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minor microVU rec changes
note to pcsx2 users: for those that still don't know, these are new VU recompilers i'm working on. They're not working yet, and won't be for at least a few months. So don't expect noticeable changes when i update microVU stuff, since currently they're not being used (when they're in a semi-working/usable state, i'll be sure to put a note in the revision message ;p) git-svn-id: http://pcsx2.googlecode.com/svn/trunk@478 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -26,8 +26,8 @@
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// VU Micro - Global Variables
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//------------------------------------------------------------------
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microVU microVU0;
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microVU microVU1;
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PCSX2_ALIGNED16(microVU microVU0);
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PCSX2_ALIGNED16(microVU microVU1);
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//------------------------------------------------------------------
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// Micro VU - Main Functions
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@ -91,21 +91,11 @@ microVUt(void) mVUclose() {
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microVUt(void) mVUclear(u32 addr, u32 size) {
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microVU* mVU = mVUx;
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int i = addr/8;
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int end = i+((size+(8-(size&7)))/8); // ToDo: Can be simplified to addr+size if Size is always a multiple of 8
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if (!mVU->prog.cleared) {
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for ( ; i < end; i++) {
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if ( mVU->prog.prog[mVU->prog.cur].block[i]->clear() ) {
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mVU->prog.cleared = 1;
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i++;
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break;
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}
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}
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}
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for ( ; i < end; i++) {
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mVU->prog.prog[mVU->prog.cur].block[i]->clearFast();
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}
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mVU->prog.cleared = 1; // Next execution searches/creates a new microprogram
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// Note: It might be better to copy old recompiled blocks to the new microprogram rec data
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// however, if games primarily do big writes, its probably not worth it.
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// The cost of invalidating bad blocks is also kind of expensive, which is another reason
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// that its probably not worth it...
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}
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// Executes for number of cycles
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@ -122,7 +112,7 @@ microVUt(void*) __fastcall mVUexecute(u32 startPC, u32 cycles) {
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microVU* mVU = mVUx;
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if ( mVUsearchProg(mVU) ) { // Found Program
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microBlock* block = mVU->prog.prog[mVU->prog.cur].block[startPC]->search(mVU->prog.lastPipelineState);
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if (block) return block->x86ptrStart;
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if (block) return block->x86ptrStart; // Found Block
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}
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// Recompile code
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return NULL;
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@ -178,7 +168,7 @@ __forceinline int mVUfindLeastUsedProg(microVU* mVU) {
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__forceinline int mVUsearchProg(microVU* mVU) {
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if (mVU->prog.cleared) { // If cleared, we need to search for new program
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for (int i = 0; i <= mVU->prog.total; i++) {
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if (i == mVU->prog.cur) continue; // We can skip the current program.
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if (i == mVU->prog.cur) continue; // We can skip the current program. (ToDo: Verify that games don't clear, and send the same microprogram :/)
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if (!memcmp_mmx(mVU->prog.prog[i].data, mVU->regs->Micro, mVU->microSize)) {
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mVU->prog.cur = i;
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mVU->prog.cleared = 0;
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@ -194,6 +184,26 @@ __forceinline int mVUsearchProg(microVU* mVU) {
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return 1; // If !cleared, then we're still on the same program as last-time ;)
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}
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// Block Invalidation
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__forceinline void mVUinvalidateBlock(microVU* mVU, u32 addr, u32 size) {
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int i = addr/8;
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int end = i+((size+(8-(size&7)))/8); // ToDo: Can be simplified to addr+size if Size is always a multiple of 8
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if (!mVU->prog.cleared) {
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for ( ; i < end; i++) {
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if ( mVU->prog.prog[mVU->prog.cur].block[i]->clear() ) {
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mVU->prog.cleared = 1;
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i++;
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break;
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}
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}
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}
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for ( ; i < end; i++) {
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mVU->prog.prog[mVU->prog.cur].block[i]->clearFast();
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}
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}
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//------------------------------------------------------------------
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// Dispatcher Functions
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//------------------------------------------------------------------
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