FW: clang-format

This commit is contained in:
Gauvain 'GovanifY' Roussel-Tarbouriech 2020-09-19 16:26:40 +02:00 committed by refractionpcsx2
parent 385c698212
commit 6f98fd4b65
5 changed files with 149 additions and 142 deletions

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@ -570,7 +570,6 @@ Global
{2F6C0388-20CB-4242-9F6C-A6EBB6A83F47} = {78EBE642-7A4D-4EA7-86BE-5639C6646C38}
{E4081455-398C-4610-A87C-90A8A7D72DC3} = {703FD00B-D7A0-41E3-BD03-CEC86B385DAF}
{BF7B81A5-E348-4F7C-A69F-F74C8EEEAD70} = {E1828E40-2FBB-48FE-AE7F-5587755DCE0E}
{3D0EB14D-32F3-4D82-9C6D-B806ADBB859C} = {E1828E40-2FBB-48FE-AE7F-5587755DCE0E}
{04439C5F-05FB-4A9C-AAD1-5388C25377DB} = {E1828E40-2FBB-48FE-AE7F-5587755DCE0E}
{A51123F5-9505-4EAE-85E7-D320290A272C} = {88F517F9-CE1C-4005-9BDF-4481FEB55053}
{4639972E-424E-4E13-8B07-CA403C481346} = {88F517F9-CE1C-4005-9BDF-4481FEB55053}

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@ -56,7 +56,7 @@ set(pcsx2Sources
GameDatabase.cpp
Dump.cpp
Elfheader.cpp
FW.cpp
FW.cpp
FiFo.cpp
FPU.cpp
Gif.cpp
@ -136,7 +136,7 @@ set(pcsx2Headers
Dump.h
GameDatabase.h
Elfheader.h
FW.h
FW.h
Gif.h
Gif_Unit.h
GS.h

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@ -13,6 +13,8 @@
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include <stdlib.h>
#include <string>
using namespace std;
@ -20,179 +22,182 @@ using namespace std;
#include "FW.h"
u8 phyregs[16];
s8 *fwregs;
s8* fwregs;
void (*FWirq)();
s32 FWopen()
{
memset(phyregs, 0, sizeof(phyregs));
// Initializing our registers.
fwregs = (s8 *)calloc(0x10000, 1);
if (fwregs == NULL) {
DevCon.WriteLn("FW: Error allocating Memory");
return -1;
}
return 0;
memset(phyregs, 0, sizeof(phyregs));
// Initializing our registers.
fwregs = (s8*)calloc(0x10000, 1);
if (fwregs == NULL)
{
DevCon.WriteLn("FW: Error allocating Memory");
return -1;
}
return 0;
}
void FWclose()
{
// Freeing the registers.
free(fwregs);
fwregs = NULL;
// Freeing the registers.
free(fwregs);
fwregs = NULL;
}
void PHYWrite()
{
u8 reg = (PHYACC >> 8) & 0xf;
u8 data = PHYACC & 0xff;
u8 reg = (PHYACC >> 8) & 0xf;
u8 data = PHYACC & 0xff;
phyregs[reg] = data;
phyregs[reg] = data;
PHYACC &= ~0x4000ffff;
PHYACC &= ~0x4000ffff;
}
void PHYRead()
{
u8 reg = (PHYACC >> 24) & 0xf;
u8 reg = (PHYACC >> 24) & 0xf;
PHYACC &= ~0x80000000;
PHYACC &= ~0x80000000;
PHYACC |= phyregs[reg] | (reg << 8);
PHYACC |= phyregs[reg] | (reg << 8);
if (fwRu32(0x8424) & 0x40000000) //RRx interrupt mask
{
fwRu32(0x8420) |= 0x40000000;
FWirq();
}
if (fwRu32(0x8424) & 0x40000000) //RRx interrupt mask
{
fwRu32(0x8420) |= 0x40000000;
FWirq();
}
}
u32 FWread32(u32 addr)
{
u32 ret = 0;
u32 ret = 0;
switch (addr) {
//Node ID Register the top part is default, bottom part i got from my ps2
case 0x1f808400:
ret = /*(0x3ff << 22) | 1;*/ 0xffc00001;
break;
// Control Register 2
case 0x1f808410:
ret = fwRu32(addr); //SCLK OK (Needs to be set when FW is "Ready"
break;
//Interrupt 0 Register
case 0x1f808420:
ret = fwRu32(addr);
break;
switch (addr)
{
//Node ID Register the top part is default, bottom part i got from my ps2
case 0x1f808400:
ret = /*(0x3ff << 22) | 1;*/ 0xffc00001;
break;
// Control Register 2
case 0x1f808410:
ret = fwRu32(addr); //SCLK OK (Needs to be set when FW is "Ready"
break;
//Interrupt 0 Register
case 0x1f808420:
ret = fwRu32(addr);
break;
//Dunno what this is, but my home console always returns this value 0x10000001
//Seems to be related to the Node ID however (does some sort of compare/check)
case 0x1f80847c:
ret = 0x10000001;
break;
//Dunno what this is, but my home console always returns this value 0x10000001
//Seems to be related to the Node ID however (does some sort of compare/check)
case 0x1f80847c:
ret = 0x10000001;
break;
// Include other relevant 32 bit addresses we need to catch here.
default:
// By default, read fwregs.
ret = fwRu32(addr);
break;
}
// Include other relevant 32 bit addresses we need to catch here.
default:
// By default, read fwregs.
ret = fwRu32(addr);
break;
}
DevCon.WriteLn("FW: read mem 0x%x: 0x%x", addr, ret);
DevCon.WriteLn("FW: read mem 0x%x: 0x%x", addr, ret);
return ret;
return ret;
}
void FWwrite32(u32 addr, u32 value)
{
switch (addr) {
// Include other memory locations we want to catch here.
// For example:
//
// case 0x1f808400:
// case 0x1f808414:
// case 0x1f808420:
// case 0x1f808428:
// case 0x1f808430:
//
switch (addr)
{
// Include other memory locations we want to catch here.
// For example:
//
// case 0x1f808400:
// case 0x1f808414:
// case 0x1f808420:
// case 0x1f808428:
// case 0x1f808430:
//
//PHY access
case 0x1f808414:
//If in read mode (top bit set) we read the PHY register requested then set the RRx interrupt if it's enabled
//Im presuming we send that back to pcsx2 then. This register stores the result, plus whatever was written (minus the read/write flag
fwRu32(addr) = value; //R/W Bit cleaned in underneath function
if (value & 0x40000000) //Writing to PHY
{
PHYWrite();
} else if (value & 0x80000000) //Reading from PHY
{
PHYRead();
}
break;
//PHY access
case 0x1f808414:
//If in read mode (top bit set) we read the PHY register requested then set the RRx interrupt if it's enabled
//Im presuming we send that back to pcsx2 then. This register stores the result, plus whatever was written (minus the read/write flag
fwRu32(addr) = value; //R/W Bit cleaned in underneath function
if (value & 0x40000000) //Writing to PHY
{
PHYWrite();
}
else if (value & 0x80000000) //Reading from PHY
{
PHYRead();
}
break;
//Control Register 0
case 0x1f808408:
//This enables different functions of the link interface
//Just straight writes, should brobably struct these later.
//Default written settings (on unreal tournament) are
//Urcv M = 1
//RSP 0 = 1
//Retlim = 0xF
//Cyc Tmr En = 1
//Bus ID Rst = 1
//Rcv Self ID = 1
fwRu32(addr) = value;
// if((value & 0x800000) && (fwRu32(0x842C) & 0x2))
// {
// fwRu32(0x8428) |= 0x2;
// FWirq();
// }
fwRu32(addr) &= ~0x800000;
break;
//Control Register 2
case 0x1f808410: // fwRu32(addr) = value; break;
//Ignore writes to this for now, apart from 0x2 which is Link Power Enable
//0x8 is SCLK OK (Ready) which should be set for emulation
fwRu32(addr) = 0x8 /*| value & 0x2*/;
break;
//Interrupt 0 Register
case 0x1f808420:
//Interrupt 1 Register
case 0x1f808428:
//Interrupt 2 Register
case 0x1f808430:
//Writes of 1 clear the corresponding bits
fwRu32(addr) &= ~value;
break;
//Interrupt 0 Register Mask
case 0x1f808424:
//Interrupt 1 Register Mask
case 0x1f80842C:
//Interrupt 2 Register Mask
case 0x1f808434:
//These are direct writes (as it's a mask!)
fwRu32(addr) = value;
break;
//DMA Control and Status Register 0
case 0x1f8084B8:
fwRu32(addr) = value;
break;
//DMA Control and Status Register 1
case 0x1f808538:
fwRu32(addr) = value;
break;
default:
// By default, just write it to fwregs.
fwRu32(addr) = value;
break;
}
DevCon.WriteLn("FW: write mem 0x%x: 0x%x", addr, value);
//Control Register 0
case 0x1f808408:
//This enables different functions of the link interface
//Just straight writes, should brobably struct these later.
//Default written settings (on unreal tournament) are
//Urcv M = 1
//RSP 0 = 1
//Retlim = 0xF
//Cyc Tmr En = 1
//Bus ID Rst = 1
//Rcv Self ID = 1
fwRu32(addr) = value;
// if((value & 0x800000) && (fwRu32(0x842C) & 0x2))
// {
// fwRu32(0x8428) |= 0x2;
// FWirq();
// }
fwRu32(addr) &= ~0x800000;
break;
//Control Register 2
case 0x1f808410: // fwRu32(addr) = value; break;
//Ignore writes to this for now, apart from 0x2 which is Link Power Enable
//0x8 is SCLK OK (Ready) which should be set for emulation
fwRu32(addr) = 0x8 /*| value & 0x2*/;
break;
//Interrupt 0 Register
case 0x1f808420:
//Interrupt 1 Register
case 0x1f808428:
//Interrupt 2 Register
case 0x1f808430:
//Writes of 1 clear the corresponding bits
fwRu32(addr) &= ~value;
break;
//Interrupt 0 Register Mask
case 0x1f808424:
//Interrupt 1 Register Mask
case 0x1f80842C:
//Interrupt 2 Register Mask
case 0x1f808434:
//These are direct writes (as it's a mask!)
fwRu32(addr) = value;
break;
//DMA Control and Status Register 0
case 0x1f8084B8:
fwRu32(addr) = value;
break;
//DMA Control and Status Register 1
case 0x1f808538:
fwRu32(addr) = value;
break;
default:
// By default, just write it to fwregs.
fwRu32(addr) = value;
break;
}
DevCon.WriteLn("FW: write mem 0x%x: 0x%x", addr, value);
}
void FWirqCallback(void (*callback)())
{
// Register FWirq, so we can trigger an interrupt with it later.
FWirq = callback;
// Register FWirq, so we can trigger an interrupt with it later.
FWirq = callback;
}

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@ -20,9 +20,9 @@
#define FWdefs
// Our main memory storage, and defines for accessing it.
extern s8 *fwregs;
#define fwRs32(mem) (*(s32 *)&fwregs[(mem)&0xffff])
#define fwRu32(mem) (*(u32 *)&fwregs[(mem)&0xffff])
extern s8* fwregs;
#define fwRs32(mem) (*(s32*)&fwregs[(mem)&0xffff])
#define fwRu32(mem) (*(u32*)&fwregs[(mem)&0xffff])
//PHY Access Address for ease of use :P
#define PHYACC fwRu32(0x8414)

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@ -154,6 +154,9 @@
<Filter Include="System\Ps2\Iop\CDVD\Linux">
<UniqueIdentifier>{a5904fb6-e846-4cbf-940c-ca1c604140a0}</UniqueIdentifier>
</Filter>
<Filter Include="System\Ps2\Iop\FW">
<UniqueIdentifier>{157740ae-b338-4d7f-81cb-cffa9d39a756}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<None Include="..\..\Utilities\folderdesc.txt">
@ -893,7 +896,7 @@
<Filter>System</Filter>
</ClCompile>
<ClCompile Include="..\..\FW.cpp">
<Filter>System</Filter>
<Filter>System\Ps2\Iop\FW</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
@ -1354,7 +1357,7 @@
<Filter>System\Include</Filter>
</ClInclude>
<ClInclude Include="..\..\FW.h">
<Filter>System\Include</Filter>
<Filter>System\Ps2\Iop\FW</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>