mirror of https://github.com/PCSX2/pcsx2.git
fixed some vif stuff.
not sure if any game was using the code in hwwrite.cpp, so i couldn't test the fix. the old code was wrong though (unless it was trying to implement some undocumented feature which i doubt). git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2516 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -123,15 +123,13 @@ void hwWrite8(u32 mem, u8 value)
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{
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if ((mem >= VIF0_STAT) && (mem < VIF0_FIFO))
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{
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DevCon.WriteLn("vif write8!"); // Is this ever called?
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u32 bytemod = mem & 0x3;
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u32 bitpos = 8 * bytemod;
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u32 newval = psHu8(mem) & (255UL << bitpos);
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if (mem < VIF1_STAT)
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vif0Write32( mem & ~0x3, newval | (value<<bitpos));
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else
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vif1Write32( mem & ~0x3, newval | (value<<bitpos));
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u32 oldval = ~(0xff << bitpos) & psHu32(mem);
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u32 newval = (value << bitpos) | oldval;
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if (mem < VIF1_STAT) vif0Write32(mem & ~0x3, newval);
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else vif1Write32(mem & ~0x3, newval);
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return;
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}
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@ -426,7 +426,8 @@ void vif0Write32(u32 mem, u32 value)
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case VIF0_R2:
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case VIF0_R3:
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pxAssume((mem&0xf) == 0);
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g_vifmask.Row0[(mem>>4) & 3] = value;
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g_vifmask.Row0 [ (mem>>4)&3 ] = value;
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((u32*)&vif0Regs->r0)[((mem>>4)&3)*4] = value;
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break;
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case VIF0_C0:
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@ -434,7 +435,8 @@ void vif0Write32(u32 mem, u32 value)
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case VIF0_C2:
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case VIF0_C3:
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pxAssume((mem&0xf) == 0);
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g_vifmask.Col0[(mem>>4) & 3] = value;
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g_vifmask.Col0 [ (mem>>4)&3 ] = value;
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((u32*)&vif0Regs->c0)[((mem>>4)&3)*4] = value;
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break;
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default:
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@ -669,7 +669,8 @@ void vif1Write32(u32 mem, u32 value)
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case VIF1_R2:
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case VIF1_R3:
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pxAssume((mem&0xf) == 0);
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g_vifmask.Row1[(mem>>4) & 3] = value;
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g_vifmask.Row1 [ (mem>>4)&3 ] = value;
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((u32*)&vif1Regs->r0)[((mem>>4)&3)*4] = value;
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break;
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case VIF1_C0:
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@ -677,7 +678,8 @@ void vif1Write32(u32 mem, u32 value)
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case VIF1_C2:
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case VIF1_C3:
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pxAssume((mem&0xf) == 0);
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g_vifmask.Col1[(mem>>4) & 3] = value;
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g_vifmask.Col1 [ (mem>>4)&3 ] = value;
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((u32*)&vif1Regs->c0)[((mem>>4)&3)*4] = value;
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break;
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default:
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