pcsx2/pcsx2/Counters.cpp

1180 lines
38 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2021 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 <time.h>
#include <cmath>
#include "Common.h"
#include "R3000A.h"
#include "Counters.h"
#include "IopCounters.h"
#include "GS.h"
#include "VUmicro.h"
#include "PerformanceMetrics.h"
#include "Patch.h"
#include "ps2/HwInternal.h"
#include "Sio.h"
#include "HostDisplay.h"
#include "SPU2/spu2.h"
#ifndef PCSX2_CORE
#include "gui/App.h"
#include "Recording/InputRecordingControls.h"
#else
#include "PAD/Host/PAD.h"
#include "Recording/InputRecording.h"
#include "VMManager.h"
#endif
using namespace Threading;
extern u8 psxhblankgate;
static const uint EECNT_FUTURE_TARGET = 0x10000000;
static int gates = 0;
static bool s_use_vsync_for_timing = false;
uint g_FrameCount = 0;
// Counter 4 takes care of scanlines - hSync/hBlanks
// Counter 5 takes care of vSync/vBlanks
Counter counters[4];
SyncCounter hsyncCounter;
SyncCounter vsyncCounter;
u32 nextsCounter; // records the cpuRegs.cycle value of the last call to rcntUpdate()
s32 nextCounter; // delta from nextsCounter, in cycles, until the next rcntUpdate()
// Forward declarations needed because C/C++ both are wimpy single-pass compilers.
static void rcntStartGate(bool mode, u32 sCycle);
static void rcntEndGate(bool mode, u32 sCycle);
static void rcntWcount(int index, u32 value);
static void rcntWmode(int index, u32 value);
static void rcntWtarget(int index, u32 value);
static void rcntWhold(int index, u32 value);
// For Analog/Double Strike and Interlace modes
static bool IsInterlacedVideoMode()
{
return (gsVideoMode == GS_VideoMode::PAL || gsVideoMode == GS_VideoMode::NTSC || gsVideoMode == GS_VideoMode::DVD_NTSC || gsVideoMode == GS_VideoMode::DVD_PAL || gsVideoMode == GS_VideoMode::HDTV_1080I);
}
static bool IsProgressiveVideoMode()
{
// The FIELD register only flips if the CMOD field in SMODE1 is set to anything but 0 and Front Porch bottom bit in SYNCV is set.
// Also see "isReallyInterlaced()" in GSState.cpp
return !(*(u32*)PS2GS_BASE(GS_SYNCV) & 0x1) || !(*(u32*)PS2GS_BASE(GS_SMODE1) & 0x6000);
}
void rcntReset(int index) {
counters[index].count = 0;
counters[index].sCycleT = cpuRegs.cycle;
}
// Updates the state of the nextCounter value (if needed) to serve
// any pending events for the given counter.
// Call this method after any modifications to the state of a counter.
static __fi void _rcntSet( int cntidx )
{
s32 c;
pxAssume( cntidx <= 4 ); // rcntSet isn't valid for h/vsync counters.
const Counter& counter = counters[cntidx];
// Stopped or special hsync gate?
if (!counter.mode.IsCounting || (counter.mode.ClockSource == 0x3) ) return;
// check for special cases where the overflow or target has just passed
// (we probably missed it because we're doing/checking other things)
if( counter.count > 0x10000 || counter.count > counter.target )
{
nextCounter = 4;
return;
}
// nextCounter is relative to the cpuRegs.cycle when rcntUpdate() was last called.
// However, the current _rcntSet could be called at any cycle count, so we need to take
// that into account. Adding the difference from that cycle count to the current one
// will do the trick!
c = ((0x10000 - counter.count) * counter.rate) - (cpuRegs.cycle - counter.sCycleT);
c += cpuRegs.cycle - nextsCounter; // adjust for time passed since last rcntUpdate();
if (c < nextCounter)
{
nextCounter = c;
cpuSetNextEvent( nextsCounter, nextCounter ); // Need to update on counter resets/target changes
}
// Ignore target diff if target is currently disabled.
// (the overflow is all we care about since it goes first, and then the
// target will be turned on afterward, and handled in the next event test).
if( counter.target & EECNT_FUTURE_TARGET )
{
return;
}
else
{
c = ((counter.target - counter.count) * counter.rate) - (cpuRegs.cycle - counter.sCycleT);
c += cpuRegs.cycle - nextsCounter; // adjust for time passed since last rcntUpdate();
if (c < nextCounter)
{
nextCounter = c;
cpuSetNextEvent(nextsCounter, nextCounter); // Need to update on counter resets/target changes
}
}
}
static __fi void cpuRcntSet()
{
int i;
// Default to next VBlank
nextsCounter = cpuRegs.cycle;
nextCounter = vsyncCounter.CycleT - (cpuRegs.cycle - vsyncCounter.sCycle);
// Also check next HSync
s32 nextHsync = hsyncCounter.CycleT - (cpuRegs.cycle - hsyncCounter.sCycle);
if (nextHsync < nextCounter)
nextCounter = nextHsync;
for (i = 0; i < 4; i++)
_rcntSet( i );
// sanity check!
if( nextCounter < 0 ) nextCounter = 0;
cpuSetNextEvent(nextsCounter, nextCounter); // Need to update on counter resets/target changes
}
void rcntInit()
{
int i;
g_FrameCount = 0;
memzero(counters);
for (i=0; i<4; i++) {
counters[i].rate = 2;
counters[i].target = 0xffff;
}
counters[0].interrupt = 9;
counters[1].interrupt = 10;
counters[2].interrupt = 11;
counters[3].interrupt = 12;
hsyncCounter.Mode = MODE_HRENDER;
hsyncCounter.sCycle = cpuRegs.cycle;
vsyncCounter.Mode = MODE_VRENDER;
vsyncCounter.sCycle = cpuRegs.cycle;
for (i=0; i<4; i++) rcntReset(i);
cpuRcntSet();
}
#ifndef _WIN32
#include <sys/time.h>
#endif
static s64 m_iTicks=0;
static u64 m_iStart=0;
struct vSyncTimingInfo
{
double Framerate; // frames per second (8 bit fixed)
GS_VideoMode VideoMode; // used to detect change (interlaced/progressive)
u32 Render; // time from vblank end to vblank start (cycles)
u32 Blank; // time from vblank start to vblank end (cycles)
u32 GSBlank; // GS CSR is swapped roughly 3.5 hblank's after vblank start
u32 hSyncError; // rounding error after the duration of a rendered frame (cycles)
u32 hRender; // time from hblank end to hblank start (cycles)
u32 hBlank; // time from hblank start to hblank end (cycles)
u32 hScanlinesPerFrame; // number of scanlines per frame (525/625 for NTSC/PAL)
};
static vSyncTimingInfo vSyncInfo;
static void vSyncInfoCalc(vSyncTimingInfo* info, double framesPerSecond, u32 scansPerFrame)
{
constexpr double clock = static_cast<double>(PS2CLK);
const u64 Frame = clock * 10000ULL / framesPerSecond;
const u64 Scanline = Frame / scansPerFrame;
// There are two renders and blanks per frame. This matches the PS2 test results.
// The PAL and NTSC VBlank periods respectively lasts for approximately 22 and 26 scanlines.
// An older test suggests that these periods are actually the periods that VBlank is off, but
// Legendz Gekitou! Saga Battle runs very slowly if the VBlank period is inverted.
// Some of the more timing sensitive games and their symptoms when things aren't right:
// Dynasty Warriors 3 Xtreme Legends - fake save corruption when loading save
// Jak II - random speedups
// Shadow of Rome - FMV audio issues
const u64 HalfFrame = Frame / 2;
const u64 Blank = Scanline * ((gsVideoMode == GS_VideoMode::NTSC ? 22 : 25) + static_cast<int>(gsIsInterlaced));
const u64 Render = HalfFrame - Blank;
const u64 GSBlank = Scanline * (gsVideoMode == GS_VideoMode::NTSC ? 3.5 : 3); // GS VBlank/CSR Swap happens roughly 3.5(NTSC) and 3(PAL) Scanlines after VBlank Start
// Important! The hRender/hBlank timers should be 50/50 for best results.
// (this appears to be what the real EE's timing crystal does anyway)
u64 hBlank = Scanline / 2;
u64 hRender = Scanline - hBlank;
if (!IsInterlacedVideoMode())
{
hBlank /= 2;
hRender /= 2;
}
//TODO: Carry fixed-point math all the way through the entire vsync and hsync counting processes, and continually apply rounding
//as needed for each scheduled v/hsync related event. Much better to handle than this messed state.
info->Framerate = framesPerSecond;
info->GSBlank = (u32)(GSBlank / 10000);
info->Render = (u32)(Render / 10000);
info->Blank = (u32)(Blank / 10000);
info->hRender = (u32)(hRender / 10000);
info->hBlank = (u32)(hBlank / 10000);
info->hScanlinesPerFrame = scansPerFrame;
if ((Render % 10000) >= 5000) info->Render++;
if ((Blank % 10000) >= 5000) info->Blank++;
if ((hRender % 10000) >= 5000) info->hRender++;
if ((hBlank % 10000) >= 5000) info->hBlank++;
// Calculate accumulative hSync rounding error per half-frame:
if (IsInterlacedVideoMode()) // gets off the chart in that mode
{
u32 hSyncCycles = ((info->hRender + info->hBlank) * scansPerFrame) / 2;
u32 vSyncCycles = (info->Render + info->Blank);
info->hSyncError = vSyncCycles - hSyncCycles;
//Console.Warning("%d",info->hSyncError);
}
else info->hSyncError = 0;
// Note: In NTSC modes there is some small rounding error in the vsync too,
// however it would take thousands of frames for it to amount to anything and
// is thus not worth the effort at this time.
}
const char* ReportVideoMode()
{
switch (gsVideoMode)
{
case GS_VideoMode::PAL: return "PAL";
case GS_VideoMode::NTSC: return "NTSC";
case GS_VideoMode::DVD_NTSC: return "DVD NTSC";
case GS_VideoMode::DVD_PAL: return "DVD PAL";
case GS_VideoMode::VESA: return "VESA";
case GS_VideoMode::SDTV_480P: return "SDTV 480p";
case GS_VideoMode::SDTV_576P: return "SDTV 576p";
case GS_VideoMode::HDTV_720P: return "HDTV 720p";
case GS_VideoMode::HDTV_1080I: return "HDTV 1080i";
case GS_VideoMode::HDTV_1080P: return "HDTV 1080p";
default: return "Unknown";
}
}
const char* ReportInterlaceMode()
{
const u64& smode2 = *(u64*)PS2GS_BASE(GS_SMODE2);
return !IsProgressiveVideoMode() ? ((smode2 & 2) ? "Interlaced (Frame)" : "Interlaced (Field)") : "Progressive";
}
double GetVerticalFrequency()
{
// Note about NTSC/PAL "double strike" modes:
// NTSC and PAL can be configured in such a way to produce a non-interlaced signal.
// This involves modifying the signal slightly by either adding or subtracting a line (526/524 instead of 525)
// which has the function of causing the odd and even fields to strike the same lines.
// Doing this modifies the vertical refresh rate slightly. Beatmania is sensitive to this and
// not accounting for it will cause the audio and video to become desynced.
//
// In the case of the GS, I believe it adds a halfline to the vertical back porch but more research is needed.
// For now I'm just going to subtract off the config setting.
//
// According to the GS:
// NTSC (interlaced): 59.94
// NTSC (non-interlaced): 59.82
// PAL (interlaced): 50.00
// PAL (non-interlaced): 49.76
//
// More Information:
// https://web.archive.org/web/20201031235528/https://wiki.nesdev.com/w/index.php/NTSC_video
// https://web.archive.org/web/20201102100937/http://forums.nesdev.com/viewtopic.php?t=7909
// https://web.archive.org/web/20120629231826fw_/http://ntsc-tv.com/index.html
// https://web.archive.org/web/20200831051302/https://www.hdretrovision.com/240p/
switch (gsVideoMode)
{
case GS_VideoMode::Uninitialized: // SetGsCrt hasn't executed yet, give some temporary values.
return 60.00;
case GS_VideoMode::PAL:
case GS_VideoMode::DVD_PAL:
return gsIsInterlaced ? EmuConfig.GS.FrameratePAL : EmuConfig.GS.FrameratePAL - 0.24f;
case GS_VideoMode::NTSC:
case GS_VideoMode::DVD_NTSC:
return gsIsInterlaced ? EmuConfig.GS.FramerateNTSC : EmuConfig.GS.FramerateNTSC - 0.11f;
case GS_VideoMode::SDTV_480P:
return 59.94;
case GS_VideoMode::HDTV_1080P:
case GS_VideoMode::HDTV_1080I:
case GS_VideoMode::HDTV_720P:
case GS_VideoMode::SDTV_576P:
case GS_VideoMode::VESA:
return 60.00;
default:
// Pass NTSC vertical frequency value when unknown video mode is detected.
return FRAMERATE_NTSC * 2;
}
}
static double AdjustToHostRefreshRate(double vertical_frequency, double frame_limit)
{
if (!EmuConfig.GS.SyncToHostRefreshRate || EmuConfig.GS.LimitScalar != 1.0f)
{
SPU2SetDeviceSampleRateMultiplier(1.0);
s_use_vsync_for_timing = false;
return frame_limit;
}
float host_refresh_rate;
if (!g_host_display->GetHostRefreshRate(&host_refresh_rate))
{
Console.Warning("Cannot sync to host refresh since the query failed.");
SPU2SetDeviceSampleRateMultiplier(1.0);
s_use_vsync_for_timing = false;
return frame_limit;
}
const double ratio = host_refresh_rate / vertical_frequency;
const bool syncing_to_host = (ratio >= 0.95f && ratio <= 1.05f);
s_use_vsync_for_timing = (syncing_to_host && !EmuConfig.GS.SkipDuplicateFrames && EmuConfig.GS.VsyncEnable != VsyncMode::Off);
Console.WriteLn("Refresh rate: Host=%fhz Guest=%fhz Ratio=%f - %s %s", host_refresh_rate,
vertical_frequency, ratio, syncing_to_host ? "can sync" : "can't sync",
s_use_vsync_for_timing ? "and using vsync for pacing" : "and using sleep for pacing");
if (!syncing_to_host)
return frame_limit;
frame_limit *= ratio;
SPU2SetDeviceSampleRateMultiplier(ratio);
return frame_limit;
}
u32 UpdateVSyncRate()
{
// Notice: (and I probably repeat this elsewhere, but it's worth repeating)
// The PS2's vsync timer is an *independent* crystal that is fixed to either 59.94 (NTSC)
// or 50.0 (PAL) Hz. It has *nothing* to do with real TV timings or the real vsync of
// the GS's output circuit. It is the same regardless if the GS is outputting interlace
// or progressive scan content.
const double vertical_frequency = GetVerticalFrequency();
const double frames_per_second = vertical_frequency / 2.0;
const double frame_limit = AdjustToHostRefreshRate(vertical_frequency, frames_per_second * EmuConfig.GS.LimitScalar);
const double tick_rate = GetTickFrequency() / 2.0;
const s64 ticks = static_cast<s64>(tick_rate / std::max(frame_limit, 1.0));
u32 total_scanlines = 0;
bool custom = false;
switch (gsVideoMode)
{
case GS_VideoMode::Uninitialized: // SYSCALL instruction hasn't executed yet, give some temporary values.
if(gsIsInterlaced)
total_scanlines = SCANLINES_TOTAL_NTSC_I;
else
total_scanlines = SCANLINES_TOTAL_NTSC_NI;
break;
case GS_VideoMode::PAL:
case GS_VideoMode::DVD_PAL:
custom = (EmuConfig.GS.FrameratePAL != Pcsx2Config::GSOptions::DEFAULT_FRAME_RATE_PAL);
if (gsIsInterlaced)
total_scanlines = SCANLINES_TOTAL_PAL_I;
else
total_scanlines = SCANLINES_TOTAL_PAL_NI;
break;
case GS_VideoMode::NTSC:
case GS_VideoMode::DVD_NTSC:
custom = (EmuConfig.GS.FramerateNTSC != Pcsx2Config::GSOptions::DEFAULT_FRAME_RATE_NTSC);
if (gsIsInterlaced)
total_scanlines = SCANLINES_TOTAL_NTSC_I;
else
total_scanlines = SCANLINES_TOTAL_NTSC_NI;
break;
case GS_VideoMode::SDTV_480P:
case GS_VideoMode::SDTV_576P:
case GS_VideoMode::HDTV_720P:
case GS_VideoMode::VESA:
total_scanlines = SCANLINES_TOTAL_NTSC_I;
break;
case GS_VideoMode::HDTV_1080P:
case GS_VideoMode::HDTV_1080I:
total_scanlines = SCANLINES_TOTAL_1080;
break;
case GS_VideoMode::Unknown:
default:
if (gsIsInterlaced)
total_scanlines = SCANLINES_TOTAL_NTSC_I;
else
total_scanlines = SCANLINES_TOTAL_NTSC_NI;
Console.Error("PCSX2-Counters: Unknown video mode detected");
pxAssertDev(false , "Unknown video mode detected via SetGsCrt");
}
const bool video_mode_initialized = gsVideoMode != GS_VideoMode::Uninitialized;
if (vSyncInfo.Framerate != frames_per_second || vSyncInfo.VideoMode != gsVideoMode)
{
vSyncInfo.VideoMode = gsVideoMode;
vSyncInfoCalc(&vSyncInfo, frames_per_second, total_scanlines);
if (video_mode_initialized)
Console.WriteLn(Color_Green, "(UpdateVSyncRate) Mode Changed to %s.", ReportVideoMode());
if (custom && video_mode_initialized)
Console.Indent().WriteLn(Color_StrongGreen, "... with user configured refresh rate: %.02f Hz", vertical_frequency);
hsyncCounter.CycleT = vSyncInfo.hRender; // Amount of cycles before the counter will be updated
vsyncCounter.CycleT = vSyncInfo.Render; // Amount of cycles before the counter will be updated
cpuRcntSet();
}
PerformanceMetrics::SetVerticalFrequency(vertical_frequency);
if (m_iTicks != ticks)
m_iTicks = ticks;
m_iStart = GetCPUTicks();
return static_cast<u32>(m_iTicks);
}
void frameLimitReset()
{
m_iStart = GetCPUTicks();
}
// FMV switch stuff
extern uint eecount_on_last_vdec;
extern bool FMVstarted;
extern bool EnableFMV;
static bool RendererSwitched = false;
static bool s_last_fmv_state = false;
static __fi void DoFMVSwitch()
{
bool new_fmv_state = s_last_fmv_state;
if (EnableFMV)
{
DevCon.WriteLn("FMV started");
new_fmv_state = true;
EnableFMV = false;
}
else if (FMVstarted)
{
const int diff = cpuRegs.cycle - eecount_on_last_vdec;
if (diff > 60000000)
{
DevCon.WriteLn("FMV ended");
new_fmv_state = false;
FMVstarted = false;
}
}
if (new_fmv_state == s_last_fmv_state)
return;
s_last_fmv_state = new_fmv_state;
switch (EmuConfig.GS.FMVAspectRatioSwitch)
{
case FMVAspectRatioSwitchType::Off:
break;
case FMVAspectRatioSwitchType::RAuto4_3_3_2:
EmuConfig.CurrentAspectRatio = new_fmv_state ? AspectRatioType::RAuto4_3_3_2 : EmuConfig.GS.AspectRatio;
break;
case FMVAspectRatioSwitchType::R4_3:
EmuConfig.CurrentAspectRatio = new_fmv_state ? AspectRatioType::R4_3 : EmuConfig.GS.AspectRatio;
break;
case FMVAspectRatioSwitchType::R16_9:
EmuConfig.CurrentAspectRatio = new_fmv_state ? AspectRatioType::R16_9 : EmuConfig.GS.AspectRatio;
break;
default:
break;
}
if (EmuConfig.Gamefixes.SoftwareRendererFMVHack && (GSConfig.UseHardwareRenderer() || (RendererSwitched && GSConfig.Renderer == GSRendererType::SW)))
{
RendererSwitched = GSConfig.UseHardwareRenderer();
// we don't use the sw toggle here, because it'll change back to auto if set to sw
GetMTGS().SwitchRenderer(new_fmv_state ? GSRendererType::SW : EmuConfig.GS.Renderer, false);
}
else
RendererSwitched = false;
}
// Convenience function to update UI thread and set patches.
static __fi void frameLimitUpdateCore()
{
DoFMVSwitch();
#ifndef PCSX2_CORE
GetCoreThread().VsyncInThread();
if (GetCoreThread().HasPendingStateChangeRequest())
Cpu->ExitExecution();
#else
VMManager::Internal::VSyncOnCPUThread();
if (VMManager::Internal::IsExecutionInterrupted())
Cpu->ExitExecution();
#endif
}
// Framelimiter - Measures the delta time between calls and stalls until a
// certain amount of time passes if such time hasn't passed yet.
static __fi void frameLimit()
{
// Framelimiter off in settings? Framelimiter go brrr.
if (EmuConfig.GS.LimitScalar == 0.0f || s_use_vsync_for_timing)
{
frameLimitUpdateCore();
return;
}
const u64 uExpectedEnd = m_iStart + m_iTicks; // Compute when we would expect this frame to end, assuming everything goes perfectly perfect.
const u64 iEnd = GetCPUTicks(); // The current tick we actually stopped on.
const s64 sDeltaTime = iEnd - uExpectedEnd; // The diff between when we stopped and when we expected to.
// If frame ran too long...
if (sDeltaTime >= m_iTicks)
{
// ... Fudge the next frame start over a bit. Prevents fast forward zoomies.
m_iStart += (sDeltaTime / m_iTicks) * m_iTicks;
frameLimitUpdateCore();
return;
}
// Conversion of delta from CPU ticks (microseconds) to milliseconds
s32 msec = (int) ((sDeltaTime * -1000) / (s64) GetTickFrequency());
// If any integer value of milliseconds exists, sleep it off.
// Prior comments suggested that 1-2 ms sleeps were inaccurate on some OSes;
// further testing suggests instead that this was utter bullshit.
if (msec > 1)
{
Threading::Sleep(msec - 1);
}
// Conversion to milliseconds loses some precision; after sleeping off whole milliseconds,
// spin the thread without sleeping until we finally reach our expected end time.
while (GetCPUTicks() < uExpectedEnd)
{
// SKREEEEEEEE
}
// Finally, set our next frame start to when this one ends
m_iStart = uExpectedEnd;
frameLimitUpdateCore();
}
static __fi void VSyncStart(u32 sCycle)
{
#ifdef PCSX2_CORE
// Update vibration at the end of a frame.
PAD::Update();
#endif
frameLimit(); // limit FPS
gsPostVsyncStart(); // MUST be after framelimit; doing so before causes funk with frame times!
if(EmuConfig.Trace.Enabled && EmuConfig.Trace.EE.m_EnableAll)
SysTrace.EE.Counters.Write( " ================ EE COUNTER VSYNC START (frame: %d) ================", g_FrameCount );
hwIntcIrq(INTC_VBLANK_S);
psxVBlankStart();
if (gates) rcntStartGate(true, sCycle); // Counters Start Gate code
// INTC - VB Blank Start Hack --
// Hack fix! This corrects a freezeup in Granda 2 where it decides to spin
// on the INTC_STAT register after the exception handler has already cleared
// it. But be warned! Set the value to larger than 4 and it breaks Dark
// Cloud and other games. -_-
// How it works: Normally the INTC raises exceptions immediately at the end of the
// current branch test. But in the case of Grandia 2, the game's code is spinning
// on the INTC status, and the exception handler (for some reason?) clears the INTC
// before returning *and* returns to a location other than EPC. So the game never
// gets to the point where it sees the INTC Irq set true.
// (I haven't investigated why Dark Cloud freezes on larger values)
// (all testing done using the recompiler -- dunno how the ints respond yet)
//cpuRegs.eCycle[30] = 2;
// Update 08/2021: The only game I know to require this kind of thing as of 1.7.0 is Penny Racers/Gadget Racers (which has a patch to avoid the problem and others)
// These games have a tight loop checking INTC_STAT waiting for the VBLANK Start, however the game also has a VBLANK Hander which clears it.
// Therefore, there needs to be some delay in order for it to see the interrupt flag before the interrupt is acknowledged, likely helped on real hardware by the pipelines.
// Without the patch and fixing this, the games have other issues, so I'm not going to rush to fix it.
// Refraction
}
static __fi void GSVSync()
{
// CSR is swapped and GS vBlank IRQ is triggered roughly 3.5 hblanks after VSync Start
if (IsProgressiveVideoMode())
CSRreg.SetField();
else
CSRreg.SwapField();
if (!CSRreg.VSINT)
{
CSRreg.VSINT = true;
if (!GSIMR.VSMSK)
gsIrq();
}
}
static __fi void VSyncEnd(u32 sCycle)
{
if(EmuConfig.Trace.Enabled && EmuConfig.Trace.EE.m_EnableAll)
SysTrace.EE.Counters.Write( " ================ EE COUNTER VSYNC END (frame: %d) ================", g_FrameCount );
g_FrameCount++;
hwIntcIrq(INTC_VBLANK_E); // HW Irq
psxVBlankEnd(); // psxCounters vBlank End
if (gates) rcntEndGate(true, sCycle); // Counters End Gate Code
// FolderMemoryCard needs information on how much time has passed since the last write
// Call it every 60 frames
if (!(g_FrameCount % 60))
sioNextFrame();
// This doesn't seem to be needed here. Games only seem to break with regard to the
// vsyncstart irq.
//cpuRegs.eCycle[30] = 2;
}
//#define VSYNC_DEBUG // Uncomment this to enable some vSync Timer debugging features.
#ifdef VSYNC_DEBUG
static u32 hsc=0;
static int vblankinc = 0;
#endif
__fi void rcntUpdate_hScanline()
{
if( !cpuTestCycle( hsyncCounter.sCycle, hsyncCounter.CycleT ) ) return;
//iopEventAction = 1;
if (hsyncCounter.Mode & MODE_HBLANK) { //HBLANK Start
rcntStartGate(false, hsyncCounter.sCycle);
psxCheckStartGate16(0);
// Setup the hRender's start and end cycle information:
hsyncCounter.sCycle += vSyncInfo.hBlank; // start (absolute cycle value)
hsyncCounter.CycleT = vSyncInfo.hRender; // endpoint (delta from start value)
hsyncCounter.Mode = MODE_HRENDER;
}
else { //HBLANK END / HRENDER Begin
if (!CSRreg.HSINT)
{
CSRreg.HSINT = true;
if (!GSIMR.HSMSK)
gsIrq();
}
if (gates) rcntEndGate(false, hsyncCounter.sCycle);
if (psxhblankgate) psxCheckEndGate16(0);
// set up the hblank's start and end cycle information:
hsyncCounter.sCycle += vSyncInfo.hRender; // start (absolute cycle value)
hsyncCounter.CycleT = vSyncInfo.hBlank; // endpoint (delta from start value)
hsyncCounter.Mode = MODE_HBLANK;
# ifdef VSYNC_DEBUG
hsc++;
# endif
}
}
__fi void rcntUpdate_vSync()
{
if (!cpuTestCycle(vsyncCounter.sCycle, vsyncCounter.CycleT)) return;
if (vsyncCounter.Mode == MODE_VSYNC)
{
VSyncEnd(vsyncCounter.sCycle);
vsyncCounter.sCycle += vSyncInfo.Blank;
vsyncCounter.CycleT = vSyncInfo.Render;
vsyncCounter.Mode = MODE_VRENDER;
}
else if (vsyncCounter.Mode == MODE_GSBLANK) // GS CSR Swap and interrupt
{
GSVSync();
vsyncCounter.Mode = MODE_VSYNC;
// Don't set the start cycle, makes it easier to calculate the correct Vsync End time
vsyncCounter.CycleT = vSyncInfo.Blank;
}
else // VSYNC end / VRENDER begin
{
VSyncStart(vsyncCounter.sCycle);
vsyncCounter.sCycle += vSyncInfo.Render;
vsyncCounter.CycleT = vSyncInfo.GSBlank;
vsyncCounter.Mode = MODE_GSBLANK;
// Accumulate hsync rounding errors:
hsyncCounter.sCycle += vSyncInfo.hSyncError;
# ifdef VSYNC_DEBUG
vblankinc++;
if( vblankinc > 1 )
{
if( hsc != vSyncInfo.hScanlinesPerFrame )
Console.WriteLn( " ** vSync > Abnormal Scanline Count: %d", hsc );
hsc = 0;
vblankinc = 0;
}
# endif
}
}
static __fi void _cpuTestTarget( int i )
{
if (counters[i].count < counters[i].target)
return;
if(counters[i].mode.TargetInterrupt) {
EECNT_LOG("EE Counter[%d] TARGET reached - mode=%x, count=%x, target=%x", i, counters[i].mode, counters[i].count, counters[i].target);
if (!counters[i].mode.TargetReached)
{
counters[i].mode.TargetReached = 1;
hwIntcIrq(counters[i].interrupt);
}
}
if (counters[i].mode.ZeroReturn)
counters[i].count -= counters[i].target; // Reset on target
else
counters[i].target |= EECNT_FUTURE_TARGET; // OR with future target to prevent a retrigger
}
static __fi void _cpuTestOverflow( int i )
{
if (counters[i].count <= 0xffff) return;
if (counters[i].mode.OverflowInterrupt) {
EECNT_LOG("EE Counter[%d] OVERFLOW - mode=%x, count=%x", i, counters[i].mode, counters[i].count);
if (!counters[i].mode.OverflowReached)
{
counters[i].mode.OverflowReached = 1;
hwIntcIrq(counters[i].interrupt);
}
}
// wrap counter back around zero, and enable the future target:
counters[i].count -= 0x10000;
counters[i].target &= 0xffff;
}
// forceinline note: this method is called from two locations, but one
// of them is the interpreter, which doesn't count. ;) So might as
// well forceinline it!
__fi void rcntUpdate()
{
rcntUpdate_vSync();
// Update counters so that we can perform overflow and target tests.
for (int i=0; i<=3; i++)
{
// We want to count gated counters (except the hblank which exclude below, and are
// counted by the hblank timer instead)
//if ( gates & (1<<i) ) continue;
if (!counters[i].mode.IsCounting ) continue;
if(counters[i].mode.ClockSource != 0x3) // don't count hblank sources
{
s32 change = cpuRegs.cycle - counters[i].sCycleT;
if( change < 0 ) change = 0; // sanity check!
counters[i].count += change / counters[i].rate;
change -= (change / counters[i].rate) * counters[i].rate;
counters[i].sCycleT = cpuRegs.cycle - change;
// Check Counter Targets and Overflows:
_cpuTestTarget( i );
_cpuTestOverflow( i );
}
else counters[i].sCycleT = cpuRegs.cycle;
}
cpuRcntSet();
}
static __fi void _rcntSetGate( int index )
{
if (counters[index].mode.EnableGate)
{
// If the Gate Source is hblank and the clock selection is also hblank
// then the gate is disabled and the counter acts as a normal hblank source.
if( !(counters[index].mode.GateSource == 0 && counters[index].mode.ClockSource == 3) )
{
EECNT_LOG( "EE Counter[%d] Using Gate! Source=%s, Mode=%d.",
index, counters[index].mode.GateSource ? "vblank" : "hblank", counters[index].mode.GateMode );
gates |= (1<<index);
counters[index].mode.IsCounting = 0;
rcntReset(index);
return;
}
else
EECNT_LOG( "EE Counter[%d] GATE DISABLED because of hblank source.", index );
}
gates &= ~(1<<index);
}
// mode - 0 means hblank source, 8 means vblank source.
static __fi void rcntStartGate(bool isVblank, u32 sCycle)
{
int i;
for (i=0; i <=3; i++)
{
//if ((mode == 0) && ((counters[i].mode & 0x83) == 0x83))
if (!isVblank && counters[i].mode.IsCounting && (counters[i].mode.ClockSource == 3) )
{
// Update counters using the hblank as the clock. This keeps the hblank source
// nicely in sync with the counters and serves as an optimization also, since these
// counter won't recieve special rcntUpdate scheduling.
// Note: Target and overflow tests must be done here since they won't be done
// currectly by rcntUpdate (since it's not being scheduled for these counters)
counters[i].count += HBLANK_COUNTER_SPEED;
_cpuTestTarget( i );
_cpuTestOverflow( i );
}
if (!(gates & (1<<i))) continue;
if ((!!counters[i].mode.GateSource) != isVblank) continue;
switch (counters[i].mode.GateMode) {
case 0x0: //Count When Signal is low (off)
// Just set the start cycle (sCycleT) -- counting will be done as needed
// for events (overflows, targets, mode changes, and the gate off below)
counters[i].count = rcntRcount(i);
counters[i].mode.IsCounting = 0;
counters[i].sCycleT = sCycle;
EECNT_LOG("EE Counter[%d] %s StartGate Type0, count = %x", i,
isVblank ? "vblank" : "hblank", counters[i].count );
break;
case 0x2: // reset and start counting on vsync end
// this is the vsync start so do nothing.
break;
case 0x1: //Reset and start counting on Vsync start
case 0x3: //Reset and start counting on Vsync start and end
counters[i].mode.IsCounting = 1;
counters[i].count = 0;
counters[i].target &= 0xffff;
counters[i].sCycleT = sCycle;
EECNT_LOG("EE Counter[%d] %s StartGate Type%d, count = %x", i,
isVblank ? "vblank" : "hblank", counters[i].mode.GateMode, counters[i].count );
break;
}
}
// No need to update actual counts here. Counts are calculated as needed by reads to
// rcntRcount(). And so long as sCycleT is set properly, any targets or overflows
// will be scheduled and handled.
// Note: No need to set counters here. They'll get set when control returns to
// rcntUpdate, since we're being called from there anyway.
}
// mode - 0 means hblank signal, 8 means vblank signal.
static __fi void rcntEndGate(bool isVblank , u32 sCycle)
{
int i;
for(i=0; i <=3; i++) { //Gates for counters
if (!(gates & (1<<i))) continue;
if ((!!counters[i].mode.GateSource) != isVblank) continue;
switch (counters[i].mode.GateMode) {
case 0x0: //Count When Signal is low (off)
// Set the count here. Since the timer is being turned off it's
// important to record its count at this point (it won't be counted by
// calls to rcntUpdate).
counters[i].mode.IsCounting = 1;
counters[i].sCycleT = cpuRegs.cycle;
EECNT_LOG("EE Counter[%d] %s EndGate Type0, count = %x", i,
isVblank ? "vblank" : "hblank", counters[i].count );
break;
case 0x1: // Reset and start counting on Vsync start
// this is the vsync end so do nothing
break;
case 0x2: //Reset and start counting on Vsync end
case 0x3: //Reset and start counting on Vsync start and end
counters[i].mode.IsCounting = 1;
counters[i].count = 0;
counters[i].target &= 0xffff;
counters[i].sCycleT = sCycle;
EECNT_LOG("EE Counter[%d] %s EndGate Type%d, count = %x", i,
isVblank ? "vblank" : "hblank", counters[i].mode.GateMode, counters[i].count );
break;
}
}
// Note: No need to set counters here. They'll get set when control returns to
// rcntUpdate, since we're being called from there anyway.
}
static __fi u32 rcntCycle(int index)
{
if (counters[index].mode.IsCounting && (counters[index].mode.ClockSource != 0x3))
return counters[index].count + ((cpuRegs.cycle - counters[index].sCycleT) / counters[index].rate);
else
return counters[index].count;
}
static __fi void rcntWmode(int index, u32 value)
{
if(counters[index].mode.IsCounting) {
if(counters[index].mode.ClockSource != 0x3) {
u32 change = cpuRegs.cycle - counters[index].sCycleT;
if( change > 0 )
{
counters[index].count += change / counters[index].rate;
change -= (change / counters[index].rate) * counters[index].rate;
counters[index].sCycleT = cpuRegs.cycle - change;
}
}
}
else counters[index].sCycleT = cpuRegs.cycle;
// Clear OverflowReached and TargetReached flags (0xc00 mask), but *only* if they are set to 1 in the
// given value. (yes, the bits are cleared when written with '1's).
counters[index].modeval &= ~(value & 0xc00);
counters[index].modeval = (counters[index].modeval & 0xc00) | (value & 0x3ff);
EECNT_LOG("EE Counter[%d] writeMode = %x passed value=%x", index, counters[index].modeval, value );
switch (counters[index].mode.ClockSource) { //Clock rate divisers *2, they use BUSCLK speed not PS2CLK
case 0: counters[index].rate = 2; break;
case 1: counters[index].rate = 32; break;
case 2: counters[index].rate = 512; break;
case 3: counters[index].rate = vSyncInfo.hBlank+vSyncInfo.hRender; break;
}
_rcntSetGate( index );
_rcntSet( index );
}
static __fi void rcntWcount(int index, u32 value)
{
EECNT_LOG("EE Counter[%d] writeCount = %x, oldcount=%x, target=%x", index, value, counters[index].count, counters[index].target );
counters[index].count = value & 0xffff;
// reset the target, and make sure we don't get a premature target.
counters[index].target &= 0xffff;
if( counters[index].count > counters[index].target )
counters[index].target |= EECNT_FUTURE_TARGET;
// re-calculate the start cycle of the counter based on elapsed time since the last counter update:
if(counters[index].mode.IsCounting) {
if(counters[index].mode.ClockSource != 0x3) {
s32 change = cpuRegs.cycle - counters[index].sCycleT;
if( change > 0 ) {
change -= (change / counters[index].rate) * counters[index].rate;
counters[index].sCycleT = cpuRegs.cycle - change;
}
}
}
else counters[index].sCycleT = cpuRegs.cycle;
_rcntSet( index );
}
static __fi void rcntWtarget(int index, u32 value)
{
EECNT_LOG("EE Counter[%d] writeTarget = %x", index, value);
counters[index].target = value & 0xffff;
// guard against premature (instant) targeting.
// If the target is behind the current count, set it up so that the counter must
// overflow first before the target fires:
if(counters[index].mode.IsCounting) {
if(counters[index].mode.ClockSource != 0x3) {
u32 change = cpuRegs.cycle - counters[index].sCycleT;
if( change > 0 )
{
counters[index].count += change / counters[index].rate;
change -= (change / counters[index].rate) * counters[index].rate;
counters[index].sCycleT = cpuRegs.cycle - change;
}
}
}
if( counters[index].target <= rcntCycle(index) )
counters[index].target |= EECNT_FUTURE_TARGET;
_rcntSet( index );
}
static __fi void rcntWhold(int index, u32 value)
{
EECNT_LOG("EE Counter[%d] Hold Write = %x", index, value);
counters[index].hold = value;
}
__fi u32 rcntRcount(int index)
{
u32 ret;
// only count if the counter is turned on (0x80) and is not an hsync gate (!0x03)
if (counters[index].mode.IsCounting && (counters[index].mode.ClockSource != 0x3))
ret = counters[index].count + ((cpuRegs.cycle - counters[index].sCycleT) / counters[index].rate);
else
ret = counters[index].count;
// Spams the Console.
EECNT_LOG("EE Counter[%d] readCount32 = %x", index, ret);
return ret;
}
template< uint page >
__fi u16 rcntRead32( u32 mem )
{
// Important DevNote:
// Yes this uses a u16 return value on purpose! The upper bits 16 of the counter registers
// are all fixed to 0, so we always truncate everything in these two pages using a u16
// return value! --air
switch( mem ) {
case(RCNT0_COUNT): return (u16)rcntRcount(0);
case(RCNT0_MODE): return (u16)counters[0].modeval;
case(RCNT0_TARGET): return (u16)counters[0].target;
case(RCNT0_HOLD): return (u16)counters[0].hold;
case(RCNT1_COUNT): return (u16)rcntRcount(1);
case(RCNT1_MODE): return (u16)counters[1].modeval;
case(RCNT1_TARGET): return (u16)counters[1].target;
case(RCNT1_HOLD): return (u16)counters[1].hold;
case(RCNT2_COUNT): return (u16)rcntRcount(2);
case(RCNT2_MODE): return (u16)counters[2].modeval;
case(RCNT2_TARGET): return (u16)counters[2].target;
case(RCNT3_COUNT): return (u16)rcntRcount(3);
case(RCNT3_MODE): return (u16)counters[3].modeval;
case(RCNT3_TARGET): return (u16)counters[3].target;
}
return psHu16(mem);
}
template< uint page >
__fi bool rcntWrite32( u32 mem, mem32_t& value )
{
pxAssume( mem >= RCNT0_COUNT && mem < 0x10002000 );
// [TODO] : counters should actually just use the EE's hw register space for storing
// count, mode, target, and hold. This will allow for a simplified handler for register
// reads.
switch( mem ) {
case(RCNT0_COUNT): return rcntWcount(0, value), false;
case(RCNT0_MODE): return rcntWmode(0, value), false;
case(RCNT0_TARGET): return rcntWtarget(0, value), false;
case(RCNT0_HOLD): return rcntWhold(0, value), false;
case(RCNT1_COUNT): return rcntWcount(1, value), false;
case(RCNT1_MODE): return rcntWmode(1, value), false;
case(RCNT1_TARGET): return rcntWtarget(1, value), false;
case(RCNT1_HOLD): return rcntWhold(1, value), false;
case(RCNT2_COUNT): return rcntWcount(2, value), false;
case(RCNT2_MODE): return rcntWmode(2, value), false;
case(RCNT2_TARGET): return rcntWtarget(2, value), false;
case(RCNT3_COUNT): return rcntWcount(3, value), false;
case(RCNT3_MODE): return rcntWmode(3, value), false;
case(RCNT3_TARGET): return rcntWtarget(3, value), false;
}
// unhandled .. do memory writeback.
return true;
}
template u16 rcntRead32<0x00>( u32 mem );
template u16 rcntRead32<0x01>( u32 mem );
template bool rcntWrite32<0x00>( u32 mem, mem32_t& value );
template bool rcntWrite32<0x01>( u32 mem, mem32_t& value );
void SaveStateBase::rcntFreeze()
{
Freeze( counters );
Freeze( hsyncCounter );
Freeze( vsyncCounter );
Freeze( nextCounter );
Freeze( nextsCounter );
Freeze( vSyncInfo );
Freeze( gsVideoMode );
Freeze( gsIsInterlaced );
Freeze( gates );
if( IsLoading() )
cpuRcntSet();
}