mirror of
https://github.com/RetroDECK/Supermodel.git
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490 lines
16 KiB
C++
490 lines
16 KiB
C++
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* Model3.h
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*
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* Header file defining the CModel3 and CModel3Config classes.
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*/
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#ifndef INCLUDED_MODEL3_H
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#define INCLUDED_MODEL3_H
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#include "Model3/Crypto.h"
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/*
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* FrameTimings
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*
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* Timings within a frame, for debugging purposes
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*/
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struct FrameTimings
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{
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UINT32 ppcTicks;
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UINT32 syncSize;
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UINT32 syncTicks;
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UINT32 renderTicks;
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UINT32 sndTicks;
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UINT32 drvTicks;
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UINT32 frameTicks;
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};
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/*
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* CModel3Config:
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*
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* Settings used by CModel3.
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*/
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class CModel3Config
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{
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public:
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bool multiThreaded; // Multi-threaded (enabled if true)
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bool gpuMultiThreaded; // Multi-threaded rendering (enabled if true)
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// PowerPC clock frequency in MHz (minimum: 1 MHz)
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inline void SetPowerPCFrequency(unsigned f)
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{
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if ((f<1) || (f>1000))
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{
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ErrorLog("PowerPC frequency must be between 1 and 1000 MHz; setting to 50 MHz.");
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f = 50;
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}
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ppcFrequency = f*1000000;
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}
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inline unsigned GetPowerPCFrequency(void)
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{
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return ppcFrequency/1000000;
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}
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// Defaults
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CModel3Config(void)
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{
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multiThreaded = true; // enable by default
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gpuMultiThreaded = true; // enable by default
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ppcFrequency = 50*1000000; // 50 MHz
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}
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private:
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unsigned ppcFrequency; // in Hz
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};
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/*
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* CModel3:
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*
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* A complete Model 3 system.
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*
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* Inherits CBus in order to pass the address space handlers to devices that
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* may need them (CPU, DMA, etc.)
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*
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* NOTE: Currently NOT re-entrant due to a non-OOP PowerPC core. Do NOT create
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* create more than one CModel3 object!
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*/
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class CModel3: public CBus, public CPCIDevice
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{
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public:
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/*
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* ReadPCIConfigSpace(device, reg, bits, offset):
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*
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* Handles unknown PCI devices. See CPCIDevice definition for more details.
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*
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* Parameters:
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* device Device number.
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* reg Register number.
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* bits Bit width of access (8, 16, or 32 only).;
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* offset Byte offset within register, aligned to the specified bit
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* width, and offset from the 32-bit aligned base of the
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* register number.
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*
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* Returns:
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* Register data.
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*/
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UINT32 ReadPCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned width);
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/*
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* WritePCIConfigSpace(device, reg, bits, offset, data):
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*
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* Handles unknown PCI devices. See CPCIDevice definition for more details.
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*
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* Parameters:
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* device Device number.
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* reg Register number.
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* bits Bit width of access (8, 16, or 32 only).
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* offset Byte offset within register, aligned to the specified bit
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* width, and offset from the 32-bit aligned base of the
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* register number.
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* data Data.
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*/
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void WritePCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned width, UINT32 data);
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/*
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* Read8(addr):
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* Read16(addr):
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* Read32(addr):
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* Read64(addr):
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*
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* Read a byte, 16-bit half word, 32-bit word, or 64-bit double word from
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* the PowerPC address space. This implements the PowerPC address bus. Note
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* that it is big endian, so when accessing from a little endian device,
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* the byte order must be manually reversed.
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*
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* Parameters:
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* addr Address to read.
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*
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* Returns:
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* Data at the address.
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*/
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UINT8 Read8(UINT32 addr);
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UINT16 Read16(UINT32 addr);
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UINT32 Read32(UINT32 addr);
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UINT64 Read64(UINT32 addr);
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/*
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* Write8(addr, data):
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* Write16(addr, data):
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* Write32(addr, data):
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* Write64(addr, data):
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*
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* Write a byte, half word, word, or double word to the PowerPC address
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* space. Note that everything is stored in big endian form, so when
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* accessing with a little endian device, the byte order must be manually
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* reversed.
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*
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* Parameters:
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* addr Address to write.
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* data Data to write.
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*/
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void Write8(UINT32 addr, UINT8 data);
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void Write16(UINT32 addr, UINT16 data);
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void Write32(UINT32 addr, UINT32 data);
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void Write64(UINT32 addr, UINT64 data);
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/*
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* SaveState(SaveState):
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*
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* Saves an image of the current state. Must never be called while emulator
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* is running (inside RunFrame()).
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*
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* Parameters:
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* SaveState Block file to save state information to.
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*/
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void SaveState(CBlockFile *SaveState);
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/*
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* LoadState(SaveState):
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*
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* Loads and resumes execution from a state image. Modifies data that may
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* be used by multiple threads -- use with caution and ensure threads are
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* not accessing data that will be touched, this can be done by calling
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* PauseThreads beforehand. Must never be called while emulator is running
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* (inside RunFrame()).
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*
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* Parameters:
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* SaveState Block file to load state information from.
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*/
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void LoadState(CBlockFile *SaveState);
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/*
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* SaveNVRAM(NVRAM):
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*
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* Saves an image of the current NVRAM state.
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*
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* Parameters:
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* NVRAM Block file to save NVRAM to.
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*/
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void SaveNVRAM(CBlockFile *NVRAM);
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/*
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* LoadNVRAM(NVRAM):
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*
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* Loads an NVRAM image.
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*
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* Parameters:
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* NVRAM Block file to load NVRAM state from.
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*/
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void LoadNVRAM(CBlockFile *NVRAM);
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/*
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* ClearNVRAM(void):
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*
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* Clears all NVRAM (backup RAM and EEPROM).
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*/
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void ClearNVRAM(void);
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/*
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* RunFrame(void):
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*
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* Runs one frame (assuming 60 Hz video refresh rate).
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*/
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void RunFrame(void);
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/*
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* Reset(void):
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*
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* Resets the system. Does not modify non-volatile memory.
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*/
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void Reset(void);
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/*
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* GetGameInfo(void):
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*
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* Returns:
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* A pointer to the presently loaded game's information structure (or
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* NULL if no ROM set has yet been loaded).
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*/
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const struct GameInfo * GetGameInfo(void);
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/*
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* LoadROMSet(GameList, zipFile):
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*
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* Loads a complete ROM set from the specified ZIP archive.
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*
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* NOTE: Command line settings will not have been applied here yet.
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*
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* Parameters:
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* GameList List of all supported games and their ROMs.
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* zipFile ZIP file to load from.
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*
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* Returns:
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* OKAY if successful, FAIL otherwise. Prints errors.
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*/
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bool LoadROMSet(const struct GameInfo *GameList, const char *zipFile);
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/*
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* AttachRenderers(Render2DPtr, Render3DPtr):
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*
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* Attaches the renderers to the appropriate device objects.
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*
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* Parameters:
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* Render2DPtr Pointer to a tile renderer object.
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* Render3DPtr Same as above but for a 3D renderer.
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*/
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void AttachRenderers(CRender2D *Render2DPtr, IRender3D *Render3DPtr);
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/*
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* AttachInputs(InputsPtr):
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*
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* Attaches OSD-managed inputs.
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*
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* Parameters:
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* InputsPtr Pointer to the object containing input states.
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*/
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void AttachInputs(CInputs *InputsPtr);
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void AttachOutputs(COutputs *OutputsPtr);
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/*
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* Init(void):
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*
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* One-time initialization of the context. Must be called prior to all
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* other members. Allocates memory and initializes device states.
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*
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* NOTE: Command line settings will not have been applied here yet.
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*
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* Returns:
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* OKAY is successful, otherwise FAILED if a non-recoverable error
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* occurred. Prints own error messages.
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*/
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bool Init(void);
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/*
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* GetSoundBoard(void):
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*
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* Returns a reference to the sound board.
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*
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* Returns:
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* Pointer to CSoundBoard object.
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*/
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CSoundBoard *GetSoundBoard(void);
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/*
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* GetDriveBoard(void):
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*
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* Returns a reference to the drive board.
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* Returns:
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* Pointer to CDriveBoard object.
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*/
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CDriveBoard *GetDriveBoard(void);
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/*
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* PauseThreads(void):
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*
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* Flags that any running threads should pause and waits for them to do so.
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* Should be used before invoking any method that accesses the internal state, eg LoadState or SaveState.
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*/
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bool PauseThreads(void);
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/*
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* ResumeThreads(void):
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*
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* Flags that any paused threads should resume running.
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*/
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bool ResumeThreads(void);
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/*
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* DumpTimings(void):
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*
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* Prints all timings for the most recent frame to the console, for debugging purposes.
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*/
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void DumpTimings(void);
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/*
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* GetTimings(void):
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*
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* Returns timings for the most recent frame, for debugging purposes.
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*/
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FrameTimings GetTimings(void);
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/*
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* CModel3(void):
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* ~CModel3(void):
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*
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* Constructor and destructor for Model 3 class. Constructor performs a
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* bare-bones initialization of object; does not perform any memory
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* allocation or any actions that can fail. The destructor will deallocate
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* memory and free resources used by the object (and its child objects).
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*/
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CModel3(void);
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~CModel3(void);
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/*
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* Private Property.
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* Tresspassers will be shot! ;)
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*/
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private:
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// Private member functions
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UINT8 ReadInputs(unsigned reg);
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void WriteInputs(unsigned reg, UINT8 data);
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uint16_t ReadSecurityRAM(uint32_t addr);
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UINT32 ReadSecurity(unsigned reg);
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void WriteSecurity(unsigned reg, UINT32 data);
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void SetCROMBank(unsigned idx);
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UINT8 ReadSystemRegister(unsigned reg);
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void WriteSystemRegister(unsigned reg, UINT8 data);
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void Patch(void);
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void RunMainBoardFrame(void); // Runs PPC main board for a frame
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void SyncGPUs(void); // Sync's up GPUs in preparation for rendering - must be called when PPC is not running
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void RenderFrame(void); // Renders current frame
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bool RunSoundBoardFrame(void); // Runs sound board for a frame
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void RunDriveBoardFrame(void); // Runs drive board for a frame
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bool StartThreads(void); // Starts all threads
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bool StopThreads(void); // Stops all threads
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void DeleteThreadObjects(void); // Deletes all threads and synchronization objects
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static int StartMainBoardThread(void *data); // Callback to start PPC main board thread
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static int StartSoundBoardThread(void *data); // Callback to start sound board thread (unsync'd)
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static int StartSoundBoardThreadSyncd(void *data); // Callback to start sound board thread (sync'd)
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static int StartDriveBoardThread(void *data); // Callback to start drive board thread
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static void AudioCallback(void *data); // Audio buffer callback
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bool WakeSoundBoardThread(void); // Used by audio callback to wake sound board thread (when not sync'd with render thread)
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int RunMainBoardThread(void); // Runs PPC main board thread (sync'd in step with render thread)
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int RunSoundBoardThread(void); // Runs sound board thread (not sync'd in step with render thread, ie running at full speed)
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int RunSoundBoardThreadSyncd(void); // Runs sound board thread (sync'd in step with render thread)
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int RunDriveBoardThread(void); // Runs drive board thread (sync'd in step with render thread)
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// Game and hardware information
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const struct GameInfo *Game;
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// Game inputs and outputs
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CInputs *Inputs;
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COutputs *Outputs;
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// Input registers (game controls)
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UINT8 inputBank;
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UINT8 serialFIFO1, serialFIFO2;
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UINT8 gunReg;
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int adcChannel;
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// MIDI port
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UINT8 midiCtrlPort; // controls MIDI (SCSP) IRQ behavior
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// Emulated core Model 3 memory regions
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UINT8 *memoryPool; // single allocated region for all ROM and system RAM
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UINT8 *ram; // 8 MB PowerPC RAM
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UINT8 *crom; // 8+128 MB CROM (fixed CROM first, then 64MB of banked CROMs -- Daytona2 might need extra?)
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UINT8 *vrom; // 64 MB VROM (video ROM, visible only to Real3D)
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UINT8 *soundROM; // 512 KB sound ROM (68K program)
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UINT8 *sampleROM; // 8 MB samples (68K)
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UINT8 *dsbROM; // 128 KB DSB ROM (Z80 program)
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UINT8 *mpegROM; // 8 MB DSB MPEG ROM
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UINT8 *backupRAM; // 128 KB Backup RAM (battery backed)
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UINT8 *securityRAM; // 128 KB Security Board RAM
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UINT8 *driveROM; // 32 KB drive board ROM (Z80 program) (optional)
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// Banked CROM
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UINT8 *cromBank; // currently mapped in CROM bank
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unsigned cromBankReg; // the CROM bank register
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// Security device
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bool m_securityFirstRead = true;
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unsigned securityPtr; // pointer to current offset in security data
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// PowerPC
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PPC_FETCH_REGION PPCFetchRegions[3];
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// Multiple threading
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bool gpusReady; // True if GPUs are ready to render
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bool startedThreads; // True if threads have been created and started
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bool pauseThreads; // True if threads should pause
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bool stopThreads; // True if threads should stop
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bool syncSndBrdThread; // True if sound board thread should be sync'd in step with render thread
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CThread *ppcBrdThread; // PPC main board thread
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CThread *sndBrdThread; // Sound board thread
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CThread *drvBrdThread; // Drive board thread
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bool ppcBrdThreadRunning; // Flag to indicate PPC main board thread is currently processing
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bool ppcBrdThreadDone; // Flag to indicate PPC main board thread has finished processing
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bool sndBrdThreadRunning; // Flag to indicate sound board thread is currently processing
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bool sndBrdThreadDone; // Flag to indicate sound board thread has finished processing
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bool sndBrdWakeNotify; // Flag to indicate that sound board thread has been woken by audio callback (when not sync'd with render thread)
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bool drvBrdThreadRunning; // Flag to indicate drive board thread is currently processing
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bool drvBrdThreadDone; // Flag to indicate drive board thread has finished processing
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// Thread synchronization objects
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CSemaphore *ppcBrdThreadSync;
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CSemaphore *sndBrdThreadSync;
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CMutex *sndBrdNotifyLock;
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CCondVar *sndBrdNotifySync;
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CSemaphore *drvBrdThreadSync;
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CMutex *notifyLock;
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CCondVar *notifySync;
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// Frame timings
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FrameTimings timings;
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// Other devices
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CIRQ IRQ; // Model 3 IRQ controller
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CMPC10x PCIBridge; // MPC10x PCI/bridge/memory controller
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CPCIBus PCIBus; // Model 3's PCI bus
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C53C810 SCSI; // NCR 53C810 SCSI controller
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CRTC72421 RTC; // Epson RTC-72421 real-time clock
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C93C46 EEPROM; // 93C46 EEPROM
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CTileGen TileGen; // Sega 2D tile generator
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CReal3D GPU; // Real3D graphics hardware
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CSoundBoard SoundBoard; // Sound board
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CDSB *DSB; // Digital Sound Board (type determined dynamically at load time)
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CDriveBoard DriveBoard; // Drive board
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CCrypto m_cryptoDevice; // Encryption device
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};
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#endif // INCLUDED_MODEL3_H
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