pcsx2/pcsx2/Vif.cpp

335 lines
10 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 "Vif.h"
#include "Vif_Dma.h"
#include "newVif.h"
#include "GS.h"
#include "Gif.h"
__aligned16 vifStruct vif0, vif1;
tGSTransferStatus GSTransferStatus((STOPPED_MODE<<8) | (STOPPED_MODE<<4) | STOPPED_MODE);
void vif0Reset()
{
/* Reset the whole VIF, meaning the internal pcsx2 vars and all the registers */
memzero(vif0);
memzero(vif0Regs);
resetNewVif(0);
}
void vif1Reset()
{
/* Reset the whole VIF, meaning the internal pcsx2 vars, and all the registers */
memzero(vif1);
memzero(vif1Regs);
resetNewVif(1);
}
void SaveStateBase::vif0Freeze()
{
FreezeTag("VIFdma");
Freeze(g_vifCycles); // Dunno if this one is needed, but whatever, it's small. :)
Freeze(vif0);
Freeze(nVif[0].bSize);
FreezeMem(nVif[0].buffer, nVif[0].bSize);
}
void SaveStateBase::vif1Freeze()
{
Freeze(vif1);
Freeze(nVif[1].bSize);
FreezeMem(nVif[1].buffer, nVif[1].bSize);
}
//------------------------------------------------------------------
// Vif0/Vif1 Write32
//------------------------------------------------------------------
extern bool _chainVIF0();
extern bool _VIF0chain();
__fi void vif0FBRST(u32 value) {
VIF_LOG("VIF0_FBRST write32 0x%8.8x", value);
if (value & 0x1) // Reset Vif.
{
//Console.WriteLn("Vif0 Reset %x", vif0Regs.stat._u32);
memzero(vif0);
vif0ch.qwc = 0; //?
//cpuRegs.interrupt &= ~1; //Stop all vif0 DMA's
psHu64(VIF0_FIFO) = 0;
psHu64(VIF0_FIFO + 8) = 0;
vif0.vifstalled = false;
vif0.inprogress = 0;
vif0.cmd = 0;
//vif0.done = false;
vif0Regs.err.reset();
vif0Regs.stat.clear_flags(VIF0_STAT_FQC | VIF0_STAT_INT | VIF0_STAT_VSS | VIF0_STAT_VIS | VIF0_STAT_VFS | VIF0_STAT_VPS); // FQC=0
if(vif0ch.chcr.STR == true) CPU_INT(DMAC_VIF0, 4);
}
/* Fixme: Forcebreaks are pretty unknown for operation, presumption is it just stops it what its doing
usually accompanied by a reset, but if we find a broken game which falls here, we need to see it! (Refraction) */
if (value & 0x2) // Forcebreak Vif,
{
/* I guess we should stop the VIF dma here, but not 100% sure (linuz) */
cpuRegs.interrupt &= ~1; //Stop all vif0 DMA's
vif0Regs.stat.VFS = true;
vif0Regs.stat.VPS = VPS_IDLE;
Console.WriteLn("vif0 force break");
}
if (value & 0x4) // Stop Vif.
{
// Not completely sure about this, can't remember what game, used this, but 'draining' the VIF helped it, instead of
// just stoppin the VIF (linuz).
vif0Regs.stat.VSS = true;
vif0Regs.stat.VPS = VPS_IDLE;
vif0.vifstalled = true;
}
if (value & 0x8) // Cancel Vif Stall.
{
bool cancel = false;
/* Cancel stall, first check if there is a stall to cancel, and then clear VIF0_STAT VSS|VFS|VIS|INT|ER0|ER1 bits */
if (vif0Regs.stat.test(VIF0_STAT_VSS | VIF0_STAT_VIS | VIF0_STAT_VFS))
cancel = true;
vif0Regs.stat.clear_flags(VIF0_STAT_VSS | VIF0_STAT_VFS | VIF0_STAT_VIS |
VIF0_STAT_INT | VIF0_STAT_ER0 | VIF0_STAT_ER1);
if (cancel)
{
if (vif0.vifstalled)
{
g_vifCycles = 0;
// loop necessary for spiderman
//vif0ch.chcr.STR = true;
if(vif0ch.chcr.STR) CPU_INT(DMAC_VIF0, 0); // Gets the timing right - Flatout
}
}
}
}
__fi void vif1FBRST(u32 value) {
VIF_LOG("VIF1_FBRST write32 0x%8.8x", value);
if (FBRST(value).RST) // Reset Vif.
{
memzero(vif1);
//cpuRegs.interrupt &= ~((1 << 1) | (1 << 10)); //Stop all vif1 DMA's
//vif1ch.qwc -= min((int)vif1ch.qwc, 16); //not sure if the dma should stop, FFWDing could be tricky
vif1ch.qwc = 0;
psHu64(VIF1_FIFO) = 0;
psHu64(VIF1_FIFO + 8) = 0;
//vif1.done = false;
//DevCon.Warning("VIF FBRST Reset MSK = %x", vif1Regs.mskpath3);
if(vif1Regs.mskpath3 == 1 && GSTransferStatus.PTH3 == STOPPED_MODE && gifch.chcr.STR == true)
{
//DevCon.Warning("VIF Path3 Resume on FBRST MSK = %x", vif1Regs.mskpath3);
gsInterrupt();
vif1Regs.mskpath3 = false;
gifRegs.stat.M3P = 0;
}
vif1Regs.mskpath3 = false;
gifRegs.stat.M3P = 0;
vif1Regs.err.reset();
vif1.inprogress = 0;
vif1.cmd = 0;
vif1.vifstalled = false;
vif1Regs.stat.FQC = 0;
vif1Regs.stat.clear_flags(VIF1_STAT_FDR | VIF1_STAT_INT | VIF1_STAT_VSS | VIF1_STAT_VIS | VIF1_STAT_VFS | VIF1_STAT_VPS);
if(vif1ch.chcr.STR == true) CPU_INT(DMAC_VIF1, 4);
}
/* Fixme: Forcebreaks are pretty unknown for operation, presumption is it just stops it what its doing
usually accompanied by a reset, but if we find a broken game which falls here, we need to see it! (Refraction) */
if (FBRST(value).FBK) // Forcebreak Vif.
{
/* I guess we should stop the VIF dma here, but not 100% sure (linuz) */
vif1Regs.stat.VFS = true;
vif1Regs.stat.VPS = VPS_IDLE;
cpuRegs.interrupt &= ~((1 << 1) | (1 << 10)); //Stop all vif1 DMA's
Console.WriteLn("vif1 force break");
}
if (FBRST(value).STP) // Stop Vif.
{
// Not completely sure about this, can't remember what game used this, but 'draining' the VIF helped it, instead of
// just stoppin the VIF (linuz).
vif1Regs.stat.VSS = true;
vif1Regs.stat.VPS = VPS_IDLE;
cpuRegs.interrupt &= ~((1 << 1) | (1 << 10)); //Stop all vif1 DMA's
vif1.vifstalled = true;
}
if (FBRST(value).STC) // Cancel Vif Stall.
{
bool cancel = false;
/* Cancel stall, first check if there is a stall to cancel, and then clear VIF1_STAT VSS|VFS|VIS|INT|ER0|ER1 bits */
if (vif1Regs.stat.test(VIF1_STAT_VSS | VIF1_STAT_VIS | VIF1_STAT_VFS))
{
cancel = true;
}
vif1Regs.stat.clear_flags(VIF1_STAT_VSS | VIF1_STAT_VFS | VIF1_STAT_VIS |
VIF1_STAT_INT | VIF1_STAT_ER0 | VIF1_STAT_ER1);
if (cancel)
{
if (vif1.vifstalled)
{
g_vifCycles = 0;
// loop necessary for spiderman
switch(dmacRegs.ctrl.MFD)
{
case MFD_VIF1:
//Console.WriteLn("MFIFO Stall");
if(vif1ch.chcr.STR == true) CPU_INT(DMAC_MFIFO_VIF, 0);
break;
case NO_MFD:
case MFD_RESERVED:
case MFD_GIF: // Wonder if this should be with VIF?
// Gets the timing right - Flatout
if(vif1ch.chcr.STR == true) CPU_INT(DMAC_VIF1, 0);
break;
}
//vif1ch.chcr.STR = true;
}
}
}
}
__fi void vif1STAT(u32 value) {
VIF_LOG("VIF1_STAT write32 0x%8.8x", value);
/* Only FDR bit is writable, so mask the rest */
if ((vif1Regs.stat.FDR) ^ ((tVIF_STAT&)value).FDR) {
// different so can't be stalled
if (vif1Regs.stat.test(VIF1_STAT_INT | VIF1_STAT_VSS | VIF1_STAT_VIS | VIF1_STAT_VFS)) {
DevCon.WriteLn("changing dir when vif1 fifo stalled");
}
}
vif1Regs.stat.FDR = VIF_STAT(value).FDR;
if (vif1Regs.stat.FDR) // Vif transferring to memory.
{
// Hack but it checks this is true before transfer? (fatal frame)
// Update Refraction: Use of this function has been investigated and understood.
// Before this ever happens, a DIRECT/HL command takes place sending the transfer info to the GS
// One of the registers told about this is TRXREG which tells us how much data is going to transfer (th x tw) in words
// As far as the GS is concerned, the transfer starts as soon as TRXDIR is accessed, which is why fatal frame
// was expecting data, the GS should already be sending it over (buffering in the FIFO)
vif1Regs.stat.FQC = min((u32)16, vif1.GSLastDownloadSize);
//Console.Warning("Reversing VIF Transfer for %x QWC", vif1.GSLastDownloadSize);
}
else // Memory transferring to Vif.
{
//Sometimes the value from the GS is bigger than vif wanted, so it just sets it back and cancels it.
//Other times it can read it off ;)
vif1Regs.stat.FQC = 0;
}
}
#define caseVif(x) (idx ? VIF1_##x : VIF0_##x)
_vifT __fi u32 vifRead32(u32 mem) {
vifStruct& vif = GetVifX;
switch (mem) {
case caseVif(ROW0): return vif.MaskRow._u32[0];
case caseVif(ROW1): return vif.MaskRow._u32[1];
case caseVif(ROW2): return vif.MaskRow._u32[2];
case caseVif(ROW3): return vif.MaskRow._u32[3];
case caseVif(COL0): return vif.MaskCol._u32[0];
case caseVif(COL1): return vif.MaskCol._u32[1];
case caseVif(COL2): return vif.MaskCol._u32[2];
case caseVif(COL3): return vif.MaskCol._u32[3];
}
return psHu32(mem);
}
// returns FALSE if no writeback is needed (or writeback is handled internally)
// returns TRUE if the caller should writeback the value to the eeHw register map.
_vifT __fi bool vifWrite32(u32 mem, u32 value) {
vifStruct& vif = GetVifX;
switch (mem) {
case caseVif(MARK):
VIF_LOG("VIF%d_MARK write32 0x%8.8x", idx, value);
vifXRegs.stat.MRK = false;
//vifXRegs.mark = value;
break;
case caseVif(FBRST):
if (!idx) vif0FBRST(value);
else vif1FBRST(value);
return false;
case caseVif(STAT):
if (idx) { // Only Vif1 does this stuff?
vif1STAT(value);
}
return false;
case caseVif(ERR):
case caseVif(MODE):
// standard register writes -- handled by caller.
break;
case caseVif(ROW0): vif.MaskRow._u32[0] = value; return false;
case caseVif(ROW1): vif.MaskRow._u32[1] = value; return false;
case caseVif(ROW2): vif.MaskRow._u32[2] = value; return false;
case caseVif(ROW3): vif.MaskRow._u32[3] = value; return false;
case caseVif(COL0): vif.MaskCol._u32[0] = value; return false;
case caseVif(COL1): vif.MaskCol._u32[1] = value; return false;
case caseVif(COL2): vif.MaskCol._u32[2] = value; return false;
case caseVif(COL3): vif.MaskCol._u32[3] = value; return false;
}
// fall-through case: issue standard writeback behavior.
return true;
}
template u32 vifRead32<0>(u32 mem);
template u32 vifRead32<1>(u32 mem);
template bool vifWrite32<0>(u32 mem, u32 value);
template bool vifWrite32<1>(u32 mem, u32 value);