184 lines
6.7 KiB
C++
184 lines
6.7 KiB
C++
/****************************************************************************
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* *
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* Project64 - A Nintendo 64 emulator. *
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* http://www.pj64-emu.com/ *
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* Copyright (C) 2012 Project64. All rights reserved. *
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* *
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* License: *
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* GNU/GPLv2 http://www.gnu.org/licenses/gpl-2.0.html *
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* *
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****************************************************************************/
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#pragma once
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#include <Common/SyncEvent.h>
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#include <Common/Thread.h>
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#include <Project64-core/Settings/N64SystemSettings.h>
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#include <Project64-core/N64System/ProfilingClass.h>
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#include <Project64-core/N64System/Recompiler/RecompilerClass.h>
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#include <Project64-core/N64System/Mips/Audio.h>
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#include <Project64-core/N64System/Mips/MemoryVirtualMem.h>
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#include <Project64-core/N64System/Mips/SystemEvents.h>
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#include <Project64-core/N64System/Mips/SystemTiming.h>
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#include <Project64-core/N64System/Mips/Mempak.h>
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#include <Project64-core/Settings/DebugSettings.h>
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#include <Project64-core/Plugin.h>
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#include <Project64-core/Logging.h>
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#include "Mips/TLBClass.h"
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#include "CheatClass.h"
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#include "FramePerSecondClass.h"
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#include "SpeedLimiterClass.h"
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typedef std::list<SystemEvent> EVENT_LIST;
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typedef std::map<uint32_t, uint32_t> FUNC_CALLS;
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class CPlugins;
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class CRSP_Plugin;
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class CRecompiler;
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//#define TEST_SP_TRACKING //track the SP to make sure all ops pick it up fine
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class CN64System :
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public CLogging,
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public CTLB_CB,
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private CSystemEvents,
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protected CN64SystemSettings,
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public CGameSettings,
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protected CDebugSettings
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{
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public:
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CN64System(CPlugins * Plugins, bool SavesReadOnly, bool SyncSystem);
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virtual ~CN64System(void);
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CCheats m_Cheats;
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bool m_EndEmulation;
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SAVE_CHIP_TYPE m_SaveUsing;
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//Methods
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static bool LoadFileImage(const char * FileLoc);
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static bool RunFileImage(const char * FileLoc);
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static bool RunFileImageIPL(const char * FileLoc);
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static bool RunDiskImage(const char * FileLoc);
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static void RunLoadedImage(void);
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static void CloseSystem(void);
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void CloseCpu();
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void ExternalEvent(SystemEvent action); //covers gui interacting and timers etc..
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void StartEmulation(bool NewThread);
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void EndEmulation();
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void SyncToAudio();
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void AlterSpeed(const CSpeedLimiter::ESpeedChange SpeedChange) { m_Limiter.AlterSpeed(SpeedChange); }
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void SetSpeed(int Speed) { m_Limiter.SetSpeed(Speed); }
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int GetSpeed(void) const { return m_Limiter.GetSpeed(); }
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int GetBaseSpeed(void) const { return m_Limiter.GetBaseSpeed(); }
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void Reset(bool bInitReg, bool ClearMenory);
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void GameReset();
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void PluginReset();
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void Pause();
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void RunRSP();
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bool SaveState();
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bool LoadState(const char * FileName);
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bool LoadState();
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bool DmaUsed() const { return m_DMAUsed; }
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void SetDmaUsed(bool DMAUsed) { m_DMAUsed = DMAUsed; }
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void SetCheatsSlectionChanged(bool changed) { m_CheatsSlectionChanged = changed; }
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bool HasCheatsSlectionChanged(void) const { return m_CheatsSlectionChanged; }
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uint32_t GetButtons(int32_t Control) const { return m_Buttons[Control]; }
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CPlugins * GetPlugins() { return m_Plugins; }
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//Variable used to track that the SP is being handled and stays the same as the real SP in sync core
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#ifdef TEST_SP_TRACKING
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uint32_t m_CurrentSP;
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#endif
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//For Sync CPU
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void UpdateSyncCPU(CN64System * const SecondCPU, uint32_t const Cycles);
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void SyncCPU(CN64System * const SecondCPU);
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void SyncCPUPC(CN64System * const SecondCPU);
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void SyncSystem();
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void SyncSystemPC();
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private:
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//Make sure plugins can directly access this information
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friend class CGfxPlugin;
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friend class CAudioPlugin;
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friend class CRSP_Plugin;
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friend class CControl_Plugin;
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//Recompiler has access to manipulate and call functions
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friend class CSystemTimer;
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friend class CRecompiler;
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friend class CMipsMemoryVM;
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//Used for loading and potentially executing the CPU in its own thread.
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static void StartEmulationThread(CThread * thread);
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static bool EmulationStarting(CThread * thread);
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static void StartEmulationThead();
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void ExecuteCPU();
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void RefreshScreen();
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void DumpSyncErrors(CN64System * SecondCPU);
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void StartEmulation2(bool NewThread);
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bool SetActiveSystem(bool bActive = true);
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void InitRegisters(bool bPostPif, CMipsMemoryVM & MMU);
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void DisplayRSPListCount();
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//CPU Methods
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void ExecuteRecompiler();
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void ExecuteInterpret();
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void ExecuteSyncCPU();
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//Mark information saying that the CPU has stopped
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void CpuStopped();
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//Functions in CTLB_CB
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void TLB_Mapped(uint32_t VAddr, uint32_t Len, uint32_t PAddr, bool bReadOnly);
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void TLB_Unmaped(uint32_t VAddr, uint32_t Len);
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void TLB_Changed();
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CPlugins * const m_Plugins; //The plugin container
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CPlugins * m_SyncPlugins;
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CN64System * m_SyncCPU;
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CMipsMemoryVM m_MMU_VM; //Memory of the n64
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CTLB m_TLB;
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CRegisters m_Reg;
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CMempak m_Mempak;
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CFramePerSecond m_FPS;
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CProfiling m_CPU_Usage; //used to track the cpu usage
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CRecompiler * m_Recomp;
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CAudio m_Audio;
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CSpeedLimiter m_Limiter;
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bool m_InReset;
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int32_t m_NextTimer;
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CSystemTimer m_SystemTimer;
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bool m_bCleanFrameBox;
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bool m_RspBroke;
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bool m_DMAUsed;
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uint32_t m_Buttons[4];
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bool m_TestTimer;
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uint32_t m_NextInstruction;
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uint32_t m_JumpToLocation;
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uint32_t m_TLBLoadAddress;
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uint32_t m_TLBStoreAddress;
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uint32_t m_SyncCount;
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bool m_SyncCpu;
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bool m_CheatsSlectionChanged;
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//When Syncing cores this is the PC where it last Sync'ed correctly
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uint32_t m_LastSuccessSyncPC[10];
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int32_t m_CyclesToSkip;
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//Handle to the cpu thread
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CThread * m_thread;
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//Handle to pause mutex
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SyncEvent m_hPauseEvent;
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//No of Alist and Dlist sent to the RSP
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uint32_t m_AlistCount, m_DlistCount, m_UnknownCount;
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//list of function that have been called .. used in profiling
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FUNC_CALLS m_FunctionCalls;
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};
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