pcsx2/pcsx2/Vif1_Dma.cpp

481 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_Dma.h"
#include "GS.h"
#include "Gif_Unit.h"
#include "VUmicro.h"
#include "newVif.h"
#include "MTVU.h"
u32 g_vif1Cycles = 0;
__fi void vif1FLUSH()
{
if (VU0.VI[REG_VPU_STAT].UL & 0x500) // T bit stop or Busy
{
vif1.waitforvu = true;
vif1.vifstalled.enabled = VifStallEnable(vif1ch);
vif1.vifstalled.value = VIF_TIMING_BREAK;
vif1Regs.stat.VEW = true;
}
}
void vif1TransferToMemory()
{
u128* pMem = (u128*)dmaGetAddr(vif1ch.madr, false);
// VIF from gsMemory
if (pMem == NULL) { // Is vif0ptag empty?
Console.WriteLn("Vif1 Tag BUSERR");
dmacRegs.stat.BEIS = true; // Bus Error
vif1Regs.stat.FQC = 0;
vif1ch.qwc = 0;
vif1.done = true;
CPU_INT(DMAC_VIF1, 0);
return; // An error has occurred.
}
// MTGS concerns: The MTGS is inherently disagreeable with the idea of downloading
// stuff from the GS. The *only* way to handle this case safely is to flush the GS
// completely and execute the transfer there-after.
//Console.Warning("Real QWC %x", vif1ch.qwc);
const u32 size = std::min(vif1.GSLastDownloadSize, (u32)vif1ch.qwc);
//const u128* pMemEnd = vif1.GSLastDownloadSize + pMem;
if (size) {
// Checking if any crazy game does a partial
// gs primitive and then does a gs download...
Gif_Path& p1 = gifUnit.gifPath[GIF_PATH_1];
Gif_Path& p2 = gifUnit.gifPath[GIF_PATH_2];
Gif_Path& p3 = gifUnit.gifPath[GIF_PATH_3];
pxAssert(p1.isDone() || !p1.gifTag.isValid);
pxAssert(p2.isDone() || !p2.gifTag.isValid);
pxAssert(p3.isDone() || !p3.gifTag.isValid);
}
GetMTGS().WaitGS();
GetMTGS().SendPointerPacket(GS_RINGTYPE_INIT_READ_FIFO2, size, pMem);
GetMTGS().WaitGS(false); // wait without reg sync
GSreadFIFO2((u8*)pMem, size);
// pMem += size;
//Some games such as Alex Ferguson's Player Manager 2001 reads less than GSLastDownloadSize by VIF then reads the remainder by FIFO
//Clearing the memory is clearing memory it shouldn't be and kills it.
//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
//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.
/*if (vif1.GSLastDownloadSize < vif1ch.qwc) {
if (pMem < pMemEnd) {
DevCon.Warning("GS Transfer < VIF QWC, Clearing end of space GST %x QWC %x", vif1.GSLastDownloadSize, (u32)vif1ch.qwc);
__m128 zeroreg = _mm_setzero_ps();
do {
_mm_store_ps((float*)pMem, zeroreg);
} while (++pMem < pMemEnd);
}
}*/
g_vif1Cycles += size * 2;
vif1ch.madr += size * 16; // mgs3 scene changes
if (vif1.GSLastDownloadSize >= vif1ch.qwc) {
vif1.GSLastDownloadSize -= vif1ch.qwc;
vif1Regs.stat.FQC = std::min((u32)16, vif1.GSLastDownloadSize);
vif1ch.qwc = 0;
}
else {
vif1Regs.stat.FQC = 0;
vif1ch.qwc -= vif1.GSLastDownloadSize;
vif1.GSLastDownloadSize = 0;
//This could be potentially bad and cause hangs. I guess we will find out.
DevCon.Warning("QWC left on VIF FIFO Reverse");
}
}
bool _VIF1chain()
{
u32 *pMem;
if (vif1ch.qwc == 0)
{
vif1.inprogress &= ~1;
vif1.irqoffset.value = 0;
vif1.irqoffset.enabled = false;
return true;
}
// Clarification - this is TO memory mode, for some reason i used the other way round >.<
if (vif1.dmamode == VIF_NORMAL_TO_MEM_MODE)
{
vif1TransferToMemory();
vif1.inprogress &= ~1;
return true;
}
pMem = (u32*)dmaGetAddr(vif1ch.madr, !vif1ch.chcr.DIR);
if (pMem == NULL)
{
vif1.cmd = 0;
vif1.tag.size = 0;
vif1ch.qwc = 0;
return true;
}
VIF_LOG("VIF1chain size=%d, madr=%lx, tadr=%lx",
vif1ch.qwc, vif1ch.madr, vif1ch.tadr);
if (vif1.irqoffset.enabled)
return VIF1transfer(pMem + vif1.irqoffset.value, vif1ch.qwc * 4 - vif1.irqoffset.value, false);
else
return VIF1transfer(pMem, vif1ch.qwc * 4, false);
}
__fi void vif1SetupTransfer()
{
tDMA_TAG *ptag;
ptag = dmaGetAddr(vif1ch.tadr, false); //Set memory pointer to TADR
if (!(vif1ch.transfer("Vif1 Tag", ptag))) return;
vif1ch.madr = ptag[1]._u32; //MADR = ADDR field + SPR
g_vif1Cycles += 1; // Add 1 g_vifCycles from the QW read for the tag
vif1.inprogress &= ~1;
VIF_LOG("VIF1 Tag %8.8x_%8.8x size=%d, id=%d, madr=%lx, tadr=%lx",
ptag[1]._u32, ptag[0]._u32, vif1ch.qwc, ptag->ID, vif1ch.madr, vif1ch.tadr);
if (!vif1.done && ((dmacRegs.ctrl.STD == STD_VIF1) && (ptag->ID == TAG_REFS))) // STD == VIF1
{
// there are still bugs, need to also check if gif->madr +16*qwc >= stadr, if not, stall
if ((vif1ch.madr + vif1ch.qwc * 16) > dmacRegs.stadr.ADDR)
{
//DevCon.Warning("VIF1 DMA Stall");
// stalled
hwDmacIrq(DMAC_STALL_SIS);
return;
}
}
if (vif1ch.chcr.TTE)
{
// Transfer dma tag if tte is set
bool ret;
alignas(16) static u128 masked_tag;
masked_tag._u64[0] = 0;
masked_tag._u64[1] = *((u64*)ptag + 1);
VIF_LOG("\tVIF1 SrcChain TTE=1, data = 0x%08x.%08x", masked_tag._u32[3], masked_tag._u32[2]);
if (vif1.irqoffset.enabled)
{
ret = VIF1transfer((u32*)&masked_tag + vif1.irqoffset.value, 4 - vif1.irqoffset.value, true); //Transfer Tag on stall
//ret = VIF1transfer((u32*)ptag + (2 + vif1.irqoffset), 2 - vif1.irqoffset); //Transfer Tag on stall
}
else
{
// Some games (like killzone) do Tags mid unpack, the nops will just write blank data
// to the VU's, which breaks stuff, this is where the 128bit packet will fail, so we ignore the first 2 words
vif1.irqoffset.value = 2;
vif1.irqoffset.enabled = true;
ret = VIF1transfer((u32*)&masked_tag + 2, 2, true); //Transfer Tag
//ret = VIF1transfer((u32*)ptag + 2, 2); //Transfer Tag
}
if (!ret && vif1.irqoffset.enabled)
{
vif1.inprogress &= ~1; // Better clear this so it has to do it again (Jak 1)
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
return; // IRQ set by VIFTransfer
}
}
vif1.irqoffset.value = 0;
vif1.irqoffset.enabled = false;
vif1.done |= hwDmacSrcChainWithStack(vif1ch, ptag->ID);
if(vif1ch.qwc > 0) vif1.inprogress |= 1;
//Check TIE bit of CHCR and IRQ bit of tag
if (vif1ch.chcr.TIE && ptag->IRQ)
{
VIF_LOG("dmaIrq Set");
//End Transfer
vif1.done = true;
return;
}
}
__fi void vif1VUFinish()
{
if (VU0.VI[REG_VPU_STAT].UL & 0x500)
{
vu1Thread.Get_MTVUChanges();
CPU_INT(VIF_VU1_FINISH, 128);
return;
}
if (VU0.VI[REG_VPU_STAT].UL & 0x100)
{
u32 _cycles = VU1.cycle;
//DevCon.Warning("Finishing VU1");
vu1Finish(false);
CPU_INT(VIF_VU1_FINISH, VU1.cycle - _cycles);
return;
}
vif1Regs.stat.VEW = false;
VIF_LOG("VU1 finished");
if(vif1.waitforvu)
{
vif1.waitforvu = false;
//Check if VIF is already scheduled to interrupt, if it's waiting, kick it :P
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))
{
if (dmacRegs.ctrl.MFD == MFD_VIF1)
vifMFIFOInterrupt();
else
vif1Interrupt();
}
}
//DevCon.Warning("VU1 state cleared");
}
__fi void vif1Interrupt()
{
VIF_LOG("vif1Interrupt: %8.8x chcr %x, done %x, qwc %x", cpuRegs.cycle, vif1ch.chcr._u32, vif1.done, vif1ch.qwc);
g_vif1Cycles = 0;
if( gifRegs.stat.APATH == 2 && gifUnit.gifPath[GIF_PATH_2].isDone())
{
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);
}
//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.
if (dmacRegs.ctrl.MFD == MFD_VIF1) {
//Console.WriteLn("VIFMFIFO\n");
// Test changed because the Final Fantasy 12 opening somehow has the tag in *Undefined* mode, which is not in the documentation that I saw.
if (vif1ch.chcr.MOD == NORMAL_MODE) Console.WriteLn("MFIFO mode is normal (which isn't normal here)! %x", vif1ch.chcr._u32);
vif1Regs.stat.FQC = std::min((u32)0x10, vif1ch.qwc);
vifMFIFOInterrupt();
return;
}
// We need to check the direction, if it is downloading
// from the GS then we handle that separately (KH2 for testing)
if (vif1ch.chcr.DIR) {
bool isDirect = (vif1.cmd & 0x7f) == 0x50;
bool isDirectHL = (vif1.cmd & 0x7f) == 0x51;
if((isDirect && !gifUnit.CanDoPath2())
|| (isDirectHL && !gifUnit.CanDoPath2HL())) {
GUNIT_WARN("vif1Interrupt() - Waiting for Path 2 to be ready");
CPU_INT(DMAC_VIF1, 128);
if(gifRegs.stat.APATH == 3) vif1Regs.stat.VGW = 1; //We're waiting for path 3. Gunslinger II
return;
}
vif1Regs.stat.VGW = 0; //Path 3 isn't busy so we don't need to wait for it.
vif1Regs.stat.FQC = std::min(vif1ch.qwc, (u32)16);
//Simulated GS transfer time done, clear the flags
}
if(vif1.waitforvu)
{
//DevCon.Warning("Waiting on VU1");
//CPU_INT(DMAC_VIF1, 16);
CPU_INT(VIF_VU1_FINISH, 16);
return;
}
if (vif1Regs.stat.VGW)
return;
if (!vif1ch.chcr.STR) Console.WriteLn("Vif1 running when CHCR == %x", vif1ch.chcr._u32);
if (vif1.irq && vif1.vifstalled.enabled && vif1.vifstalled.value == VIF_IRQ_STALL)
{
VIF_LOG("VIF IRQ Firing");
if (!vif1Regs.stat.ER1)
vif1Regs.stat.INT = true;
//Yakuza watches VIF_STAT so lets do this here.
if (((vif1Regs.code >> 24) & 0x7f) != 0x7) {
vif1Regs.stat.VIS = true;
}
hwIntcIrq(VIF1intc);
--vif1.irq;
if (vif1Regs.stat.test(VIF1_STAT_VSS | VIF1_STAT_VIS | VIF1_STAT_VFS))
{
//vif1Regs.stat.FQC = 0;
//NFSHPS stalls when the whole packet has gone across (it stalls in the last 32bit cmd)
//In this case VIF will end
vif1Regs.stat.FQC = std::min((u32)0x10, vif1ch.qwc);
if((vif1ch.qwc > 0 || !vif1.done) && !CHECK_VIF1STALLHACK)
{
vif1Regs.stat.VPS = VPS_DECODING; //If there's more data you need to say it's decoding the next VIF CMD (Onimusha - Blade Warriors)
VIF_LOG("VIF1 Stalled");
return;
}
}
}
vif1.vifstalled.enabled = false;
//Mirroring change to VIF0
if (vif1.cmd)
{
if (vif1.done && (vif1ch.qwc == 0)) vif1Regs.stat.VPS = VPS_WAITING;
}
else
{
vif1Regs.stat.VPS = VPS_IDLE;
}
if (vif1.inprogress & 0x1)
{
_VIF1chain();
// VIF_NORMAL_FROM_MEM_MODE is a very slow operation.
// Timesplitters 2 depends on this beeing a bit higher than 128.
if (vif1ch.chcr.DIR) vif1Regs.stat.FQC = std::min(vif1ch.qwc, (u32)16);
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!)
CPU_INT(DMAC_VIF1, g_vif1Cycles);
return;
}
if (!vif1.done)
{
if (!(dmacRegs.ctrl.DMAE) || vif1Regs.stat.VSS) //Stopped or DMA Disabled
{
//Console.WriteLn("vif1 dma masked");
return;
}
if ((vif1.inprogress & 0x1) == 0) vif1SetupTransfer();
if (vif1ch.chcr.DIR) vif1Regs.stat.FQC = std::min(vif1ch.qwc, (u32)16);
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!)
CPU_INT(DMAC_VIF1, g_vif1Cycles);
return;
}
if (vif1.vifstalled.enabled && vif1.done)
{
DevCon.WriteLn("VIF1 looping on stall at end\n");
CPU_INT(DMAC_VIF1, 0);
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);
}