mirror of https://github.com/PCSX2/pcsx2.git
103 lines
3.6 KiB
C++
103 lines
3.6 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2009 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 "VUmicro.h"
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#define useDeltaTime 1
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#if useDeltaTime
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// Executes a Block based on EE delta time
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void BaseVUmicroCPU::ExecuteBlock(bool startUp) {
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const u32& stat = VU0.VI[REG_VPU_STAT].UL;
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const int test = m_Idx ? 0x100 : 1;
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const int s = 1024*6; // Kick Start Cycles (Silver Surfer needs this amount)
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const int c = 1024*1; // Continue Cycles
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if (!(stat & test)) return;
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if (startUp) { // Start Executing a microprogram
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Execute(s); // Kick start VU
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// Let VUs run behind EE instead of ahead
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if (stat & test) {
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cpuSetNextBranchDelta((s+c)*2);
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m_lastEEcycles = cpuRegs.cycle + (s*2);
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}
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}
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else { // Continue Executing (VU roughly half the mhz of EE)
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s32 delta = (s32)(u32)(cpuRegs.cycle - m_lastEEcycles) & ~1;
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if (delta > 0) { // Enough time has passed
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delta >>= 1; // Divide by 2 (unsigned)
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Execute(delta); // Execute the time since the last call
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if (stat & test) {
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cpuSetNextBranchDelta(c*2);
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m_lastEEcycles = cpuRegs.cycle;
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}
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}
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else cpuSetNextBranchDelta(-delta); // Haven't caught-up from kick start
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}
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}
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// This function is called by VU0 Macro (COP2) after transferring some
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// EE data to VU0's registers. We want to run VU0 Micro right after this
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// to ensure that the register is used at the correct time.
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// This fixes spinning/hanging in some games like Ratchet and Clank's Intro.
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void __fastcall BaseVUmicroCPU::ExecuteBlockJIT(BaseVUmicroCPU* cpu) {
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const u32& stat = VU0.VI[REG_VPU_STAT].UL;
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const int test = cpu->m_Idx ? 0x100 : 1;
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const int c = 128; // VU Execution Cycles
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if (stat & test) { // VU is running
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cpu->Execute(c); // Execute VU
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if (stat & test) {
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cpu->m_lastEEcycles+=(c*2);
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cpuSetNextBranchDelta(c*2);
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}
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}
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}
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#else
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// Executes a Block based on static preset cycles
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void BaseVUmicroCPU::ExecuteBlock(bool startUp) {
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const int vuRunning = m_Idx ? 0x100 : 1;
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if (!(VU0.VI[REG_VPU_STAT].UL & vuRunning)) return;
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if (startUp) { // Start Executing a microprogram
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Execute(vu0RunCycles); // Kick start VU
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// If the VU0 program didn't finish then we'll want to finish it up
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// pretty soon. This fixes vmhacks in some games (Naruto Ultimate Ninja 2)
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if(VU0.VI[REG_VPU_STAT].UL & vuRunning)
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cpuSetNextBranchDelta( 192 ); // fixme : ideally this should be higher, like 512 or so.
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}
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else {
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Execute(vu0RunCycles);
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//DevCon.Warning("VU0 running when in BranchTest");
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// This helps keep the EE and VU0 in sync.
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// Check Silver Surfer. Currently has SPS varying with different branch deltas set below.
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if(VU0.VI[REG_VPU_STAT].UL & vuRunning)
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cpuSetNextBranchDelta( 768 );
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}
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}
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// This function is called by VU0 Macro (COP2) after transferring
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// EE data to a VU0 register...
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void __fastcall BaseVUmicroCPU::ExecuteBlockJIT(BaseVUmicroCPU* cpu) {
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cpu->Execute(128);
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}
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#endif
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