mirror of
https://github.com/mupen64plus-ae/mupen64plus-rsp-cxd4.git
synced 2024-11-27 15:30:51 +00:00
support for more pedantic, ANSI C rules
This commit is contained in:
parent
be355e4190
commit
46082660bc
41
Rsp_#1.1.h
41
Rsp_#1.1.h
@ -11,7 +11,7 @@ extern "C" {
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#define PLUGIN_TYPE_CONTROLLER 4
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struct HWND__ {int unused;};
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typedef struct HWND__ *HWND; /* Use void pointers on GCC or old Windows. */
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typedef struct HWND__ *HWND;
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struct HINSTANCE__ {int unused;};
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typedef struct HINSTANCE__ *HINSTANCE;
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struct HMENU__ {int unused;};
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@ -27,14 +27,14 @@ typedef struct {
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/* If DLL supports memory these memory options then set them to TRUE or FALSE
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if it does not support it */
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int NormalMemory; /* a normal BYTE array */
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int MemoryBswaped; /* a normal BYTE array where the memory has been pre
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bswap on a dword (32 bits) boundry */
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int MemoryBswaped; /* a normal BYTE array where the memory has been pre-
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byte-swapped on a DWORD (32 bits) boundary */
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} PLUGIN_INFO;
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typedef struct {
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HINSTANCE hInst;
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int MemoryBswaped; /* If this is set to TRUE, then the memory has been pre
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bswap on a dword (32 bits) boundry */
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int MemoryBswaped; /* If this is set to TRUE, then the memory has been
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pre-byte-swapped on a DWORD (32 bits) boundary */
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unsigned char *RDRAM;
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unsigned char *DMEM;
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unsigned char *IMEM;
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@ -87,7 +87,7 @@ typedef struct {
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/* Menu */
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/* Items should have an ID between 5001 and 5100 */
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HMENU hRSPMenu;
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void (*ProcessMenuItem) ( int ID );
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void (*ProcessMenuItem)(int ID);
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/* Break Points */
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int UseBPoints;
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@ -103,7 +103,6 @@ typedef struct {
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/* RSP command Window */
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void (*Enter_RSP_Commands_Window)(void);
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} RSPDEBUG_INFO;
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typedef struct {
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@ -128,7 +127,7 @@ typedef struct {
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/******************************************************************
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Function: CloseDLL
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Purpose: This function is called when the emulator is closing
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down allowing the dll to de-initialise.
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down allowing the DLL to de-initialise.
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input: none
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output: none
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*******************************************************************/
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@ -146,7 +145,7 @@ EXPORT void CALL DllAbout(HWND hParent);
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/******************************************************************
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Function: DllConfig
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Purpose: This function is optional function that is provided
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to allow the user to configure the dll
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to allow the user to configure the DLL
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input: a handle to the window that calls this function
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output: none
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*******************************************************************/
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@ -155,7 +154,7 @@ EXPORT void CALL DllConfig(HWND hParent);
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/******************************************************************
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Function: DllTest
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Purpose: This function is optional function that is provided
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to allow the user to test the dll
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to allow the user to test the DLL
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input: a handle to the window that calls this function
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output: none
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*******************************************************************/
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@ -163,22 +162,22 @@ EXPORT void CALL DllTest(HWND hParent);
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/******************************************************************
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Function: DoRspCycles
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Purpose: This function is to allow the RSP to run in parrel with
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the r4300 switching control back to the r4300 once the
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function ends.
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input: The number of cylces that is meant to be executed
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Purpose: This function is to allow the RSP to run in parallel
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with the r4300 switching control back to the r4300 once
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the function ends.
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input: The number of cycles that is meant to be executed
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output: The number of cycles that was executed. This value can
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be greater than the number of cycles that the RSP
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should have performed.
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(this value is ignored if the RSP is stoped)
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(this value is ignored if the RSP is stopped)
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*******************************************************************/
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EXPORT unsigned int CALL DoRspCycles(unsigned int Cycles);
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/******************************************************************
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Function: GetDllInfo
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Purpose: This function allows the emulator to gather information
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about the dll by filling in the PluginInfo structure.
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input: a pointer to a PLUGIN_INFO stucture that needs to be
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about the DLL by filling in the PluginInfo structure.
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input: a pointer to a PLUGIN_INFO structure that needs to be
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filled by the function. (see def above)
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output: none
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*******************************************************************/
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@ -187,9 +186,9 @@ EXPORT void CALL GetDllInfo(PLUGIN_INFO *PluginInfo);
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/******************************************************************
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Function: GetRspDebugInfo
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Purpose: This function allows the emulator to gather information
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about the debug capabilities of the dll by filling in
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about the debug capabilities of the DLL by filling in
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the DebugInfo structure.
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input: a pointer to a RSPDEBUG_INFO stucture that needs to be
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input: a pointer to a RSPDEBUG_INFO structure that needs to be
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filled by the function. (see def above)
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output: none
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*******************************************************************/
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@ -212,7 +211,7 @@ EXPORT void CALL InitiateRSP(RSP_INFO Rsp_Info, unsigned int *CycleCount);
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Function: InitiateRSPDebugger
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Purpose: This function is called when the DLL is started to give
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information from the emulator that the n64 RSP
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interface needs to intergrate the debugger with the
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interface needs to integrate the debugger with the
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rest of the emulator.
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input: DebugInfo is passed to this function which is defined
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above.
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@ -232,4 +231,4 @@ EXPORT void CALL RomClosed(void);
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}
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#endif
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#endif // __RSP_1_1_H__
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#endif
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76
config.h
76
config.h
@ -13,80 +13,16 @@
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* It's basically Microsoft's way of saying they're better than everyone.
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*/
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// #undef MINIMUM_MESSAGE_PRIORITY
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/* Many people will have different uses for an RSP emulator.
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* Some people only want to see message boxes for definite RSP LLE errors.
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* Other people are interested in being notified of technical RSP oddities.
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* I have standardized the following priority levels for message boxes:
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* 0: Any and all message interrupts in this code will notify the user.
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* 1: Interrupt SP emulation with messages of at least curious cases.
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* 2: Draw message boxes for N64 situations *probably* unemulated.
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* 3: Only notify the user of absolute problems in the emulator.
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* 4: Disable all message printing (less CRT/USER32 lib dependency)
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* (and also less interference with leisure of full-screen game play)
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* This macro is mainly for maintainability as well as cross-OS portability
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* by calling a custom method which uses the API-specific message print call.
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* See the `void message()` for details on this centralized API invocation.
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*/
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// #undef EXTERN_COMMAND_LIST_GBI
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/* If this is defined, the RSP never executes graphics tasks.
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* Those will all be sent to the video plugin for simulation processing.
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*/
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// #undef EXTERN_COMMAND_LIST_ABI
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/* If this is defined, the RSP never executes audio tasks; use audio plugin.
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* Enabling both of these does not guarantee that the RSP will never execute.
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*/
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// #undef SEMAPHORE_LOCK_CORRECTIONS
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/* The CPU-RSP semaphore is a lock defining synchronization with the host.
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* As of the time in which bpoint reversed the RSP, host interpretation of
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* this lock was incorrect. The problem has been inherent for a very long
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* time until a rather recent update applied between Project64 1.7:2.0.
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*
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* If this is on, 1964 and Mupen64 will have no sound for [any?] games.
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* It will be almost completely useless on Project64 1.6 or older.
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* The exception is HLE audio, where it will work for almost every game.
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*
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* Keep this off when using audio LLE or playing games booting off the NUS-
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* CIC-6105 chip (also uses the semaphore); keep it on with Project64 2.0.
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*/
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// #undef WAIT_FOR_CPU_HOST
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/*
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* Bad cycle timing on the part of the CPU host generally means that some
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* SP tasks could be started and end up operating on non-up-to-date SP
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* status register signal bits (SIG0:SIG7). Enable this setting to restart
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* the RSP task after exceeding 10 counts of reading the SP status register
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* from within the current task.
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* This will work ONLY with Project64 2.0 at the moment (or some of 1.7.x).
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*/
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// #undef SP_EXECUTE_LOG
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/* This is my mechanism to use file output of 32 bits per each SP operation.
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* I use this in conjunction with my EXE to handle debug, but still checking
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* every single frame even with file output turned off is ~1-2 VI/s slower.
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*/
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// #undef VU_EMULATE_SCALAR_ACCUMULATOR_READ
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/* VSAW is the only RSP instruction that can access the vector accumulator
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* elements directly. In the original RSP for Ultra64 this was supposed to
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* be called `VSAR` "Vector Accumulator Read (and Write)". (The 'S' probably
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* means "Scalar", if not "Select" or "Store".) Current RSP emulators agree
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* that in VSAW, the accumulator is copied over to VR[vd], but there is a new
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* step no emulator supports. In the original VSAR, that behavior is before
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* VR[vs] is copied to those accumulator elements. By the time this opcode
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* got renamed to "VSAW", however, the acknowledgement of this ceased to be.
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*/
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/* Choose whether to define, or keep undefined, the above macros. */
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#define MINIMUM_MESSAGE_PRIORITY 1 // show most messages of RSP weirdness
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#define MINIMUM_MESSAGE_PRIORITY 1
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#define EXTERN_COMMAND_LIST_GBI
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#define EXTERN_COMMAND_LIST_ABI
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#define SEMAPHORE_LOCK_CORRECTIONS
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#define WAIT_FOR_CPU_HOST
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// #define SP_EXECUTE_LOG // For debugging only. Keep it off to free CPU.
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// #define VU_EMULATE_SCALAR_ACCUMULATOR_READ // experimental but needs tests
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#if (0)
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#define SP_EXECUTE_LOG // For debugging only. Keep it off to free CPU.
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#define VU_EMULATE_SCALAR_ACCUMULATOR_READ // experimental but needs tests
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#endif
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const char* DLL_name = "Iconoclast's SP Interpreter";
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2
rsp.c
2
rsp.c
@ -19,6 +19,7 @@ const char DLL_about[] =
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"Helpful shenanigans: MarathonMan, dsx, and mudlord";
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EXPORT void CALL DllAbout(HWND hParent)
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{
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hParent = NULL;
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message(DLL_about, 3);
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return;
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}
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@ -43,6 +44,7 @@ EXPORT void CALL DllConfig(HWND hParent)
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FILE* test;
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int cond;
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hParent = NULL;
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test = fopen("sp_cfgui.exe", "rb");
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cond = (test == NULL);
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fclose(test);
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20
su/su.h
20
su/su.h
@ -108,7 +108,7 @@ static void BREAK(void) /* 000000 ----- ----- ----- ----- 001101 */
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/*** Scalar, Jump and Branch Operations ***/
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#define SLOT_OFF 0x004
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#define LINK_OFF 0x008
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INLINE void B(signed int off18) /* MIPS assembly idiom "Unconditional Branch" */
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void B(signed int off18) /* MIPS assembly idiom "Unconditional Branch" */
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{
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if (SR[0] == SR[0]) /* B is a pseudo-op-code for `BEQ $0, $0, offset`. */
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{
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@ -635,7 +635,7 @@ static void MTC0(void)
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*RSP.MI_INTR_REG &= ~((SR[rt] & 0x00000008) >> 3); /* SP_CLR_INTR */
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*RSP.MI_INTR_REG |= ((SR[rt] & 0x00000010) >> 4); /* SP_SET_INTR */
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*RSP.SP_STATUS_REG |= (SR[rt] & 0x00000010) >> 4; /* int set halt */
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//stage |= SR[rt] & 0x00000040; /// fix this shit???
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/* stage |= SR[rt] & 0x00000040; */
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*RSP.SP_STATUS_REG &= ~(!!(SR[rt] & 0x00000020) << 5);
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*RSP.SP_STATUS_REG |= (!!(SR[rt] & 0x00000040) << 5);
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*RSP.SP_STATUS_REG &= ~(!!(SR[rt] & 0x00000080) << 6);
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@ -781,7 +781,7 @@ extern unsigned short* vCR[2];
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extern unsigned char VCE;
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#define VR_B(v, e) (*(unsigned char *)(((unsigned char *)(VR + v)) + MES(e)))
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#define VR_S(v, e) (*(short *)((unsigned char *)(*(VR + v)) + ((e + 1) & ~1)))
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// to-do: check this stupid thing for (unsigned char *)(VR+v) like above?
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/* to-do: check this stupid thing for (unsigned char *)(VR+v) like above? */
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static void MFC2(void)
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{
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const int rt = inst.R.rt;
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@ -837,7 +837,7 @@ static void C2(void)
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}
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/*** Scalar, Coprocessor Operations (vector unit, scalar cache transfers) ***/
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INLINE void LS_Group_I(int direction, int length)
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void LS_Group_I(int direction, int length)
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{ /* Group I vector loads and stores, as defined in SGI's patent. */
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register unsigned long addr;
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register int i;
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@ -906,7 +906,7 @@ void LLV(void)
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void LDV(void)
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{
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#if (1)
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LS_Group_I(0, sizeof(long long) > 8 ? 8 : sizeof(long long));
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LS_Group_I(0, 8);
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return;
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#else
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register unsigned long addr;
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@ -1053,7 +1053,7 @@ void SLV(void)
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void SDV(void)
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{
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#if (1)
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LS_Group_I(1, sizeof(long long) > 8 ? 8 : sizeof(long long));
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LS_Group_I(1, 8);
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return;
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#else
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0 = 0 / 0;
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@ -1081,7 +1081,7 @@ void LPV(void)
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b = addr & 07;
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addr &= ~07;
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switch (b)
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{ /// to-do: vectorize shifts ???
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{ /** to-do: vectorize shifts ??? **/
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case 00:
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VR[vt][07] = RSP.DMEM[addr + BES(0x007)] << 8;
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VR[vt][06] = RSP.DMEM[addr + BES(0x006)] << 8;
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@ -1183,7 +1183,7 @@ void LUV(void)
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register unsigned long addr;
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register int b;
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const int vt = inst.R.rt;
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int e = inst.R.sa >> 1; /// fixme >.<
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int e = inst.R.sa >> 1; /* fixme >.< */
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const signed int offset = -(inst.W & 0x00000040) | inst.R.func;
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addr = (SR[inst.R.rs] + 8*offset) & 0x00000FFF;
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@ -1197,7 +1197,7 @@ void LUV(void)
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--e;
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addr -= 16 * (e == 0x0);
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++addr;
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} /// to-do: this shit can't be straightforward, like SQV ?
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} /* to-do: this shit can't be straightforward, like SQV ? */
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return;
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}
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b = addr & 07;
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@ -1718,7 +1718,7 @@ void LRV(void)
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}
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void SQV(void)
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{
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register int i;
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register unsigned int i;
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register unsigned long addr;
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const int e = inst.R.sa >> 1;
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const signed int offset = -(inst.W & 0x00000040) | inst.R.func;
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2
vu/vcl.h
2
vu/vcl.h
@ -2,7 +2,7 @@
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static void VCL(int vd, int vs, int vt, int e)
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{
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const register unsigned short VCC_old = VCC;
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register const unsigned short VCC_old = VCC;
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int ge, le;
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register int i;
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@ -4,7 +4,7 @@
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* Note about VMACQ.
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*
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* Current implementation of VMACQ is experimental.
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* It is the surviving op-code of the MPEG-DCT-designated RSP circutries.
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* It is the surviving op-code of the MPEG-DCT-designated RSP circuitries.
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* As such, for it to not be omitted, it is heavily modified from the actual.
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*
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* It was changed into this newer, archaic algorithm on the hardware.
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@ -17,11 +17,11 @@ static void VMACQ(int vd, int vs, int vt, int e)
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{
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vt = vs = 0; /* ignored inputs */
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message("VMACQ", 1); /* untested, any N64 ROMs use this?? */
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for (e = 0; e < 8; e++)
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if (VACC[e].DW & (32 << 16)) /* Bit 21 of acc must be nonzero. */
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for (e = vt; e < 8; e++)
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if (VACC[e].DW & (32 << 16)) /* Bit 21 of acc. must be nonzero. */
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continue; /* VACC[e].DW += 0x000000000000; */
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else
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VACC[e].DW += (VACC[e].DW & 0x800000000000) ? +32 << 16 : -32 << 16;
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VACC[e].DW += (VACC[e].s[HI] & 0x8000) ? +32 << 16 : -32 << 16;
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for (e = 0; e < 8; e++) /* Sign-extend 48-bit to 64-bit supersets. */
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VACC[e].HW[03] = (signed short)(VACC[e].s[HI]) >> 15;
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SIGNED_CLAMP(VMUL_PTR, 2);
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@ -2,7 +2,7 @@
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static void VNOP(int unused_sa, int unused_rd, int unused_rt, int unused)
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{
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unused_sa = unused_rd = unused_rt = unused = 0;
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message("VNOP", 3);
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unused = unused_rt = unused_rd = unused_sa = 1;
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message("VNOP", unused);
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return;
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}
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@ -4,6 +4,6 @@ static void VRSQ(int vd, int de, int vt, int e)
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{
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e = vt = de = vd = 0;
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message("VRSQ\nUnimplemented instruction.", 3);
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DPH = 0;
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DPH = e;
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return;
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}
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@ -8,10 +8,8 @@ static void VSAW(int vd, int vs, int vt, int e)
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for (i = 0; i < 8; i++)
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result[i] = VR[vs][i];
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#else
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vs = 0;
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#endif
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vt = 0;
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vs = vt = 0;
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/* Even though `vt` is ignored in VSAR, according to official sources as well
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* as reversing, lots of games seem to specify it as nonzero, possibly to
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* avoid register stalling or other VU hazards. Not really certain why yet.
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@ -25,11 +23,11 @@ static void VSAW(int vd, int vs, int vt, int e)
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if (e < 0)
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{
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message("VSAR\nInvalid mask.", 2);
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for (i = 0; i < 8; i++)
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for (i = vs; i < 8; i++)
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VR_D(i) = 0x0000; /* override behavior (zilmar) */
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}
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else
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for (i = 0; i < 8; i++)
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for (i = vs; i < 8; i++)
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VR_D(i) = VACC[i].s[e];
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#ifdef VU_EMULATE_SCALAR_ACCUMULATOR_READ
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e ^= 03;
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6
vu/vu.h
6
vu/vu.h
@ -120,7 +120,7 @@ int sub_mask[16] = {
|
||||
0x7, 0x7, 0x7, 0x7, 0x7, 0x7, 0x7, 0x7
|
||||
};
|
||||
|
||||
INLINE void SHUFFLE_VECTOR(int vt, int e)
|
||||
void SHUFFLE_VECTOR(int vt, int e)
|
||||
{
|
||||
register int i, j;
|
||||
#if (0 == 0)
|
||||
@ -198,7 +198,7 @@ static unsigned short zclamp[2][2] = {
|
||||
};
|
||||
*/
|
||||
|
||||
INLINE void SIGNED_CLAMP(short* VD, int mode)
|
||||
void SIGNED_CLAMP(short* VD, int mode)
|
||||
{
|
||||
register int i;
|
||||
|
||||
@ -279,7 +279,7 @@ static void res_V(int vd, int rd, int rt, int e)
|
||||
{
|
||||
rt = rd = 0;
|
||||
message("C2\nRESERVED", 2); /* uncertain how to handle reserved, untested */
|
||||
for (e = 0; e < 8; e++)
|
||||
for (e = rt; e < 8; e++)
|
||||
VR_D(e) = 0x0000; /* override behavior (Michael Tedder) */
|
||||
return;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user