mirror of https://github.com/PCSX2/pcsx2.git
245 lines
8.6 KiB
C++
245 lines
8.6 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 "Vif.h"
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#include "Vif_Dma.h"
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#include "MTVU.h"
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enum UnpackOffset {
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OFFSET_X = 0,
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OFFSET_Y = 1,
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OFFSET_Z = 2,
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OFFSET_W = 3
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};
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static __fi u32 setVifRow(vifStruct& vif, u32 reg, u32 data) {
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vif.MaskRow._u32[reg] = data;
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return data;
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}
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// cycle derives from vif.cl
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// mode derives from vifRegs.mode
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template< uint idx, uint mode, bool doMask >
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static __ri void writeXYZW(u32 offnum, u32 &dest, u32 data) {
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int n = 0;
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vifStruct& vif = MTVU_VifX;
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if (doMask) {
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const VIFregisters& regs = MTVU_VifXRegs;
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switch (vif.cl) {
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case 0: n = (regs.mask >> (offnum * 2)) & 0x3; break;
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case 1: n = (regs.mask >> ( 8 + (offnum * 2))) & 0x3; break;
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case 2: n = (regs.mask >> (16 + (offnum * 2))) & 0x3; break;
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default: n = (regs.mask >> (24 + (offnum * 2))) & 0x3; break;
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}
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}
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// Four possible types of masking are handled below:
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// 0 - Data
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// 1 - MaskRow
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// 2 - MaskCol
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// 3 - Write protect
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switch (n) {
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case 0:
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switch (mode) {
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case 1: dest = data + vif.MaskRow._u32[offnum]; break;
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case 2: dest = setVifRow(vif, offnum, vif.MaskRow._u32[offnum] + data); break;
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default: dest = data; break;
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}
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break;
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case 1: dest = vif.MaskRow._u32[offnum]; break;
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case 2: dest = vif.MaskCol._u32[std::min(vif.cl,3)]; break;
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case 3: break;
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}
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}
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#define tParam idx,mode,doMask
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template < uint idx, uint mode, bool doMask, class T >
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static void __fastcall UNPACK_S(u32* dest, const T* src)
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{
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u32 data = *src;
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//S-# will always be a complete packet, no matter what. So we can skip the offset bits
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writeXYZW<tParam>(OFFSET_X, *(dest+0), data);
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writeXYZW<tParam>(OFFSET_Y, *(dest+1), data);
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writeXYZW<tParam>(OFFSET_Z, *(dest+2), data);
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writeXYZW<tParam>(OFFSET_W, *(dest+3), data);
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}
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// The PS2 console actually writes v1v0v1v0 for all V2 unpacks -- the second v1v0 pair
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// being officially "indeterminate" but some games very much depend on it.
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template < uint idx, uint mode, bool doMask, class T >
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static void __fastcall UNPACK_V2(u32* dest, const T* src)
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{
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writeXYZW<tParam>(OFFSET_X, *(dest+0), *(src+0));
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writeXYZW<tParam>(OFFSET_Y, *(dest+1), *(src+1));
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writeXYZW<tParam>(OFFSET_Z, *(dest+2), *(src+0));
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writeXYZW<tParam>(OFFSET_W, *(dest+3), *(src+1));
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}
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// V3 and V4 unpacks both use the V4 unpack logic, even though most of the OFFSET_W fields
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// during V3 unpacking end up being overwritten by the next unpack. This is confirmed real
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// hardware behavior that games such as Ape Escape 3 depend on.
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template < uint idx, uint mode, bool doMask, class T >
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static void __fastcall UNPACK_V4(u32* dest, const T* src)
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{
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writeXYZW<tParam>(OFFSET_X, *(dest+0), *(src+0));
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writeXYZW<tParam>(OFFSET_Y, *(dest+1), *(src+1));
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writeXYZW<tParam>(OFFSET_Z, *(dest+2), *(src+2));
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writeXYZW<tParam>(OFFSET_W, *(dest+3), *(src+3));
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}
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// V4_5 unpacks do not support the MODE register, and act as mode==0 always.
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template< uint idx, bool doMask >
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static void __fastcall UNPACK_V4_5(u32 *dest, const u32* src)
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{
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u32 data = *src;
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writeXYZW<idx,0,doMask>(OFFSET_X, *(dest+0), ((data & 0x001f) << 3));
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writeXYZW<idx,0,doMask>(OFFSET_Y, *(dest+1), ((data & 0x03e0) >> 2));
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writeXYZW<idx,0,doMask>(OFFSET_Z, *(dest+2), ((data & 0x7c00) >> 7));
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writeXYZW<idx,0,doMask>(OFFSET_W, *(dest+3), ((data & 0x8000) >> 8));
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}
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// =====================================================================================================
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// --------------------------------------------------------------------------------------
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// Main table for function unpacking.
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// --------------------------------------------------------------------------------------
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// The extra data bsize/dsize/etc are all duplicated between the doMask enabled and
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// disabled versions. This is probably simpler and more efficient than bothering
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// to generate separate tables.
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//
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// The double-cast function pointer nonsense is to appease GCC, which gives some rather
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// cryptic error about being unable to deduce the type parameters (I think it's a bug
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// relating to __fastcall, which I recall having some other places as well). It's fixed
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// by explicitly casting the function to itself prior to casting it to what we need it
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// to be cast as. --air
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//
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#define _upk (UNPACKFUNCTYPE)
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#define _unpk(usn, bits) (UNPACKFUNCTYPE_##usn##bits)
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#define UnpackFuncSet( vt, idx, mode, usn, doMask ) \
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(UNPACKFUNCTYPE)_unpk(u,32) UNPACK_##vt<idx, mode, doMask, u32>, \
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(UNPACKFUNCTYPE)_unpk(usn,16) UNPACK_##vt<idx, mode, doMask, usn##16>, \
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(UNPACKFUNCTYPE)_unpk(usn,8) UNPACK_##vt<idx, mode, doMask, usn##8> \
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#define UnpackV4_5set(idx, doMask) \
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(UNPACKFUNCTYPE)_unpk(u,32) UNPACK_V4_5<idx, doMask> \
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#define UnpackModeSet(idx, mode) \
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UnpackFuncSet( S, idx, mode, s, 0 ), NULL, \
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UnpackFuncSet( V2, idx, mode, s, 0 ), NULL, \
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UnpackFuncSet( V4, idx, mode, s, 0 ), NULL, \
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UnpackFuncSet( V4, idx, mode, s, 0 ), UnpackV4_5set(idx, 0), \
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\
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UnpackFuncSet( S, idx, mode, s, 1 ), NULL, \
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UnpackFuncSet( V2, idx, mode, s, 1 ), NULL, \
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UnpackFuncSet( V4, idx, mode, s, 1 ), NULL, \
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UnpackFuncSet( V4, idx, mode, s, 1 ), UnpackV4_5set(idx, 1), \
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\
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UnpackFuncSet( S, idx, mode, u, 0 ), NULL, \
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UnpackFuncSet( V2, idx, mode, u, 0 ), NULL, \
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UnpackFuncSet( V4, idx, mode, u, 0 ), NULL, \
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UnpackFuncSet( V4, idx, mode, u, 0 ), UnpackV4_5set(idx, 0), \
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\
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UnpackFuncSet( S, idx, mode, u, 1 ), NULL, \
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UnpackFuncSet( V2, idx, mode, u, 1 ), NULL, \
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UnpackFuncSet( V4, idx, mode, u, 1 ), NULL, \
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UnpackFuncSet( V4, idx, mode, u, 1 ), UnpackV4_5set(idx, 1)
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__aligned16 const UNPACKFUNCTYPE VIFfuncTable[2][3][4 * 4 * 2 * 2] =
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{
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{
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{ UnpackModeSet(0,0) },
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{ UnpackModeSet(0,1) },
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{ UnpackModeSet(0,2) }
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},
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{
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{ UnpackModeSet(1,0) },
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{ UnpackModeSet(1,1) },
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{ UnpackModeSet(1,2) }
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}
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};
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//----------------------------------------------------------------------------
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// Unpack Setup Code
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//----------------------------------------------------------------------------
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_vifT void vifUnpackSetup(const u32 *data) {
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vifStruct& vifX = GetVifX;
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if ((vifXRegs.cycle.wl == 0) && (vifXRegs.cycle.wl < vifXRegs.cycle.cl)) {
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//DevCon.WriteLn("Vif%d CL %d, WL %d Mode %x Mask %x Num %x", idx, vifXRegs.cycle.cl, vifXRegs.cycle.wl, vifXRegs.mode, vifXRegs.mask, (vifXRegs.code >> 16) & 0xff);
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vifX.cmd = 0;
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return; // Skipping write and 0 write-cycles, so do nothing!
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}
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//if (!idx) vif0FLUSH(); // Only VU0?
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vifX.usn = (vifXRegs.code >> 14) & 0x01;
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int vifNum = (vifXRegs.code >> 16) & 0xff;
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if (vifNum == 0) vifNum = 256;
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vifXRegs.num = vifNum;
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// Traditional-style way of calculating the gsize, based on VN/VL parameters.
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// Useful when VN/VL are known template params, but currently they are not so we use
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// the LUT instead (for now).
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//uint vl = vifX.cmd & 0x03;
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//uint vn = (vifX.cmd >> 2) & 0x3;
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//uint gsize = ((32 >> vl) * (vn+1)) / 8;
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const u8& gsize = nVifT[vifX.cmd & 0x0f];
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if (vifXRegs.cycle.wl <= vifXRegs.cycle.cl) {
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vifX.tag.size = ((vifNum * gsize) + 3) / 4;
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}
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else {
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int n = vifXRegs.cycle.cl * (vifNum / vifXRegs.cycle.wl) +
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_limit(vifNum % vifXRegs.cycle.wl, vifXRegs.cycle.cl);
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vifX.tag.size = ((n * gsize) + 3) >> 2;
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}
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u32 addr = vifXRegs.code;
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if (idx && ((addr>>15)&1)) addr += vif1Regs.tops;
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vifX.tag.addr = (addr<<4) & (idx ? 0x3ff0 : 0xff0);
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VIF_LOG("Unpack VIF%x, QWC %x tagsize %x", idx, vifNum, vif0.tag.size);
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vifX.cl = 0;
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vifX.tag.cmd = vifX.cmd;
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GetVifX.pass = 1;
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//Ugh things are never easy.
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//Alright, in most cases with V2 and V3 we only need to know if its offset 32bits.
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//However in V3-16 if the data it requires ends on a QW boundary of the source data
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//the W vector becomes 0, so we need to know how far through the current QW the data begins
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vifX.start_aligned = 4-((vifX.vifpacketsize-1) & 0x3);
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//DevCon.Warning("Aligned %d packetsize at data start %d", vifX.start_aligned, vifX.vifpacketsize - 1);
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}
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template void vifUnpackSetup<0>(const u32 *data);
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template void vifUnpackSetup<1>(const u32 *data);
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