mirror of
https://github.com/RetroPortingToolKit/psxrecomp
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131 lines
5.9 KiB
C
131 lines
5.9 KiB
C
#ifndef PSXRECOMP_INTERRUPTS_H
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#define PSXRECOMP_INTERRUPTS_H
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#include <stdint.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct CPUState;
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/* IRQ bit positions in I_STAT/I_MASK */
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#define IRQ_VBLANK 0
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#define IRQ_GPU 1
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#define IRQ_CDROM 2
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#define IRQ_DMA 3
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#define IRQ_TIMER0 4
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#define IRQ_TIMER1 5
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#define IRQ_TIMER2 6
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#define IRQ_SIO0 7
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#define IRQ_SIO1 8
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#define IRQ_SPU 9
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#define IRQ_PIO 10
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void interrupts_init(void);
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/* Save-state restore: re-anchor host-only IRQ pacing after psx_cycle_count is
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* overwritten from a snapshot. Clears absolute-cycle cooldowns / deferred
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* switches that would otherwise strand delivery until the restored clock
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* catches up to the pre-load host timeline (warm-reload picture freeze). */
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void interrupts_resync_after_restore(void);
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/* Netplay diag: last VBLANK irqctx exit/restore (+ v0) for peer diff. */
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void interrupts_log_last_vblank_irqctx(const char *tag);
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/* Central IRQ-raise choke point: sets the I_STAT bit AND records the raise edge
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* into the always-on device-event ring (device_trace) with the guest cycle.
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* Every hardware source (VBLANK/GPU/CDROM/DMA/timers/SIO/SPU) funnels its raise
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* through here so the device-timing audit sees every event from one place.
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* `detail` is source-specific (DMA channel, timer index) or 0. */
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void psx_irq_raise(uint32_t bit, uint32_t detail);
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/* Called from the dispatch loop after each function returns.
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* Services due scheduled edges, checks (i_stat & i_mask), and if pending + COP0
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* allows, dispatches the exception handler. */
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void psx_check_interrupts(struct CPUState* cpu);
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/* Cheap block-edge predicate for generated/native code. Device events are
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* raised by psx_advance_cycles(); this reports whether the comparatively
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* expensive delivery/scheduler path can have an architectural effect now. */
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int psx_interrupt_delivery_needed(const struct CPUState* cpu);
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void psx_interrupt_delivery_diag(uint64_t *need_defer, uint64_t *need_irq,
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uint64_t *skip_none, uint64_t *skip_sr,
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uint64_t *skip_cooldown, uint64_t *skip_nested);
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/* Hot-path counters for psx_check_interrupts (monotonic). Any out_* may be NULL.
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* entry = every call
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* fast_sr = early return: pending I_STAT but IEc/IM2 clear
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* fast_none = early return: nothing pending
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* mid = total_checks (past fast paths; toward / into deliver eval)
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* eval = reached irq_deliver_eval label
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* irq_deliv = g_irq_deliver_count (any HW IRQ exception taken) */
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void psx_interrupt_check_path_diag(uint64_t *entry, uint64_t *fast_sr,
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uint64_t *fast_none, uint64_t *mid,
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uint64_t *eval, uint64_t *irq_deliv);
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/* Interrupt check with the compiled guest PC to resume if a game-installed
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* handler later RFEs to the sentinel outside the synchronous host window. */
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void psx_check_interrupts_at(struct CPUState* cpu, uint32_t resume_pc);
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int psx_interrupts_checked_at_current_cycle(uint32_t resume_pc);
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/* Dispatch-entry check for re-enterable compiled PCs. De-dupes an immediately
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* preceding check at the same guest PC/cycle so generated transfers can keep
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* their explicit checks while dirty/interp-to-static entries get a boundary. */
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void psx_check_interrupts_dispatch_entry(struct CPUState* cpu, uint32_t resume_pc);
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/* Accumulate emitted PSX cycles toward the next VBlank trigger.
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* Called from psx_advance_cycles() so the VBlank rate is gated on
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* guest cycles (correct PSX timing) rather than block-dispatch
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* count (which was 5-6x too fast and squeezed game-time to ~60% of
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* real). One real-PSX VBlank = 564480 cycles (33.8688 MHz / 60). */
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void interrupts_advance_cycles(uint32_t cycles);
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void interrupts_service_scheduled_events(void);
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uint32_t interrupts_cycles_to_vblank(void);
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/* Cycle-budgeted precise event slicing: minimum guest-CPU-cycle distance to the
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* next DELIVERABLE hardware interrupt (source raises its I_STAT bit AND that bit
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* is unmasked in i_mask). UINT32_MAX if none scheduled. Single source of truth
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* for the two-tier block executor's fast/slice decision. See PRECISE_IRQ_SLICE.md. */
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uint32_t cycles_to_next_event(void);
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/* Query whether we are currently inside an exception handler dispatch. */
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int psx_get_in_exception(void);
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/* Most recent block-leader IRQ-check guest PC / compiled resume latch.
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* Used by the post-savestate freeze probe (vblank-time "where was the game"). */
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uint32_t psx_last_irq_check_pc(void);
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uint32_t psx_compiled_irq_resume_pc(void);
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/* Snapshot internal counters for the freeze_check diagnostic. Any out_*
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* pointer may be NULL. All counters are monotonically non-decreasing
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* (dispatch_count resets each VBlank). */
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void psx_get_freeze_diag(uint64_t *out_total_checks,
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uint32_t *out_dispatch_count,
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int *out_in_exception,
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int *out_post_exc_cooldown,
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uint64_t *out_exc_entries,
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uint64_t *out_exc_reentry_blocks);
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/* longjmp back to psx_check_interrupts, unwinding the exception handler.
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* Called by ReturnFromException (B0:0x17 or SYSCALL(3)) when inside
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* the exception handler to model real hardware's RFE+JR $k0 unwind. */
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void psx_exception_longjmp(void);
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/* longjmp back to psx_check_interrupts for RestoreState redirection.
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*
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* On real hardware, RestoreState (A0:0x14) restores all GPRs from a
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* save buffer and does `jr $ra`, which jumps to the restored $ra —
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* abandoning the current call stack. In our model, a plain `return;`
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* would go back to the C caller (the chain walker), not to $ra.
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*
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* This function longjmps with code 2 (vs. 1 for ReturnFromException),
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* so psx_check_interrupts can re-dispatch to cpu->pc while still in
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* exception context. The redirected code (e.g., VSync callback loop)
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* will eventually call ReturnFromException (longjmp code 1) to exit. */
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void psx_restore_state_escape(void);
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#ifdef __cplusplus
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}
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#endif
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#endif /* PSXRECOMP_INTERRUPTS_H */
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