP } // end of namespace DSP

View File

@ -80,8 +80,5 @@ u8* GetARAMPtr();
void UpdateAudioDMA(); void UpdateAudioDMA();
void UpdateDSPSlice(int cycles); void UpdateDSPSlice(int cycles);
u64 DMAInProgress();
void EnableInstantDMA();
void FlushInstantDMA(u32 address);
} // end of namespace DSP } // end of namespace DSP

View File

@ -336,14 +336,6 @@ void Interpreter::dcbi(UGeckoInstruction _inst)
// should use icbi consistently, but games aren't portable.) // should use icbi consistently, but games aren't portable.)
u32 address = Helper_Get_EA_X(_inst); u32 address = Helper_Get_EA_X(_inst);
JitInterface::InvalidateICache(address & ~0x1f, 32, false); JitInterface::InvalidateICache(address & ~0x1f, 32, false);
// The following detects a situation where the game is writing to the dcache at the address being
// DMA'd. As we do not
// have dcache emulation, invalid data is being DMA'd causing audio glitches. The following code
// detects this and
// enables the DMA to complete instantly before the invalid data is written. Resident Evil 2 & 3
// trigger this.
DSP::FlushInstantDMA(address);
} }
void Interpreter::dcbst(UGeckoInstruction _inst) void Interpreter::dcbst(UGeckoInstruction _inst)

View File

@ -315,23 +315,6 @@ void Jit64::dcbx(UGeckoInstruction inst)
SwitchToNearCode(); SwitchToNearCode();
SetJumpTarget(c); SetJumpTarget(c);
// dcbi
if (inst.SUBOP10 == 470)
{
// Flush DSP DMA if DMAState bit is set
TEST(16, M(&DSP::g_dspState), Imm16(1 << 9));
c = J_CC(CC_NZ, true);
SwitchToFarCode();
SetJumpTarget(c);
ABI_PushRegistersAndAdjustStack(registersInUse, 0);
SHL(32, R(addr), Imm8(5));
ABI_CallFunctionR(DSP::FlushInstantDMA, addr);
ABI_PopRegistersAndAdjustStack(registersInUse, 0);
c = J(true);
SwitchToNearCode();
SetJumpTarget(c);
}
gpr.UnlockAllX(); gpr.UnlockAllX();
} }

View File

@ -70,7 +70,7 @@ static Common::Event g_compressAndDumpStateSyncEvent;
static std::thread g_save_thread; static std::thread g_save_thread;
// Don't forget to increase this after doing changes on the savestate system // Don't forget to increase this after doing changes on the savestate system
static const u32 STATE_VERSION = 56; static const u32 STATE_VERSION = 57;
// Maps savestate versions to Dolphin versions. // Maps savestate versions to Dolphin versions.
// Versions after 42 don't need to be added to this list, // Versions after 42 don't need to be added to this list,