pcsx2/pcsx2/VU1micro.cpp

100 lines
3.1 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/>.
*/
// This module contains code shared by both the dynarec and interpreter versions
// of the VU0 micro.
#include "PrecompiledHeader.h"
#include "Common.h"
#include <cmath>
#include "VUmicro.h"
#include "MTVU.h"
#ifdef PCSX2_DEBUG
u32 vudump = 0;
#endif
// This is called by the COP2 as per the CTC instruction
void vu1ResetRegs()
{
VU0.VI[REG_VPU_STAT].UL &= ~0xff00; // stop vu1
VU0.VI[REG_FBRST].UL &= ~0xff00; // stop vu1
vif1Regs.stat.VEW = false;
}
void vu1Finish(bool add_cycles) {
if (THREAD_VU1) {
//if (VU0.VI[REG_VPU_STAT].UL & 0x100) DevCon.Error("MTVU: VU0.VI[REG_VPU_STAT].UL & 0x100");
if (INSTANT_VU1 || add_cycles)
{
vu1Thread.WaitVU();
}
vu1Thread.Get_MTVUChanges();
return;
}
u32 vu1cycles = VU1.cycle;
if(VU0.VI[REG_VPU_STAT].UL & 0x100) {
VUM_LOG("vu1ExecMicro > Stalling until current microprogram finishes");
CpuVU1->Execute(vu1RunCycles);
}
if (VU0.VI[REG_VPU_STAT].UL & 0x100) {
DevCon.Warning("Force Stopping VU1, ran for too long");
VU0.VI[REG_VPU_STAT].UL &= ~0x100;
}
if (add_cycles)
{
cpuRegs.cycle += VU1.cycle - vu1cycles;
}
}
void vu1ExecMicro(u32 addr)
{
if (THREAD_VU1) {
VU0.VI[REG_VPU_STAT].UL &= ~0xFF00;
// Okay this is a little bit of a hack, but with good reason.
// Most of the time with MTVU we want to pretend the VU has finished quickly as to gain the benefit from running another thread
// however with T-Bit games when the T-Bit is enabled, it needs to wait in case a T-Bit happens, so we need to set "Busy"
// We shouldn't do this all the time as it negates the extra thread and causes games like Ratchet & Clank to be no faster.
// if (VU0.VI[REG_FBRST].UL & 0x800)
// {
// VU0.VI[REG_VPU_STAT].UL |= 0x0100;
// }
// Update 25/06/2022: Disabled this for now, let games YOLO it, if it breaks MTVU, disable MTVU (it doesn't work properly anyway) - Refraction
vu1Thread.ExecuteVU(addr, vif1Regs.top, vif1Regs.itop, VU0.VI[REG_FBRST].UL);
return;
}
static int count = 0;
vu1Finish(false);
VUM_LOG("vu1ExecMicro %x (count=%d)", addr, count++);
VU1.cycle = cpuRegs.cycle;
VU0.VI[REG_VPU_STAT].UL &= ~0xFF00;
VU0.VI[REG_VPU_STAT].UL |= 0x0100;
if ((s32)addr != -1) VU1.VI[REG_TPC].UL = addr & 0x7FF;
CpuVU1->SetStartPC(VU1.VI[REG_TPC].UL << 3);
_vuExecMicroDebug(VU1);
if(!INSTANT_VU1)
CpuVU1->ExecuteBlock(1);
else
CpuVU1->Execute(vu1RunCycles);
}
void MTVUInterrupt()
{
VU0.VI[REG_VPU_STAT].UL &= ~0xFF00;
}