Supermodel/Src/Model3/Model3.h

488 lines
15 KiB
C++

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