283 lines
9.5 KiB
C++
283 lines
9.5 KiB
C++
// Copyright 2008 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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// This file controls all system timers
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/* (shuffle2) I don't know who wrote this, but take it with salt. For starters, "time" is contextual...
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"Time" is measured in frames, not time: These update frequencies are determined by the passage
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of frames. So if a game runs slow, on a slow computer for example, these updates will occur
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less frequently. This makes sense because almost all console games are controlled by frames
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rather than time, so if a game can't keep up with the normal framerate all animations and
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actions slows down and the game runs to slow. This is different from PC games that are
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often controlled by time instead and may not have maximum framerates.
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However, I'm not sure if the Bluetooth communication for the Wiimote is entirely frame
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dependent, the timing problems with the ack command in Zelda - TP may be related to
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time rather than frames? For now the IPC_HLE_PERIOD is frame dependent, but because of
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different conditions on the way to PluginWiimote::Wiimote_Update() the updates may actually
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be time related after all, or not?
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I'm not sure about this but the text below seems to assume that 60 fps means that the game
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runs in the normal intended speed. In that case an update time of [GetTicksPerSecond() / 60]
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would mean one update per frame and [GetTicksPerSecond() / 250] would mean four updates per
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frame.
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IPC_HLE_PERIOD: For the Wiimote this is the call schedule:
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IPC_HLE_UpdateCallback() // In this file
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// This function seems to call all devices' Update() function four times per frame
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WII_IPC_HLE_Interface::Update()
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// If the AclFrameQue is empty this will call Wiimote_Update() and make it send
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the current input status to the game. I'm not sure if this occurs approximately
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once every frame or if the frequency is not exactly tied to rendered frames
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CWII_IPC_HLE_Device_usb_oh1_57e_305::Update()
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PluginWiimote::Wiimote_Update()
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// This is also a device updated by WII_IPC_HLE_Interface::Update() but it doesn't
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seem to ultimately call PluginWiimote::Wiimote_Update(). However it can be called
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by the /dev/usb/oh1 device if the AclFrameQue is empty.
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CWII_IPC_HLE_WiiMote::Update()
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*/
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#include "Common/Atomic.h"
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#include "Common/CommonTypes.h"
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#include "Common/Thread.h"
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#include "Common/Timer.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/CoreTiming.h"
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#include "Core/DSPEmulator.h"
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#include "Core/PatchEngine.h"
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#include "Core/HW/AudioInterface.h"
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#include "Core/HW/DSP.h"
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#include "Core/HW/EXI_DeviceIPL.h"
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#include "Core/HW/SI.h"
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#include "Core/HW/SystemTimers.h"
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#include "Core/HW/VideoInterface.h"
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#include "Core/IPC_HLE/WII_IPC_HLE.h"
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#include "Core/PowerPC/PowerPC.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/VideoBackendBase.h"
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namespace SystemTimers
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{
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static u32 CPU_CORE_CLOCK = 486000000u; // 486 mhz (its not 485, stop bugging me!)
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static int et_Dec;
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static int et_VI;
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static int et_SI;
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static int et_CP;
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static int et_AudioDMA;
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static int et_DSP;
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static int et_IPC_HLE;
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static int et_PatchEngine; // PatchEngine updates every 1/60th of a second by default
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static int et_Throttle;
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static u64 s_last_sync_gpu_tick;
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// These are badly educated guesses
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// Feel free to experiment. Set these in Init below.
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static int
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// This is a fixed value, don't change it
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AUDIO_DMA_PERIOD,
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// This is completely arbitrary. If we find that we need lower latency, we can just
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// increase this number.
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IPC_HLE_PERIOD;
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u32 GetTicksPerSecond()
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{
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return CPU_CORE_CLOCK;
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}
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// DSP/CPU timeslicing.
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static void DSPCallback(u64 userdata, int cyclesLate)
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{
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//splits up the cycle budget in case lle is used
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//for hle, just gives all of the slice to hle
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DSP::UpdateDSPSlice(DSP::GetDSPEmulator()->DSP_UpdateRate() - cyclesLate);
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CoreTiming::ScheduleEvent(DSP::GetDSPEmulator()->DSP_UpdateRate() - cyclesLate, et_DSP);
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}
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static void AudioDMACallback(u64 userdata, int cyclesLate)
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{
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int period = CPU_CORE_CLOCK / (AudioInterface::GetAIDSampleRate() * 4 / 32);
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DSP::UpdateAudioDMA(); // Push audio to speakers.
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CoreTiming::ScheduleEvent(period - cyclesLate, et_AudioDMA);
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}
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static void IPC_HLE_UpdateCallback(u64 userdata, int cyclesLate)
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{
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if (SConfig::GetInstance().bWii)
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{
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WII_IPC_HLE_Interface::UpdateDevices();
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CoreTiming::ScheduleEvent(IPC_HLE_PERIOD - cyclesLate, et_IPC_HLE);
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}
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}
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static void VICallback(u64 userdata, int cyclesLate)
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{
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VideoInterface::Update();
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CoreTiming::ScheduleEvent(VideoInterface::GetTicksPerLine() - cyclesLate, et_VI);
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}
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static void SICallback(u64 userdata, int cyclesLate)
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{
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SerialInterface::UpdateDevices();
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CoreTiming::ScheduleEvent(SerialInterface::GetTicksToNextSIPoll() - cyclesLate, et_SI);
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}
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static void CPCallback(u64 userdata, int cyclesLate)
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{
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u64 now = CoreTiming::GetTicks();
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int next = g_video_backend->Video_Sync((int)(now - s_last_sync_gpu_tick));
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s_last_sync_gpu_tick = now;
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if (next > 0)
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CoreTiming::ScheduleEvent(next, et_CP);
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}
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static void DecrementerCallback(u64 userdata, int cyclesLate)
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{
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PowerPC::ppcState.spr[SPR_DEC] = 0xFFFFFFFF;
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PowerPC::ppcState.Exceptions |= EXCEPTION_DECREMENTER;
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}
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void DecrementerSet()
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{
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u32 decValue = PowerPC::ppcState.spr[SPR_DEC];
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CoreTiming::RemoveEvent(et_Dec);
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if ((decValue & 0x80000000) == 0)
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{
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CoreTiming::SetFakeDecStartTicks(CoreTiming::GetTicks());
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CoreTiming::SetFakeDecStartValue(decValue);
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CoreTiming::ScheduleEvent(decValue * TIMER_RATIO, et_Dec);
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}
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}
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u32 GetFakeDecrementer()
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{
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return (CoreTiming::GetFakeDecStartValue() - (u32)((CoreTiming::GetTicks() - CoreTiming::GetFakeDecStartTicks()) / TIMER_RATIO));
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}
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void TimeBaseSet()
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{
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CoreTiming::SetFakeTBStartTicks(CoreTiming::GetTicks());
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CoreTiming::SetFakeTBStartValue(*((u64 *)&TL));
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}
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u64 GetFakeTimeBase()
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{
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return CoreTiming::GetFakeTBStartValue() + ((CoreTiming::GetTicks() - CoreTiming::GetFakeTBStartTicks()) / TIMER_RATIO);
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}
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static void PatchEngineCallback(u64 userdata, int cyclesLate)
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{
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// Patch mem and run the Action Replay
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PatchEngine::ApplyFramePatches();
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CoreTiming::ScheduleEvent(VideoInterface::GetTicksPerFrame() - cyclesLate, et_PatchEngine);
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}
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static void ThrottleCallback(u64 last_time, int cyclesLate)
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{
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// Allow the GPU thread to sleep. Setting this flag here limits the wakeups to 1 kHz.
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GpuMaySleep();
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u32 time = Common::Timer::GetTimeMs();
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int diff = (u32)last_time - time;
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const SConfig& config = SConfig::GetInstance();
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bool frame_limiter = config.m_Framelimit && !Core::GetIsFramelimiterTempDisabled();
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u32 next_event = GetTicksPerSecond()/1000;
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if (SConfig::GetInstance().m_Framelimit > 1)
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{
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next_event = next_event * (SConfig::GetInstance().m_Framelimit - 1) * 5 / VideoInterface::TargetRefreshRate;
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}
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const int max_fallback = 40; // 40 ms for one frame on 25 fps games
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if (frame_limiter && abs(diff) > max_fallback)
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{
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DEBUG_LOG(COMMON, "system too %s, %d ms skipped", diff<0 ? "slow" : "fast", abs(diff) - max_fallback);
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last_time = time - max_fallback;
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}
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else if (frame_limiter && diff > 0)
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Common::SleepCurrentThread(diff);
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CoreTiming::ScheduleEvent(next_event - cyclesLate, et_Throttle, last_time + 1);
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}
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// split from Init to break a circular dependency between VideoInterface::Init and SystemTimers::Init
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void PreInit()
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{
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if (SConfig::GetInstance().bWii)
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CPU_CORE_CLOCK = 729000000u;
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else
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CPU_CORE_CLOCK = 486000000u;
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}
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void Init()
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{
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if (SConfig::GetInstance().bWii)
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{
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// AyuanX: TO BE TWEAKED
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// Now the 1500 is a pure assumption
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// We need to figure out the real frequency though
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// FYI, WII_IPC_HLE_Interface::Update is also called in WII_IPCInterface::Write32
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const int freq = 1500;
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IPC_HLE_PERIOD = GetTicksPerSecond() / freq;
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}
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// System internal sample rate is fixed at 32KHz * 4 (16bit Stereo) / 32 bytes DMA
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AUDIO_DMA_PERIOD = CPU_CORE_CLOCK / (AudioInterface::GetAIDSampleRate() * 4 / 32);
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Common::Timer::IncreaseResolution();
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// store and convert localtime at boot to timebase ticks
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CoreTiming::SetFakeTBStartValue((u64)(CPU_CORE_CLOCK / TIMER_RATIO) * (u64)CEXIIPL::GetGCTime());
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CoreTiming::SetFakeTBStartTicks(CoreTiming::GetTicks());
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CoreTiming::SetFakeDecStartValue(0xFFFFFFFF);
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CoreTiming::SetFakeDecStartTicks(CoreTiming::GetTicks());
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et_Dec = CoreTiming::RegisterEvent("DecCallback", DecrementerCallback);
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et_VI = CoreTiming::RegisterEvent("VICallback", VICallback);
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et_SI = CoreTiming::RegisterEvent("SICallback", SICallback);
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if (SConfig::GetInstance().bCPUThread && SConfig::GetInstance().bSyncGPU)
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et_CP = CoreTiming::RegisterEvent("CPCallback", CPCallback);
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et_DSP = CoreTiming::RegisterEvent("DSPCallback", DSPCallback);
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et_AudioDMA = CoreTiming::RegisterEvent("AudioDMACallback", AudioDMACallback);
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et_IPC_HLE = CoreTiming::RegisterEvent("IPC_HLE_UpdateCallback", IPC_HLE_UpdateCallback);
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et_PatchEngine = CoreTiming::RegisterEvent("PatchEngine", PatchEngineCallback);
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et_Throttle = CoreTiming::RegisterEvent("Throttle", ThrottleCallback);
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CoreTiming::ScheduleEvent(VideoInterface::GetTicksPerLine(), et_VI);
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CoreTiming::ScheduleEvent(0, et_DSP);
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CoreTiming::ScheduleEvent(VideoInterface::GetTicksPerFrame(), et_SI);
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CoreTiming::ScheduleEvent(AUDIO_DMA_PERIOD, et_AudioDMA);
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CoreTiming::ScheduleEvent(0, et_Throttle, Common::Timer::GetTimeMs());
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if (SConfig::GetInstance().bCPUThread && SConfig::GetInstance().bSyncGPU)
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CoreTiming::ScheduleEvent(0, et_CP);
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s_last_sync_gpu_tick = CoreTiming::GetTicks();
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CoreTiming::ScheduleEvent(VideoInterface::GetTicksPerFrame(), et_PatchEngine);
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if (SConfig::GetInstance().bWii)
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CoreTiming::ScheduleEvent(IPC_HLE_PERIOD, et_IPC_HLE);
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}
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void Shutdown()
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{
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Common::Timer::RestoreResolution();
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}
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} // namespace
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