#include "gui/draggablewindow2.h"
#include "gui/textedit.h"
-//using namespace std;
+// Debug and misc. defines
+
+#define THREADED_65C02
+//#define CPU_THREAD_OVERFLOW_COMPENSATION
+//#define DEBUG_LC
+#define CPU_CLOCK_CHECKING
// Global variables
uint8 ram[0x10000], rom[0x10000]; // RAM & ROM spaces
+uint8 ram2[0x10000];
uint8 diskRom[0x100]; // Disk ROM space
-V65C02REGS mainCPU;
+V65C02REGS mainCPU; // v65C02 execution context
uint8 appleType = APPLE_TYPE_II;
FloppyDrive floppyDrive;
static void FrameCallback(void);
static void BlinkTimer(void);
+#ifdef THREADED_65C02
+// Test of threaded execution of 6502
+static SDL_Thread * cpuThread = NULL;
+//static SDL_mutex * cpuMutex = NULL;
+static SDL_cond * cpuCond = NULL;
+static bool cpuFinished = false;
+static bool cpuSleep = false;
+
+// Let's try a thread...
+/*
+Here's how it works: Execute 1 frame's worth, then sleep.
+Other stuff wakes it up
+*/
+int CPUThreadFunc(void * data)
+{
+ // Mutex must be locked for conditional to work...
+ // Also, must be created in the thread that uses it...
+ SDL_mutex * cpuMutex = SDL_CreateMutex();
+
+#ifdef CPU_THREAD_OVERFLOW_COMPENSATION
+ float overflow = 0.0;
+#endif
+
+ do
+ {
+ if (cpuSleep)
+ SDL_CondWait(cpuCond, cpuMutex);
+
+ uint32 cycles = 17066;
+#ifdef CPU_THREAD_OVERFLOW_COMPENSATION
+// ODD! It's closer *without* this overflow compensation. ??? WHY ???
+ overflow += 0.666666667;
+
+ if (overflow > 1.0)
+ {
+ overflow -= 1.0;
+ cycles++;
+ }
+#endif
+
+ Execute65C02(&mainCPU, cycles); // how much? 1 frame (after 1 s, off by 40 cycles) not any more--it's off by as much as 240 now!
+ SDL_mutexP(cpuMutex);
+ // Adjust the sound routine's last cycle toggled time base
+ // Also, since we're finished executing, .clock is now valid
+ AdjustLastToggleCycles(mainCPU.clock);
+#if 0
+ if (SDL_CondWait(cpuCond, cpuMutex) != 0)
+ {
+ printf("SDL_CondWait != 0! (Error: '%s')\n", SDL_GetError());
+ exit(-1);
+ }
+#else
+ SDL_CondWait(cpuCond, cpuMutex);
+#endif
+ SDL_mutexV(cpuMutex);
+ }
+ while (!cpuFinished);
+
+ return 0;
+}
+#endif
+
// Test GUI function
Element * TestWindow(void)
WriteLog("\n*** Read at I/O address %04X\n", addr);
#endif
- if ((addr & 0xFFF0) == 0xC000)
+ if ((addr & 0xFFF0) == 0xC000) // Read $C000-$C00F
{
return lastKeyPressed | (keyDown ? 0x80 : 0x00);
}
- else if ((addr & 0xFFF0) == 0xC010)
+ else if ((addr & 0xFFF0) == 0xC010) // Read $C010-$C01F
{
//This is bogus: keyDown is set to false, so return val NEVER is set...
//Fixed...
keyDown = false;
return retVal;
}
- else if ((addr & 0xFFF0) == 0xC030)
+ else if ((addr & 0xFFF0) == 0xC030) // Read $C030-$C03F
{
/*
This is problematic, mainly because the v65C02 removes actual cycles run after each call.
//should it return something else here???
return 0x00;
}
- else if (addr == 0xC050)
+ else if (addr == 0xC050) // Read $C050
{
textMode = false;
}
- else if (addr == 0xC051)
+ else if (addr == 0xC051) // Read $C051
{
textMode = true;
}
- else if (addr == 0xC052)
+ else if (addr == 0xC052) // Read $C052
{
mixedMode = false;
}
- else if (addr == 0xC053)
+ else if (addr == 0xC053) // Read $C053
{
mixedMode = true;
}
- else if (addr == 0xC054)
+ else if (addr == 0xC054) // Read $C054
{
displayPage2 = false;
}
- else if (addr == 0xC055)
+ else if (addr == 0xC055) // Read $C055
{
displayPage2 = true;
}
- else if (addr == 0xC056)
+ else if (addr == 0xC056) // Read $C056
{
hiRes = false;
}
- else if (addr == 0xC057)
+ else if (addr == 0xC057) // Read $C057
{
hiRes = true;
}
A = PEEK($C082)
*/
-//#define DEBUG_LC
else if ((addr & 0xFFFB) == 0xC080)
{
#ifdef DEBUG_LC
WriteLog("\n*** Byte %02X written at address %04X\n", b, addr);
#endif
/*
+I think this is IIc/IIe only...
+
CLR80STORE=$C000 ;80STORE Off- disable 80-column memory mapping (Write)
SET80STORE=$C001 ;80STORE On- enable 80-column memory mapping (WR-only)
else if (addr == 0xC0EC)
{
//change this to Write()? (and the other to Read()?) Dunno. Seems to work OK, but still...
+//or DoIO
floppyDrive.ReadWrite();
}
else if (addr == 0xC0ED)
return false;
}
-//#define CPU_CLOCK_CHECKING
#ifdef CPU_CLOCK_CHECKING
uint8 counter = 0;
uint32 totalCPU = 0;
+uint64 lastClock = 0;
#endif
//
// Main loop
//Need to bankify this stuff for the IIe emulation...
memset(ram, 0, 0x10000);
memset(rom, 0, 0x10000);
+ memset(ram2, 0, 0x10000);
// Set up V65C02 execution context
memset(&mainCPU, 0, sizeof(V65C02REGS));
SetCallbackTime(BlinkTimer, 250000); // Set up blinking at 1/4 s intervals
startTicks = SDL_GetTicks();
+#ifdef THREADED_65C02
+cpuCond = SDL_CreateCond();
+cpuThread = SDL_CreateThread(CPUThreadFunc, NULL);
+#endif
+
WriteLog("Entering main loop...\n");
while (running)
{
double timeToNextEvent = GetTimeToNextEvent();
+#ifndef THREADED_65C02
Execute65C02(&mainCPU, USEC_TO_M6502_CYCLES(timeToNextEvent));
+#endif
//We MUST remove a frame's worth of time in order for the CPU to function... !!! FIX !!!
//(Fix so that this is not a requirement!)
//Fixed, but mainCPU.clock is destroyed in the bargain. Oh well.
// mainCPU.clock -= USEC_TO_M6502_CYCLES(timeToNextEvent);
#ifdef CPU_CLOCK_CHECKING
+#ifndef THREADED_65C02
totalCPU += USEC_TO_M6502_CYCLES(timeToNextEvent);
+#endif
#endif
// Handle CPU time delta for sound...
//Don't need this anymore now that we use absolute time...
HandleNextEvent();
}
+#ifdef THREADED_65C02
+cpuFinished = true;
+SDL_CondSignal(cpuCond);//thread is probably asleep, wake it up
+SDL_WaitThread(cpuThread, NULL);
+//nowok:SDL_WaitThread(CPUThreadFunc, NULL);
+SDL_DestroyCond(cpuCond);
+#endif
+
if (settings.autoStateSaving)
{
// Save state here...
SetCallbackTime(FrameCallback, 16666.66666667);
#ifdef CPU_CLOCK_CHECKING
+//We know it's stopped, so we can get away with this...
+uint64 clock = GetCurrentV65C02Clock();
+totalCPU += (uint32)(clock - lastClock);
+lastClock = clock;
counter++;
if (counter == 60)
{
counter = 0;
}
#endif
+#ifdef THREADED_65C02
+ SDL_CondSignal(cpuCond);//OK, let the CPU go another frame...
+#endif
//Instead of this, we should yield remaining time to other processes... !!! FIX !!!
//lessee...
-//nope. SDL_Delay(10);
+//nope.
+//Actually, slows things down too much...
+//SDL_Delay(10);
while (SDL_GetTicks() - startTicks < 16); // Wait for next frame...
startTicks = SDL_GetTicks();
}
flash = !flash;
SetCallbackTime(BlinkTimer, 250000); // Set up blinking at 1/4 sec intervals
}
+
+/*
+Next problem is this: How to have events occur and synchronize with the rest
+of the threads?
+
+ o Have the CPU thread manage the timer mechanism? (need to have a method of carrying
+ remainder CPU cycles over...)
+
+One way would be to use a fractional accumulator, then subtract 1 every
+time it overflows. Like so:
+
+double overflow = 0;
+uint32 time = 20;
+while (!done)
+{
+ Execute6808(&soundCPU, time);
+ overflow += 0.289115646;
+ if (overflow > 1.0)
+ {
+ overflow -= 1.0;
+ time = 21;
+ }
+ else
+ time = 20;
+}
+*/