mirror of https://github.com/PCSX2/pcsx2.git
93 lines
3.1 KiB
C++
93 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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#pragma once
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// Implementations found here: CALL and JMP! (unconditional only)
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namespace x86Emitter
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{
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extern void xJccKnownTarget(JccComparisonType comparison, const void* target, bool slideForward);
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// ------------------------------------------------------------------------
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struct xImpl_JmpCall
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{
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bool isJmp;
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void operator()(const xAddressReg& absreg) const;
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void operator()(const xIndirectNative& src) const;
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// Special form for calling functions. This form automatically resolves the
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// correct displacement based on the size of the instruction being generated.
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void operator()(void* func) const
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{
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if (isJmp)
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xJccKnownTarget(Jcc_Unconditional, (void*)(uptr)func, false); // double cast to/from (uptr) needed to appease GCC
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else
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{
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// calls are relative to the instruction after this one, and length is
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// always 5 bytes (16 bit calls are bad mojo, so no bother to do special logic).
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sptr dest = (sptr)func - ((sptr)xGetPtr() + 5);
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pxAssertMsg(dest == (s32)dest, "Indirect jump is too far, must use a register!");
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xWrite8(0xe8);
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xWrite32(dest);
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}
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}
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};
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// yes it is awful. Due to template code is in a header with a nice circular dep.
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extern const xImpl_Mov xMOV;
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extern const xImpl_JmpCall xCALL;
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struct xImpl_FastCall
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{
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// FIXME: current 64 bits is mostly a copy/past potentially it would require to push/pop
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// some registers. But I think it is enough to handle the first call.
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void operator()(void* f, const xRegister32& a1 = xEmptyReg, const xRegister32& a2 = xEmptyReg) const;
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void operator()(void* f, u32 a1, const xRegister32& a2) const;
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void operator()(void* f, const xIndirect32& a1) const;
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void operator()(void* f, u32 a1, u32 a2) const;
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void operator()(void* f, void* a1) const;
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void operator()(void* f, const xRegisterLong& a1, const xRegisterLong& a2 = xEmptyReg) const;
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void operator()(void* f, u32 a1, const xRegisterLong& a2) const;
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template <typename T>
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__fi void operator()(T* func, u32 a1, const xRegisterLong& a2 = xEmptyReg) const
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{
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(*this)((void*)func, a1, a2);
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}
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template <typename T>
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__fi void operator()(T* func, const xIndirect32& a1) const
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{
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(*this)((void*)func, a1);
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}
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template <typename T>
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__fi void operator()(T* func, u32 a1, u32 a2) const
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{
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(*this)((void*)func, a1, a2);
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}
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void operator()(const xIndirectNative& f, const xRegisterLong& a1 = xEmptyReg, const xRegisterLong& a2 = xEmptyReg) const;
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};
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} // End namespace x86Emitter
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