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

@@ -1143,7 +1143,7 @@ int InstrEmit_vnmsubfp_(PPCHIRBuilder& f, uint32_t vd, uint32_t va, uint32_t vb,
Value* b = f.VectorDenormFlush(f.LoadVR(vb));
Value* c = f.VectorDenormFlush(f.LoadVR(vc));
Value* v = f.NegatedMulSub(a, c, b);
Value* v = f.Neg(f.MulSub(a, c, b));
f.StoreVR(vd, v);
return 0;
}