mirror of https://github.com/PCSX2/pcsx2.git
637 lines
17 KiB
C++
637 lines
17 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 "R5900.h"
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#include "R3000A.h"
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#include "VUmicro.h"
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#include "COP0.h"
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#include "MTVU.h"
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#include "System/SysThreads.h"
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#include "R5900Exceptions.h"
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#include "Hardware.h"
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#include "IPU/IPUdma.h"
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#include "Elfheader.h"
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#include "CDVD/CDVD.h"
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#include "Patch.h"
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#include "GameDatabase.h"
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#include "../DebugTools/Breakpoints.h"
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#include "R5900OpcodeTables.h"
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using namespace R5900; // for R5900 disasm tools
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s32 EEsCycle; // used to sync the IOP to the EE
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u32 EEoCycle;
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__aligned16 cpuRegisters cpuRegs;
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__aligned16 fpuRegisters fpuRegs;
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__aligned16 tlbs tlb[48];
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R5900cpu *Cpu = NULL;
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bool g_SkipBiosHack; // set at boot if the skip bios hack is on, reset before the game has started
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bool g_GameStarted; // set when we reach the game's entry point or earlier if the entry point cannot be determined
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static const uint eeWaitCycles = 3072;
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bool eeEventTestIsActive = false;
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extern SysMainMemory& GetVmMemory();
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void cpuReset()
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{
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vu1Thread.WaitVU();
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if (GetMTGS().IsOpen())
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GetMTGS().WaitGS(); // GS better be done processing before we reset the EE, just in case.
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GetVmMemory().ResetAll();
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memzero(cpuRegs);
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memzero(fpuRegs);
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memzero(tlb);
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cpuRegs.pc = 0xbfc00000; //set pc reg to stack
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cpuRegs.CP0.n.Config = 0x440;
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cpuRegs.CP0.n.Status.val= 0x70400004; //0x10900000 <-- wrong; // COP0 enabled | BEV = 1 | TS = 1
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cpuRegs.CP0.n.PRid = 0x00002e20; // PRevID = Revision ID, same as R5900
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fpuRegs.fprc[0] = 0x00002e30; // fpu Revision..
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fpuRegs.fprc[31] = 0x01000001; // fpu Status/Control
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g_nextEventCycle = cpuRegs.cycle + 4;
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EEsCycle = 0;
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EEoCycle = cpuRegs.cycle;
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hwReset();
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rcntInit();
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psxReset();
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extern void Deci2Reset(); // lazy, no good header for it yet.
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Deci2Reset();
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g_GameStarted = false;
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g_SkipBiosHack = EmuConfig.UseBOOT2Injection;
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ElfCRC = 0;
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DiscSerial = L"";
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ElfEntry = -1;
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// Probably not the right place, but it has to be done when the ram is actually initialized
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if(USBsetRAM != 0)
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USBsetRAM(iopMem->Main);
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// FIXME: LastELF should be reset on media changes as well as on CPU resets, in
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// the very unlikely case that a user swaps to another media source that "looks"
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// the same (identical ELF names) but is actually different (devs actually could
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// run into this while testing minor binary hacked changes to ISO images, which
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// is why I found out about this) --air
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LastELF = L"";
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}
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void cpuShutdown()
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{
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hwShutdown();
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}
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__ri void cpuException(u32 code, u32 bd)
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{
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bool errLevel2, checkStatus;
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u32 offset = 0;
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cpuRegs.branch = 0; // Tells the interpreter that an exception occurred during a branch.
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cpuRegs.CP0.n.Cause = code & 0xffff;
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if(cpuRegs.CP0.n.Status.b.ERL == 0)
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{
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//Error Level 0-1
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errLevel2 = FALSE;
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checkStatus = (cpuRegs.CP0.n.Status.b.BEV == 0); // for TLB/general exceptions
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if (((code & 0x7C) >= 0x8) && ((code & 0x7C) <= 0xC))
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offset = 0x0; //TLB Refill
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else if ((code & 0x7C) == 0x0)
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offset = 0x200; //Interrupt
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else
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offset = 0x180; // Everything else
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}
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else
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{
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//Error Level 2
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errLevel2 = TRUE;
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checkStatus = (cpuRegs.CP0.n.Status.b.DEV == 0); // for perf/debug exceptions
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Console.Error("*PCSX2* FIX ME: Level 2 cpuException");
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if ((code & 0x38000) <= 0x8000 )
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{
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//Reset / NMI
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cpuRegs.pc = 0xBFC00000;
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Console.Warning("Reset request");
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cpuUpdateOperationMode();
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return;
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}
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else if((code & 0x38000) == 0x10000)
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offset = 0x80; //Performance Counter
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else if((code & 0x38000) == 0x18000)
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offset = 0x100; //Debug
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else
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Console.Error("Unknown Level 2 Exception!! Cause %x", code);
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}
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if (cpuRegs.CP0.n.Status.b.EXL == 0)
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{
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cpuRegs.CP0.n.Status.b.EXL = 1;
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if (bd)
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{
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Console.Warning("branch delay!!");
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cpuRegs.CP0.n.EPC = cpuRegs.pc - 4;
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cpuRegs.CP0.n.Cause |= 0x80000000;
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}
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else
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{
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cpuRegs.CP0.n.EPC = cpuRegs.pc;
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cpuRegs.CP0.n.Cause &= ~0x80000000;
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}
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}
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else
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{
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offset = 0x180; //Override the cause
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if (errLevel2) Console.Warning("cpuException: Status.EXL = 1 cause %x", code);
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}
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if (checkStatus)
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cpuRegs.pc = 0x80000000 + offset;
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else
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cpuRegs.pc = 0xBFC00200 + offset;
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cpuUpdateOperationMode();
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}
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void cpuTlbMiss(u32 addr, u32 bd, u32 excode)
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{
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// Avoid too much spamming on the interpreter
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if (Cpu != &intCpu || IsDebugBuild) {
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Console.Error("cpuTlbMiss pc:%x, cycl:%x, addr: %x, status=%x, code=%x",
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cpuRegs.pc, cpuRegs.cycle, addr, cpuRegs.CP0.n.Status.val, excode);
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}
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cpuRegs.CP0.n.BadVAddr = addr;
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cpuRegs.CP0.n.Context &= 0xFF80000F;
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cpuRegs.CP0.n.Context |= (addr >> 9) & 0x007FFFF0;
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cpuRegs.CP0.n.EntryHi = (addr & 0xFFFFE000) | (cpuRegs.CP0.n.EntryHi & 0x1FFF);
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cpuRegs.pc -= 4;
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cpuException(excode, bd);
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}
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void cpuTlbMissR(u32 addr, u32 bd) {
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cpuTlbMiss(addr, bd, EXC_CODE_TLBL);
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}
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void cpuTlbMissW(u32 addr, u32 bd) {
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cpuTlbMiss(addr, bd, EXC_CODE_TLBS);
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}
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// sets a branch test to occur some time from an arbitrary starting point.
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__fi void cpuSetNextEvent( u32 startCycle, s32 delta )
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{
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// typecast the conditional to signed so that things don't blow up
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// if startCycle is greater than our next branch cycle.
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if( (int)(g_nextEventCycle - startCycle) > delta )
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{
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g_nextEventCycle = startCycle + delta;
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}
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}
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// sets a branch to occur some time from the current cycle
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__fi void cpuSetNextEventDelta( s32 delta )
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{
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cpuSetNextEvent( cpuRegs.cycle, delta );
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}
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// tests the cpu cycle against the given start and delta values.
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// Returns true if the delta time has passed.
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__fi int cpuTestCycle( u32 startCycle, s32 delta )
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{
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// typecast the conditional to signed so that things don't explode
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// if the startCycle is ahead of our current cpu cycle.
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return (int)(cpuRegs.cycle - startCycle) >= delta;
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}
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// tells the EE to run the branch test the next time it gets a chance.
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__fi void cpuSetEvent()
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{
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g_nextEventCycle = cpuRegs.cycle;
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}
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__fi void cpuClearInt( uint i )
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{
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pxAssume( i < 32 );
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cpuRegs.interrupt &= ~(1 << i);
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}
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static __fi void TESTINT( u8 n, void (*callback)() )
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{
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if( !(cpuRegs.interrupt & (1 << n)) ) return;
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if( cpuTestCycle( cpuRegs.sCycle[n], cpuRegs.eCycle[n] ) )
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{
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cpuClearInt( n );
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callback();
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}
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else
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cpuSetNextEvent( cpuRegs.sCycle[n], cpuRegs.eCycle[n] );
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}
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// [TODO] move this function to LegacyDmac.cpp, and remove most of the DMAC-related headers from
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// being included into R5900.cpp.
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static __fi void _cpuTestInterrupts()
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{
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if (!dmacRegs.ctrl.DMAE || (psHu8(DMAC_ENABLER+2) & 1))
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{
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//Console.Write("DMAC Disabled or suspended");
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return;
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}
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/* These are 'pcsx2 interrupts', they handle asynchronous stuff
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that depends on the cycle timings */
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TESTINT(DMAC_VIF1, vif1Interrupt);
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TESTINT(DMAC_GIF, gifInterrupt);
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TESTINT(DMAC_SIF0, EEsif0Interrupt);
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TESTINT(DMAC_SIF1, EEsif1Interrupt);
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// Profile-guided Optimization (sorta)
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// The following ints are rarely called. Encasing them in a conditional
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// as follows helps speed up most games.
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if( cpuRegs.interrupt & 0x60F19 ) // Bits 0 3 4 8 9 10 11 17 18( 1100000111100011001 )
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{
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TESTINT(DMAC_VIF0, vif0Interrupt);
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TESTINT(DMAC_FROM_IPU, ipu0Interrupt);
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TESTINT(DMAC_TO_IPU, ipu1Interrupt);
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TESTINT(DMAC_FROM_SPR, SPRFROMinterrupt);
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TESTINT(DMAC_TO_SPR, SPRTOinterrupt);
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TESTINT(DMAC_MFIFO_VIF, vifMFIFOInterrupt);
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TESTINT(DMAC_MFIFO_GIF, gifMFIFOInterrupt);
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TESTINT(VIF_VU0_FINISH, vif0VUFinish);
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TESTINT(VIF_VU1_FINISH, vif1VUFinish);
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}
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}
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static __fi void _cpuTestTIMR()
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{
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cpuRegs.CP0.n.Count += cpuRegs.cycle-s_iLastCOP0Cycle;
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s_iLastCOP0Cycle = cpuRegs.cycle;
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// fixme: this looks like a hack to make up for the fact that the TIMR
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// doesn't yet have a proper mechanism for setting itself up on a nextEventCycle.
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// A proper fix would schedule the TIMR to trigger at a specific cycle anytime
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// the Count or Compare registers are modified.
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if ( (cpuRegs.CP0.n.Status.val & 0x8000) &&
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cpuRegs.CP0.n.Count >= cpuRegs.CP0.n.Compare && cpuRegs.CP0.n.Count < cpuRegs.CP0.n.Compare+1000 )
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{
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Console.WriteLn( Color_Magenta, "timr intr: %x, %x", cpuRegs.CP0.n.Count, cpuRegs.CP0.n.Compare);
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cpuException(0x808000, cpuRegs.branch);
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}
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}
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static __fi void _cpuTestPERF()
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{
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// Perfs are updated when read by games (COP0's MFC0/MTC0 instructions), so we need
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// only update them at semi-regular intervals to keep cpuRegs.cycle from wrapping
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// around twice on us btween updates. Hence this function is called from the cpu's
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// Counters update.
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COP0_UpdatePCCR();
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}
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// Checks the COP0.Status for exception enablings.
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// Exception handling for certain modes is *not* currently supported, this function filters
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// them out. Exceptions while the exception handler is active (EIE), or exceptions of any
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// level other than 0 are ignored here.
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static bool cpuIntsEnabled(int Interrupt)
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{
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bool IntType = !!(cpuRegs.CP0.n.Status.val & Interrupt); //Choose either INTC or DMAC, depending on what called it
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return IntType && cpuRegs.CP0.n.Status.b.EIE && cpuRegs.CP0.n.Status.b.IE &&
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!cpuRegs.CP0.n.Status.b.EXL && (cpuRegs.CP0.n.Status.b.ERL == 0);
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}
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// if cpuRegs.cycle is greater than this cycle, should check cpuEventTest for updates
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u32 g_nextEventCycle = 0;
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// Shared portion of the branch test, called from both the Interpreter
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// and the recompiler. (moved here to help alleviate redundant code)
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__fi void _cpuEventTest_Shared()
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{
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ScopedBool etest(eeEventTestIsActive);
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g_nextEventCycle = cpuRegs.cycle + eeWaitCycles;
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// ---- INTC / DMAC (CPU-level Exceptions) -----------------
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// Done first because exceptions raised during event tests need to be postponed a few
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// cycles (fixes Grandia II [PAL], which does a spin loop on a vsync and expects to
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// be able to read the value before the exception handler clears it).
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uint mask = intcInterrupt() | dmacInterrupt();
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if (cpuIntsEnabled(mask)) cpuException(mask, cpuRegs.branch);
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// ---- Counters -------------
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// Important: the vsync counter must be the first to be checked. It includes emulation
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// escape/suspend hooks, and it's really a good idea to suspend/resume emulation before
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// doing any actual meaningful branchtest logic.
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if( cpuTestCycle( nextsCounter, nextCounter ) )
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{
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rcntUpdate();
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_cpuTestPERF();
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}
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rcntUpdate_hScanline();
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_cpuTestTIMR();
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// ---- Interrupts -------------
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// These are basically just DMAC-related events, which also piggy-back the same bits as
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// the PS2's own DMA channel IRQs and IRQ Masks.
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_cpuTestInterrupts();
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// ---- IOP -------------
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// * It's important to run a iopEventTest before calling ExecuteBlock. This
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// is because the IOP does not always perform branch tests before returning
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// (during the prev branch) and also so it can act on the state the EE has
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// given it before executing any code.
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//
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// * The IOP cannot always be run. If we run IOP code every time through the
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// cpuEventTest, the IOP generally starts to run way ahead of the EE.
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EEsCycle += cpuRegs.cycle - EEoCycle;
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EEoCycle = cpuRegs.cycle;
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if( EEsCycle > 0 )
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iopEventAction = true;
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iopEventTest();
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if( iopEventAction )
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{
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//if( EEsCycle < -450 )
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// Console.WriteLn( " IOP ahead by: %d cycles", -EEsCycle );
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EEsCycle = psxCpu->ExecuteBlock( EEsCycle );
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iopEventAction = false;
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}
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// ---- VU0 -------------
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// We're in a EventTest. All dynarec registers are flushed
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// so there is no need to freeze registers here.
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CpuVU0->ExecuteBlock();
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// Note: We don't update the VU1 here because it runs it's micro-programs in
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// one shot always. That is, when a program is executed the VU1 doesn't even
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// bother to return until the program is completely finished.
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// ---- Schedule Next Event Test --------------
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if( EEsCycle > 192 )
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{
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// EE's running way ahead of the IOP still, so we should branch quickly to give the
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// IOP extra timeslices in short order.
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cpuSetNextEventDelta( 48 );
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//Console.Warning( "EE ahead of the IOP -- Rapid Event! %d", EEsCycle );
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}
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// The IOP could be running ahead/behind of us, so adjust the iop's next branch by its
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// relative position to the EE (via EEsCycle)
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cpuSetNextEventDelta( ((g_iopNextEventCycle-psxRegs.cycle)*8) - EEsCycle );
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// Apply the hsync counter's nextCycle
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cpuSetNextEvent( hsyncCounter.sCycle, hsyncCounter.CycleT );
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// Apply vsync and other counter nextCycles
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cpuSetNextEvent( nextsCounter, nextCounter );
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}
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__ri void cpuTestINTCInts()
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{
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// Check the COP0's Status register for general interrupt disables, and the 0x400
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// bit (which is INTC master toggle).
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if( !cpuIntsEnabled(0x400) ) return;
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if( (psHu32(INTC_STAT) & psHu32(INTC_MASK)) == 0 ) return;
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cpuSetNextEventDelta( 4 );
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if(eeEventTestIsActive && (iopCycleEE > 0))
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{
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iopBreak += iopCycleEE; // record the number of cycles the IOP didn't run.
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iopCycleEE = 0;
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}
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}
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__fi void cpuTestDMACInts()
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{
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// Check the COP0's Status register for general interrupt disables, and the 0x800
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// bit (which is the DMAC master toggle).
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if( !cpuIntsEnabled(0x800) ) return;
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if ( ( (psHu16(0xe012) & psHu16(0xe010)) == 0) &&
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( (psHu16(0xe010) & 0x8000) == 0) ) return;
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cpuSetNextEventDelta( 4 );
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if(eeEventTestIsActive && (iopCycleEE > 0))
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{
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iopBreak += iopCycleEE; // record the number of cycles the IOP didn't run.
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iopCycleEE = 0;
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}
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}
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__fi void cpuTestTIMRInts() {
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if ((cpuRegs.CP0.n.Status.val & 0x10007) == 0x10001) {
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_cpuTestPERF();
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_cpuTestTIMR();
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}
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}
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__fi void cpuTestHwInts() {
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cpuTestINTCInts();
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cpuTestDMACInts();
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cpuTestTIMRInts();
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}
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__fi void CPU_INT( EE_EventType n, s32 ecycle)
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{
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// EE events happen 8 cycles in the future instead of whatever was requested.
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|
// This can be used on games with PATH3 masking issues for example, or when
|
|
// some FMV look bad.
|
|
if(CHECK_EETIMINGHACK) ecycle = 8;
|
|
|
|
cpuRegs.interrupt|= 1 << n;
|
|
cpuRegs.sCycle[n] = cpuRegs.cycle;
|
|
cpuRegs.eCycle[n] = ecycle;
|
|
|
|
// Interrupt is happening soon: make sure both EE and IOP are aware.
|
|
|
|
if( ecycle <= 28 && iopCycleEE > 0 )
|
|
{
|
|
// If running in the IOP, force it to break immediately into the EE.
|
|
// the EE's branch test is due to run.
|
|
|
|
iopBreak += iopCycleEE; // record the number of cycles the IOP didn't run.
|
|
iopCycleEE = 0;
|
|
}
|
|
|
|
cpuSetNextEventDelta( cpuRegs.eCycle[n] );
|
|
}
|
|
|
|
// Called from recompilers; __fastcall define is mandatory.
|
|
void __fastcall eeGameStarting()
|
|
{
|
|
if (!g_GameStarted)
|
|
{
|
|
//Console.WriteLn( Color_Green, "(R5900) ELF Entry point! [addr=0x%08X]", ElfEntry );
|
|
g_GameStarted = true;
|
|
GetCoreThread().GameStartingInThread();
|
|
|
|
// GameStartingInThread may issue a reset of the cpu and/or recompilers. Check for and
|
|
// handle such things here:
|
|
Cpu->CheckExecutionState();
|
|
}
|
|
else
|
|
{
|
|
Console.WriteLn( Color_Green, "(R5900) Re-executed ELF Entry point (ignored) [addr=0x%08X]", ElfEntry );
|
|
}
|
|
}
|
|
|
|
// Called from recompilers; __fastcall define is mandatory.
|
|
void __fastcall eeloadReplaceOSDSYS()
|
|
{
|
|
g_SkipBiosHack = false;
|
|
|
|
const wxString &elf_override = GetCoreThread().GetElfOverride();
|
|
|
|
if (!elf_override.IsEmpty())
|
|
cdvdReloadElfInfo(L"host:" + elf_override);
|
|
else
|
|
cdvdReloadElfInfo();
|
|
|
|
// didn't recognize an ELF
|
|
if (ElfEntry == 0xFFFFFFFF) {
|
|
eeGameStarting();
|
|
return;
|
|
}
|
|
|
|
static u32 osdsys = 0, osdsys_p = 0;
|
|
// Memory this high is safe before the game's running presumably
|
|
// Other options are kernel memory (first megabyte) or the scratchpad
|
|
// PS2LOGO is loaded at 16MB, let's use 17MB
|
|
const u32 safemem = 0x1100000;
|
|
|
|
// The strings are all 64-bit aligned. Why? I don't know, but they are
|
|
for (u32 i = EELOAD_START; i < EELOAD_START + EELOAD_SIZE; i += 8) {
|
|
if (!strcmp((char*)PSM(i), "rom0:OSDSYS")) {
|
|
osdsys = i;
|
|
break;
|
|
}
|
|
}
|
|
pxAssert(osdsys);
|
|
|
|
for (u32 i = osdsys - 4; i >= EELOAD_START; i -= 4) {
|
|
if (memRead32(i) == osdsys) {
|
|
osdsys_p = i;
|
|
break;
|
|
}
|
|
}
|
|
pxAssert(osdsys_p);
|
|
|
|
std::string elfname;
|
|
|
|
if (!elf_override.IsEmpty())
|
|
{
|
|
elfname += "host:";
|
|
elfname += elf_override.ToUTF8();
|
|
}
|
|
else
|
|
{
|
|
wxString boot2;
|
|
if (GetPS2ElfName(boot2) == 2)
|
|
elfname = boot2.ToUTF8();
|
|
}
|
|
|
|
if (!elfname.empty())
|
|
{
|
|
strcpy((char*)PSM(safemem), elfname.c_str());
|
|
memWrite32(osdsys_p, safemem);
|
|
}
|
|
// else... uh...?
|
|
}
|
|
|
|
inline bool isBranchOrJump(u32 addr)
|
|
{
|
|
u32 op = memRead32(addr);
|
|
const OPCODE& opcode = GetInstruction(op);
|
|
|
|
return (opcode.flags & IS_BRANCH) != 0;
|
|
}
|
|
|
|
// The next two functions return 0 if no breakpoint is needed,
|
|
// 1 if it's needed on the current pc, 2 if it's needed in the delay slot
|
|
// 3 if needed in both
|
|
|
|
int isBreakpointNeeded(u32 addr)
|
|
{
|
|
int bpFlags = 0;
|
|
if (CBreakPoints::IsAddressBreakPoint(addr))
|
|
bpFlags += 1;
|
|
|
|
// there may be a breakpoint in the delay slot
|
|
if (isBranchOrJump(addr) && CBreakPoints::IsAddressBreakPoint(addr+4))
|
|
bpFlags += 2;
|
|
|
|
return bpFlags;
|
|
}
|
|
|
|
int isMemcheckNeeded(u32 pc)
|
|
{
|
|
if (CBreakPoints::GetNumMemchecks() == 0)
|
|
return 0;
|
|
|
|
u32 addr = pc;
|
|
if (isBranchOrJump(addr))
|
|
addr += 4;
|
|
|
|
u32 op = memRead32(addr);
|
|
const OPCODE& opcode = GetInstruction(op);
|
|
|
|
if (opcode.flags & IS_MEMORY)
|
|
return addr == pc ? 1 : 2;
|
|
|
|
return 0;
|
|
}
|