pcsx2/pcsx2/Vif.cpp

401 lines
14 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2010 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "Common.h"
#include "Vif.h"
#include "Vif_Dma.h"
#include "newVif.h"
#include "GS.h"
#include "Gif.h"
#include "MTVU.h"
#include "Gif_Unit.h"
__aligned16 vifStruct vif0, vif1;
void vif0Reset()
{
/* Reset the whole VIF, meaning the internal pcsx2 vars and all the registers */
memzero(vif0);
memzero(vif0Regs);
resetNewVif(0);
}
void vif1Reset()
{
/* Reset the whole VIF, meaning the internal pcsx2 vars, and all the registers */
memzero(vif1);
memzero(vif1Regs);
resetNewVif(1);
}
void SaveStateBase::vif0Freeze()
{
FreezeTag("VIF0dma");
Freeze(g_vif0Cycles);
Freeze(vif0);
Freeze(nVif[0].bSize);
FreezeMem(nVif[0].buffer, nVif[0].bSize);
}
void SaveStateBase::vif1Freeze()
{
FreezeTag("VIF1dma");
Freeze(g_vif1Cycles);
Freeze(vif1);
Freeze(nVif[1].bSize);
FreezeMem(nVif[1].buffer, nVif[1].bSize);
}
//------------------------------------------------------------------
// Vif0/Vif1 Write32
//------------------------------------------------------------------
extern bool _chainVIF0();
extern bool _VIF0chain();
__fi void vif0FBRST(u32 value) {
VIF_LOG("VIF0_FBRST write32 0x%8.8x", value);
if (value & 0x1) // Reset Vif.
{
//Console.WriteLn("Vif0 Reset %x", vif0Regs.stat._u32);
u128 SaveCol;
u128 SaveRow;
// if(vif0ch.chcr.STR == true) DevCon.Warning("FBRST While Vif0 active");
//Must Preserve Row/Col registers! (Downhill Domination for testing)
SaveCol._u64[0] = vif0.MaskCol._u64[0];
SaveCol._u64[1] = vif0.MaskCol._u64[1];
SaveRow._u64[0] = vif0.MaskRow._u64[0];
SaveRow._u64[1] = vif0.MaskRow._u64[1];
memzero(vif0);
vif0.MaskCol._u64[0] = SaveCol._u64[0];
vif0.MaskCol._u64[1] = SaveCol._u64[1];
vif0.MaskRow._u64[0] = SaveRow._u64[0];
vif0.MaskRow._u64[1] = SaveRow._u64[1];
vif0ch.qwc = 0; //?
cpuRegs.interrupt &= ~1; //Stop all vif0 DMA's
psHu64(VIF0_FIFO) = 0;
psHu64(VIF0_FIFO + 8) = 0;
vif0.vifstalled.enabled = false;
vif0.irqoffset.enabled = false;
vif0.inprogress = 0;
vif0.cmd = 0;
vif0.done = true;
vif0ch.chcr.STR = false;
vif0Regs.err.reset();
vif0Regs.stat.clear_flags(VIF0_STAT_FQC | VIF0_STAT_INT | VIF0_STAT_VSS | VIF0_STAT_VIS | VIF0_STAT_VFS | VIF0_STAT_VPS); // FQC=0
}
/* Fixme: Forcebreaks are pretty unknown for operation, presumption is it just stops it what its doing
usually accompanied by a reset, but if we find a broken game which falls here, we need to see it! (Refraction) */
if (value & 0x2) // Forcebreak Vif,
{
/* I guess we should stop the VIF dma here, but not 100% sure (linuz) */
cpuRegs.interrupt &= ~1; //Stop all vif0 DMA's
vif0Regs.stat.VFS = true;
vif0Regs.stat.VPS = VPS_IDLE;
Console.WriteLn("vif0 force break");
}
if (value & 0x4) // Stop Vif.
{
// Not completely sure about this, can't remember what game, used this, but 'draining' the VIF helped it, instead of
// just stoppin the VIF (linuz).
vif0Regs.stat.VSS = true;
vif0Regs.stat.VPS = VPS_IDLE;
vif0.vifstalled.enabled = VifStallEnable(vif0ch);
vif0.vifstalled.value = VIF_IRQ_STALL;
}
if (value & 0x8) // Cancel Vif Stall.
{
bool cancel = false;
/* Cancel stall, first check if there is a stall to cancel, and then clear VIF0_STAT VSS|VFS|VIS|INT|ER0|ER1 bits */
if (vif0Regs.stat.test(VIF0_STAT_VSS | VIF0_STAT_VIS | VIF0_STAT_VFS))
cancel = true;
vif0Regs.stat.clear_flags(VIF0_STAT_VSS | VIF0_STAT_VFS | VIF0_STAT_VIS |
VIF0_STAT_INT | VIF0_STAT_ER0 | VIF0_STAT_ER1);
if (cancel)
{
if (vif0.vifstalled.enabled && vif0.vifstalled.value == VIF_IRQ_STALL)
{
g_vif0Cycles = 0;
// loop necessary for spiderman
//vif0ch.chcr.STR = true;
if(vif0ch.chcr.STR) CPU_INT(DMAC_VIF0, 0); // Gets the timing right - Flatout
}
}
}
}
__fi void vif1FBRST(u32 value) {
VIF_LOG("VIF1_FBRST write32 0x%8.8x", value);
if (FBRST(value).RST) // Reset Vif.
{
u128 SaveCol;
u128 SaveRow;
//if(vif1ch.chcr.STR == true) DevCon.Warning("FBRST While Vif1 active");
//Must Preserve Row/Col registers! (Downhill Domination for testing) - Really shouldnt be part of the vifstruct.
SaveCol._u64[0] = vif1.MaskCol._u64[0];
SaveCol._u64[1] = vif1.MaskCol._u64[1];
SaveRow._u64[0] = vif1.MaskRow._u64[0];
SaveRow._u64[1] = vif1.MaskRow._u64[1];
memzero(vif1);
vif1.MaskCol._u64[0] = SaveCol._u64[0];
vif1.MaskCol._u64[1] = SaveCol._u64[1];
vif1.MaskRow._u64[0] = SaveRow._u64[0];
vif1.MaskRow._u64[1] = SaveRow._u64[1];
cpuRegs.interrupt &= ~((1 << 1) | (1 << 10)); //Stop all vif1 DMA's
///vif1ch.qwc -= std::min((int)vif1ch.qwc, 16); //not sure if the dma should stop, FFWDing could be tricky
vif1ch.qwc = 0;
psHu64(VIF1_FIFO) = 0;
psHu64(VIF1_FIFO + 8) = 0;
vif1.done = true;
vif1ch.chcr.STR = false;
//HACK!! Dynasty Warriors 5 Empires has some sort of wierd packet alignment thing going off, meaning
//the packet ends before the DirectHL in progress has finished. Not sure what causes that, but the GIF
//Unit is still waiting for more data, so we have to "pretend" it is finished when the game issues a reset
//which it does without causing any pauses.
//In most cases, this will never ever happen, so doing the following won't matter.
if(!gifUnit.gifPath[GIF_PATH_2].isDone())
{
DevCon.Warning("VIF1 FBRST While GIF Path2 is waiting for data!");
gifUnit.gifPath[GIF_PATH_2].state = GIF_PATH_IDLE;
gifUnit.gifPath[GIF_PATH_2].curSize = gifUnit.gifPath[GIF_PATH_2].curOffset;
if( gifRegs.stat.APATH == 2)
{
gifRegs.stat.APATH = 0;
gifRegs.stat.OPH = 0;
vif1Regs.stat.VGW = false; //Let vif continue if it's stuck on a flush
if(gifUnit.checkPaths(1,0,1)) gifUnit.Execute(false, true);
}
}
#if USE_OLD_GIF == 1 // ...
if(vif1Regs.mskpath3 == 1 && GSTransferStatus.PTH3 == STOPPED_MODE && gifch.chcr.STR == true) {
DevCon.Warning("VIF Path3 Resume on FBRST MSK = %x", vif1Regs.mskpath3);
gifInterrupt();
vif1Regs.mskpath3 = false;
gifRegs.stat.M3P = false;
}
#endif
GUNIT_WARN(Color_Red, "VIF FBRST Reset MSK = %x", vif1Regs.mskpath3);
vif1Regs.mskpath3 = false;
gifRegs.stat.M3P = 0;
vif1Regs.err.reset();
vif1.inprogress = 0;
vif1.cmd = 0;
vif1.vifstalled.enabled = false;
vif1.irqoffset.enabled = false;
vif1Regs.stat.FQC = 0;
vif1Regs.stat.clear_flags(VIF1_STAT_FDR | VIF1_STAT_INT | VIF1_STAT_VSS | VIF1_STAT_VIS | VIF1_STAT_VFS | VIF1_STAT_VPS);
}
/* Fixme: Forcebreaks are pretty unknown for operation, presumption is it just stops it what its doing
usually accompanied by a reset, but if we find a broken game which falls here, we need to see it! (Refraction) */
if (FBRST(value).FBK) // Forcebreak Vif.
{
/* I guess we should stop the VIF dma here, but not 100% sure (linuz) */
vif1Regs.stat.VFS = true;
vif1Regs.stat.VPS = VPS_IDLE;
cpuRegs.interrupt &= ~((1 << 1) | (1 << 10)); //Stop all vif1 DMA's
vif1.vifstalled.enabled = VifStallEnable(vif1ch);
vif1.vifstalled.value = VIF_IRQ_STALL;
Console.WriteLn("vif1 force break");
}
if (FBRST(value).STP) // Stop Vif.
{
// Not completely sure about this, can't remember what game used this, but 'draining' the VIF helped it, instead of
// just stoppin the VIF (linuz).
vif1Regs.stat.VSS = true;
vif1Regs.stat.VPS = VPS_IDLE;
cpuRegs.interrupt &= ~((1 << 1) | (1 << 10)); //Stop all vif1 DMA's
vif1.vifstalled.enabled = VifStallEnable(vif1ch);
vif1.vifstalled.value = VIF_IRQ_STALL;
}
if (FBRST(value).STC) // Cancel Vif Stall.
{
bool cancel = false;
/* Cancel stall, first check if there is a stall to cancel, and then clear VIF1_STAT VSS|VFS|VIS|INT|ER0|ER1 bits */
if (vif1Regs.stat.test(VIF1_STAT_VSS | VIF1_STAT_VIS | VIF1_STAT_VFS))
{
cancel = true;
}
vif1Regs.stat.clear_flags(VIF1_STAT_VSS | VIF1_STAT_VFS | VIF1_STAT_VIS |
VIF1_STAT_INT | VIF1_STAT_ER0 | VIF1_STAT_ER1);
if (cancel)
{
if (vif1.vifstalled.enabled && vif1.vifstalled.value == VIF_IRQ_STALL)
{
g_vif1Cycles = 0;
// loop necessary for spiderman
switch(dmacRegs.ctrl.MFD)
{
case MFD_VIF1:
//Console.WriteLn("MFIFO Stall");
if(vif1ch.chcr.STR == true) CPU_INT(DMAC_MFIFO_VIF, 0);
break;
case NO_MFD:
case MFD_RESERVED:
case MFD_GIF: // Wonder if this should be with VIF?
// Gets the timing right - Flatout
if(vif1ch.chcr.STR == true) CPU_INT(DMAC_VIF1, 0);
break;
}
//vif1ch.chcr.STR = true;
}
}
}
}
__fi void vif1STAT(u32 value) {
VIF_LOG("VIF1_STAT write32 0x%8.8x", value);
/* Only FDR bit is writable, so mask the rest */
if ((vif1Regs.stat.FDR) ^ ((tVIF_STAT&)value).FDR) {
// different so can't be stalled
if (vif1Regs.stat.test(VIF1_STAT_INT | VIF1_STAT_VSS | VIF1_STAT_VIS | VIF1_STAT_VFS)) {
DevCon.WriteLn("changing dir when vif1 fifo stalled done = %x qwc = %x", vif1.done, vif1ch.qwc);
}
//Hack!! Hotwheels seems to leave 1QW in the fifo and expect the DMA to be ready for a reverse FIFO
//There's no important data in there so for it to work, we will just end it.
//Hotwheels had this in the "direction when stalled" area, however Sled Storm seems to keep an eye on the dma
//position, as we clear it and set it to the end well before the interrupt, the game assumes it's finished,
//then proceeds to reverse the dma before we have even done it ourselves. So lets just make sure VIF is ready :)
vif1ch.chcr.STR = false;
cpuRegs.interrupt &= ~((1 << DMAC_VIF1) | (1 << DMAC_MFIFO_VIF));
//This is actually more important for our handling, else the DMA for reverse fifo doesnt start properly.
}
vif1Regs.stat.FDR = VIF_STAT(value).FDR;
if (vif1Regs.stat.FDR) // Vif transferring to memory.
{
// Hack but it checks this is true before transfer? (fatal frame)
// Update Refraction: Use of this function has been investigated and understood.
// Before this ever happens, a DIRECT/HL command takes place sending the transfer info to the GS
// One of the registers told about this is TRXREG which tells us how much data is going to transfer (th x tw) in words
// As far as the GS is concerned, the transfer starts as soon as TRXDIR is accessed, which is why fatal frame
// was expecting data, the GS should already be sending it over (buffering in the FIFO)
vif1Regs.stat.FQC = std::min((u32)16, vif1.GSLastDownloadSize);
//Console.Warning("Reversing VIF Transfer for %x QWC", vif1.GSLastDownloadSize);
}
else // Memory transferring to Vif.
{
//Sometimes the value from the GS is bigger than vif wanted, so it just sets it back and cancels it.
//Other times it can read it off ;)
vif1Regs.stat.FQC = 0;
}
}
#define caseVif(x) (idx ? VIF1_##x : VIF0_##x)
_vifT __fi u32 vifRead32(u32 mem) {
vifStruct& vif = MTVU_VifX;
bool wait = idx && THREAD_VU1;
switch (mem) {
case caseVif(ROW0): if (wait) vu1Thread.WaitVU(); return vif.MaskRow._u32[0];
case caseVif(ROW1): if (wait) vu1Thread.WaitVU(); return vif.MaskRow._u32[1];
case caseVif(ROW2): if (wait) vu1Thread.WaitVU(); return vif.MaskRow._u32[2];
case caseVif(ROW3): if (wait) vu1Thread.WaitVU(); return vif.MaskRow._u32[3];
case caseVif(COL0): if (wait) vu1Thread.WaitVU(); return vif.MaskCol._u32[0];
case caseVif(COL1): if (wait) vu1Thread.WaitVU(); return vif.MaskCol._u32[1];
case caseVif(COL2): if (wait) vu1Thread.WaitVU(); return vif.MaskCol._u32[2];
case caseVif(COL3): if (wait) vu1Thread.WaitVU(); return vif.MaskCol._u32[3];
}
return psHu32(mem);
}
// returns FALSE if no writeback is needed (or writeback is handled internally)
// returns TRUE if the caller should writeback the value to the eeHw register map.
_vifT __fi bool vifWrite32(u32 mem, u32 value) {
vifStruct& vif = GetVifX;
switch (mem) {
case caseVif(MARK):
VIF_LOG("VIF%d_MARK write32 0x%8.8x", idx, value);
vifXRegs.stat.MRK = false;
//vifXRegs.mark = value;
break;
case caseVif(FBRST):
if (!idx) vif0FBRST(value);
else vif1FBRST(value);
return false;
case caseVif(STAT):
if (idx) { // Only Vif1 does this stuff?
vif1STAT(value);
}
return false;
case caseVif(ERR):
case caseVif(MODE):
// standard register writes -- handled by caller.
break;
case caseVif(ROW0): vif.MaskRow._u32[0] = value; if (idx && THREAD_VU1) vu1Thread.WriteRow(vif); return false;
case caseVif(ROW1): vif.MaskRow._u32[1] = value; if (idx && THREAD_VU1) vu1Thread.WriteRow(vif); return false;
case caseVif(ROW2): vif.MaskRow._u32[2] = value; if (idx && THREAD_VU1) vu1Thread.WriteRow(vif); return false;
case caseVif(ROW3): vif.MaskRow._u32[3] = value; if (idx && THREAD_VU1) vu1Thread.WriteRow(vif); return false;
case caseVif(COL0): vif.MaskCol._u32[0] = value; if (idx && THREAD_VU1) vu1Thread.WriteCol(vif); return false;
case caseVif(COL1): vif.MaskCol._u32[1] = value; if (idx && THREAD_VU1) vu1Thread.WriteCol(vif); return false;
case caseVif(COL2): vif.MaskCol._u32[2] = value; if (idx && THREAD_VU1) vu1Thread.WriteCol(vif); return false;
case caseVif(COL3): vif.MaskCol._u32[3] = value; if (idx && THREAD_VU1) vu1Thread.WriteCol(vif); return false;
}
// fall-through case: issue standard writeback behavior.
return true;
}
template u32 vifRead32<0>(u32 mem);
template u32 vifRead32<1>(u32 mem);
template bool vifWrite32<0>(u32 mem, u32 value);
template bool vifWrite32<1>(u32 mem, u32 value);