pcsx2/pcsx2/VUmicro.cpp

91 lines
2.6 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "Common.h"
#include "VUmicro.h"
#include "MTVU.h"
#include "GS.h"
#include "Gif_Unit.h"
__inline u32 CalculateMinRunCycles(u32 cycles, bool requiresAccurateCycles)
{
// If we're running an interlocked COP2 operation
// run for an exact amount of cycles
if(requiresAccurateCycles)
return cycles;
// Allow a minimum of 16 cycles to avoid running small blocks
// Running a block of like 3 cycles is highly inefficient
// so while sync isn't tight, it's okay to run ahead a little bit.
return std::max(16U, cycles);
}
// 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;
if (m_Idx && THREAD_VU1)
{
vu1Thread.Get_MTVUChanges();
return;
}
if (!(stat & test))
{
// VU currently flushes XGKICK on VU1 end so no need for this, yet
/*if (m_Idx == 1 && VU1.xgkickenable)
{
_vuXGKICKTransfer((cpuRegs.cycle - VU1.xgkicklastcycle), false);
}*/
return;
}
if (startUp)
{
Execute(CalculateMinRunCycles(0, false));
}
else // Continue Executing
{
u32 cycle = m_Idx ? VU1.cycle : VU0.cycle;
s32 delta = (s32)(u32)(cpuRegs.cycle - cycle);
if (delta > 0)
Execute(CalculateMinRunCycles(delta, false));
}
}
// 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 BaseVUmicroCPU::ExecuteBlockJIT(BaseVUmicroCPU* cpu, bool interlocked)
{
const u32& stat = VU0.VI[REG_VPU_STAT].UL;
constexpr int test = 1;
if (stat & test)
{ // VU is running
s32 delta = (s32)(u32)(cpuRegs.cycle - VU0.cycle);
if (delta > 0)
{
cpu->Execute(CalculateMinRunCycles(delta, interlocked)); // Execute the time since the last call
}
}
}