mirror of https://github.com/PCSX2/pcsx2.git
Enabled some code that lets VU0 run more in sync with the EE.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2642 96395faa-99c1-11dd-bbfe-3dabce05a288
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/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2009 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "Common.h"
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#include "VUmicro.h"
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#define useDeltaTime 1
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#if useDeltaTime
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// Executes a Block based on EE delta time
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void BaseVUmicroCPU::ExecuteBlock(bool startUp) {
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const u32& stat = VU0.VI[REG_VPU_STAT].UL;
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const int test = m_Idx ? 0x100 : 1;
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const int s = 1024*6; // Kick Start Cycles (Silver Surfer needs this amount)
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const int c = 1024*1; // Continue Cycles
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if (!(stat & test)) return;
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if (startUp) { // Start Executing a microprogram
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Execute(s); // Kick start VU
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// Let VUs run behind EE instead of ahead
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if (stat & test) {
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cpuSetNextBranchDelta((s+c)*2);
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m_lastEEcycles = cpuRegs.cycle + (s*2);
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}
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}
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else { // Continue Executing (VU roughly half the mhz of EE)
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s32 delta = (s32)(u32)(cpuRegs.cycle - m_lastEEcycles) & ~1;
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if (delta > 0) { // Enough time has passed
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delta >>= 1; // Divide by 2 (unsigned)
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Execute(delta); // Execute the time since the last call
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if (stat & test) {
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cpuSetNextBranchDelta(c*2);
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m_lastEEcycles = cpuRegs.cycle;
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}
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}
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else cpuSetNextBranchDelta(-delta); // Haven't caught-up from kick start
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}
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}
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// This function is called by VU0 Macro (COP2) after transferring some
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// EE data to VU0's registers. We want to run VU0 Micro right after this
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// to ensure that the register is used at the correct time.
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// This fixes spinning/hanging in some games like Ratchet and Clank's Intro.
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void __fastcall BaseVUmicroCPU::ExecuteBlockJIT(BaseVUmicroCPU* cpu) {
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const u32& stat = VU0.VI[REG_VPU_STAT].UL;
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const int test = cpu->m_Idx ? 0x100 : 1;
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const int c = 1024*1; // VU Execution Cycles
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if (stat & test) { // VU is running
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cpu->Execute(c); // Execute VU
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if (stat & test) {
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cpu->m_lastEEcycles+=(c*2);
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cpuSetNextBranchDelta(c*2);
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}
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}
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}
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#else
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// Executes a Block based on static preset cycles
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void BaseVUmicroCPU::ExecuteBlock(bool startUp) {
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const int vuRunning = m_Idx ? 0x100 : 1;
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if (!(VU0.VI[REG_VPU_STAT].UL & vuRunning)) return;
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if (startUp) { // Start Executing a microprogram
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Execute(vu0RunCycles); // Kick start VU
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// If the VU0 program didn't finish then we'll want to finish it up
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// pretty soon. This fixes vmhacks in some games (Naruto Ultimate Ninja 2)
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if(VU0.VI[REG_VPU_STAT].UL & vuRunning)
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cpuSetNextBranchDelta( 192 ); // fixme : ideally this should be higher, like 512 or so.
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}
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else {
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Execute(vu0RunCycles);
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//DevCon.Warning("VU0 running when in BranchTest");
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// This helps keep the EE and VU0 in sync.
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// Check Silver Surfer. Currently has SPS varying with different branch deltas set below.
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if(VU0.VI[REG_VPU_STAT].UL & vuRunning)
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cpuSetNextBranchDelta( 768 );
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}
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}
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// This function is called by VU0 Macro (COP2) after transferring
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// EE data to a VU0 register...
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void __fastcall BaseVUmicroCPU::ExecuteBlockJIT(BaseVUmicroCPU* cpu) {
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cpu->Execute(1024);
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}
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#endif
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@ -74,7 +74,7 @@ public:
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// recompiled code.
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static void __fastcall ExecuteBlockJIT( BaseCpuProvider* cpu )
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{
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cpu->Execute(vuRunCycles);
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cpu->Execute(1024);
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}
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};
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// type define).
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//
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class BaseVUmicroCPU : public BaseCpuProvider {
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protected:
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u32 m_lastEEcycles;
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public:
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int m_Idx;
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u32 m_lastEEcycles;
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BaseVUmicroCPU() {
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m_Idx = 0;
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m_lastEEcycles = 0;
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}
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virtual ~BaseVUmicroCPU() throw() {}
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public:
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// Called by the PS2 VM's event manager for every internal vertical sync (occurs at either
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// 50hz (pal) or 59.94hz (NTSC).
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@ -115,56 +115,13 @@ public:
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}
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// Execute VU for the number of VU cycles (recs might go over 0~30 cycles)
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//virtual void Execute(u32 cycles)=0;
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// Executes a Block based on static preset cycles
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virtual void ExecuteBlock(bool startUp=0) {
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const int vuRunning = m_Idx ? 0x100 : 1;
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if (!(VU0.VI[REG_VPU_STAT].UL & vuRunning)) return;
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if (startUp) { // Start Executing a microprogram
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Execute(vu0RunCycles); // Kick start VU
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// If the VU0 program didn't finish then we'll want to finish it up
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// pretty soon. This fixes vmhacks in some games (Naruto Ultimate Ninja 2)
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if(VU0.VI[REG_VPU_STAT].UL & vuRunning)
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cpuSetNextBranchDelta( 192 ); // fixme : ideally this should be higher, like 512 or so.
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}
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else {
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Execute(vu0RunCycles);
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DevCon.Warning("VU0 running when in BranchTest");
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// This helps keep the EE and VU0 in sync.
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// Check Silver Surfer. Currently has SPS varying with different branch deltas set below.
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if(VU0.VI[REG_VPU_STAT].UL & vuRunning)
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cpuSetNextBranchDelta( 768 );
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}
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}
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// virtual void Execute(u32 cycles)=0;
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// Executes a Block based on EE delta time
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/*virtual void ExecuteBlock(bool startUp=0) {
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const int vuRunning = m_Idx ? 0x100 : 1;
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const int c = 1024;
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if (!(VU0.VI[REG_VPU_STAT].UL & vuRunning)) return;
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if (startUp) { // Start Executing a microprogram
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Execute(c); // Kick start VU
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m_lastEEcycles = cpuRegs.cycle + (c*2);
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if (VU0.VI[REG_VPU_STAT].UL & vuRunning)
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cpuSetNextBranchDelta(c*4); // Let VUs run behind EE instead of ahead
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}
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else { // Continue Executing (VU roughly half the mhz of EE)
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s32 delta = (s32)(u32)(cpuRegs.cycle - m_lastEEcycles);
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if (delta > 0) {
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delta>>=1;
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DevCon.WriteLn("Event Test1: Running VU0 for %d cycles", delta);
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Execute(delta);
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m_lastEEcycles = cpuRegs.cycle;
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if (VU0.VI[REG_VPU_STAT].UL & vuRunning)
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cpuSetNextBranchDelta(c*2); // Let VUs run behind EE instead of in front
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}
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else {
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cpuSetNextBranchDelta(-delta);
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DevCon.WriteLn("Event Test2: Running VU0 for %d cycles", delta/2);
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}
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}
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}*/
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// Executes a Block based on static preset cycles OR
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// Executes a Block based on EE delta time (see VUmicro.cpp)
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virtual void ExecuteBlock(bool startUp=0);
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static void __fastcall ExecuteBlockJIT(BaseVUmicroCPU* cpu);
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};
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@ -609,6 +609,10 @@
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RelativePath="..\..\VU.h"
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>
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</File>
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<File
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RelativePath="..\..\VUmicro.cpp"
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>
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</File>
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<File
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RelativePath="..\..\VUmicro.h"
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>
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@ -330,11 +330,11 @@ static void recCTC2() {
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MOV32RtoM((uptr)µVU0.regs->VI[REG_FBRST].UL, EAX);
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break;
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default:
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// Executing vu0 block here fixes the intro of Rachet and Clank
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// Executing vu0 block here fixes the intro of Ratchet and Clank
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// sVU's COP2 has a comment that "Donald Duck" needs this too...
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if (_Rd_) _eeMoveGPRtoM((uptr)µVU0.regs->VI[_Rd_].UL, _Rt_);
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xMOV(ecx, (uptr)CpuVU0);
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xCALL(BaseCpuProvider::ExecuteBlockJIT);
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xCALL(BaseVUmicroCPU::ExecuteBlockJIT);
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break;
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}
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}
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