/* PCSX2 - PS2 Emulator for PCs * Copyright (C) 2002-2010 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 . */ #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*8; // 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) { cpuSetNextEventDelta((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) { cpuSetNextEventDelta(c*2); m_lastEEcycles = cpuRegs.cycle; } } else cpuSetNextEventDelta(-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 = 128; // VU Execution Cycles if (stat & test) { // VU is running #ifdef PCSX2_DEVBUILD static int warn = 5; if (warn > 0){ DevCon.Warning("Rare case: VU0 Macro (COP2) op forcing a VU0 Micro update."); warn--; } #endif cpu->Execute(c); // Execute VU if (stat & test) { cpu->m_lastEEcycles+=(c*2); cpuSetNextEventDelta(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) cpuSetNextEventDelta( 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) cpuSetNextEventDelta( 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(128); } #endif