/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2011-2017 Bart Trzynadlowski, Nik Henson, Ian Curtis
**
** This file is part of Supermodel.
**
** Supermodel 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 3 of the License, or (at your option)
** any later version.
**
** Supermodel 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 Supermodel. If not, see .
**/
/*
* JTAG.cpp
*
* Model 3's JTAG test access port (TAP). This is accessed through the system
* register space and is connected to the Real3D chipset and possibly other
* devices. Hence, it is emulated as an independent module.
*
* It is unclear which exact JTAG standard the device conforms to (and it
* probably doesn't matter), so we assume IEEE 1149.1-1990 here.
*/
#include "JTAG.h"
#include "Supermodel.h"
#include "Real3D.h"
#include
// Finite state machine. Each state has two possible next states.
const CJTAG::State CJTAG::s_fsm[][2] =
{
// tms = 0 tms = 1
{ RunTestIdle, TestLogicReset }, // 0 Test-Logic/Reset
{ RunTestIdle, SelectDRScan }, // 1 Run-Test/Idle
{ CaptureDR, SelectIRScan }, // 2 Select-DR-Scan
{ ShiftDR, Exit1DR }, // 3 Capture-DR
{ ShiftDR, Exit1DR }, // 4 Shift-DR
{ PauseDR, UpdateDR }, // 5 Exit1-DR
{ PauseDR, Exit2DR }, // 6 Pause-DR
{ ShiftDR, UpdateDR }, // 7 Exit2-DR
{ RunTestIdle, SelectDRScan }, // 8 Update-DR
{ CaptureIR, TestLogicReset }, // 9 Select-IR-Scan
{ ShiftIR, Exit1IR }, // 10 Capture-IR
{ ShiftIR, Exit1IR }, // 11 Shift-IR
{ PauseIR, UpdateIR }, // 12 Exit1-IR
{ PauseIR, Exit2IR }, // 13 Pause-IR
{ ShiftIR, UpdateIR }, // 14 Exit2-IR
{ RunTestIdle, SelectDRScan } // 15 Update-IR
};
const char *CJTAG::s_state[] =
{
"Test-Logic/Reset",
"Run-Test/Idle",
"Select-DR-Scan",
"Capture-DR",
"Shift-DR",
"Exit1-DR",
"Pause-DR",
"Exit2-DR",
"Update-DR",
"Select-IR-Scan",
"Capture-IR",
"Shift-IR",
"Exit1-IR",
"Pause-IR",
"Exit2-IR",
"Update-IR"
};
static void SaveBitRegister(CBlockFile *SaveState, const Util::BitRegister ®)
{
uint16_t size = (uint16_t)reg.Size() + 1; // include null terminator
SaveState->Write(&size, sizeof(size));
SaveState->Write(reg.ToBinaryString());
}
static void LoadBitRegister(CBlockFile *SaveState, Util::BitRegister *reg)
{
uint16_t size;
SaveState->Read(&size, sizeof(size));
char *str = new char[size];
SaveState->Read(str, size);
reg->Set(str);
delete [] str;
}
void CJTAG::SaveState(CBlockFile *SaveState)
{
SaveState->NewBlock("JTAG", __FILE__);
SaveBitRegister(SaveState, m_instructionShiftReg);
SaveBitRegister(SaveState, m_dataShiftReg);
SaveState->Write(&m_instructionReg, sizeof(m_instructionReg));
SaveState->Write(&m_state, sizeof(m_state));
SaveState->Write(&m_lastTck, sizeof(m_lastTck));
SaveState->Write(&m_tdo, sizeof(m_tdo));
}
void CJTAG::LoadState(CBlockFile *SaveState)
{
if (OKAY != SaveState->FindBlock("JTAG"))
{
ErrorLog("Unable to load JTAG state. Save state file is corrupt.");
return;
}
LoadBitRegister(SaveState, &m_instructionShiftReg);
LoadBitRegister(SaveState, &m_dataShiftReg);
SaveState->Read(&m_instructionReg, sizeof(m_instructionReg));
SaveState->Read(&m_state, sizeof(m_state));
SaveState->Read(&m_lastTck, sizeof(m_lastTck));
SaveState->Read(&m_tdo, sizeof(m_tdo));
}
uint8_t CJTAG::Read()
{
return m_tdo;
}
void CJTAG::LoadASICIDCodes()
{
/*
* ID code retrieval has not been carefully studied but based on observation,
* it appears that the ID codes are loaded on logic reset (Step 2.x games and
* some 1.x games rely on this) as well as instruction 0x06318fc63fff. Some
* games rely on both (e.g., von2).
*/
m_dataShiftReg.SetZeros();
m_dataShiftReg.Insert(2 + 0*32 + 0, Util::Hex(m_real3D.GetASICIDCode(CReal3D::ASIC::Jupiter)));
m_dataShiftReg.Insert(2 + 1*32 + 0, Util::Hex(m_real3D.GetASICIDCode(CReal3D::ASIC::Mercury)));
m_dataShiftReg.Insert(2 + 2*32 + 0, Util::Hex(m_real3D.GetASICIDCode(CReal3D::ASIC::Venus)));
m_dataShiftReg.Insert(2 + 3*32 + 0, Util::Hex(m_real3D.GetASICIDCode(CReal3D::ASIC::Earth)));
m_dataShiftReg.Insert(2 + 4*32 + 1, Util::Hex(m_real3D.GetASICIDCode(CReal3D::ASIC::Mars)));
m_dataShiftReg.Insert(2 + 5*32 + 1, Util::Hex(m_real3D.GetASICIDCode(CReal3D::ASIC::Mars)));
}
void CJTAG::Write(uint8_t tck, uint8_t tms, uint8_t tdi, uint8_t trst)
{
tck = !!tck;
tms = !!tms;
tdi = !!tdi;
trst = !!trst;
//TODO: is trst used anywhere? If so, need to emulate.
//if (!trst)
// printf("TRST=0\n");
//printf("%d trst=%d tms=%d tdi=%d\n", tck, trst, tms, tdi);
// Transitions occur on rising edge
uint8_t lastTck = m_lastTck;
m_lastTck = tck;
if (!tck || lastTck != 0)
return;
// Current state logic
switch (m_state)
{
default:
break;
case State::TestLogicReset:
LoadASICIDCodes();
break;
case State::CaptureDR:
if (m_instructionReg == Instruction::ReadASICIDCodes)
LoadASICIDCodes();
break;
case State::ShiftDR:
m_tdo = m_dataShiftReg.ShiftOutRight(tdi);
break;
case State::UpdateDR:
if (m_instructionReg == Instruction::SetReal3DRenderConfig0 || m_instructionReg == Instruction::SetReal3DRenderConfig1)
{
uint64_t data = m_dataShiftReg.GetBits(0, 42);
m_real3D.WriteJTAGRegister(m_instructionReg, data);
}
//std::cout << "DR = " << m_dataShiftReg << std::endl;
break;
case State::CaptureIR:
// Load lower 2 bits with 01 as per IEEE 1149.1-1990
m_instructionShiftReg.Insert(44, "01");
break;
case State::ShiftIR:
m_tdo = m_instructionShiftReg.ShiftOutRight(tdi);
break;
case State::UpdateIR:
// Latch the instruction register (technically, this should occur on
// falling edge of clock as per the spec)
m_instructionReg = m_instructionShiftReg.GetBits();
//std::cout << "IR = " << Util::Hex(m_instructionReg, 12) << std::endl;
break;
}
// Go to next state
m_state = s_fsm[m_state][tms];
//printf(" -> %s\n", s_state[m_state]);
}
void CJTAG::Reset()
{
m_state = State::TestLogicReset;
DebugLog("JTAG reset\n");
}
CJTAG::CJTAG(CReal3D &real3D)
: m_real3D(real3D),
m_instructionShiftReg(46, 0),
m_dataShiftReg(197, 0)
{
DebugLog("Built JTAG logic\n");
}