Fixed lost 8080 interrupts, and added new CPU-driven setTimer() functionality
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12dad7291c
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6 changed files with 562 additions and 447 deletions
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@ -122,6 +122,11 @@ function CPU(parmsCPU, nCyclesDefault)
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this.aCounts.nCyclesChecksumInterval = parmsCPU["csInterval"];
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this.aCounts.nCyclesChecksumStop = parmsCPU["csStop"];
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/*
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* Array of countdown timers managed by addTimer() and setTimer().
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*/
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this.aTimers = [];
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this.onRunTimeout = this.runCPU.bind(this); // function onRunTimeout() { cpu.runCPU(); };
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this.setReady();
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@ -536,6 +541,9 @@ CPU.prototype.setBinding = function(sHTMLType, sBinding, control, sValue)
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* in anticipation of the timer requiring an update sooner than the normal nCyclesPerYield
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* period in runCPU() would normally provide.
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*
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* NOTE: In this context, "timer" refers to a timer chip (eg, an Intel 8253) being emulated by
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* by the ChipSet component, not the timers managed by the CPU (eg, addTimer(), setTimer(), etc).
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*
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* @this {CPU}
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* @param {number} nCycles is the target number of cycles to drop the current burst to
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* @return {boolean}
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@ -754,14 +762,14 @@ CPU.prototype.getSpeedTarget = function()
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*
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* NOTE: This used to return the target speed, in mhz, but no callers appear to care at this point.
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*
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* @desc Whenever the speed is changed, the running cycle count and corresponding start time must be reset,
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* so that the next effective speed calculation obtains sensible results. In fact, when runCPU() initially calls
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* setSpeed() with no parameters, that's all this function does (it doesn't change the current speed setting).
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*
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* @this {CPU}
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* @param {number} [nMultiplier] is the new proposed multiplier (reverts to 1 if the target was too high)
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* @param {boolean} [fUpdateFocus] is true to update Computer focus
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* @return {boolean} true if successful, false if not
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*
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* @desc Whenever the speed is changed, the running cycle count and corresponding start time must be reset,
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* so that the next effective speed calculation obtains sensible results. In fact, when runCPU() initially calls
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* setSpeed() with no parameters, that's all this function does (it doesn't change the current speed setting).
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*/
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CPU.prototype.setSpeed = function(nMultiplier, fUpdateFocus)
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{
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@ -939,6 +947,104 @@ CPU.prototype.calcRemainingTime = function()
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return msRemainsThisRun;
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};
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/**
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* addTimer(callBack)
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*
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* Components that want to have timers that periodically fire after some number of milliseconds call
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* addTimer() to create the timer, and then setTimer() every time they want to arm it. There is currently
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* no removeTimer() because these are generally used for the entire lifetime of a component.
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*
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* Internally, each timer entry is a preallocated Array with two entries: a cycle countdown in element [0]
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* and a callback function in element [1]. A timer is initially dormant; dormant timers have a countdown
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* value of -1 (although any negative number will suffice) and active timers have a non-negative value.
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*
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* Why not use JavaScript's setTimeout() instead? Good question. For a good answer, see setTimer() below.
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*
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* @this {CPU}
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* @param {function()} callBack
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* @return {number} timer index
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*/
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CPU.prototype.addTimer = function(callBack)
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{
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var iTimer = this.aTimers.length;
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this.aTimers.push([-1, callBack]);
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return iTimer;
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};
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/**
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* setTimer(iTimer, ms)
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*
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* Using the timer index from a previous addTimer() call, this sets that timer to fire after the
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* specified number of milliseconds.
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*
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* This is preferred over JavaScript's setTimeout(), because all our timers are effectively paused when
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* the CPU is paused (eg, when the Debugger halts execution). Moreover, setTimeout() handlers only run after
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* runCPU() yields, which is far too granular for some components (eg, when the SerialPort tries to simulate
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* receiver interrupts at 9600 baud).
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*
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* Ideally, the only function that would use setTimeout() is runCPU(), while the rest of the components would
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* use setTimer(); however, due to legacy code (ie, code that predates these functions) and/or laziness,
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* that's currently not the case. TODO: Fix.
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*
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* @this {CPU}
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* @param {number} iTimer
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* @param {number} ms (converted into a cycle countdown internally)
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* @return {number} (number of cycles used to arm timer, or -1 if error)
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*/
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CPU.prototype.setTimer = function(iTimer, ms)
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{
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var nCycles = -1;
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if (iTimer >= 0 && iTimer < this.aTimers.length) {
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nCycles = (this.aCounts.nCyclesPerSecond * this.aCounts.nCyclesMultiplier) / 1000 * ms;
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this.aTimers[iTimer][0] = nCycles;
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}
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return nCycles;
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};
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/**
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* getTimerBurst(nCycles)
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*
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* Used by runCPU() to either accept or shorten the current burst if any timers need to fire soon.
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*
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* @this {CPU}
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* @param {number} nCycles (number of cycles about to execute)
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* @return {number} (either nCycles or less if a timer needs to fire)
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*/
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CPU.prototype.getTimerBurst = function(nCycles)
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{
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for (var i = 0; i < this.aTimers.length; i++) {
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var timer = this.aTimers[i];
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if (timer[0] < 0) continue;
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if (nCycles > timer[0]) {
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nCycles = timer[0];
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}
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}
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return nCycles;
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};
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/**
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* updateTimers(nCycles)
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*
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* Used by runCPU() to reduce all active timer countdown values by the number of cycles just executed;
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* this is the function that actually "fires" any timer(s) whose countdown has reached (or dropped below)
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* zero, invoking their callback function.
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*
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* @this {CPU}
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* @param {number} nCycles (number of cycles actually executed)
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*/
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CPU.prototype.updateTimers = function(nCycles)
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{
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for (var i = 0; i < this.aTimers.length; i++) {
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var timer = this.aTimers[i];
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if (timer[0] < 0) continue;
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timer[0] -= nCycles;
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if (timer[0] <= 0) {
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timer[0] = -1; // zero is technically an "active" value, so ensure the timer is dormant now
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timer[1](); // safe to invoke the callback function now
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}
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}
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};
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/**
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* runCPU(fUpdateFocus)
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*
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@ -962,22 +1068,37 @@ CPU.prototype.runCPU = function(fUpdateFocus)
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this.calcStartTime();
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try {
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do {
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var nCyclesPerBurst = (this.flags.fChecksum? 1 : this.aCounts.nCyclesPerBurst);
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/*
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* nCyclesPerBurst is how many cycles we WANT to run on each iteration of stepCPU(), but it may run
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* significantly less (or slightly more, since we can't execute partial instructions).
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*/
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var nCyclesPerBurst = (this.flags.fChecksum? 1 : this.aCounts.nCyclesPerBurst);
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/*
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* Adjust nCyclesPerBurst if there are any CPU timers that need to fire within the current burst.
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*/
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nCyclesPerBurst = this.getTimerBurst(nCyclesPerBurst);
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/*
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* Execute the burst.
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*/
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this.stepCPU(nCyclesPerBurst);
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/*
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* nBurstCycles, less any remaining nStepCycles, is how many cycles stepCPU() ACTUALLY ran (nCycles).
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* We add that to nCyclesThisRun, as well as nRunCycles, which is the cycle count since the CPU first
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* started running.
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* nCycles is how many cycles stepCPU() actually ran (nBurstCycles less any remaining nStepCycles).
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*/
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var nCycles = this.nBurstCycles - this.nStepCycles;
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this.nRunCycles += nCycles;
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/*
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* Update any/all timers, firing those whose cycle countdowns have reached (or dropped below) zero.
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*/
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this.updateTimers(nCycles);
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/*
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* Add nCycles to nCyclesThisRun, as well as nRunCycles (the cycle count since the CPU first started).
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*/
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this.aCounts.nCyclesThisRun += nCycles;
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this.nRunCycles += nCycles;
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this.addCycles(0, true);
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this.updateChecksum(nCycles);
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