249 lines
8.5 KiB
C++
249 lines
8.5 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "Core/GeckoCode.h"
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#include <algorithm>
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#include <iterator>
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#include <mutex>
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#include <tuple>
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#include <vector>
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#include "Common/ChunkFile.h"
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#include "Common/CommonPaths.h"
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#include "Common/FileUtil.h"
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#include "Core/ConfigManager.h"
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#include "Core/HW/Memmap.h"
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#include "Core/PowerPC/PowerPC.h"
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namespace Gecko
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{
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static constexpr u32 CODE_SIZE = 8;
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bool operator==(const GeckoCode& lhs, const GeckoCode& rhs)
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{
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return lhs.codes == rhs.codes;
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}
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bool operator!=(const GeckoCode& lhs, const GeckoCode& rhs)
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{
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return !operator==(lhs, rhs);
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}
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bool operator==(const GeckoCode::Code& lhs, const GeckoCode::Code& rhs)
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{
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return std::tie(lhs.address, lhs.data) == std::tie(rhs.address, rhs.data);
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}
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bool operator!=(const GeckoCode::Code& lhs, const GeckoCode::Code& rhs)
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{
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return !operator==(lhs, rhs);
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}
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// return true if a code exists
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bool GeckoCode::Exist(u32 address, u32 data) const
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{
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return std::find_if(codes.begin(), codes.end(), [&](const Code& code) {
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return code.address == address && code.data == data;
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}) != codes.end();
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}
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enum class Installation
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{
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Uninstalled,
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Installed,
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Failed
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};
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static Installation s_code_handler_installed = Installation::Uninstalled;
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// the currently active codes
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static std::vector<GeckoCode> s_active_codes;
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static std::mutex s_active_codes_lock;
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void SetActiveCodes(const std::vector<GeckoCode>& gcodes)
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{
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std::lock_guard<std::mutex> lk(s_active_codes_lock);
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s_active_codes.clear();
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if (SConfig::GetInstance().bEnableCheats)
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{
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s_active_codes.reserve(gcodes.size());
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std::copy_if(gcodes.begin(), gcodes.end(), std::back_inserter(s_active_codes),
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[](const GeckoCode& code) { return code.enabled; });
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}
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s_active_codes.shrink_to_fit();
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s_code_handler_installed = Installation::Uninstalled;
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}
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// Requires s_active_codes_lock
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// NOTE: Refer to "codehandleronly.s" from Gecko OS.
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static Installation InstallCodeHandlerLocked()
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{
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std::string data;
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if (!File::ReadFileToString(File::GetSysDirectory() + GECKO_CODE_HANDLER, data))
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{
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ERROR_LOG(ACTIONREPLAY, "Could not enable cheats because " GECKO_CODE_HANDLER " was missing.");
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return Installation::Failed;
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}
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if (data.size() > INSTALLER_END_ADDRESS - INSTALLER_BASE_ADDRESS - CODE_SIZE)
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{
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ERROR_LOG(ACTIONREPLAY, GECKO_CODE_HANDLER " is too big. The file may be corrupt.");
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return Installation::Failed;
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}
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u8 mmio_addr = 0xCC;
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if (SConfig::GetInstance().bWii)
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{
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mmio_addr = 0xCD;
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}
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// Install code handler
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for (u32 i = 0; i < data.size(); ++i)
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PowerPC::HostWrite_U8(data[i], INSTALLER_BASE_ADDRESS + i);
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// Patch the code handler to the current system type (Gamecube/Wii)
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for (unsigned int h = 0; h < data.length(); h += 4)
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{
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// Patch MMIO address
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if (PowerPC::HostRead_U32(INSTALLER_BASE_ADDRESS + h) == (0x3f000000u | ((mmio_addr ^ 1) << 8)))
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{
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NOTICE_LOG(ACTIONREPLAY, "Patching MMIO access at %08x", INSTALLER_BASE_ADDRESS + h);
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PowerPC::HostWrite_U32(0x3f000000u | mmio_addr << 8, INSTALLER_BASE_ADDRESS + h);
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}
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}
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const u32 codelist_base_address =
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INSTALLER_BASE_ADDRESS + static_cast<u32>(data.size()) - CODE_SIZE;
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const u32 codelist_end_address = INSTALLER_END_ADDRESS;
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// Write a magic value to 'gameid' (codehandleronly does not actually read this).
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// This value will be read back and modified over time by HLE_Misc::GeckoCodeHandlerICacheFlush.
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PowerPC::HostWrite_U32(MAGIC_GAMEID, INSTALLER_BASE_ADDRESS);
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// Create GCT in memory
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PowerPC::HostWrite_U32(0x00d0c0de, codelist_base_address);
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PowerPC::HostWrite_U32(0x00d0c0de, codelist_base_address + 4);
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// Each code is 8 bytes (2 words) wide. There is a starter code and an end code.
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const u32 start_address = codelist_base_address + CODE_SIZE;
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const u32 end_address = codelist_end_address - CODE_SIZE;
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u32 next_address = start_address;
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// NOTE: Only active codes are in the list
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for (const GeckoCode& active_code : s_active_codes)
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{
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// If the code is not going to fit in the space we have left then we have to skip it
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if (next_address + active_code.codes.size() * CODE_SIZE > end_address)
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{
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NOTICE_LOG(ACTIONREPLAY, "Too many GeckoCodes! Ran out of storage space in Game RAM. Could "
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"not write: \"%s\". Need %zu bytes, only %u remain.",
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active_code.name.c_str(), active_code.codes.size() * CODE_SIZE,
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end_address - next_address);
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continue;
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}
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for (const GeckoCode::Code& code : active_code.codes)
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{
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PowerPC::HostWrite_U32(code.address, next_address);
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PowerPC::HostWrite_U32(code.data, next_address + 4);
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next_address += CODE_SIZE;
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}
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}
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WARN_LOG(ACTIONREPLAY, "GeckoCodes: Using %u of %u bytes", next_address - start_address,
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end_address - start_address);
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// Stop code. Tells the handler that this is the end of the list.
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PowerPC::HostWrite_U32(0xF0000000, next_address);
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PowerPC::HostWrite_U32(0x00000000, next_address + 4);
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PowerPC::HostWrite_U32(0, HLE_TRAMPOLINE_ADDRESS);
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// Turn on codes
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PowerPC::HostWrite_U8(1, INSTALLER_BASE_ADDRESS + 7);
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// Invalidate the icache and any asm codes
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for (unsigned int j = 0; j < (INSTALLER_END_ADDRESS - INSTALLER_BASE_ADDRESS); j += 32)
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{
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PowerPC::ppcState.iCache.Invalidate(INSTALLER_BASE_ADDRESS + j);
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}
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return Installation::Installed;
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}
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// Gecko needs to participate in the savestate system because the handler is embedded within the
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// game directly. The PC may be inside the code handler in the save state and the codehandler.bin
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// on the disk may be different resulting in the PC pointing at a different instruction and then
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// the game malfunctions or crashes. [Also, self-modifying codes will break since the
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// modifications will be reset]
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void DoState(PointerWrap& p)
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{
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std::lock_guard<std::mutex> codes_lock(s_active_codes_lock);
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p.Do(s_code_handler_installed);
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// FIXME: The active codes list will disagree with the embedded GCT
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}
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void Shutdown()
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{
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std::lock_guard<std::mutex> codes_lock(s_active_codes_lock);
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s_active_codes.clear();
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s_code_handler_installed = Installation::Uninstalled;
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}
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void RunCodeHandler()
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{
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if (!SConfig::GetInstance().bEnableCheats)
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return;
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// NOTE: Need to release the lock because of GUI deadlocks with PanicAlert in HostWrite_*
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{
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std::lock_guard<std::mutex> codes_lock(s_active_codes_lock);
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if (s_code_handler_installed != Installation::Installed)
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{
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// Don't spam retry if the install failed. The corrupt / missing disk file is not likely to be
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// fixed within 1 frame of the last error.
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if (s_active_codes.empty() || s_code_handler_installed == Installation::Failed)
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return;
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s_code_handler_installed = InstallCodeHandlerLocked();
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// A warning was already issued for the install failing
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if (s_code_handler_installed != Installation::Installed)
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return;
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}
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}
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// We always do this to avoid problems with the stack since we're branching in random locations.
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// Even with function call return hooks (PC == LR), hand coded assembler won't necessarily
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// follow the ABI. [Volatile FPR, GPR, CR may not be volatile]
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// The codehandler will STMW all of the GPR registers, but we need to fix the Stack's Red
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// Zone, the LR, PC (return address) and the volatile floating point registers.
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// Build a function call stack frame.
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u32 SFP = GPR(1); // Stack Frame Pointer
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GPR(1) -= 256; // Stack's Red Zone
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GPR(1) -= 16 + 2 * 14 * sizeof(u64); // Our stack frame (HLE_Misc::GeckoReturnTrampoline)
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GPR(1) -= 8; // Fake stack frame for codehandler
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GPR(1) &= 0xFFFFFFF0; // Align stack to 16bytes
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u32 SP = GPR(1); // Stack Pointer
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PowerPC::HostWrite_U32(SP + 8, SP);
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// SP + 4 is reserved for the codehandler to save LR to the stack.
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PowerPC::HostWrite_U32(SFP, SP + 8); // Real stack frame
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PowerPC::HostWrite_U32(PC, SP + 12);
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PowerPC::HostWrite_U32(LR, SP + 16);
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PowerPC::HostWrite_U32(PowerPC::CompactCR(), SP + 20);
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// Registers FPR0->13 are volatile
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for (int i = 0; i < 14; ++i)
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{
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PowerPC::HostWrite_U64(riPS0(i), SP + 24 + 2 * i * sizeof(u64));
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PowerPC::HostWrite_U64(riPS1(i), SP + 24 + (2 * i + 1) * sizeof(u64));
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}
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DEBUG_LOG(ACTIONREPLAY, "GeckoCodes: Initiating phantom branch-and-link. "
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"PC = 0x%08X, SP = 0x%08X, SFP = 0x%08X",
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PC, SP, SFP);
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LR = HLE_TRAMPOLINE_ADDRESS;
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PC = NPC = ENTRY_POINT;
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}
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} // namespace Gecko
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