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The PowerPC CPU has bits in MSR (DR and IR) which control whether addresses are translated. We should respect these instead of mixing physical addresses and translated addresses into the same address space. This is mostly mass-renaming calls to memory accesses APIs from places which expect address translation to use a different version from those which do not expect address translation. This does very little on its own, but it's the first step to a correct BAT implementation.
293 lines
10 KiB
C++
293 lines
10 KiB
C++
// Copyright 2014 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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// This file controls all system timers
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/* (shuffle2) I don't know who wrote this, but take it with salt. For starters, "time" is contextual...
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"Time" is measured in frames, not time: These update frequencies are determined by the passage
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of frames. So if a game runs slow, on a slow computer for example, these updates will occur
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less frequently. This makes sense because almost all console games are controlled by frames
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rather than time, so if a game can't keep up with the normal framerate all animations and
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actions slows down and the game runs to slow. This is different from PC games that are
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often controlled by time instead and may not have maximum framerates.
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However, I'm not sure if the Bluetooth communication for the Wiimote is entirely frame
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dependent, the timing problems with the ack command in Zelda - TP may be related to
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time rather than frames? For now the IPC_HLE_PERIOD is frame dependent, but because of
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different conditions on the way to PluginWiimote::Wiimote_Update() the updates may actually
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be time related after all, or not?
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I'm not sure about this but the text below seems to assume that 60 fps means that the game
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runs in the normal intended speed. In that case an update time of [GetTicksPerSecond() / 60]
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would mean one update per frame and [GetTicksPerSecond() / 250] would mean four updates per
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frame.
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IPC_HLE_PERIOD: For the Wiimote this is the call schedule:
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IPC_HLE_UpdateCallback() // In this file
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// This function seems to call all devices' Update() function four times per frame
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WII_IPC_HLE_Interface::Update()
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// If the AclFrameQue is empty this will call Wiimote_Update() and make it send
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the current input status to the game. I'm not sure if this occurs approximately
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once every frame or if the frequency is not exactly tied to rendered frames
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CWII_IPC_HLE_Device_usb_oh1_57e_305::Update()
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PluginWiimote::Wiimote_Update()
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// This is also a device updated by WII_IPC_HLE_Interface::Update() but it doesn't
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seem to ultimately call PluginWiimote::Wiimote_Update(). However it can be called
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by the /dev/usb/oh1 device if the AclFrameQue is empty.
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CWII_IPC_HLE_WiiMote::Update()
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*/
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#include "Common/Atomic.h"
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#include "Common/CommonTypes.h"
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#include "Common/Thread.h"
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#include "Common/Timer.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/CoreTiming.h"
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#include "Core/DSPEmulator.h"
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#include "Core/PatchEngine.h"
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#include "Core/HW/AudioInterface.h"
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#include "Core/HW/DSP.h"
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#include "Core/HW/EXI_DeviceIPL.h"
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#include "Core/HW/SI.h"
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#include "Core/HW/SystemTimers.h"
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#include "Core/HW/VideoInterface.h"
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#include "Core/IPC_HLE/WII_IPC_HLE.h"
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#include "Core/PowerPC/PowerPC.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "VideoCommon/CommandProcessor.h"
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#include "VideoCommon/VideoBackendBase.h"
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namespace SystemTimers
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{
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static u32 CPU_CORE_CLOCK = 486000000u; // 486 mhz (its not 485, stop bugging me!)
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static int et_Dec;
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static int et_VI;
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static int et_SI;
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static int et_CP;
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static int et_AudioDMA;
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static int et_DSP;
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static int et_IPC_HLE;
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static int et_PatchEngine; // PatchEngine updates every 1/60th of a second by default
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static int et_Throttle;
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static int et_UpdateInput;
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// These are badly educated guesses
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// Feel free to experiment. Set these in Init below.
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static int
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// This is a fixed value, don't change it
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AUDIO_DMA_PERIOD,
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// Regulates the speed of the Command Processor
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CP_PERIOD,
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// This is completely arbitrary. If we find that we need lower latency, we can just
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// increase this number.
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IPC_HLE_PERIOD;
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u32 GetTicksPerSecond()
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{
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return CPU_CORE_CLOCK;
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}
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// DSP/CPU timeslicing.
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static void DSPCallback(u64 userdata, int cyclesLate)
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{
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//splits up the cycle budget in case lle is used
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//for hle, just gives all of the slice to hle
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DSP::UpdateDSPSlice(DSP::GetDSPEmulator()->DSP_UpdateRate() - cyclesLate);
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CoreTiming::ScheduleEvent(DSP::GetDSPEmulator()->DSP_UpdateRate() - cyclesLate, et_DSP);
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}
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static void AudioDMACallback(u64 userdata, int cyclesLate)
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{
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int period = CPU_CORE_CLOCK / (AudioInterface::GetAIDSampleRate() * 4 / 32);
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DSP::UpdateAudioDMA(); // Push audio to speakers.
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CoreTiming::ScheduleEvent(period - cyclesLate, et_AudioDMA);
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}
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static void IPC_HLE_UpdateCallback(u64 userdata, int cyclesLate)
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{
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if (SConfig::GetInstance().m_LocalCoreStartupParameter.bWii)
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{
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WII_IPC_HLE_Interface::UpdateDevices();
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CoreTiming::ScheduleEvent(IPC_HLE_PERIOD - cyclesLate, et_IPC_HLE);
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}
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}
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static void VICallback(u64 userdata, int cyclesLate)
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{
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VideoInterface::Update();
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CoreTiming::ScheduleEvent(VideoInterface::GetTicksPerLine() - cyclesLate, et_VI);
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}
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static void UpdateInputCallback(u64 userdata, int cyclesLate)
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{
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g_controller_interface.UpdateInput();
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// Poll system input every 1/60th of a second.
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CoreTiming::ScheduleEvent(SystemTimers::GetTicksPerSecond() / 60 - cyclesLate, et_UpdateInput);
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}
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static void SICallback(u64 userdata, int cyclesLate)
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{
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SerialInterface::UpdateDevices();
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CoreTiming::ScheduleEvent(SerialInterface::GetTicksToNextSIPoll() - cyclesLate, et_SI);
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}
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static void CPCallback(u64 userdata, int cyclesLate)
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{
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CommandProcessor::Update();
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CoreTiming::ScheduleEvent(CP_PERIOD - cyclesLate, et_CP);
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}
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static void DecrementerCallback(u64 userdata, int cyclesLate)
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{
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PowerPC::ppcState.spr[SPR_DEC] = 0xFFFFFFFF;
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PowerPC::ppcState.Exceptions |= EXCEPTION_DECREMENTER;
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}
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void DecrementerSet()
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{
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u32 decValue = PowerPC::ppcState.spr[SPR_DEC];
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CoreTiming::RemoveEvent(et_Dec);
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if ((decValue & 0x80000000) == 0)
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{
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CoreTiming::SetFakeDecStartTicks(CoreTiming::GetTicks());
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CoreTiming::SetFakeDecStartValue(decValue);
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CoreTiming::ScheduleEvent(decValue * TIMER_RATIO, et_Dec);
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}
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}
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u32 GetFakeDecrementer()
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{
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return (CoreTiming::GetFakeDecStartValue() - (u32)((CoreTiming::GetTicks() - CoreTiming::GetFakeDecStartTicks()) / TIMER_RATIO));
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}
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void TimeBaseSet()
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{
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CoreTiming::SetFakeTBStartTicks(CoreTiming::GetTicks());
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CoreTiming::SetFakeTBStartValue(*((u64 *)&TL));
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}
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u64 GetFakeTimeBase()
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{
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return CoreTiming::GetFakeTBStartValue() + ((CoreTiming::GetTicks() - CoreTiming::GetFakeTBStartTicks()) / TIMER_RATIO);
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}
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static void PatchEngineCallback(u64 userdata, int cyclesLate)
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{
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// Patch mem and run the Action Replay
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PatchEngine::ApplyFramePatches();
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CoreTiming::ScheduleEvent(VideoInterface::GetTicksPerFrame() - cyclesLate, et_PatchEngine);
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}
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static void ThrottleCallback(u64 last_time, int cyclesLate)
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{
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u32 time = Common::Timer::GetTimeMs();
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int diff = (u32)last_time - time;
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const SConfig& config = SConfig::GetInstance();
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bool frame_limiter = config.m_Framelimit && !Core::GetIsFramelimiterTempDisabled();
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u32 next_event = GetTicksPerSecond()/1000;
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if (SConfig::GetInstance().m_Framelimit > 1)
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{
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next_event = next_event * (SConfig::GetInstance().m_Framelimit - 1) * 5 / VideoInterface::TargetRefreshRate;
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}
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const int max_fallback = 40; // 40 ms for one frame on 25 fps games
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if (frame_limiter && abs(diff) > max_fallback)
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{
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DEBUG_LOG(COMMON, "system too %s, %d ms skipped", diff<0 ? "slow" : "fast", abs(diff) - max_fallback);
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last_time = time - max_fallback;
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}
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else if (frame_limiter && diff > 0)
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Common::SleepCurrentThread(diff);
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CoreTiming::ScheduleEvent(next_event - cyclesLate, et_Throttle, last_time + 1);
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}
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// split from Init to break a circular dependency between VideoInterface::Init and SystemTimers::Init
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void PreInit()
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{
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if (SConfig::GetInstance().m_LocalCoreStartupParameter.bWii)
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CPU_CORE_CLOCK = 729000000u;
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else
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CPU_CORE_CLOCK = 486000000u;
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}
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void Init()
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{
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if (SConfig::GetInstance().m_LocalCoreStartupParameter.bWii)
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{
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// AyuanX: TO BE TWEAKED
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// Now the 1500 is a pure assumption
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// We need to figure out the real frequency though
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// FYI, WII_IPC_HLE_Interface::Update is also called in WII_IPCInterface::Write32
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const int freq = 1500;
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IPC_HLE_PERIOD = GetTicksPerSecond() / freq;
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}
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// System internal sample rate is fixed at 32KHz * 4 (16bit Stereo) / 32 bytes DMA
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AUDIO_DMA_PERIOD = CPU_CORE_CLOCK / (AudioInterface::GetAIDSampleRate() * 4 / 32);
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// Emulated gekko <-> flipper bus speed ratio (CPU clock / flipper clock)
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CP_PERIOD = GetTicksPerSecond() / 10000;
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Common::Timer::IncreaseResolution();
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// store and convert localtime at boot to timebase ticks
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CoreTiming::SetFakeTBStartValue((u64)(CPU_CORE_CLOCK / TIMER_RATIO) * (u64)CEXIIPL::GetGCTime());
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CoreTiming::SetFakeTBStartTicks(CoreTiming::GetTicks());
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CoreTiming::SetFakeDecStartValue(0xFFFFFFFF);
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CoreTiming::SetFakeDecStartTicks(CoreTiming::GetTicks());
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et_Dec = CoreTiming::RegisterEvent("DecCallback", DecrementerCallback);
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et_VI = CoreTiming::RegisterEvent("VICallback", VICallback);
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et_SI = CoreTiming::RegisterEvent("SICallback", SICallback);
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if (SConfig::GetInstance().m_LocalCoreStartupParameter.bSyncGPU)
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et_CP = CoreTiming::RegisterEvent("CPCallback", CPCallback);
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et_DSP = CoreTiming::RegisterEvent("DSPCallback", DSPCallback);
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et_AudioDMA = CoreTiming::RegisterEvent("AudioDMACallback", AudioDMACallback);
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et_IPC_HLE = CoreTiming::RegisterEvent("IPC_HLE_UpdateCallback", IPC_HLE_UpdateCallback);
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et_PatchEngine = CoreTiming::RegisterEvent("PatchEngine", PatchEngineCallback);
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et_Throttle = CoreTiming::RegisterEvent("Throttle", ThrottleCallback);
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et_UpdateInput = CoreTiming::RegisterEvent("UpdateInput", UpdateInputCallback);
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CoreTiming::ScheduleEvent(VideoInterface::GetTicksPerLine(), et_VI);
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CoreTiming::ScheduleEvent(0, et_DSP);
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CoreTiming::ScheduleEvent(VideoInterface::GetTicksPerFrame(), et_SI);
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CoreTiming::ScheduleEvent(AUDIO_DMA_PERIOD, et_AudioDMA);
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CoreTiming::ScheduleEvent(0, et_Throttle, Common::Timer::GetTimeMs());
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if (SConfig::GetInstance().m_LocalCoreStartupParameter.bSyncGPU)
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CoreTiming::ScheduleEvent(CP_PERIOD, et_CP);
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CoreTiming::ScheduleEvent(VideoInterface::GetTicksPerFrame(), et_PatchEngine);
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if (SConfig::GetInstance().m_LocalCoreStartupParameter.bWii)
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CoreTiming::ScheduleEvent(IPC_HLE_PERIOD, et_IPC_HLE);
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CoreTiming::ScheduleEvent(0, et_UpdateInput);
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}
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void Shutdown()
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{
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Common::Timer::RestoreResolution();
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}
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} // namespace
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