mirror of https://github.com/PCSX2/pcsx2.git
185 lines
4.0 KiB
C++
185 lines
4.0 KiB
C++
// SPDX-FileCopyrightText: 2002-2023 PCSX2 Dev Team
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// SPDX-License-Identifier: LGPL-3.0+
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#include "IopDma.h"
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#include "R3000A.h"
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#include "FW.h"
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#include "common/Console.h"
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#include <cstdlib>
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#include <cstring>
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static u8 phyregs[16];
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s8* fwregs;
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s32 FWopen()
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{
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memset(phyregs, 0, sizeof(phyregs));
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// Initializing our registers.
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fwregs = (s8*)calloc(0x10000, 1);
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if (fwregs == NULL)
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{
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DevCon.WriteLn("FW: Error allocating Memory");
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return -1;
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}
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return 0;
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}
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void FWclose()
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{
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// Freeing the registers.
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free(fwregs);
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fwregs = NULL;
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}
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void PHYWrite()
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{
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u8 reg = (PHYACC >> 8) & 0xf;
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u8 data = PHYACC & 0xff;
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phyregs[reg] = data;
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PHYACC &= ~0x4000ffff;
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}
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void PHYRead()
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{
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u8 reg = (PHYACC >> 24) & 0xf;
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PHYACC &= ~0x80000000;
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PHYACC |= phyregs[reg] | (reg << 8);
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if (fwRu32(0x8424) & 0x40000000) //RRx interrupt mask
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{
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fwRu32(0x8420) |= 0x40000000;
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fwIrq();
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}
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}
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u32 FWread32(u32 addr)
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{
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u32 ret = 0;
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switch (addr)
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{
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//Node ID Register the top part is default, bottom part i got from my ps2
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case 0x1f808400:
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ret = /*(0x3ff << 22) | 1;*/ 0xffc00001;
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break;
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// Control Register 2
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case 0x1f808410:
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ret = fwRu32(addr); //SCLK OK (Needs to be set when FW is "Ready"
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break;
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//Interrupt 0 Register
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case 0x1f808420:
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ret = fwRu32(addr);
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break;
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//Dunno what this is, but my home console always returns this value 0x10000001
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//Seems to be related to the Node ID however (does some sort of compare/check)
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case 0x1f80847c:
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ret = 0x10000001;
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break;
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// Include other relevant 32 bit addresses we need to catch here.
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default:
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// By default, read fwregs.
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ret = fwRu32(addr);
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break;
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}
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DevCon.WriteLn("FW: read mem 0x%x: 0x%x", addr, ret);
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return ret;
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}
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void FWwrite32(u32 addr, u32 value)
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{
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switch (addr)
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{
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// Include other memory locations we want to catch here.
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// For example:
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//
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// case 0x1f808400:
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// case 0x1f808414:
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// case 0x1f808420:
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// case 0x1f808428:
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// case 0x1f808430:
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//
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//PHY access
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case 0x1f808414:
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//If in read mode (top bit set) we read the PHY register requested then set the RRx interrupt if it's enabled
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//Im presuming we send that back to pcsx2 then. This register stores the result, plus whatever was written (minus the read/write flag
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fwRu32(addr) = value; //R/W Bit cleaned in underneath function
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if (value & 0x40000000) //Writing to PHY
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{
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PHYWrite();
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}
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else if (value & 0x80000000) //Reading from PHY
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{
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PHYRead();
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}
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break;
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//Control Register 0
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case 0x1f808408:
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//This enables different functions of the link interface
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//Just straight writes, should brobably struct these later.
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//Default written settings (on unreal tournament) are
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//Urcv M = 1
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//RSP 0 = 1
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//Retlim = 0xF
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//Cyc Tmr En = 1
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//Bus ID Rst = 1
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//Rcv Self ID = 1
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fwRu32(addr) = value;
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// if((value & 0x800000) && (fwRu32(0x842C) & 0x2))
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// {
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// fwRu32(0x8428) |= 0x2;
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// FWirq();
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// }
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fwRu32(addr) &= ~0x800000;
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break;
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//Control Register 2
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case 0x1f808410: // fwRu32(addr) = value; break;
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//Ignore writes to this for now, apart from 0x2 which is Link Power Enable
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//0x8 is SCLK OK (Ready) which should be set for emulation
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fwRu32(addr) = 0x8 /*| value & 0x2*/;
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break;
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//Interrupt 0 Register
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case 0x1f808420:
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//Interrupt 1 Register
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case 0x1f808428:
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//Interrupt 2 Register
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case 0x1f808430:
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//Writes of 1 clear the corresponding bits
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fwRu32(addr) &= ~value;
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break;
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//Interrupt 0 Register Mask
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case 0x1f808424:
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//Interrupt 1 Register Mask
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case 0x1f80842C:
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//Interrupt 2 Register Mask
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case 0x1f808434:
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//These are direct writes (as it's a mask!)
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fwRu32(addr) = value;
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break;
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//DMA Control and Status Register 0
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case 0x1f8084B8:
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fwRu32(addr) = value;
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break;
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//DMA Control and Status Register 1
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case 0x1f808538:
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fwRu32(addr) = value;
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break;
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default:
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// By default, just write it to fwregs.
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fwRu32(addr) = value;
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break;
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}
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DevCon.WriteLn("FW: write mem 0x%x: 0x%x", addr, value);
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}
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