GBA Memory: Improve gamepak prefetch timing
Vicki Pfau vi@endrift.com
Thu, 16 Jan 2020 19:21:18 -0800
2 files changed,
7 insertions(+),
5 deletions(-)
M
CHANGES
→
CHANGES
@@ -92,6 +92,7 @@ - ARM: Partially fix LDM/STM writeback with empty register list
- ARM: Fix stepping when events are pending - GBA DMA: Fix case where DMAs could get misaligned (fixes mgba.io/i/1092) - GBA Memory: Fix open bus from IWRAM (fixes mgba.io/i/1575) + - GBA Memory: Improve gamepak prefetch timing - GBA Timers: Improve timer startup emulation - GBA Video: Fix OpenGL renderer 512x512 backgrounds (fixes mgba.io/i/1572) - GBA Video: Fix BLDY for semitransparent sprite on non-target-2 backgrounds
M
src/gba/memory.c
→
src/gba/memory.c
@@ -1622,17 +1622,19 @@ previousLoads = dist >> 1;
maxLoads -= previousLoads; } - int32_t s = cpu->memory.activeSeqCycles16 + 1; + int32_t s = cpu->memory.activeSeqCycles16; int32_t n2s = cpu->memory.activeNonseqCycles16 - cpu->memory.activeSeqCycles16 + 1; // Figure out how many sequential loads we can jam in - int32_t stall = s; + int32_t stall = s + 1; int32_t loads = 1; while (stall < wait && loads < maxLoads) { stall += s; ++loads; } + memory->lastPrefetchedPc = cpu->gprs[ARM_PC] + WORD_SIZE_THUMB * (loads + previousLoads - 1); + if (stall > wait) { // The wait cannot take less time than the prefetch stalls wait = stall;@@ -1641,10 +1643,9 @@
// This instruction used to have an N, convert it to an S. wait -= n2s; - memory->lastPrefetchedPc = cpu->gprs[ARM_PC] + WORD_SIZE_THUMB * (loads + previousLoads - 1); + // The next |loads|S waitstates disappear entirely, so long as they're all in a row + wait -= stall - 1; - // The next |loads|S waitstates disappear entirely, so long as they're all in a row - cpu->cycles -= (s - 1) * loads; return wait; }