mirror of https://github.com/PCSX2/pcsx2.git
91 lines
2.6 KiB
C++
91 lines
2.6 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2010 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "Common.h"
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#include "VUmicro.h"
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#include "MTVU.h"
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#include "GS.h"
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#include "Gif_Unit.h"
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__inline u32 CalculateMinRunCycles(u32 cycles, bool requiresAccurateCycles)
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{
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// If we're running an interlocked COP2 operation
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// run for an exact amount of cycles
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if(requiresAccurateCycles)
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return cycles;
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// Allow a minimum of 16 cycles to avoid running small blocks
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// Running a block of like 3 cycles is highly inefficient
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// so while sync isn't tight, it's okay to run ahead a little bit.
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return std::max(16U, cycles);
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}
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// Executes a Block based on EE delta time
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void BaseVUmicroCPU::ExecuteBlock(bool startUp)
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{
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const u32& stat = VU0.VI[REG_VPU_STAT].UL;
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const int test = m_Idx ? 0x100 : 1;
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if (m_Idx && THREAD_VU1)
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{
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vu1Thread.Get_MTVUChanges();
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return;
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}
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if (!(stat & test))
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{
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// VU currently flushes XGKICK on VU1 end so no need for this, yet
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/*if (m_Idx == 1 && VU1.xgkickenable)
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{
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_vuXGKICKTransfer((cpuRegs.cycle - VU1.xgkicklastcycle), false);
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}*/
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return;
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}
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if (startUp)
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{
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Execute(CalculateMinRunCycles(0, false));
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}
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else // Continue Executing
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{
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u32 cycle = m_Idx ? VU1.cycle : VU0.cycle;
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s32 delta = (s32)(u32)(cpuRegs.cycle - cycle);
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if (delta > 0)
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Execute(CalculateMinRunCycles(delta, false));
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}
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}
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// This function is called by VU0 Macro (COP2) after transferring some
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// EE data to VU0's registers. We want to run VU0 Micro right after this
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// to ensure that the register is used at the correct time.
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// This fixes spinning/hanging in some games like Ratchet and Clank's Intro.
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void BaseVUmicroCPU::ExecuteBlockJIT(BaseVUmicroCPU* cpu, bool interlocked)
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{
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const u32& stat = VU0.VI[REG_VPU_STAT].UL;
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constexpr int test = 1;
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if (stat & test)
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{ // VU is running
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s32 delta = (s32)(u32)(cpuRegs.cycle - VU0.cycle);
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if (delta > 0)
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{
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cpu->Execute(CalculateMinRunCycles(delta, interlocked)); // Execute the time since the last call
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}
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}
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}
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