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gpu.c
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gpu.c
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/* Copyright (c) 2010, shalma.
* Portions Copyright (c) 2002, Pete Bernert.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "psxhw.h"
#include "gpu.h"
#include "psxdma.h"
#define GPUSTATUS_ODDLINES 0x80000000
#define GPUSTATUS_DMABITS 0x60000000 // Two bits
#define GPUSTATUS_READYFORCOMMANDS 0x10000000 // DMA block ready
#define GPUSTATUS_READYFORVRAM 0x08000000
#define GPUSTATUS_IDLE 0x04000000 // CMD ready
#define GPUSTATUS_MODE 0x02000000 // Data request mode
#define GPUSTATUS_DISPLAYDISABLED 0x00800000
#define GPUSTATUS_INTERLACED 0x00400000
#define GPUSTATUS_RGB24 0x00200000
#define GPUSTATUS_PAL 0x00100000
#define GPUSTATUS_DOUBLEHEIGHT 0x00080000
#define GPUSTATUS_WIDTHBITS 0x00070000 // Three bits
#define GPUSTATUS_MASKENABLED 0x00001000
#define GPUSTATUS_MASKDRAWN 0x00000800
#define GPUSTATUS_DRAWINGALLOWED 0x00000400
#define GPUSTATUS_DITHER 0x00000200
// Taken from PEOPS SOFTGPU
u32 lUsedAddr[3];
static inline boolean CheckForEndlessLoop(u32 laddr) {
if (laddr == lUsedAddr[1]) return TRUE;
if (laddr == lUsedAddr[2]) return TRUE;
if (laddr < lUsedAddr[0]) lUsedAddr[1] = laddr;
else lUsedAddr[2] = laddr;
lUsedAddr[0] = laddr;
return FALSE;
}
static u32 gpuDmaChainSize(u32 addr) {
u32 size;
u32 DMACommandCounter = 0;
lUsedAddr[0] = lUsedAddr[1] = lUsedAddr[2] = 0xffffff;
// initial linked list ptr (word)
size = 1;
do {
addr &= 0x1ffffc;
if (DMACommandCounter++ > 2000000) break;
if (CheckForEndlessLoop(addr)) break;
// # 32-bit blocks to transfer
size += psxMu8( addr + 3 );
// next 32-bit pointer
addr = psxMu32( addr & ~0x3 ) & 0xffffff;
size += 1;
} while (addr != 0xffffff);
return size;
}
int gpuReadStatus() {
int hard;
// GPU plugin
hard = GPU_readStatus();
// Gameshark Lite - wants to see VRAM busy
// - Must enable GPU 'Fake Busy States' hack
if( (hard & GPUSTATUS_IDLE) == 0 )
hard &= ~GPUSTATUS_READYFORVRAM;
return hard;
}
void psxDma2(u32 madr, u32 bcr, u32 chcr) { // GPU
u32 *ptr;
u32 size, bs;
switch (chcr) {
case 0x01000200: // vram2mem
#ifdef PSXDMA_LOG
PSXDMA_LOG("*** DMA2 GPU - vram2mem *** %lx addr = %lx size = %lx\n", chcr, madr, bcr);
#endif
ptr = (u32 *)PSXM(madr);
if (ptr == NULL) {
#ifdef PSXDMA_LOG
PSXDMA_LOG("*** DMA2 GPU - vram2mem *** NULL Pointer!!!\n");
#endif
break;
}
// BA blocks * BS words (word = 32-bits)
size = (bcr >> 16) * (bcr & 0xffff);
GPU_readDataMem(ptr, size);
psxCpu->Clear(madr, size);
#if 1
// already 32-bit word size ((size * 4) / 4)
GPUDMA_INT(size);
#else
// Experimental burst dma transfer (0.333x max)
GPUDMA_INT(size/3);
#endif
return;
case 0x01000201: // mem2vram
bs=(bcr & 0xffff);
size = (bcr >> 16) * bs; // BA blocks * BS words (word = 32-bits)
#ifdef PSXDMA_LOG
PSXDMA_LOG("*** DMA 2 - GPU mem2vram *** %lx addr = %lxh, BCR %lxh => size %d = BA(%d) * BS(%xh)\n",
chcr, madr, bcr, size, size / bs, size / (bcr >> 16));
#endif
ptr = (u32 *)PSXM(madr);
if (ptr == NULL) {
#ifdef PSXDMA_LOG
PSXDMA_LOG("*** DMA2 GPU - mem2vram *** NULL Pointer!!!\n");
#endif
break;
}
GPU_writeDataMem(ptr, size);
#if 0
// already 32-bit word size ((size * 4) / 4)
GPUDMA_INT(size);
#else
// X-Files video interlace. Experimental delay depending of BS.
GPUDMA_INT( (7 * size) / bs );
#endif
return;
case 0x00000401: // Vampire Hunter D: title screen linked list update (see psxhw.c)
case 0x01000401: // dma chain
#ifdef PSXDMA_LOG
PSXDMA_LOG("*** DMA 2 - GPU dma chain *** %8.8lx addr = %lx size = %lx\n", chcr, madr, bcr);
#endif
size = gpuDmaChainSize(madr);
GPU_dmaChain((u32 *)psxM, madr & 0x1fffff);
// Tekken 3 = use 1.0 only (not 1.5x)
// Einhander = parse linked list in pieces (todo)
// Final Fantasy 4 = internal vram time (todo)
// Rebel Assault 2 = parse linked list in pieces (todo)
// Vampire Hunter D = allow edits to linked list (todo)
GPUDMA_INT(size);
return;
#ifdef PSXDMA_LOG
default:
PSXDMA_LOG("*** DMA 2 - GPU unknown *** %lx addr = %lx size = %lx\n", chcr, madr, bcr);
break;
#endif
}
HW_DMA2_CHCR &= SWAP32(~0x01000000);
DMA_INTERRUPT(2);
}
void gpuInterrupt() {
HW_DMA2_CHCR &= SWAP32(~0x01000000);
DMA_INTERRUPT(2);
}