mirror of https://github.com/PCSX2/pcsx2.git
521 lines
15 KiB
C++
521 lines
15 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_Dma.h"
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#include "GS.h"
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#include "Gif_Unit.h"
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#include "VUmicro.h"
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#include "newVif.h"
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#include "MTVU.h"
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u32 g_vif1Cycles = 0;
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__fi void vif1FLUSH()
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{
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if (VU0.VI[REG_VPU_STAT].UL & 0x500) // T bit stop or Busy
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{
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vif1.waitforvu = true;
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vif1.vifstalled.enabled = VifStallEnable(vif1ch);
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vif1.vifstalled.value = VIF_TIMING_BREAK;
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vif1Regs.stat.VEW = true;
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}
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}
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void vif1TransferToMemory()
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{
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u128* pMem = (u128*)dmaGetAddr(vif1ch.madr, false);
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// VIF from gsMemory
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if (pMem == NULL)
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{ // Is vif0ptag empty?
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Console.WriteLn("Vif1 Tag BUSERR");
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dmacRegs.stat.BEIS = true; // Bus Error
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vif1Regs.stat.FQC = 0;
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vif1ch.qwc = 0;
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vif1.done = true;
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CPU_INT(DMAC_VIF1, 0);
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return; // An error has occurred.
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}
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// MTGS concerns: The MTGS is inherently disagreeable with the idea of downloading
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// stuff from the GS. The *only* way to handle this case safely is to flush the GS
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// completely and execute the transfer there-after.
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//Console.Warning("Real QWC %x", vif1ch.qwc);
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const u32 size = std::min(vif1.GSLastDownloadSize, (u32)vif1ch.qwc);
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//const u128* pMemEnd = vif1.GSLastDownloadSize + pMem;
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if (size)
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{
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// Checking if any crazy game does a partial
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// gs primitive and then does a gs download...
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Gif_Path& p1 = gifUnit.gifPath[GIF_PATH_1];
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Gif_Path& p2 = gifUnit.gifPath[GIF_PATH_2];
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Gif_Path& p3 = gifUnit.gifPath[GIF_PATH_3];
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pxAssert(p1.isDone() || !p1.gifTag.isValid);
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pxAssert(p2.isDone() || !p2.gifTag.isValid);
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pxAssert(p3.isDone() || !p3.gifTag.isValid);
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}
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GetMTGS().InitAndReadFIFO(reinterpret_cast<u8*>(pMem), size);
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// pMem += size;
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//Some games such as Alex Ferguson's Player Manager 2001 reads less than GSLastDownloadSize by VIF then reads the remainder by FIFO
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//Clearing the memory is clearing memory it shouldn't be and kills it.
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//The only scenario where this could be used is the transfer size really is less than QWC, not the other way around as it was doing
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//That said, I think this is pointless and a waste of cycles and could cause more problems than good. We will alert this situation below anyway.
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/*if (vif1.GSLastDownloadSize < vif1ch.qwc) {
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if (pMem < pMemEnd) {
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DevCon.Warning("GS Transfer < VIF QWC, Clearing end of space GST %x QWC %x", vif1.GSLastDownloadSize, (u32)vif1ch.qwc);
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__m128 zeroreg = _mm_setzero_ps();
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do {
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_mm_store_ps((float*)pMem, zeroreg);
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} while (++pMem < pMemEnd);
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}
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}*/
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g_vif1Cycles += size * 2;
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vif1ch.madr += size * 16; // mgs3 scene changes
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if (vif1.GSLastDownloadSize >= vif1ch.qwc)
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{
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vif1.GSLastDownloadSize -= vif1ch.qwc;
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vif1Regs.stat.FQC = std::min((u32)16, vif1.GSLastDownloadSize);
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vif1ch.qwc = 0;
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}
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else
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{
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vif1Regs.stat.FQC = 0;
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vif1ch.qwc -= vif1.GSLastDownloadSize;
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vif1.GSLastDownloadSize = 0;
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//This could be potentially bad and cause hangs. I guess we will find out.
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DevCon.Warning("QWC left on VIF FIFO Reverse");
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}
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}
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bool _VIF1chain()
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{
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u32* pMem;
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if (vif1ch.qwc == 0)
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{
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vif1.inprogress &= ~1;
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vif1.irqoffset.value = 0;
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vif1.irqoffset.enabled = false;
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return true;
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}
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// Clarification - this is TO memory mode, for some reason i used the other way round >.<
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if (vif1.dmamode == VIF_NORMAL_TO_MEM_MODE)
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{
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vif1TransferToMemory();
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vif1.inprogress &= ~1;
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return true;
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}
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pMem = (u32*)dmaGetAddr(vif1ch.madr, !vif1ch.chcr.DIR);
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if (pMem == NULL)
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{
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vif1.cmd = 0;
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vif1.tag.size = 0;
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vif1ch.qwc = 0;
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return true;
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}
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VIF_LOG("VIF1chain size=%d, madr=%lx, tadr=%lx",
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vif1ch.qwc, vif1ch.madr, vif1ch.tadr);
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if (vif1.irqoffset.enabled)
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return VIF1transfer(pMem + vif1.irqoffset.value, vif1ch.qwc * 4 - vif1.irqoffset.value, false);
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else
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return VIF1transfer(pMem, vif1ch.qwc * 4, false);
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}
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__fi void vif1SetupTransfer()
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{
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tDMA_TAG* ptag;
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ptag = dmaGetAddr(vif1ch.tadr, false); //Set memory pointer to TADR
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if (!(vif1ch.transfer("Vif1 Tag", ptag)))
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return;
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vif1ch.madr = ptag[1]._u32; //MADR = ADDR field + SPR
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g_vif1Cycles += 1; // Add 1 g_vifCycles from the QW read for the tag
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vif1.inprogress &= ~1;
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VIF_LOG("VIF1 Tag %8.8x_%8.8x size=%d, id=%d, madr=%lx, tadr=%lx",
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ptag[1]._u32, ptag[0]._u32, vif1ch.qwc, ptag->ID, vif1ch.madr, vif1ch.tadr);
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if (!vif1.done && ((dmacRegs.ctrl.STD == STD_VIF1) && (ptag->ID == TAG_REFS))) // STD == VIF1
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{
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// there are still bugs, need to also check if gif->madr +16*qwc >= stadr, if not, stall
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if ((vif1ch.madr + vif1ch.qwc * 16) > dmacRegs.stadr.ADDR)
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{
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//DevCon.Warning("VIF1 DMA Stall");
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// stalled
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hwDmacIrq(DMAC_STALL_SIS);
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return;
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}
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}
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if (vif1ch.chcr.TTE)
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{
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// Transfer dma tag if tte is set
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bool ret;
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alignas(16) static u128 masked_tag;
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masked_tag._u64[0] = 0;
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masked_tag._u64[1] = *((u64*)ptag + 1);
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VIF_LOG("\tVIF1 SrcChain TTE=1, data = 0x%08x.%08x", masked_tag._u32[3], masked_tag._u32[2]);
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if (vif1.irqoffset.enabled)
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{
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ret = VIF1transfer((u32*)&masked_tag + vif1.irqoffset.value, 4 - vif1.irqoffset.value, true); //Transfer Tag on stall
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//ret = VIF1transfer((u32*)ptag + (2 + vif1.irqoffset), 2 - vif1.irqoffset); //Transfer Tag on stall
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}
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else
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{
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// Some games (like killzone) do Tags mid unpack, the nops will just write blank data
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// to the VU's, which breaks stuff, this is where the 128bit packet will fail, so we ignore the first 2 words
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vif1.irqoffset.value = 2;
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vif1.irqoffset.enabled = true;
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ret = VIF1transfer((u32*)&masked_tag + 2, 2, true); //Transfer Tag
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//ret = VIF1transfer((u32*)ptag + 2, 2); //Transfer Tag
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}
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if (!ret && vif1.irqoffset.enabled)
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{
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vif1.inprogress &= ~1; // Better clear this so it has to do it again (Jak 1)
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vif1ch.qwc = 0; // Gumball 3000 pauses the DMA when the tag stalls so we need to reset the QWC, it'll be gotten again later
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return; // IRQ set by VIFTransfer
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}
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}
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vif1.irqoffset.value = 0;
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vif1.irqoffset.enabled = false;
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vif1.done |= hwDmacSrcChainWithStack(vif1ch, ptag->ID);
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if (vif1ch.qwc > 0)
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vif1.inprogress |= 1;
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//Check TIE bit of CHCR and IRQ bit of tag
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if (vif1ch.chcr.TIE && ptag->IRQ)
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{
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VIF_LOG("dmaIrq Set");
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//End Transfer
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vif1.done = true;
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return;
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}
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}
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__fi void vif1VUFinish()
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{
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if (VU0.VI[REG_VPU_STAT].UL & 0x500)
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{
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vu1Thread.Get_MTVUChanges();
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if (THREAD_VU1 && !INSTANT_VU1 && (VU0.VI[REG_VPU_STAT].UL & 0x100))
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CPU_INT(VIF_VU1_FINISH, cpuGetCycles(VU_MTVU_BUSY));
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else
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CPU_INT(VIF_VU1_FINISH, 128);
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return;
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}
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if (VU0.VI[REG_VPU_STAT].UL & 0x100)
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{
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u32 _cycles = VU1.cycle;
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//DevCon.Warning("Finishing VU1");
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vu1Finish(false);
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if (THREAD_VU1 && !INSTANT_VU1 && (VU0.VI[REG_VPU_STAT].UL & 0x100))
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CPU_INT(VIF_VU1_FINISH, cpuGetCycles(VU_MTVU_BUSY));
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else
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CPU_INT(VIF_VU1_FINISH, VU1.cycle - _cycles);
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return;
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}
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vif1Regs.stat.VEW = false;
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VIF_LOG("VU1 finished");
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if (vif1.waitforvu)
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{
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vif1.waitforvu = false;
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//Check if VIF is already scheduled to interrupt, if it's waiting, kick it :P
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if ((cpuRegs.interrupt & ((1 << DMAC_VIF1) | (1 << DMAC_MFIFO_VIF))) == 0 && vif1ch.chcr.STR && !vif1Regs.stat.test(VIF1_STAT_VSS | VIF1_STAT_VIS | VIF1_STAT_VFS))
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{
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if (dmacRegs.ctrl.MFD == MFD_VIF1)
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vifMFIFOInterrupt();
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else
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vif1Interrupt();
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}
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}
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//DevCon.Warning("VU1 state cleared");
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}
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__fi void vif1Interrupt()
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{
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VIF_LOG("vif1Interrupt: %8.8x chcr %x, done %x, qwc %x", cpuRegs.cycle, vif1ch.chcr._u32, vif1.done, vif1ch.qwc);
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g_vif1Cycles = 0;
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if (gifRegs.stat.APATH == 2 && gifUnit.gifPath[GIF_PATH_2].isDone())
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{
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gifRegs.stat.APATH = 0;
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gifRegs.stat.OPH = 0;
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vif1Regs.stat.VGW = false; //Let vif continue if it's stuck on a flush
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if (gifUnit.checkPaths(1, 0, 1))
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gifUnit.Execute(false, true);
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}
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//Some games (Fahrenheit being one) start vif first, let it loop through blankness while it sets MFIFO mode, so we need to check it here.
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if (dmacRegs.ctrl.MFD == MFD_VIF1)
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{
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//Console.WriteLn("VIFMFIFO\n");
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// Test changed because the Final Fantasy 12 opening somehow has the tag in *Undefined* mode, which is not in the documentation that I saw.
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if (vif1ch.chcr.MOD == NORMAL_MODE)
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Console.WriteLn("MFIFO mode is normal (which isn't normal here)! %x", vif1ch.chcr._u32);
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vif1Regs.stat.FQC = std::min((u32)0x10, vif1ch.qwc);
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vifMFIFOInterrupt();
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return;
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}
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// We need to check the direction, if it is downloading
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// from the GS then we handle that separately (KH2 for testing)
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if (vif1ch.chcr.DIR)
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{
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bool isDirect = (vif1.cmd & 0x7f) == 0x50;
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bool isDirectHL = (vif1.cmd & 0x7f) == 0x51;
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if ((isDirect && !gifUnit.CanDoPath2()) || (isDirectHL && !gifUnit.CanDoPath2HL()))
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{
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GUNIT_WARN("vif1Interrupt() - Waiting for Path 2 to be ready");
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CPU_INT(DMAC_VIF1, 128);
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if (gifRegs.stat.APATH == 3)
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vif1Regs.stat.VGW = 1; //We're waiting for path 3. Gunslinger II
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return;
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}
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vif1Regs.stat.VGW = 0; //Path 3 isn't busy so we don't need to wait for it.
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vif1Regs.stat.FQC = std::min(vif1ch.qwc, (u32)16);
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//Simulated GS transfer time done, clear the flags
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}
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if (vif1.waitforvu)
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{
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//DevCon.Warning("Waiting on VU1");
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//CPU_INT(DMAC_VIF1, 16);
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CPU_INT(VIF_VU1_FINISH, std::max(16, cpuGetCycles(VU_MTVU_BUSY)));
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return;
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}
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if (vif1Regs.stat.VGW)
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return;
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if (!vif1ch.chcr.STR)
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Console.WriteLn("Vif1 running when CHCR == %x", vif1ch.chcr._u32);
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if (vif1.irq && vif1.vifstalled.enabled && vif1.vifstalled.value == VIF_IRQ_STALL)
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{
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VIF_LOG("VIF IRQ Firing");
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if (!vif1Regs.stat.ER1)
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vif1Regs.stat.INT = true;
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//Yakuza watches VIF_STAT so lets do this here.
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if (((vif1Regs.code >> 24) & 0x7f) != 0x7)
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{
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vif1Regs.stat.VIS = true;
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}
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hwIntcIrq(VIF1intc);
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--vif1.irq;
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if (vif1Regs.stat.test(VIF1_STAT_VSS | VIF1_STAT_VIS | VIF1_STAT_VFS))
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{
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//vif1Regs.stat.FQC = 0;
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//NFSHPS stalls when the whole packet has gone across (it stalls in the last 32bit cmd)
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//In this case VIF will end
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vif1Regs.stat.FQC = std::min((u32)0x10, vif1ch.qwc);
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if ((vif1ch.qwc > 0 || !vif1.done) && !CHECK_VIF1STALLHACK)
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{
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vif1Regs.stat.VPS = VPS_DECODING; //If there's more data you need to say it's decoding the next VIF CMD (Onimusha - Blade Warriors)
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VIF_LOG("VIF1 Stalled");
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return;
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}
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}
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}
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vif1.vifstalled.enabled = false;
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//Mirroring change to VIF0
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if (vif1.cmd)
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{
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if (vif1.done && (vif1ch.qwc == 0))
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vif1Regs.stat.VPS = VPS_WAITING;
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}
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else
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{
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vif1Regs.stat.VPS = VPS_IDLE;
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}
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if (vif1.inprogress & 0x1)
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{
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_VIF1chain();
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// VIF_NORMAL_FROM_MEM_MODE is a very slow operation.
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// Timesplitters 2 depends on this beeing a bit higher than 128.
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if (vif1ch.chcr.DIR)
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vif1Regs.stat.FQC = std::min(vif1ch.qwc, (u32)16);
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if (!(vif1Regs.stat.VGW && gifUnit.gifPath[GIF_PATH_3].state != GIF_PATH_IDLE)) //If we're waiting on GIF, stop looping, (can be over 1000 loops!)
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{
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if (vif1.waitforvu)
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{
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//if (cpuGetCycles(VU_MTVU_BUSY) > static_cast<int>(g_vif1Cycles))
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// DevCon.Warning("Waiting %d instead of %d", cpuGetCycles(VU_MTVU_BUSY), static_cast<int>(g_vif1Cycles));
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CPU_INT(DMAC_VIF1, std::max(static_cast<int>(g_vif1Cycles), cpuGetCycles(VU_MTVU_BUSY)));
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}
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else
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CPU_INT(DMAC_VIF1, g_vif1Cycles);
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}
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return;
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}
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if (!vif1.done)
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{
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if (!(dmacRegs.ctrl.DMAE) || vif1Regs.stat.VSS) //Stopped or DMA Disabled
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{
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//Console.WriteLn("vif1 dma masked");
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return;
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}
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if ((vif1.inprogress & 0x1) == 0)
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vif1SetupTransfer();
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if (vif1ch.chcr.DIR)
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vif1Regs.stat.FQC = std::min(vif1ch.qwc, (u32)16);
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if (!(vif1Regs.stat.VGW && gifUnit.gifPath[GIF_PATH_3].state != GIF_PATH_IDLE)) //If we're waiting on GIF, stop looping, (can be over 1000 loops!)
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{
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if (vif1.waitforvu)
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{
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//if (cpuGetCycles(VU_MTVU_BUSY) > static_cast<int>(g_vif1Cycles))
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// DevCon.Warning("Waiting %d instead of %d", cpuGetCycles(VU_MTVU_BUSY), static_cast<int>(g_vif1Cycles));
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CPU_INT(DMAC_VIF1, std::max(static_cast<int>(g_vif1Cycles), cpuGetCycles(VU_MTVU_BUSY)));
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}
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else
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CPU_INT(DMAC_VIF1, g_vif1Cycles);
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}
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return;
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}
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if (vif1.vifstalled.enabled && vif1.done)
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{
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DevCon.WriteLn("VIF1 looping on stall at end\n");
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CPU_INT(DMAC_VIF1, 0);
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return; //Dont want to end if vif is stalled.
|
|
}
|
|
#ifdef PCSX2_DEVBUILD
|
|
if (vif1ch.qwc > 0)
|
|
DevCon.WriteLn("VIF1 Ending with %x QWC left", vif1ch.qwc);
|
|
if (vif1.cmd != 0)
|
|
DevCon.WriteLn("vif1.cmd still set %x tag size %x", vif1.cmd, vif1.tag.size);
|
|
#endif
|
|
|
|
if ((vif1ch.chcr.DIR == VIF_NORMAL_TO_MEM_MODE) && vif1.GSLastDownloadSize <= 16)
|
|
{
|
|
//Reverse fifo has finished and nothing is left, so lets clear the outputting flag
|
|
gifRegs.stat.OPH = false;
|
|
}
|
|
|
|
if (vif1ch.chcr.DIR)
|
|
vif1Regs.stat.FQC = std::min(vif1ch.qwc, (u32)16);
|
|
|
|
vif1ch.chcr.STR = false;
|
|
vif1.vifstalled.enabled = false;
|
|
vif1.irqoffset.enabled = false;
|
|
if (vif1.queued_program)
|
|
vifExecQueue(1);
|
|
g_vif1Cycles = 0;
|
|
VIF_LOG("VIF1 DMA End");
|
|
hwDmacIrq(DMAC_VIF1);
|
|
}
|
|
|
|
void dmaVIF1()
|
|
{
|
|
VIF_LOG("dmaVIF1 chcr = %lx, madr = %lx, qwc = %lx\n"
|
|
" tadr = %lx, asr0 = %lx, asr1 = %lx",
|
|
vif1ch.chcr._u32, vif1ch.madr, vif1ch.qwc,
|
|
vif1ch.tadr, vif1ch.asr0, vif1ch.asr1);
|
|
|
|
g_vif1Cycles = 0;
|
|
vif1.inprogress = 0;
|
|
|
|
if (vif1ch.qwc > 0) // Normal Mode
|
|
{
|
|
|
|
// ignore tag if it's a GS download (Def Jam Fight for NY)
|
|
if (vif1ch.chcr.MOD == CHAIN_MODE && vif1ch.chcr.DIR)
|
|
{
|
|
vif1.dmamode = VIF_CHAIN_MODE;
|
|
//DevCon.Warning(L"VIF1 QWC on Chain CHCR " + vif1ch.chcr.desc());
|
|
|
|
if ((vif1ch.chcr.tag().ID == TAG_REFE) || (vif1ch.chcr.tag().ID == TAG_END) || (vif1ch.chcr.tag().IRQ && vif1ch.chcr.TIE))
|
|
{
|
|
vif1.done = true;
|
|
}
|
|
else
|
|
{
|
|
vif1.done = false;
|
|
}
|
|
}
|
|
else //Assume normal mode for reverse FIFO and Normal.
|
|
{
|
|
if (dmacRegs.ctrl.STD == STD_VIF1)
|
|
Console.WriteLn("DMA Stall Control on VIF1 normal not implemented - Report which game to PCSX2 Team");
|
|
|
|
if (vif1ch.chcr.DIR) // from Memory
|
|
vif1.dmamode = VIF_NORMAL_FROM_MEM_MODE;
|
|
else
|
|
vif1.dmamode = VIF_NORMAL_TO_MEM_MODE;
|
|
|
|
if (vif1.irqoffset.enabled && !vif1.done)
|
|
DevCon.Warning("Warning! VIF1 starting a Normal transfer with vif offset set (Possible force stop?)");
|
|
vif1.done = true;
|
|
}
|
|
|
|
vif1.inprogress |= 1;
|
|
}
|
|
else
|
|
{
|
|
vif1.inprogress &= ~0x1;
|
|
vif1.dmamode = VIF_CHAIN_MODE;
|
|
vif1.done = false;
|
|
}
|
|
|
|
if (vif1ch.chcr.DIR)
|
|
vif1Regs.stat.FQC = std::min((u32)0x10, vif1ch.qwc);
|
|
|
|
// Check VIF isn't stalled before starting the loop.
|
|
// Batman Vengence does something stupid and instead of cancelling a stall it tries to restart VIF, THEN check the stall
|
|
// However if VIF FIFO is reversed, it can continue
|
|
if (!vif1ch.chcr.DIR || !vif1Regs.stat.test(VIF1_STAT_VSS | VIF1_STAT_VIS | VIF1_STAT_VFS))
|
|
CPU_INT(DMAC_VIF1, 4);
|
|
}
|