#ifndef PSXRECOMP_INTERRUPTS_H #define PSXRECOMP_INTERRUPTS_H #include #ifdef __cplusplus extern "C" { #endif struct CPUState; /* IRQ bit positions in I_STAT/I_MASK */ #define IRQ_VBLANK 0 #define IRQ_GPU 1 #define IRQ_CDROM 2 #define IRQ_DMA 3 #define IRQ_TIMER0 4 #define IRQ_TIMER1 5 #define IRQ_TIMER2 6 #define IRQ_SIO0 7 #define IRQ_SIO1 8 #define IRQ_SPU 9 #define IRQ_PIO 10 void interrupts_init(void); /* Central IRQ-raise choke point: sets the I_STAT bit AND records the raise edge * into the always-on device-event ring (device_trace) with the guest cycle. * Every hardware source (VBLANK/GPU/CDROM/DMA/timers/SIO/SPU) funnels its raise * through here so the device-timing audit sees every event from one place. * `detail` is source-specific (DMA channel, timer index) or 0. */ void psx_irq_raise(uint32_t bit, uint32_t detail); /* Called from the dispatch loop after each function returns. * Services due scheduled edges, checks (i_stat & i_mask), and if pending + COP0 * allows, dispatches the exception handler. */ void psx_check_interrupts(struct CPUState* cpu); /* Cheap block-edge predicate for generated/native code. Device events are * raised by psx_advance_cycles(); this reports whether the comparatively * expensive delivery/scheduler path can have an architectural effect now. */ int psx_interrupt_delivery_needed(const struct CPUState* cpu); void psx_interrupt_delivery_diag(uint64_t *need_defer, uint64_t *need_irq, uint64_t *skip_none, uint64_t *skip_sr, uint64_t *skip_cooldown, uint64_t *skip_nested); /* Interrupt check with the compiled guest PC to resume if a game-installed * handler later RFEs to the sentinel outside the synchronous host window. */ void psx_check_interrupts_at(struct CPUState* cpu, uint32_t resume_pc); int psx_interrupts_checked_at_current_cycle(uint32_t resume_pc); /* Dispatch-entry check for re-enterable compiled PCs. De-dupes an immediately * preceding check at the same guest PC/cycle so generated transfers can keep * their explicit checks while dirty/interp-to-static entries get a boundary. */ void psx_check_interrupts_dispatch_entry(struct CPUState* cpu, uint32_t resume_pc); /* Accumulate emitted PSX cycles toward the next VBlank trigger. * Called from psx_advance_cycles() so the VBlank rate is gated on * guest cycles (correct PSX timing) rather than block-dispatch * count (which was 5-6x too fast and squeezed game-time to ~60% of * real). One real-PSX VBlank = 564480 cycles (33.8688 MHz / 60). */ void interrupts_advance_cycles(uint32_t cycles); void interrupts_service_scheduled_events(void); uint32_t interrupts_cycles_to_vblank(void); /* Cycle-budgeted precise event slicing: minimum guest-CPU-cycle distance to the * next DELIVERABLE hardware interrupt (source raises its I_STAT bit AND that bit * is unmasked in i_mask). UINT32_MAX if none scheduled. Single source of truth * for the two-tier block executor's fast/slice decision. See PRECISE_IRQ_SLICE.md. */ uint32_t cycles_to_next_event(void); /* Query whether we are currently inside an exception handler dispatch. */ int psx_get_in_exception(void); /* Snapshot internal counters for the freeze_check diagnostic. Any out_* * pointer may be NULL. All counters are monotonically non-decreasing * (dispatch_count resets each VBlank). */ void psx_get_freeze_diag(uint64_t *out_total_checks, uint32_t *out_dispatch_count, int *out_in_exception, int *out_post_exc_cooldown, uint64_t *out_exc_entries, uint64_t *out_exc_reentry_blocks); /* longjmp back to psx_check_interrupts, unwinding the exception handler. * Called by ReturnFromException (B0:0x17 or SYSCALL(3)) when inside * the exception handler to model real hardware's RFE+JR $k0 unwind. */ void psx_exception_longjmp(void); /* longjmp back to psx_check_interrupts for RestoreState redirection. * * On real hardware, RestoreState (A0:0x14) restores all GPRs from a * save buffer and does `jr $ra`, which jumps to the restored $ra — * abandoning the current call stack. In our model, a plain `return;` * would go back to the C caller (the chain walker), not to $ra. * * This function longjmps with code 2 (vs. 1 for ReturnFromException), * so psx_check_interrupts can re-dispatch to cpu->pc while still in * exception context. The redirected code (e.g., VSync callback loop) * will eventually call ReturnFromException (longjmp code 1) to exit. */ void psx_restore_state_escape(void); #ifdef __cplusplus } #endif #endif /* PSXRECOMP_INTERRUPTS_H */