These have no meaning in x64 (apart from throwing compiler warnings),
and we don't do 32-bit anymore. Also saves needing to include
`Pcsx2Defs.h` in files which don't otherwise need it.
Some games like to write directly to VU memory once the program has finished and I have no easy way to update the kick without being super slow. so for now, we'll just flush it.
Note: CL = 0 behaviour is still not completely accurate, the first vector is incorrect, but will look at that another day, need a game that does it first really so we can see if it helps :)
- MTVU didn't do this correctly as it relied on vif packet size to check alignment, which it doesn't know.
- Packet sent to MTVU was too small for V3-32 to work properly, rounded up to nearest QW
- V2-32 fixed up on interpreter which was just wrong, can't fix V3-32 in it's current setup, but who cares ;)
These could still be wrong, but I can't confirm this until i run larger tests on my PS2
Everblue: Slightly messy fix, not as nice as id hope, but it seems to work, we need to remember VU programs written to the VU so we can check if an unpack is modifying it. This retains the behaviour of the Snowblind engines whilst fixing everblue.
Hitman 2: Our vif0/1VUFinish() routing which works in conjunction with the delays wasn't paying attention to if the VIF was stalled or not and reran it before the game wanted it to, now fixed.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5544 96395faa-99c1-11dd-bbfe-3dabce05a288
-Path3 Masking Changes, Gif Unit now rolls the DMA back (Path3 only) if it is using the Masking and finishes mid DMA packet.
-Vif modified to be simpler in the transfer loop and fixes issues where Flushes are called at the end of a DMA packet.
Game fixes from changes:
Outrun 2006 - Water textures and general flickering fixed, also SW mode not required for half screen issue. Caused by GIF Path 3 stopping in the wrong place.
Star Wars Episode 3: Revenge of the Sith - DMA timeouts caused by Flush at end of packet.
Had to break savestates (version change!), sorry :(
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5224 96395faa-99c1-11dd-bbfe-3dabce05a288
Threading VU1 took a lot of rewrites and new code to make possible (MTGS, microVU, gifUnit...), but we finally got to the point where it was feasible, and now we've done it! (so now everyone can stop complaining that pcsx2 only takes advantages of 2 cores :p).
The speedups in the games that benefit from it are great if you have a cpu with 3+ cores (generally a 10~45% speedup), however games that are GS limited can be a slowdown (especially on dual core cpu's).
The option can be found in the speedhacks section as "MTVU (Multi-Threaded microVU1)". And when enabled it should should show the VU thread-time percentage on the title bar window (Like we currently do for EE/GS/UI threads).
It is listed as a speedhack because in order for threading VU1 to have been a speedup, we need to assume that games will not send gif packets containing Signal/Finish/Label commands from path 1 (vu1's xgkick). The good news is very-few games ever do this, so the compatibility of MTVU is very high (a game that does do this will likely hang).
Note: vs2010 builds and Linux builds need to be updated to include "MTVU.h" and "MTVU.cpp".
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4865 96395faa-99c1-11dd-bbfe-3dabce05a288
(note to devs: a sure-fire fix for GCC's templated function problems is to typecast the templated function to itself explicitly -- works nicely for all versions of GCC and the ?: operator as well).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3763 96395faa-99c1-11dd-bbfe-3dabce05a288
* All remaining code for handling partial/fragmented unpacks removed.
* vifRegs.NUM is now accurately simulated when queuing data from fragmented unpacks.
* Reduced the VIFunpack fragment buffer from 1MB to 4KB (max size of an unpack due to NUM being limited to 8 bits).
* Removed vif/vifRegs globals formally used by VIF interpreters (everything relies on the templated vifIdx now -- simpler and faster!)
* g_vifMask vars are integrated into vifStruct.
* All VIF mask register stuff uses the SSE-friendly vifStruct.MaskRow/Col vars now.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3762 96395faa-99c1-11dd-bbfe-3dabce05a288
* Fixed V2/V3 unpacks to behave same as the SSE unpacks (matches undefined PS2 behaviors)
* Removed legacy vifUnpacker (haven't needed it for any regression testing in forever).
* Move some VIF MARK console spam to DevCon (Ape Escape 3)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3746 96395faa-99c1-11dd-bbfe-3dabce05a288
* Writes via 16 and 8 bit ops now use 32-bit read/modify/write operations by default; which should enable nearly complete support for all such operations (instead of the formerly spotty coverage before).
* Eliminated almost all former 8/16-bit specific register operations. All code shares the same 32 bit handlers now.
* Completely revamped the developer trace logs for hardware registers! *ALL* registers are logged now, complete with address, name, and value being read/written (and nicely formatted!).
* Handlers are now fully page-based using templated functions (minor speedup)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3704 96395faa-99c1-11dd-bbfe-3dabce05a288
* Added __fi and __ri, which are abbreviations for __forceinline and __releaseinline.
* Added some static qualifiers to functions in mVU, MMI ops, and others where appropriate.
* Removed some unnecessary __fastcall qualifiers (since GCC gets funny sometimes when you combine __fastcall and inlining).
* Made _1mb, _16mb, _1gb values common to all emulation code (moved from newVif/mvu to Common.h) -- they're useful! :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3624 96395faa-99c1-11dd-bbfe-3dabce05a288
Games
- Resident Evil Dead Aim flickering graphics fixed.
- Flatout games should now boot everytime (instead of randomly)
- Sega Superstar Tennis flashing fixed
- Destruction Derby graphics fixed (NTSC confirmed, PAL unsure)
- Tenchu Fatal Shadows flickering textures fixed, Issue 748
- Spyro Hero's Tail should boot again, Issue 746
General Info
- General reworking of the GS paths with all paths prioritizing more correctly.
- XGKICK can stall if another GS transfer is in progress
- Major reworking of Path3 masking, could still be combined with normal Path3 transfers, but lets get it working first :P
- Taken in to account a few conditions which could have caused VIF to lock up/crash when stalling on ends.
- Unreversed GIF and SPR and VIF so its the normal way round
- all DMA paths should now resume correctly after being stopped by hardware
- GIF FIFO now actually transfers stuff :P
- VIF CMD's simulated by the length of the interrupts at the end.
Phew, i think that's everything :S
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3274 96395faa-99c1-11dd-bbfe-3dabce05a288
There is a lot of code duplication in the vif0/vif1 files, I will probably work on getting them to use common functions.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2489 96395faa-99c1-11dd-bbfe-3dabce05a288
I need to do more later on...
I mostly separated the unpack code from the dma/transfer code in this commit.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2485 96395faa-99c1-11dd-bbfe-3dabce05a288