GBA SIO: Partially functional lockstep driver

This commit is contained in:
Jeffrey Pfau 2015-02-27 00:59:47 -08:00
parent 2fc8f0b567
commit d1e01266c6
2 changed files with 115 additions and 5 deletions

View File

@ -5,6 +5,9 @@
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "lockstep.h"
#include "gba/gba.h"
#include "gba/io.h"
#define LOCKSTEP_INCREMENT 2048
static bool GBASIOLockstepNodeInit(struct GBASIODriver* driver);
@ -19,7 +22,15 @@ void GBASIOLockstepInit(struct GBASIOLockstep* lockstep) {
lockstep->players[1] = 0;
lockstep->players[2] = 0;
lockstep->players[3] = 0;
lockstep->multiRecv[0] = 0xFFFF;
lockstep->multiRecv[1] = 0xFFFF;
lockstep->multiRecv[2] = 0xFFFF;
lockstep->multiRecv[3] = 0xFFFF;
lockstep->attached = 0;
lockstep->loaded = 0;
lockstep->transferActive = false;
lockstep->waiting = 0;
lockstep->nextEvent = LOCKSTEP_INCREMENT;
ConditionInit(&lockstep->barrier);
MutexInit(&lockstep->mutex);
}
@ -43,6 +54,8 @@ bool GBASIOLockstepAttachNode(struct GBASIOLockstep* lockstep, struct GBASIOLock
return false;
}
lockstep->players[lockstep->attached] = node;
node->p = lockstep;
node->id = lockstep->attached;
++lockstep->attached;
return true;
}
@ -58,6 +71,7 @@ void GBASIOLockstepDetachNode(struct GBASIOLockstep* lockstep, struct GBASIOLock
}
for (++i; i < lockstep->attached; ++i) {
lockstep->players[i - 1] = lockstep->players[i];
lockstep->players[i - 1]->id = i - 1;
}
--lockstep->attached;
break;
@ -65,7 +79,9 @@ void GBASIOLockstepDetachNode(struct GBASIOLockstep* lockstep, struct GBASIOLock
}
bool GBASIOLockstepNodeInit(struct GBASIODriver* driver) {
UNUSED(driver);
struct GBASIOLockstepNode* node = (struct GBASIOLockstepNode*) driver;
node->nextEvent = LOCKSTEP_INCREMENT;
node->d.p->multiplayerControl.slave = node->id > 0;
return true;
}
@ -74,19 +90,96 @@ void GBASIOLockstepNodeDeinit(struct GBASIODriver* driver) {
}
bool GBASIOLockstepNodeLoad(struct GBASIODriver* driver) {
UNUSED(driver);
struct GBASIOLockstepNode* node = (struct GBASIOLockstepNode*) driver;
node->state = LOCKSTEP_IDLE;
MutexLock(&node->p->mutex);
++node->p->loaded;
MutexUnlock(&node->p->mutex);
return true;
}
bool GBASIOLockstepNodeUnload(struct GBASIODriver* driver) {
UNUSED(driver);
struct GBASIOLockstepNode* node = (struct GBASIOLockstepNode*) driver;
MutexLock(&node->p->mutex);
--node->p->loaded;
MutexUnlock(&node->p->mutex);
return true;
}
static uint16_t GBASIOLockstepNodeWriteRegister(struct GBASIODriver* driver, uint32_t address, uint16_t value) {
struct GBASIOLockstepNode* node = (struct GBASIOLockstepNode*) driver;
if (address == REG_SIOCNT) {
if (value & 0x0080) {
if (!node->id) {
MutexLock(&node->p->mutex);
node->p->transferActive = true;
node->p->transferCycles = GBASIOCyclesPerTransfer[node->d.p->multiplayerControl.baud][node->p->attached - 1];
MutexUnlock(&node->p->mutex);
} else {
value &= ~0x0080;
value |= driver->p->siocnt & 0x0080;
}
}
value &= 0xFF03;
value |= driver->p->siocnt & 0x00F8;
}
return value;
}
static int32_t GBASIOLockstepNodeProcessEvents(struct GBASIODriver* driver, int32_t cycles) {
return INT_MAX;
struct GBASIOLockstepNode* node = (struct GBASIOLockstepNode*) driver;
node->nextEvent -= cycles;
while (node->nextEvent <= 0) {
MutexLock(&node->p->mutex);
++node->p->waiting;
if (node->p->waiting < node->p->loaded) {
ConditionWait(&node->p->barrier, &node->p->mutex);
} else {
if (node->p->transferActive) {
node->p->transferCycles -= node->p->nextEvent;
if (node->p->transferCycles) {
node->p->nextEvent = LOCKSTEP_INCREMENT;
if (node->p->transferCycles < LOCKSTEP_INCREMENT) {
node->p->nextEvent = node->p->transferCycles;
}
} else {
node->p->transferActive = false;
int i;
for (i = 0; i < node->p->attached; ++i) {
node->p->multiRecv[i] = node->p->players[i]->multiSend;
node->p->players[i]->state = LOCKSTEP_FINISHED;
}
for (; i < MAX_GBAS; ++i) {
node->p->multiRecv[i] = 0xFFFF;
}
}
}
ConditionWake(&node->p->barrier);
}
--node->p->waiting;
if (node->state == LOCKSTEP_FINISHED) {
node->d.p->p->memory.io[REG_SIOMULTI0 >> 1] = node->p->multiRecv[0];
node->d.p->p->memory.io[REG_SIOMULTI1 >> 1] = node->p->multiRecv[1];
node->d.p->p->memory.io[REG_SIOMULTI2 >> 1] = node->p->multiRecv[2];
node->d.p->p->memory.io[REG_SIOMULTI3 >> 1] = node->p->multiRecv[3];
node->state = LOCKSTEP_IDLE;
if (node->d.p->multiplayerControl.irq) {
GBARaiseIRQ(node->d.p->p, IRQ_SIO);
}
node->d.p->multiplayerControl.id = node->id;
node->d.p->multiplayerControl.busy = 0;
} else if (node->state == LOCKSTEP_IDLE && node->p->transferActive) {
node->state = LOCKSTEP_STARTED;
node->d.p->p->memory.io[REG_SIOMULTI0 >> 1] = 0xFFFF;
node->d.p->p->memory.io[REG_SIOMULTI1 >> 1] = 0xFFFF;
node->d.p->p->memory.io[REG_SIOMULTI2 >> 1] = 0xFFFF;
node->d.p->p->memory.io[REG_SIOMULTI3 >> 1] = 0xFFFF;
node->multiSend = node->d.p->p->memory.io[REG_SIOMLT_SEND >> 1];
node->d.p->multiplayerControl.busy = 1;
}
node->d.p->multiplayerControl.ready = node->p->loaded == node->p->attached;
node->nextEvent += node->p->nextEvent;
MutexUnlock(&node->p->mutex);
}
return node->nextEvent;
}

View File

@ -10,11 +10,23 @@
#include "util/threading.h"
enum LockstepState {
LOCKSTEP_IDLE = 0,
LOCKSTEP_STARTED = 1,
LOCKSTEP_FINISHED = 2
};
struct GBASIOLockstep {
struct GBASIOLockstepNode* players[MAX_GBAS];
int attached;
int loaded;
uint16_t data[MAX_GBAS];
uint16_t multiRecv[MAX_GBAS];
bool transferActive;
int32_t transferCycles;
int32_t nextEvent;
int waiting;
Mutex mutex;
Condition barrier;
};
@ -22,6 +34,11 @@ struct GBASIOLockstep {
struct GBASIOLockstepNode {
struct GBASIODriver d;
struct GBASIOLockstep* p;
int32_t nextEvent;
uint16_t multiSend;
enum LockstepState state;
int id;
};
void GBASIOLockstepInit(struct GBASIOLockstep*);