mirror of https://github.com/PCSX2/pcsx2.git
100 lines
3.1 KiB
C++
100 lines
3.1 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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// This module contains code shared by both the dynarec and interpreter versions
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// of the VU0 micro.
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#include "PrecompiledHeader.h"
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#include "Common.h"
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#include <cmath>
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#include "VUmicro.h"
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#include "MTVU.h"
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#ifdef PCSX2_DEBUG
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u32 vudump = 0;
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#endif
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// This is called by the COP2 as per the CTC instruction
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void vu1ResetRegs()
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{
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VU0.VI[REG_VPU_STAT].UL &= ~0xff00; // stop vu1
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VU0.VI[REG_FBRST].UL &= ~0xff00; // stop vu1
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vif1Regs.stat.VEW = false;
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}
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void vu1Finish(bool add_cycles) {
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if (THREAD_VU1) {
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//if (VU0.VI[REG_VPU_STAT].UL & 0x100) DevCon.Error("MTVU: VU0.VI[REG_VPU_STAT].UL & 0x100");
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if (INSTANT_VU1 || add_cycles)
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{
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vu1Thread.WaitVU();
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}
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vu1Thread.Get_MTVUChanges();
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return;
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}
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u32 vu1cycles = VU1.cycle;
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if(VU0.VI[REG_VPU_STAT].UL & 0x100) {
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VUM_LOG("vu1ExecMicro > Stalling until current microprogram finishes");
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CpuVU1->Execute(vu1RunCycles);
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}
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if (VU0.VI[REG_VPU_STAT].UL & 0x100) {
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DevCon.Warning("Force Stopping VU1, ran for too long");
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VU0.VI[REG_VPU_STAT].UL &= ~0x100;
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}
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if (add_cycles)
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{
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cpuRegs.cycle += VU1.cycle - vu1cycles;
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}
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}
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void vu1ExecMicro(u32 addr)
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{
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if (THREAD_VU1) {
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VU0.VI[REG_VPU_STAT].UL &= ~0xFF00;
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// Okay this is a little bit of a hack, but with good reason.
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// Most of the time with MTVU we want to pretend the VU has finished quickly as to gain the benefit from running another thread
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// however with T-Bit games when the T-Bit is enabled, it needs to wait in case a T-Bit happens, so we need to set "Busy"
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// We shouldn't do this all the time as it negates the extra thread and causes games like Ratchet & Clank to be no faster.
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// if (VU0.VI[REG_FBRST].UL & 0x800)
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// {
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// VU0.VI[REG_VPU_STAT].UL |= 0x0100;
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// }
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// Update 25/06/2022: Disabled this for now, let games YOLO it, if it breaks MTVU, disable MTVU (it doesn't work properly anyway) - Refraction
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vu1Thread.ExecuteVU(addr, vif1Regs.top, vif1Regs.itop, VU0.VI[REG_FBRST].UL);
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return;
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}
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static int count = 0;
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vu1Finish(false);
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VUM_LOG("vu1ExecMicro %x (count=%d)", addr, count++);
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VU1.cycle = cpuRegs.cycle;
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VU0.VI[REG_VPU_STAT].UL &= ~0xFF00;
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VU0.VI[REG_VPU_STAT].UL |= 0x0100;
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if ((s32)addr != -1) VU1.VI[REG_TPC].UL = addr & 0x7FF;
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CpuVU1->SetStartPC(VU1.VI[REG_TPC].UL << 3);
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_vuExecMicroDebug(VU1);
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if(!INSTANT_VU1)
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CpuVU1->ExecuteBlock(1);
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else
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CpuVU1->Execute(vu1RunCycles);
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}
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void MTVUInterrupt()
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{
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VU0.VI[REG_VPU_STAT].UL &= ~0xFF00;
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}
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