Attempt to emulate reserved load/store more closely. can't do anything for stores of the same value that are done via a non-reserved store to a reserved location

uses a bitmap that splits up the memory space into 65k blocks per bit.  Currently is using the guest virtual address but should be using physical addresses instead.

Currently if a guest does a reserve on a location and then a reserved store to a totally different location we trigger a breakpoint. This should never happen
Also removed the NEGATED_MUL_blah operations. They weren't necessary, nothing special is needed for the negated result variants.

Added a log message for when watched physical memory has a race, it just would be nice to know when it happens and in what games.
This commit is contained in:
chss95cs@gmail.com
2023-04-15 16:06:07 -04:00
parent 5e0c67438c
commit 7fb4b4cd41
12 changed files with 353 additions and 187 deletions

View File

@@ -248,9 +248,7 @@ enum Opcode {
OPCODE_MUL_HI, // TODO(benvanik): remove this and add INT128 type.
OPCODE_DIV,
OPCODE_MUL_ADD,
OPCODE_NEGATED_MUL_ADD,
OPCODE_MUL_SUB,
OPCODE_NEGATED_MUL_SUB,
OPCODE_NEG,
OPCODE_ABS,
OPCODE_SQRT,
@@ -292,7 +290,10 @@ enum Opcode {
// as we already have OPCODE_ROUND. round double to float (
// ppc "single" fpu instruction result rounding behavior )
OPCODE_SET_NJM,
OPCODE_DELAY_EXECUTION, //for db16cyc
OPCODE_DELAY_EXECUTION, // for db16cyc
OPCODE_RESERVED_LOAD,
OPCODE_RESERVED_STORE,
__OPCODE_MAX_VALUE, // Keep at end.
};