mirror of https://github.com/PCSX2/pcsx2.git
147 lines
5.4 KiB
C++
147 lines
5.4 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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struct EECNT_MODE
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{
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// 0 - BUSCLK
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// 1 - 1/16th of BUSCLK
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// 2 - 1/256th of BUSCLK
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// 3 - External Clock (hblank!)
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u32 ClockSource:2;
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// Enables the counter gate (turns counter on/off as according to the
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// h/v blank type set in GateType).
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u32 EnableGate:1;
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// 0 - hblank! 1 - vblank!
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// Note: the hblank source type is disabled when ClockSel = 3
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u32 GateSource:1;
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// 0 - count when the gate signal is low
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// 1 - reset and start counting at the signal's rising edge (h/v blank end)
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// 2 - reset and start counting at the signal's falling edge (h/v blank start)
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// 3 - reset and start counting at both signal edges
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u32 GateMode:2;
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// Counter cleared to zero when target reached.
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// The PS2 only resets if the TargetInterrupt is enabled - Tested on PS2
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u32 ZeroReturn:1;
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// General count enable/status. If 0, no counting happens.
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// This flag is set/unset by the gates.
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u32 IsCounting:1;
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// Enables target interrupts.
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u32 TargetInterrupt:1;
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// Enables overflow interrupts.
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u32 OverflowInterrupt:1;
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// Set to true by the counter when the target is reached.
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// Flag is set only when TargetInterrupt is enabled.
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u32 TargetReached:1;
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// Set to true by the counter when the target has overflowed.
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// Flag is set only when OverflowInterrupt is enabled.
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u32 OverflowReached:1;
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};
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// fixme: Cycle and sCycleT members are unused.
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// But they can't be removed without making a new savestate version.
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struct Counter
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{
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u32 count;
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union
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{
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u32 modeval; // the mode as a 32 bit int (for optimized combination masks)
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EECNT_MODE mode;
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};
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u32 target, hold;
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u32 rate, interrupt;
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u32 sCycleT; // delta values should be signed.
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};
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struct SyncCounter
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{
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u32 Mode;
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u32 sCycle; // start cycle of timer
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s32 CycleT;
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};
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//------------------------------------------------------------------
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// SPEED HACKS!!! (1 is normal) (They have inverse affects, only set 1 at a time)
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//------------------------------------------------------------------
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#define HBLANK_COUNTER_SPEED 1 //Set to '3' to double the speed of games like KHII
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//#define HBLANK_TIMER_SLOWDOWN 1 //Set to '2' to increase the speed of games like God of War (FPS will be less, but game will be faster)
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//------------------------------------------------------------------
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// NTSC Timing Information!!! (some scanline info is guessed)
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//------------------------------------------------------------------
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#define FRAMERATE_NTSC 29.97 // frames per second
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#define SCANLINES_TOTAL_NTSC 525 // total number of scanlines
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#define SCANLINES_VSYNC_NTSC 3 // scanlines that are used for syncing every half-frame
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#define SCANLINES_VRENDER_NTSC 240 // scanlines in a half-frame (because of interlacing)
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#define SCANLINES_VBLANK1_NTSC 19 // scanlines used for vblank1 (even interlace)
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#define SCANLINES_VBLANK2_NTSC 20 // scanlines used for vblank2 (odd interlace)
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//------------------------------------------------------------------
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// PAL Timing Information!!! (some scanline info is guessed)
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//------------------------------------------------------------------
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#define FRAMERATE_PAL 25.0// frames per second * 100 (25)
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#define SCANLINES_TOTAL_PAL 625 // total number of scanlines per frame
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#define SCANLINES_VSYNC_PAL 5 // scanlines that are used for syncing every half-frame
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#define SCANLINES_VRENDER_PAL 288 // scanlines in a half-frame (because of interlacing)
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#define SCANLINES_VBLANK1_PAL 19 // scanlines used for vblank1 (even interlace)
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#define SCANLINES_VBLANK2_PAL 20 // scanlines used for vblank2 (odd interlace)
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//------------------------------------------------------------------
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// vSync and hBlank Timing Modes
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//------------------------------------------------------------------
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#define MODE_VRENDER 0x0 //Set during the Render/Frame Scanlines
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#define MODE_VBLANK 0x1 //Set during the Blanking Scanlines
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#define MODE_VSYNC 0x3 //Set during the Syncing Scanlines
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#define MODE_VBLANK1 0x0 //Set during the Blanking Scanlines (half-frame 1)
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#define MODE_VBLANK2 0x1 //Set during the Blanking Scanlines (half-frame 2)
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#define MODE_HRENDER 0x0 //Set for ~5/6 of 1 Scanline
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#define MODE_HBLANK 0x1 //Set for the remaining ~1/6 of 1 Scanline
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extern Fixed100 GetVerticalFrequency();
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extern Counter counters[4];
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extern SyncCounter hsyncCounter;
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extern SyncCounter vsyncCounter;
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extern s32 nextCounter; // delta until the next counter event (must be signed)
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extern u32 nextsCounter;
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extern uint g_FrameCount;
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extern void rcntUpdate_hScanline();
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extern void rcntUpdate_vSync();
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extern void rcntUpdate();
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extern void rcntInit();
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extern u32 rcntRcount(int index);
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template< uint page > extern bool rcntWrite32( u32 mem, mem32_t& value );
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template< uint page > extern u16 rcntRead32( u32 mem ); // returns u16 by design! (see implementation for details)
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extern u32 UpdateVSyncRate();
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extern void frameLimitReset();
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