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Geo Ster authored
This is a pretty big commit so the description is probably going to be a whole essay again explaining all the changes. Emulation is extermely complicated and thus I need to explain all of my reasoning and sources. This commit contains 3 major changes that all work together to form the new memory subsystem: * New handler infrastrucutre * Compiler switch to clang-cl * Initial implementation of EE interrupts Now, you reader, might wonder why I decided to redo the relatively simple and straightforward system we had before. Well that system had some drawbacks that I think needed to be addressed early on. Firstly, it is highly centralized, which means that for every new component the read/write functions of the ComponentManger (now Emulator) need to updated. This isn't that big of an issue as the second one though. The old system relies heavily on branches to figure out the destination of a read/write which is bad for performance. Especially because our address ranges aren't continuous, the compiler can't optimize the switch statement in any way. This leads to a lot of assembly code, many jumps. The initial idea for this new system was taken from a PCSX2 devblog I read recently: https://pcsx2.net/developer-blog/218-so-maybe-it-s-about-time-we-explained-vtlb.html It explains a system, where the address range is divided into pages, where each page is handled by a handler function. This is perfect for us, because it moves most of the code to the initialization phase (when the components register their handlers), while reads/writes are very fast, only having to lookup the handler table and calling the appropriate function. However is isn't as easy to implement to implement though. The main problem was how to store class member function of different classes in a single array and call them without knowing their type. Firstly I thought of using std::function, which is perfect for this due to its type erasure but is was quickly ruled out because of the very high overhead. Next, I considered inheritence and virtual functions, which was a step to the right direction. However that also has the overhead of looking up the vtable. Finally, though, I discovered a neat little trick with function pointers. You can actually cast a pointer to a base class member function, to a derived class member function as long as the function isn't ambigious. So the final solution was to make all the components inherit from an empty (for now) Compoent class and store a common Component function pointer. The compiler will handle the rest, with some dose of magic and inheritance! The handler interface is located in the common/component.h file. You can check out the IOP DMA controller constructor for how a component can register handlers with this system. This is very efficient, generating only 10-15 lines of assembly (with clang 12.0), which leads me to the second change, that of the compiler. The switch to clang-cl was made primarily for performance reasons. clang generates a lot more efficient code than MSVC does so the switch will improve perfomance down the road. It also catches more warnings and code issues, allowing for cleaner code overall. The next hurdle, was figuring the handler page size. This is more difficult than it seems, because there are additional "hidden" addresses the BIOS writes to, which aren't listed in the ps2tek memory map. Making the page size too big, will lead to these garbage addresses being handled by our compoents which defeats the purpose of this whole system. Making the page size too small though, will both make the handler array table massive and require compoents to register many handlers to cover their address ranges. So after studying the memory map for a while, I decided that 0x80 = 128 is the best size. For example in the DMAC (EE DMA) each channel takes up exactly 0x80, while the IOP DMA each channel group is also exactly 0x80 in size. 0x80 is, in addition, small enough that garbage addresses don't get caught. Even in the case we have something like that, I have placed asserts on debug builds to capture them. Our struggle isn't done though! The initial handler table ended up causing stack overflows because the array was too large. To mitigate this, the stack size was increased to 10MB and a small optimization was implemented. If you view all the addresses in the memory map of the PS2, a pattern emerges. It turns out that a byte inside the address is always zero, no matter the address (except for 0xfffe addresses which we don't care about). This means we can "squash" the address by removing that byte, allowing us to significantly reduce the handler table size: 0x100|0|3070 -> 0x1003070 0x120|0|0060 -> 0x1200060 0x1F4|0|2006 -> 0x1F42006 0x1F8|0|1120 -> 0x1F81120 0x1F9|0|01AC -> 0x1F901AC This is implemented in the Emulator::calculate_page function. A debug assert is also placed here to ensure nothing our of the ordinary happens. Finally, I also implemented EE interrupts because they are needed at this stage. Timer 5, should normally be ticking now (next commit I promise), and is waiting to cause an interrupt, thus we need to have those implemented. The implementation is taken from a new document I found, which is the same as the previous one, but more focused on the EE and its features, something that should help us a lot in the near future. Right now its not finished, but that will come in the next commit.
Geo Ster authoredThis is a pretty big commit so the description is probably going to be a whole essay again explaining all the changes. Emulation is extermely complicated and thus I need to explain all of my reasoning and sources. This commit contains 3 major changes that all work together to form the new memory subsystem: * New handler infrastrucutre * Compiler switch to clang-cl * Initial implementation of EE interrupts Now, you reader, might wonder why I decided to redo the relatively simple and straightforward system we had before. Well that system had some drawbacks that I think needed to be addressed early on. Firstly, it is highly centralized, which means that for every new component the read/write functions of the ComponentManger (now Emulator) need to updated. This isn't that big of an issue as the second one though. The old system relies heavily on branches to figure out the destination of a read/write which is bad for performance. Especially because our address ranges aren't continuous, the compiler can't optimize the switch statement in any way. This leads to a lot of assembly code, many jumps. The initial idea for this new system was taken from a PCSX2 devblog I read recently: https://pcsx2.net/developer-blog/218-so-maybe-it-s-about-time-we-explained-vtlb.html It explains a system, where the address range is divided into pages, where each page is handled by a handler function. This is perfect for us, because it moves most of the code to the initialization phase (when the components register their handlers), while reads/writes are very fast, only having to lookup the handler table and calling the appropriate function. However is isn't as easy to implement to implement though. The main problem was how to store class member function of different classes in a single array and call them without knowing their type. Firstly I thought of using std::function, which is perfect for this due to its type erasure but is was quickly ruled out because of the very high overhead. Next, I considered inheritence and virtual functions, which was a step to the right direction. However that also has the overhead of looking up the vtable. Finally, though, I discovered a neat little trick with function pointers. You can actually cast a pointer to a base class member function, to a derived class member function as long as the function isn't ambigious. So the final solution was to make all the components inherit from an empty (for now) Compoent class and store a common Component function pointer. The compiler will handle the rest, with some dose of magic and inheritance! The handler interface is located in the common/component.h file. You can check out the IOP DMA controller constructor for how a component can register handlers with this system. This is very efficient, generating only 10-15 lines of assembly (with clang 12.0), which leads me to the second change, that of the compiler. The switch to clang-cl was made primarily for performance reasons. clang generates a lot more efficient code than MSVC does so the switch will improve perfomance down the road. It also catches more warnings and code issues, allowing for cleaner code overall. The next hurdle, was figuring the handler page size. This is more difficult than it seems, because there are additional "hidden" addresses the BIOS writes to, which aren't listed in the ps2tek memory map. Making the page size too big, will lead to these garbage addresses being handled by our compoents which defeats the purpose of this whole system. Making the page size too small though, will both make the handler array table massive and require compoents to register many handlers to cover their address ranges. So after studying the memory map for a while, I decided that 0x80 = 128 is the best size. For example in the DMAC (EE DMA) each channel takes up exactly 0x80, while the IOP DMA each channel group is also exactly 0x80 in size. 0x80 is, in addition, small enough that garbage addresses don't get caught. Even in the case we have something like that, I have placed asserts on debug builds to capture them. Our struggle isn't done though! The initial handler table ended up causing stack overflows because the array was too large. To mitigate this, the stack size was increased to 10MB and a small optimization was implemented. If you view all the addresses in the memory map of the PS2, a pattern emerges. It turns out that a byte inside the address is always zero, no matter the address (except for 0xfffe addresses which we don't care about). This means we can "squash" the address by removing that byte, allowing us to significantly reduce the handler table size: 0x100|0|3070 -> 0x1003070 0x120|0|0060 -> 0x1200060 0x1F4|0|2006 -> 0x1F42006 0x1F8|0|1120 -> 0x1F81120 0x1F9|0|01AC -> 0x1F901AC This is implemented in the Emulator::calculate_page function. A debug assert is also placed here to ensure nothing our of the ordinary happens. Finally, I also implemented EE interrupts because they are needed at this stage. Timer 5, should normally be ticking now (next commit I promise), and is waiting to cause an interrupt, thus we need to have those implemented. The implementation is taken from a new document I found, which is the same as the previous one, but more focused on the EE and its features, something that should help us a lot in the near future. Right now its not finished, but that will come in the next commit.
main.cc 1.19 KiB
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <common/emulator.h>
#include <thread>
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "PS2 Emulator", NULL, NULL);
if (window == NULL)
{
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, [](GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
});
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
return -1;
common::Emulator emulator;
std::thread thread([&]() { while (!emulator.stop_thread) { emulator.tick(); } });
while (!glfwWindowShouldClose(window))
{
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(window);
glfwPollEvents();
}
emulator.stop_thread = true;
thread.join();
glfwTerminate();
return 0;
}