Commit Graph

642 Commits

Author SHA1 Message Date
Jake.Stine 3bc7465b23 Rewrote hwRead32 in HW.cpp, which should give another little bit of speedup. Commented the daylights out of it while I was at it. :D
Fixed another small bug in the CRC display of the console.

git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@647 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:39 +02:00
Jake.Stine 01ecf48a6c Applied eol-style:native to some Linux files.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@646 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:39 +02:00
Jake.Stine 1f3bdd4a08 Various fixes related to the last 2 revisions. :)
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@645 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:39 +02:00
Jake.Stine 636e4a8b42 Fixed a speed bottleneck introduced in r643, which required retooling the way the Console::Write API passes parameters. The C++ compiler doesn't optimize const string objects very well, which was leading to a lot of redundancy object creation and exception handling.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@644 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:39 +02:00
Jake.Stine e3149cfd5f Some cleanups of the hwRead/Write functions (maybe a small speedup)
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@643 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:39 +02:00
Jake.Stine 44f5117d24 Optimized memcpy_fast. In addition to being quite a bit faster, it also auto-preserves mmx registers now. So I was also able to remove almost every instance of FreezeMMXRegs (all except those used to guard the GS plugin calls). memcpy_fast (aka memcpy_amd_) is now faster than memcpy_raz for *all* scenarios, so it's been made the new default.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@642 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:39 +02:00
Jake.Stine 4781be9e59 Moved Coissued Load/Store instructions into iR5900CoissuedLoadStore.cpp, and disabled them via the #define PCSX2_VM_COISSUES (coissues are a very minor speedup and could have led to other emulation compatibility problems, and required in enormous amount of complicated code to implement)
Moved VM specific code in Memory.cpp into MemoryVM.cpp.

git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@641 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:39 +02:00
ramapcsx2 74a305bd0a Few tweaks to cycles and Tekken4 works again. Picky game it is :p
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@640 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:39 +02:00
Jake.Stine b2eb1cad4f Made several improvements and cleanups to the memzero API - including better linux version of the header. Also changed memcpy_amd_ / memcpy_fast to use __fastcall convention.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@639 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:39 +02:00
gigaherz@gmail.com c63a7dc032 In my previous commit I had left the spu2 read functions commented out "by mistake". I undid that and actually made them be used where they should.
Also a tiny bit more stuff for the DMA code.

git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@638 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:39 +02:00
ramapcsx2 4cd211d8ad Cleanup work on the faster clamping code, also by tmkk :)
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@637 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:39 +02:00
cottonvibes e8ec3e1269 Another nice update, Saqib and Nneeve managed to fix up memcards! Games that had memcard problems before should work correctly now (hopefully)
Note: Theres some backwards-compatibility problems with the old memcards, and Krakatos is going to make a thread about it on our forums that EVERYONE should read!
So to avoid problems, please wait till he makes the thread before using this version.

git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@636 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
cottonvibes a0ef6fa420 minor fix and cleanup of saveEAX, thanks to tmkk.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@635 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
gigaherz@gmail.com 0340f701a9 This commit doesn't change anything of the emulator.
I coded a new way for the IOP to handle DMAs, but it needs too many modifications in other parts of the emulator,
and I'm not in the mood to code all that right now. If anyone wants to try & get this code actually working, go on,
else leave it #if'd away.

git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@634 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
arcum42 a165a01495 ZeroSPU2: Add two files I forgot in my last commit.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@633 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
cottonvibes be57d5384a made recUpdateFlags more readable while keeping most (all?) of the optimizations from last update.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@632 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
ramapcsx2 c787b00cc7 Tmmk fixed a bug in saveEAX where a vector wasn't saved in some situations. He also optimized some VU functions, so this revision brings about 5% more speed ;)
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@631 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
arcum42 dde14aab30 ZeroSPU2: Update the Windows project file, so it knows about the new files from r629.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@630 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
arcum42 98e9c9635d ZeroSPU2: Some defines become functions, the register list got updated and commented, some code got moved into new files, and some preliminary code for later refactoring was added.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@629 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
ramapcsx2 7a456fe608 Fixed savestates for vtlb builds. They're much more reliable now :)
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@628 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
ramapcsx2 9be927fd7a Quick fix for the broken frame/vuskip by Nneeve. Doesn't restore it completely, but it'll do for now :)
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@627 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
cottonvibes b55bc0794f Today is a great day for ps2 emulation, Tri-Ace games now work with Playground! :D That means that Star Ocean 3, Valkyrie Profile 2, and Radiata Stories all get in-game and might even be playable from start-to-finish (more testing needs to be done to find out if they're fully playable).
For those that don't know, Tri-Ace games use an encryption algorithm that requires bit-accurate results to boot successfully; so they're some of the pickiest games to emulate.

Credit goes to Nneeve who coded special add/sub routines for VU opcodes that make the PS2's VUs more accurate.

Since these routines are SLOW, Rama and I decided to make this a gamefix. Rama also isolated the code so it only runs the slow-routines in the functions that need them to boot the Tri-Ace games (without this, the games would run 40% slower :p).

The gamefix is called "VU Add / Sub Hack", so turn it on and have fun playing/testing tri-ace games on pcsx2-playground! :p

Note: After Krakatos does some more testing, he'll add a public beta for this revision on our forums (sometime within 24hours probably).

git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@626 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
arcum42 bbb97ac157 Fix an include in the OpenGL version of ZeroGS.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@625 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
arcum42 db3207ee57 These variables shouldn't be static.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@624 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
arcum42 c32940f989 Playing a bit of catchup.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@623 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
ramapcsx2 522d6ade68 Changed default EE FPU roundmode to "chop" and made the 2 instructions that needed "nearest" rounding change the mode at runtime. Note that the default mode is now the only one that is correct. Games will break with any other mode.
The choice is still there though for any games that don't work with "chop".
Please report these so I can fix them as well.

git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@622 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
Jake.Stine 9c5e3ebfa3 Renamed all Psx* files to Iop*. Someday we'll rename all the psx* functions and vars to iop*, but that's a much larger project.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@621 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
Jake.Stine 3fc08b659b Cleaned up and streamlined the namespaces quite a bit, split some code into separate modules, and cleaned up the Common.h header file by removing all the unnecessary not-so-common pieces parts.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@620 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
cottonvibes e312e9d25c fixed an error in a recUpdateFlags() optimization that i've had for along time and for some reason never noticed :( thats to Person on #pcsx2 for pointing it out.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@619 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
Jake.Stine 8d09b80fb9 Forgot to add the new BaseblockEx files from the prev commit. -_-
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@618 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
Jake.Stine cb70542e4c Cleanups to iCore.cpp and other Dynarec code. Moved BASEBLOCKEX into its own files/headers.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@617 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
Jake.Stine 46f5bb51e9 Removed "noreturn" declspec from the iR5900-32.cpp Dispatcher functions, which simply supressed the generation of an unreachable "ret" at the end of the naked functions. GCC doesn't support the directive anyway.
Removed some __MINGW32__ specific code, and added a GCC-friendly #define for declaring __naked functions. (another optimization directive in MSVC which GCC doesn't support and/or ignores)

git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@616 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
Jake.Stine 2193adb127 ZeroGS: Applied the eol-style:native svn property to the DX version of ZeroGS.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@615 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
Jake.Stine c3d54de50d ZeroGS: Fixed up the Win32 builds for OpenGL, and removed some warnings from the DX version. Removed some of the redundant and unused #defines from the project files (__WIN32__, __MSCW32__, etc).
Note: Compiling ZeroGS-OpenGL/Win32 requires the NVIDIA CG Toolkit.  Compiling ZeroGS-DX/Win32 requires the DirectX SDK.

git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@614 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:38 +02:00
ramapcsx2 cf156d3c27 Added tmkk's PADDSW/PSUBSW opcodes which replace the slower interpreter ones we used so far. Great job on those tmkk!
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@613 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:37 +02:00
ramapcsx2 d0a7068f2e Tweaked the forceinlines a bit, more speed :)
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@612 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:37 +02:00
ramapcsx2 d2129c63ae Forceinlining these brings Fatal Frame from 159fps to 183 :)
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@611 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:37 +02:00
ramapcsx2 8447734202 Fatal frame should work now. Also repaired a *slight* mistake I made :p
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@610 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:37 +02:00
cottonvibes 25300c1222 deleted old mingw/dev++ project files
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@609 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:37 +02:00
cottonvibes febe42c059 lol i forgot to add the renamed iCOP0 files :D
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@608 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:37 +02:00
cottonvibes 70854f099e renamed iCP0 to iCOP0 to be consistent with the other COP files. very minor VU micro work.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@607 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:37 +02:00
Jake.Stine 1098253df7 Major bugfix/oopsie from r595 - I forgot to set the freezeregs flag, so XMM regs were getting corrupted liberally.
Added proper implementations for COP0's branching functions (BC0F, BC0T, etc).

git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@606 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:37 +02:00
cottonvibes 1deab308d1 updated Playground readme, and added some snapshots taken by bositman which i will add to the main page.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@605 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:37 +02:00
ramapcsx2 3b1354f49c More work on the EE cycle counts, much closer to the real ps2 now. Also added a quick method to determine what EE opcode is used by games ;)
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@604 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:37 +02:00
ramapcsx2 62e071fd6e Full optimization gives a tad more speed ;)
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@603 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:37 +02:00
Jake.Stine 7f9311f527 Noticed a typo in Memory.cpp, from r577 changes.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@601 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:37 +02:00
ramapcsx2 2bf3aecdd5 Hackfixes for Fatal Frame 1 (and possibly other games) that workaround some alignment problems on MTGS and a problem with handling unknown VIFcommands.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@600 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:37 +02:00
cottonvibes 87271cb5b0 further optimized recQFSRV thanks to some suggestions by Jake.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@599 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:37 +02:00
cottonvibes 66125f0c95 implemented recQFSRV() so it doesn't need to call the interpreter function. also minor emitter changes.
git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@598 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:37 +02:00
Jake.Stine 62ea8a9541 Added __fastcall and __forceinline to yet more IPU routines, where appropriate, and implemented more coder-friendly union-based structures for some of the IPU bitfields.
Removed some dead code form VUmicroMemInit -- it was already being handled by memInit.  Made a few other minor tweaks of the memory protection code (hoping to fix VM issues, but no luck yet).

git-svn-id: http://pcsx2-playground.googlecode.com/svn/trunk@597 a6443dda-0b58-4228-96e9-037be469359c
2016-05-24 22:40:37 +02:00