Implement MME shadow RAM (#987)

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gdkchan 2020-03-12 22:30:26 -03:00 committed by GitHub
parent d904706fc0
commit ff2bac9c90
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4 changed files with 90 additions and 20 deletions

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@ -45,7 +45,7 @@ namespace Ryujinx.Graphics.Gpu
BitwiseNotAnd = 12
}
public Queue<int> Fifo { get; private set; }
public Queue<int> Fifo { get; }
private int[] _gprs;
@ -62,6 +62,8 @@ namespace Ryujinx.Graphics.Gpu
private int _pc;
private ShadowRamControl _shadowCtrl;
/// <summary>
/// Creates a new instance of the macro code interpreter.
/// </summary>
@ -78,8 +80,10 @@ namespace Ryujinx.Graphics.Gpu
/// <param name="mme">Code of the program to execute</param>
/// <param name="position">Start position to execute</param>
/// <param name="param">Optional argument passed to the program, 0 if not used</param>
/// <param name="shadowCtrl">Shadow RAM control register value</param>
/// <param name="state">Current GPU state</param>
public void Execute(int[] mme, int position, int param, GpuState state)
/// <param name="shadowState">Shadow GPU state</param>
public void Execute(int[] mme, int position, int param, ShadowRamControl shadowCtrl, GpuState state, GpuState shadowState)
{
Reset();
@ -87,13 +91,15 @@ namespace Ryujinx.Graphics.Gpu
_pc = position;
_shadowCtrl = shadowCtrl;
FetchOpCode(mme);
while (Step(mme, state));
while (Step(mme, state, shadowState));
// Due to the delay slot, we still need to execute
// one more instruction before we actually exit.
Step(mme, state);
Step(mme, state, shadowState);
}
/// <summary>
@ -118,8 +124,9 @@ namespace Ryujinx.Graphics.Gpu
/// </summary>
/// <param name="mme">Program code to execute</param>
/// <param name="state">Current GPU state</param>
/// <param name="shadowState">Shadow GPU state</param>
/// <returns>True to continue execution, false if the program exited</returns>
private bool Step(int[] mme, GpuState state)
private bool Step(int[] mme, GpuState state, GpuState shadowState)
{
int baseAddr = _pc - 1;
@ -165,7 +172,7 @@ namespace Ryujinx.Graphics.Gpu
{
SetDstGpr(FetchParam());
Send(state, result);
Send(state, shadowState, result);
break;
}
@ -175,7 +182,7 @@ namespace Ryujinx.Graphics.Gpu
{
SetDstGpr(result);
Send(state, result);
Send(state, shadowState, result);
break;
}
@ -197,7 +204,7 @@ namespace Ryujinx.Graphics.Gpu
SetMethAddr(result);
Send(state, FetchParam());
Send(state, shadowState, FetchParam());
break;
}
@ -209,7 +216,7 @@ namespace Ryujinx.Graphics.Gpu
SetMethAddr(result);
Send(state, (result >> 12) & 0x3f);
Send(state, shadowState,(result >> 12) & 0x3f);
break;
}
@ -482,9 +489,21 @@ namespace Ryujinx.Graphics.Gpu
/// Performs a GPU method call.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="shadowState">Shadow GPU state</param>
/// <param name="value">Call argument</param>
private void Send(GpuState state, int value)
private void Send(GpuState state, GpuState shadowState, int value)
{
// TODO: Figure out what TrackWithFilter does, compared to Track.
if (_shadowCtrl == ShadowRamControl.Track ||
_shadowCtrl == ShadowRamControl.TrackWithFilter)
{
shadowState.Write(_methAddr, value);
}
else if (_shadowCtrl == ShadowRamControl.Replay)
{
value = shadowState.Read(_methAddr);
}
MethodParams meth = new MethodParams(_methAddr, value);
state.CallMethod(meth);