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
This commit is contained in:
cottonvibes 2010-02-26 06:49:49 +00:00
parent 7a254b5308
commit 340eb72bcd
4 changed files with 118 additions and 55 deletions

102
pcsx2/VUmicro.cpp Normal file
View File

@ -0,0 +1,102 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2009 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "Common.h"
#include "VUmicro.h"
#define useDeltaTime 1
#if useDeltaTime
// Executes a Block based on EE delta time
void BaseVUmicroCPU::ExecuteBlock(bool startUp) {
const u32& stat = VU0.VI[REG_VPU_STAT].UL;
const int test = m_Idx ? 0x100 : 1;
const int s = 1024*6; // Kick Start Cycles (Silver Surfer needs this amount)
const int c = 1024*1; // Continue Cycles
if (!(stat & test)) return;
if (startUp) { // Start Executing a microprogram
Execute(s); // Kick start VU
// Let VUs run behind EE instead of ahead
if (stat & test) {
cpuSetNextBranchDelta((s+c)*2);
m_lastEEcycles = cpuRegs.cycle + (s*2);
}
}
else { // Continue Executing (VU roughly half the mhz of EE)
s32 delta = (s32)(u32)(cpuRegs.cycle - m_lastEEcycles) & ~1;
if (delta > 0) { // Enough time has passed
delta >>= 1; // Divide by 2 (unsigned)
Execute(delta); // Execute the time since the last call
if (stat & test) {
cpuSetNextBranchDelta(c*2);
m_lastEEcycles = cpuRegs.cycle;
}
}
else cpuSetNextBranchDelta(-delta); // Haven't caught-up from kick start
}
}
// This function is called by VU0 Macro (COP2) after transferring some
// EE data to VU0's registers. We want to run VU0 Micro right after this
// to ensure that the register is used at the correct time.
// This fixes spinning/hanging in some games like Ratchet and Clank's Intro.
void __fastcall BaseVUmicroCPU::ExecuteBlockJIT(BaseVUmicroCPU* cpu) {
const u32& stat = VU0.VI[REG_VPU_STAT].UL;
const int test = cpu->m_Idx ? 0x100 : 1;
const int c = 1024*1; // VU Execution Cycles
if (stat & test) { // VU is running
cpu->Execute(c); // Execute VU
if (stat & test) {
cpu->m_lastEEcycles+=(c*2);
cpuSetNextBranchDelta(c*2);
}
}
}
#else
// Executes a Block based on static preset cycles
void BaseVUmicroCPU::ExecuteBlock(bool startUp) {
const int vuRunning = m_Idx ? 0x100 : 1;
if (!(VU0.VI[REG_VPU_STAT].UL & vuRunning)) return;
if (startUp) { // Start Executing a microprogram
Execute(vu0RunCycles); // Kick start VU
// If the VU0 program didn't finish then we'll want to finish it up
// pretty soon. This fixes vmhacks in some games (Naruto Ultimate Ninja 2)
if(VU0.VI[REG_VPU_STAT].UL & vuRunning)
cpuSetNextBranchDelta( 192 ); // fixme : ideally this should be higher, like 512 or so.
}
else {
Execute(vu0RunCycles);
//DevCon.Warning("VU0 running when in BranchTest");
// This helps keep the EE and VU0 in sync.
// Check Silver Surfer. Currently has SPS varying with different branch deltas set below.
if(VU0.VI[REG_VPU_STAT].UL & vuRunning)
cpuSetNextBranchDelta( 768 );
}
}
// This function is called by VU0 Macro (COP2) after transferring
// EE data to a VU0 register...
void __fastcall BaseVUmicroCPU::ExecuteBlockJIT(BaseVUmicroCPU* cpu) {
cpu->Execute(1024);
}
#endif

View File

@ -74,7 +74,7 @@ public:
// recompiled code.
static void __fastcall ExecuteBlockJIT( BaseCpuProvider* cpu )
{
cpu->Execute(vuRunCycles);
cpu->Execute(1024);
}
};
@ -85,15 +85,15 @@ public:
// type define).
//
class BaseVUmicroCPU : public BaseCpuProvider {
protected:
u32 m_lastEEcycles;
public:
int m_Idx;
u32 m_lastEEcycles;
BaseVUmicroCPU() {
m_Idx = 0;
m_lastEEcycles = 0;
}
virtual ~BaseVUmicroCPU() throw() {}
public:
// Called by the PS2 VM's event manager for every internal vertical sync (occurs at either
// 50hz (pal) or 59.94hz (NTSC).
@ -115,56 +115,13 @@ public:
}
// Execute VU for the number of VU cycles (recs might go over 0~30 cycles)
//virtual void Execute(u32 cycles)=0;
// virtual void Execute(u32 cycles)=0;
// Executes a Block based on static preset cycles
virtual void ExecuteBlock(bool startUp=0) {
const int vuRunning = m_Idx ? 0x100 : 1;
if (!(VU0.VI[REG_VPU_STAT].UL & vuRunning)) return;
if (startUp) { // Start Executing a microprogram
Execute(vu0RunCycles); // Kick start VU
// If the VU0 program didn't finish then we'll want to finish it up
// pretty soon. This fixes vmhacks in some games (Naruto Ultimate Ninja 2)
if(VU0.VI[REG_VPU_STAT].UL & vuRunning)
cpuSetNextBranchDelta( 192 ); // fixme : ideally this should be higher, like 512 or so.
}
else {
Execute(vu0RunCycles);
DevCon.Warning("VU0 running when in BranchTest");
// This helps keep the EE and VU0 in sync.
// Check Silver Surfer. Currently has SPS varying with different branch deltas set below.
if(VU0.VI[REG_VPU_STAT].UL & vuRunning)
cpuSetNextBranchDelta( 768 );
}
}
// Executes a Block based on static preset cycles OR
// Executes a Block based on EE delta time (see VUmicro.cpp)
virtual void ExecuteBlock(bool startUp=0);
// Executes a Block based on EE delta time
/*virtual void ExecuteBlock(bool startUp=0) {
const int vuRunning = m_Idx ? 0x100 : 1;
const int c = 1024;
if (!(VU0.VI[REG_VPU_STAT].UL & vuRunning)) return;
if (startUp) { // Start Executing a microprogram
Execute(c); // Kick start VU
m_lastEEcycles = cpuRegs.cycle + (c*2);
if (VU0.VI[REG_VPU_STAT].UL & vuRunning)
cpuSetNextBranchDelta(c*4); // Let VUs run behind EE instead of ahead
}
else { // Continue Executing (VU roughly half the mhz of EE)
s32 delta = (s32)(u32)(cpuRegs.cycle - m_lastEEcycles);
if (delta > 0) {
delta>>=1;
DevCon.WriteLn("Event Test1: Running VU0 for %d cycles", delta);
Execute(delta);
m_lastEEcycles = cpuRegs.cycle;
if (VU0.VI[REG_VPU_STAT].UL & vuRunning)
cpuSetNextBranchDelta(c*2); // Let VUs run behind EE instead of in front
}
else {
cpuSetNextBranchDelta(-delta);
DevCon.WriteLn("Event Test2: Running VU0 for %d cycles", delta/2);
}
}
}*/
static void __fastcall ExecuteBlockJIT(BaseVUmicroCPU* cpu);
};

View File

@ -609,6 +609,10 @@
RelativePath="..\..\VU.h"
>
</File>
<File
RelativePath="..\..\VUmicro.cpp"
>
</File>
<File
RelativePath="..\..\VUmicro.h"
>

View File

@ -330,11 +330,11 @@ static void recCTC2() {
MOV32RtoM((uptr)&microVU0.regs->VI[REG_FBRST].UL, EAX);
break;
default:
// Executing vu0 block here fixes the intro of Rachet and Clank
// Executing vu0 block here fixes the intro of Ratchet and Clank
// sVU's COP2 has a comment that "Donald Duck" needs this too...
if (_Rd_) _eeMoveGPRtoM((uptr)&microVU0.regs->VI[_Rd_].UL, _Rt_);
xMOV(ecx, (uptr)CpuVU0);
xCALL(BaseCpuProvider::ExecuteBlockJIT);
xCALL(BaseVUmicroCPU::ExecuteBlockJIT);
break;
}
}