pcsx2/pcsx2/VUmicro.cpp

103 lines
3.6 KiB
C++

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