Implemented 80286 LOADALL

This commit is contained in:
Jeff Parsons 2014-11-01 17:12:20 -07:00 committed by jeffpar
commit 5dce2a1a23
31 changed files with 1831 additions and 1765 deletions

View file

@ -80,23 +80,24 @@ function CPU(parmsCPU, nCyclesDefault)
var nMultiplier = parmsCPU['multiplier'] || 1;
this.nCyclesPerSecond = nCycles;
this.aCounts = {};
this.aCounts.nCyclesPerSecond = nCycles;
/*
* nCyclesMultiplier replaces the old "speed" variable (0, 1, 2) and eliminates the need for
* the constants (SPEED_SLOW, SPEED_FAST and SPEED_MAX). The UI simply doubles the multiplier
* until we've exceeded the host's speed limit and then starts the multiplier over at 1.
*/
this.nCyclesMultiplier = nMultiplier;
this.mhzDefault = Math.round(this.nCyclesPerSecond / 10000) / 100;
this.aCounts.nCyclesMultiplier = nMultiplier;
this.aCounts.mhzDefault = Math.round(this.aCounts.nCyclesPerSecond / 10000) / 100;
/*
* TODO: Take care of this with an initial setSpeed() call instead?
*/
this.mhzTarget = this.mhzDefault * this.nCyclesMultiplier;
this.aCounts.mhzTarget = this.aCounts.mhzDefault * this.aCounts.nCyclesMultiplier;
this.fPowered = false;
this.fRunning = false;
this.fAutoStart = parmsCPU['autoStart'];
this.aFlags.fPowered = false;
this.aFlags.fRunning = false;
this.aFlags.fAutoStart = parmsCPU['autoStart'];
/*
* Provide a power-saving URL-based way of overriding the 'autostart' setting;
@ -105,7 +106,7 @@ function CPU(parmsCPU, nCyclesDefault)
*/
var sAutoStart = Component.parmsURL['autostart'];
if (sAutoStart !== undefined) {
this.fAutoStart = (sAutoStart == "true"? true : (sAutoStart == "false"? false : null));
this.aFlags.fAutoStart = (sAutoStart == "true"? true : (sAutoStart == "false"? false : null));
}
/*
@ -117,11 +118,11 @@ function CPU(parmsCPU, nCyclesDefault)
* command ("x"); for example, "x cs int 5000" will set nCyclesChecksumInterval to 5000
* and call resetChecksum().
*/
this.fChecksum = false;
this.nChecksum = this.nCyclesChecksumNext = 0;
this.nCyclesChecksumStart = parmsCPU["csStart"];
this.nCyclesChecksumInterval = parmsCPU["csInterval"];
this.nCyclesChecksumStop = parmsCPU["csStop"];
this.aFlags.fChecksum = false;
this.aCounts.nChecksum = this.aCounts.nCyclesChecksumNext = 0;
this.aCounts.nCyclesChecksumStart = parmsCPU["csStart"];
this.aCounts.nCyclesChecksumInterval = parmsCPU["csInterval"];
this.aCounts.nCyclesChecksumStop = parmsCPU["csStop"];
var cpu = this;
this.onRunTimeout = function() { cpu.runCPU(); };
@ -138,16 +139,16 @@ Component.subclass(Component, CPU);
* calcCycles(), which uses the nCyclesPerSecond passed to the constructor as a starting
* point and computes the following variables:
*
* this.nCyclesPerYield (this.nCyclesPerSecond / CPU.YIELDS_PER_SECOND)
* this.nCyclesPerVideoUpdate (this.nCyclesPerSecond / CPU.VIDEO_UPDATES_PER_SECOND)
* this.nCyclesPerStatusUpdate (this.nCyclesPerSecond / CPU.STATUS_UPDATES_PER_SECOND)
* this.aCounts.nCyclesPerYield (this.aCounts.nCyclesPerSecond / CPU.YIELDS_PER_SECOND)
* this.aCounts.nCyclesPerVideoUpdate (this.aCounts.nCyclesPerSecond / CPU.VIDEO_UPDATES_PER_SECOND)
* this.aCounts.nCyclesPerStatusUpdate (this.aCounts.nCyclesPerSecond / CPU.STATUS_UPDATES_PER_SECOND)
*
* The above variables are also multiplied by any cycle multiplier in effect, via setSpeed(),
* and then they're used to initialize another set of variables for each runCPU() iteration:
*
* this.nCyclesNextYield <= this.nCyclesPerYield
* this.nCyclesNextVideoUpdate <= this.nCyclesPerVideoUpdate
* this.nCyclesNextStatusUpdate <= this.nCyclesPerStatusUpdate
* this.aCounts.nCyclesNextYield <= this.aCounts.nCyclesPerYield
* this.aCounts.nCyclesNextVideoUpdate <= this.aCounts.nCyclesPerVideoUpdate
* this.aCounts.nCyclesNextStatusUpdate <= this.aCounts.nCyclesPerStatusUpdate
*/
CPU.YIELDS_PER_SECOND = 30;
CPU.VIDEO_UPDATES_PER_SECOND = 60; // WARNING: if you change this, beware of side-effects in the Video component
@ -264,7 +265,7 @@ CPU.prototype.powerUp = function(data, fRepower)
this.println("No debugger detected");
}
}
this.fPowered = true;
this.aFlags.fPowered = true;
if (!this.autoStart() && this.dbg) this.dbg.updateStatus();
this.updateCPU();
return true;
@ -279,7 +280,7 @@ CPU.prototype.powerUp = function(data, fRepower)
*/
CPU.prototype.powerDown = function(fSave)
{
this.fPowered = false;
this.aFlags.fPowered = false;
return fSave && this.save ? this.save() : true;
};
@ -291,7 +292,7 @@ CPU.prototype.powerDown = function(fSave)
*/
CPU.prototype.autoStart = function()
{
if (this.fAutoStart === true || this.fAutoStart === null && (!DEBUGGER || !this.dbg) && this.bindings["run"] === undefined) {
if (this.aFlags.fAutoStart === true || this.aFlags.fAutoStart === null && (!DEBUGGER || !this.dbg) && this.bindings["run"] === undefined) {
this.runCPU(); // start running automatically on power-up, assuming there's no Debugger
return true;
}
@ -318,7 +319,7 @@ CPU.prototype.setFocus = function()
*/
CPU.prototype.isPowered = function()
{
if (!this.fPowered) {
if (!this.aFlags.fPowered) {
this.println(this.toString() + " not powered");
return false;
}
@ -333,7 +334,7 @@ CPU.prototype.isPowered = function()
*/
CPU.prototype.isRunning = function()
{
return this.fRunning;
return this.aFlags.fRunning;
};
/**
@ -361,14 +362,14 @@ CPU.prototype.getChecksum = function()
*/
CPU.prototype.resetChecksum = function()
{
if (this.nCyclesChecksumStart === undefined) this.nCyclesChecksumStart = 0;
if (this.nCyclesChecksumInterval === undefined) this.nCyclesChecksumInterval = -1;
if (this.nCyclesChecksumStop === undefined) this.nCyclesChecksumStop = -1;
this.fChecksum = (this.nCyclesChecksumStart >= 0 && this.nCyclesChecksumInterval > 0);
if (this.fChecksum) {
this.nChecksum = 0;
this.nCyclesChecksumNext = this.nCyclesChecksumStart - this.nTotalCycles;
// this.nCyclesChecksumNext = this.nCyclesChecksumStart + this.nCyclesChecksumInterval - (this.nTotalCycles % this.nCyclesChecksumInterval);
if (this.aCounts.nCyclesChecksumStart === undefined) this.aCounts.nCyclesChecksumStart = 0;
if (this.aCounts.nCyclesChecksumInterval === undefined) this.aCounts.nCyclesChecksumInterval = -1;
if (this.aCounts.nCyclesChecksumStop === undefined) this.aCounts.nCyclesChecksumStop = -1;
this.aFlags.fChecksum = (this.aCounts.nCyclesChecksumStart >= 0 && this.aCounts.nCyclesChecksumInterval > 0);
if (this.aFlags.fChecksum) {
this.aCounts.nChecksum = 0;
this.aCounts.nCyclesChecksumNext = this.aCounts.nCyclesChecksumStart - this.nTotalCycles;
// this.aCounts.nCyclesChecksumNext = this.aCounts.nCyclesChecksumStart + this.aCounts.nCyclesChecksumInterval - (this.nTotalCycles % this.aCounts.nCyclesChecksumInterval);
return true;
}
return false;
@ -387,20 +388,20 @@ CPU.prototype.resetChecksum = function()
*/
CPU.prototype.updateChecksum = function(nCycles)
{
if (this.fChecksum) {
if (this.aFlags.fChecksum) {
/*
* Get a 32-bit summation of the current CPU state and add it to our running 32-bit checksum
*/
var fDisplay = false;
this.nChecksum = (this.nChecksum + this.getChecksum()) | 0;
this.nCyclesChecksumNext -= nCycles;
if (this.nCyclesChecksumNext <= 0) {
this.nCyclesChecksumNext += this.nCyclesChecksumInterval;
this.aCounts.nChecksum = (this.aCounts.nChecksum + this.getChecksum()) | 0;
this.aCounts.nCyclesChecksumNext -= nCycles;
if (this.aCounts.nCyclesChecksumNext <= 0) {
this.aCounts.nCyclesChecksumNext += this.aCounts.nCyclesChecksumInterval;
fDisplay = true;
}
if (this.nCyclesChecksumStop >= 0) {
if (this.nCyclesChecksumStop <= this.getCycles()) {
this.nCyclesChecksumInterval = this.nCyclesChecksumStop = -1;
if (this.aCounts.nCyclesChecksumStop >= 0) {
if (this.aCounts.nCyclesChecksumStop <= this.getCycles()) {
this.aCounts.nCyclesChecksumInterval = this.aCounts.nCyclesChecksumStop = -1;
this.resetChecksum();
this.haltCPU();
fDisplay = true;
@ -421,7 +422,7 @@ CPU.prototype.updateChecksum = function(nCycles)
*/
CPU.prototype.displayChecksum = function()
{
this.println(this.getCycles() + " cycles: " + "checksum=" + str.toHex(this.nChecksum));
this.println(this.getCycles() + " cycles: " + "checksum=" + str.toHex(this.aCounts.nChecksum));
};
/**
@ -492,7 +493,7 @@ CPU.prototype.setBinding = function(sHTMLClass, sHTMLType, sBinding, control)
case "run":
this.bindings[sBinding] = control;
control.onclick = function onClickRun() {
if (!cpu.fRunning)
if (!cpu.aFlags.fRunning)
cpu.runCPU(true);
else
cpu.haltCPU(true);
@ -521,7 +522,7 @@ CPU.prototype.setBinding = function(sHTMLClass, sHTMLType, sBinding, control)
case "setSpeed":
this.bindings[sBinding] = control;
control.onclick = function onClickSetSpeed() {
cpu.setSpeed(cpu.nCyclesMultiplier << 1, true);
cpu.setSpeed(cpu.aCounts.nCyclesMultiplier << 1, true);
};
control.innerHTML = this.getSpeedTarget();
fBound = true;
@ -605,26 +606,26 @@ CPU.prototype.calcCycles = function(fRecalc)
*/
var vMultiplier = 1;
if (fRecalc) {
if (this.nCyclesMultiplier > 1 && this.mhz) {
vMultiplier = (this.mhz / this.mhzDefault);
if (this.aCounts.nCyclesMultiplier > 1 && this.aCounts.mhz) {
vMultiplier = (this.aCounts.mhz / this.aCounts.mhzDefault);
}
}
this.msPerYield = Math.round(1000 / CPU.YIELDS_PER_SECOND);
this.nCyclesPerBurst = Math.floor(this.nCyclesPerSecond / nMostUpdatesPerSecond * vMultiplier);
this.nCyclesPerYield = Math.floor(this.nCyclesPerSecond / CPU.YIELDS_PER_SECOND * vMultiplier);
this.nCyclesPerVideoUpdate = Math.floor(this.nCyclesPerSecond / CPU.VIDEO_UPDATES_PER_SECOND * vMultiplier);
this.nCyclesPerStatusUpdate = Math.floor(this.nCyclesPerSecond / CPU.STATUS_UPDATES_PER_SECOND * vMultiplier);
this.aCounts.msPerYield = Math.round(1000 / CPU.YIELDS_PER_SECOND);
this.aCounts.nCyclesPerBurst = Math.floor(this.aCounts.nCyclesPerSecond / nMostUpdatesPerSecond * vMultiplier);
this.aCounts.nCyclesPerYield = Math.floor(this.aCounts.nCyclesPerSecond / CPU.YIELDS_PER_SECOND * vMultiplier);
this.aCounts.nCyclesPerVideoUpdate = Math.floor(this.aCounts.nCyclesPerSecond / CPU.VIDEO_UPDATES_PER_SECOND * vMultiplier);
this.aCounts.nCyclesPerStatusUpdate = Math.floor(this.aCounts.nCyclesPerSecond / CPU.STATUS_UPDATES_PER_SECOND * vMultiplier);
/*
* And initialize "next" yield, video update, and status update cycle "threshold" counters to those "per" values
*/
if (!fRecalc) {
this.nCyclesNextYield = this.nCyclesPerYield;
this.nCyclesNextVideoUpdate = this.nCyclesPerVideoUpdate;
this.nCyclesNextStatusUpdate = this.nCyclesPerStatusUpdate;
this.aCounts.nCyclesNextYield = this.aCounts.nCyclesPerYield;
this.aCounts.nCyclesNextVideoUpdate = this.aCounts.nCyclesPerVideoUpdate;
this.aCounts.nCyclesNextStatusUpdate = this.aCounts.nCyclesPerStatusUpdate;
}
this.nRecalcCycles = 0;
this.aCounts.nCyclesRecalc = 0;
};
/**
@ -647,11 +648,11 @@ CPU.prototype.calcCycles = function(fRecalc)
CPU.prototype.getCycles = function(fScaled)
{
var nCycles = this.nTotalCycles + this.nRunCycles + this.nBurstCycles - this.nStepCycles;
if (fScaled && this.nCyclesMultiplier > 1 && this.mhz > this.mhzDefault) {
if (fScaled && this.aCounts.nCyclesMultiplier > 1 && this.aCounts.mhz > this.aCounts.mhzDefault) {
/*
* We could scale the current cycle count by the current effective speed (this.mhz); eg:
* We could scale the current cycle count by the current effective speed (this.aCounts.mhz); eg:
*
* nCycles = Math.round(nCycles / (this.mhz / this.mhzDefault));
* nCycles = Math.round(nCycles / (this.aCounts.mhz / this.aCounts.mhzDefault));
*
* but that speed will fluctuate somewhat: large fluctuations at first, but increasingly smaller
* fluctuations after each burst of instructions that runCPU() executes.
@ -666,7 +667,7 @@ CPU.prototype.getCycles = function(fScaled)
* interface allows any value, as does the CPU "multiplier" parmsCPU property (from the machine's
* XML file).
*/
nCycles = Math.round(nCycles / this.nCyclesMultiplier);
nCycles = Math.round(nCycles / this.aCounts.nCyclesMultiplier);
}
return nCycles;
};
@ -681,7 +682,7 @@ CPU.prototype.getCycles = function(fScaled)
*/
CPU.prototype.getCyclesPerSecond = function()
{
return this.nCyclesPerSecond;
return this.aCounts.nCyclesPerSecond;
};
/**
@ -695,7 +696,7 @@ CPU.prototype.getCyclesPerSecond = function()
*/
CPU.prototype.resetCycles = function()
{
this.mhz = 0;
this.aCounts.mhz = 0;
this.setBurstDivisor(1);
this.nTotalCycles = this.nRunCycles = this.nBurstCycles = this.nStepCycles = 0;
this.resetChecksum();
@ -709,7 +710,7 @@ CPU.prototype.resetCycles = function()
* @return {number} the current speed multiplier
*/
CPU.prototype.getSpeed = function() {
return this.nCyclesMultiplier;
return this.aCounts.nCyclesMultiplier;
};
/**
@ -722,7 +723,7 @@ CPU.prototype.getSpeedCurrent = function() {
/*
* TODO: Has toFixed() been "fixed" in all browsers (eg, IE) to return a rounded value now?
*/
return ((this.fRunning && this.mhz)? (this.mhz.toFixed(2) + "Mhz") : "Stopped");
return ((this.aFlags.fRunning && this.aCounts.mhz)? (this.aCounts.mhz.toFixed(2) + "Mhz") : "Stopped");
};
/**
@ -735,7 +736,7 @@ CPU.prototype.getSpeedTarget = function() {
/*
* TODO: Has toFixed() been "fixed" in all browsers (eg, IE) to return a rounded value now?
*/
return this.mhzTarget.toFixed(2) + "Mhz";
return this.aCounts.mhzTarget.toFixed(2) + "Mhz";
};
/**
@ -756,11 +757,11 @@ CPU.prototype.setSpeed = function(nMultiplier, fOnClick)
* If we couldn't reach at least 80% (0.8) of the current target speed,
* then revert the multiplier back to one.
*/
if (this.mhz/this.mhzTarget < 0.8) nMultiplier = 1;
this.nCyclesMultiplier = nMultiplier;
var mhz = this.mhzDefault * this.nCyclesMultiplier;
if (this.mhzTarget != mhz) {
this.mhzTarget = mhz;
if (this.aCounts.mhz / this.aCounts.mhzTarget < 0.8) nMultiplier = 1;
this.aCounts.nCyclesMultiplier = nMultiplier;
var mhz = this.aCounts.mhzDefault * this.aCounts.nCyclesMultiplier;
if (this.aCounts.mhzTarget != mhz) {
this.aCounts.mhzTarget = mhz;
var sSpeed = this.getSpeedTarget();
if (this.bindings["setSpeed"]) this.bindings["setSpeed"].innerHTML = sSpeed;
this.println("target speed: " + sSpeed);
@ -769,10 +770,10 @@ CPU.prototype.setSpeed = function(nMultiplier, fOnClick)
}
this.addCycles(this.nRunCycles);
this.nRunCycles = 0;
this.msRunStart = usr.getTime();
this.msEndThisRun = 0;
this.aCounts.msStartRun = usr.getTime();
this.aCounts.msEndThisRun = 0;
this.calcCycles();
return this.mhzTarget;
return this.aCounts.mhzTarget;
};
/**
@ -785,7 +786,7 @@ CPU.prototype.setSpeed = function(nMultiplier, fOnClick)
CPU.prototype.calcSpeed = function(nCycles, msElapsed)
{
if (msElapsed) {
this.mhz = Math.round(nCycles / (msElapsed * 10)) / 100;
this.aCounts.mhz = Math.round(nCycles / (msElapsed * 10)) / 100;
if (msElapsed >= 86400000) {
this.nTotalCycles = 0;
if (this.chipset) this.chipset.updateAllTimers(true);
@ -801,11 +802,11 @@ CPU.prototype.calcSpeed = function(nCycles, msElapsed)
*/
CPU.prototype.calcStartTime = function()
{
if (this.nRecalcCycles >= this.nCyclesPerSecond) {
if (this.aCounts.nCyclesRecalc >= this.aCounts.nCyclesPerSecond) {
this.calcCycles(true);
}
this.nCyclesThisRun = 0;
this.msStartThisRun = usr.getTime();
this.aCounts.nCyclesThisRun = 0;
this.aCounts.msStartThisRun = usr.getTime();
/*
* Try to detect situations where the browser may have throttled us, such as when the user switches
@ -818,7 +819,7 @@ CPU.prototype.calcStartTime = function()
*
* We can detect throttling/lagging by verifying that msEndThisRun (which was set at the end of the
* previous run and includes any requested sleep time) is comparable to the current msStartThisRun;
* if the delta is significant, we compensate by bumping msRunStart forward by that delta.
* if the delta is significant, we compensate by bumping msStartRun forward by that delta.
*
* This shouldn't be triggered when the Debugger halts the CPU, because setSpeed() -- which is called
* whenever the CPU starts running again -- zeroes msEndThisRun.
@ -832,19 +833,19 @@ CPU.prototype.calcStartTime = function()
* to hit its target speed, since you would expect any instruction that displays a message to be an
* EXTREMELY slow instruction.
*/
if (this.msEndThisRun) {
var msDelta = this.msStartThisRun - this.msEndThisRun;
if (msDelta > this.msPerYield) {
if (this.aCounts.msEndThisRun) {
var msDelta = this.aCounts.msStartThisRun - this.aCounts.msEndThisRun;
if (msDelta > this.aCounts.msPerYield) {
if (MAXDEBUG) this.println("large time delay: " + msDelta + "ms");
this.msRunStart += msDelta;
this.aCounts.msStartRun += msDelta;
/*
* Bumping msRunStart forward should NEVER cause it to exceed msStartThisRun; however, just
* Bumping msStartRun forward should NEVER cause it to exceed msStartThisRun; however, just
* in case, I make absolutely sure it cannot happen, since doing so could result in negative
* speed calculations.
*/
Component.assert(this.msRunStart <= this.msStartThisRun);
if (this.msRunStart > this.msStartThisRun) {
this.msRunStart = this.msStartThisRun;
Component.assert(this.aCounts.msStartRun <= this.aCounts.msStartThisRun);
if (this.aCounts.msStartRun > this.aCounts.msStartThisRun) {
this.aCounts.msStartRun = this.aCounts.msStartThisRun;
}
}
}
@ -858,47 +859,47 @@ CPU.prototype.calcStartTime = function()
*/
CPU.prototype.calcRemainingTime = function()
{
this.msEndThisRun = usr.getTime();
this.aCounts.msEndThisRun = usr.getTime();
var msYield = this.msPerYield;
if (this.nCyclesThisRun) {
var msYield = this.aCounts.msPerYield;
if (this.aCounts.nCyclesThisRun) {
/*
* Normally, we would assume we executed a full quota of work over msPerYield, but since the CPU
* now has the option of calling yieldCPU(), that might not be true. If nCyclesThisRun is correct, then
* the ratio of nCyclesThisRun/nCyclesPerYield should represent the percentage of work we performed,
* and so applying that percentage to msPerYield should give us a better estimate of work vs. time.
*/
msYield = Math.round(msYield * this.nCyclesThisRun / this.nCyclesPerYield);
msYield = Math.round(msYield * this.aCounts.nCyclesThisRun / this.aCounts.nCyclesPerYield);
}
var msElapsedThisRun = this.msEndThisRun - this.msStartThisRun;
var msElapsedThisRun = this.aCounts.msEndThisRun - this.aCounts.msStartThisRun;
var msRemainsThisRun = msYield - msElapsedThisRun;
/*
* We could pass only "this run" results to calcSpeed():
*
* nCycles = this.nCyclesThisRun;
* nCycles = this.aCounts.nCyclesThisRun;
* msElapsed = msElapsedThisRun;
*
* but it seems preferable to use longer time periods and hopefully get a more accurate speed.
*
* Also, if msRemainsThisRun >= 0 && this.nCyclesMultiplier == 1, we could pass these results instead:
* Also, if msRemainsThisRun >= 0 && this.aCounts.nCyclesMultiplier == 1, we could pass these results instead:
*
* nCycles = this.nCyclesThisRun;
* msElapsed = this.msPerYield;
* nCycles = this.aCounts.nCyclesThisRun;
* msElapsed = this.aCounts.msPerYield;
*
* to insure that we display a smooth, constant N Mhz. But for now, I prefer seeing any fluctuations.
*/
var nCycles = this.nRunCycles;
var msElapsed = this.msEndThisRun - this.msRunStart;
var msElapsed = this.aCounts.msEndThisRun - this.aCounts.msStartRun;
if (MAXDEBUG && msRemainsThisRun < 0 && this.nCyclesMultiplier > 1) {
if (MAXDEBUG && msRemainsThisRun < 0 && this.aCounts.nCyclesMultiplier > 1) {
this.println("warning: updates @" + msElapsedThisRun + "ms (prefer " + Math.round(msYield) + "ms)");
}
this.calcSpeed(nCycles, msElapsed);
if (msRemainsThisRun < 0 || this.mhz < this.mhzTarget) {
if (msRemainsThisRun < 0 || this.aCounts.mhz < this.aCounts.mhzTarget) {
/*
* If the last burst took MORE time than we allotted (ie, it's taking more than 1 second to simulate
* nCyclesPerSecond), all we can do is yield for as little time as possible (ie, 0ms) and hope that the
@ -908,16 +909,16 @@ CPU.prototype.calcRemainingTime = function()
}
/*
* Last but not least, update nRecalcCycles, so that when runCPU() starts up again and calls calcStartTime(),
* Last but not least, update nCyclesRecalc, so that when runCPU() starts up again and calls calcStartTime(),
* it'll be ready to decide if calcCycles() should be called again.
*/
this.nRecalcCycles += this.nCyclesThisRun;
this.aCounts.nCyclesRecalc += this.aCounts.nCyclesThisRun;
if (DEBUG && this.dbg && this.dbg.messageEnabled(Debugger.MESSAGE_LOG) && msRemainsThisRun) {
this.dbg.message("at " + this.msEndThisRun + "ms, calcRemainingTime returned " + msRemainsThisRun + "ms to sleep");
this.dbg.message("at " + this.aCounts.msEndThisRun + "ms, calcRemainingTime returned " + msRemainsThisRun + "ms to sleep");
}
this.msEndThisRun += msRemainsThisRun;
this.aCounts.msEndThisRun += msRemainsThisRun;
return msRemainsThisRun;
};
@ -934,28 +935,28 @@ CPU.prototype.runCPU = function(fOnClick)
if (this.cmp) this.cmp.stop(usr.getTime(), this.getCycles());
return;
}
if (!this.fRunning) {
if (!this.aFlags.fRunning) {
/*
* setSpeed() without a speed parameter leaves the selected speed in place, but also resets the
* cycle counter and timestamp for the current series of runCPU() calls, calculates the maximum number
* of cycles for each burst based on the last known effective CPU speed, and resets the nRecalcCycles
* of cycles for each burst based on the last known effective CPU speed, and resets the nCyclesRecalc
* threshold counter.
*/
this.setSpeed();
if (this.cmp) this.cmp.start(this.msRunStart, this.getCycles());
this.fRunning = true;
if (this.cmp) this.cmp.start(this.aCounts.msStartRun, this.getCycles());
this.aFlags.fRunning = true;
if (this.chipset) this.chipset.setSpeaker();
if (this.bindings["run"]) this.bindings["run"].innerHTML = "Halt";
if (fOnClick) this.setFocus();
}
/*
* calcStartTime() initializes the cycle counter and timestamp for this runCPU() invocation, and optionally
* recalculates the the maximum number of cycles for each burst if the nRecalcCycles threshold has been reached.
* recalculates the the maximum number of cycles for each burst if the nCyclesRecalc threshold has been reached.
*/
this.calcStartTime();
try {
do {
var nCyclesPerBurst = this.fChecksum? 1 : Math.round(this.nCyclesPerBurst / this.nBurstDivisor);
var nCyclesPerBurst = this.aFlags.fChecksum? 1 : Math.round(this.aCounts.nCyclesPerBurst / this.nBurstDivisor);
/*
* This is an alternative to ChipSet calling setBurstDivisor(). Unfortunately, this doesn't seem
@ -982,28 +983,28 @@ CPU.prototype.runCPU = function(fOnClick)
*/
var nCycles = this.nBurstCycles - this.nStepCycles;
this.nRunCycles += nCycles;
this.nCyclesThisRun += nCycles;
this.aCounts.nCyclesThisRun += nCycles;
this.addCycles(0, true);
this.updateChecksum(nCycles);
this.nCyclesNextVideoUpdate -= nCycles;
if (this.nCyclesNextVideoUpdate <= 0) {
this.nCyclesNextVideoUpdate += this.nCyclesPerVideoUpdate;
this.aCounts.nCyclesNextVideoUpdate -= nCycles;
if (this.aCounts.nCyclesNextVideoUpdate <= 0) {
this.aCounts.nCyclesNextVideoUpdate += this.aCounts.nCyclesPerVideoUpdate;
this.displayVideo();
}
this.nCyclesNextStatusUpdate -= nCycles;
if (this.nCyclesNextStatusUpdate <= 0) {
this.nCyclesNextStatusUpdate += this.nCyclesPerStatusUpdate;
this.aCounts.nCyclesNextStatusUpdate -= nCycles;
if (this.aCounts.nCyclesNextStatusUpdate <= 0) {
this.aCounts.nCyclesNextStatusUpdate += this.aCounts.nCyclesPerStatusUpdate;
this.displayStatus();
}
this.nCyclesNextYield -= nCycles;
if (this.nCyclesNextYield <= 0) {
this.nCyclesNextYield += this.nCyclesPerYield;
this.aCounts.nCyclesNextYield -= nCycles;
if (this.aCounts.nCyclesNextYield <= 0) {
this.aCounts.nCyclesNextYield += this.aCounts.nCyclesPerYield;
break;
}
} while (this.fRunning);
} while (this.aFlags.fRunning);
}
catch (e) {
this.haltCPU();
@ -1029,7 +1030,7 @@ CPU.prototype.runCPU = function(fOnClick)
*/
CPU.prototype.setBurstCycles = function(nCycles)
{
if (this.fRunning) {
if (this.aFlags.fRunning) {
var nDelta = this.nStepCycles - nCycles;
/*
* NOTE: If nDelta is negative, we will actually be increasing nStepCycles and nBurstCycles.
@ -1060,12 +1061,12 @@ CPU.prototype.haltCPU = function(fComplete)
this.nStepCycles = 0;
this.addCycles(this.nRunCycles);
this.nRunCycles = 0;
if (this.fRunning) {
this.fRunning = false;
if (this.aFlags.fRunning) {
this.aFlags.fRunning = false;
if (this.chipset) this.chipset.setSpeaker();
if (this.bindings["run"]) this.bindings["run"].innerHTML = "Run";
}
this.fComplete = fComplete;
this.aFlags.fComplete = fComplete;
};
/**
@ -1108,7 +1109,7 @@ CPU.prototype.updateCPU = function()
*/
CPU.prototype.yieldCPU = function()
{
this.nCyclesNextYield = 0; // this will break us out of runCPU(), once we break out of stepCPU()
this.aCounts.nCyclesNextYield = 0; // this will break us out of runCPU(), once we break out of stepCPU()
this.nBurstCycles -= this.nStepCycles;
this.nStepCycles = 0; // this will break us out of stepCPU()
/*