/** * @fileoverview Implements the PCx86 CPU component. * @author Jeff Parsons * @version 1.0 * Created 2012-Sep-04 * * Copyright © 2012-2016 Jeff Parsons * * This file is part of PCjs, a computer emulation software project at . * * PCjs is free software: you can redistribute it and/or modify it under the terms of the * GNU General Public License as published by the Free Software Foundation, either version 3 * of the License, or (at your option) any later version. * * PCjs is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without * even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with PCjs. If not, * see . * * You are required to include the above copyright notice in every source code file of every * copy or modified version of this work, and to display that copyright notice on every screen * that loads or runs any version of this software (see COPYRIGHT in /modules/shared/lib/defines.js). * * Some PCjs files also attempt to load external resource files, such as character-image files, * ROM files, and disk image files. Those external resource files are not considered part of PCjs * for purposes of the GNU General Public License, and the author does not claim any copyright * as to their contents. */ "use strict"; if (NODE) { var str = require("../../shared/lib/strlib"); var usr = require("../../shared/lib/usrlib"); var Component = require("../../shared/lib/component"); var Messages = require("./messages"); } /** * CPU(parmsCPU, nCyclesDefault) * * The CPU class supports the following (parmsCPU) properties: * * cycles: the machine's base cycles per second; the X86CPU constructor will * provide us with a default (based on the CPU model) to use as a fallback. * * multiplier: base cycle multiplier; default is 1. * * autoStart: true to automatically start, false to not, or null if "it depends"; * null is the default, which means do not autostart UNLESS there is no Debugger * and no "Run" button (ie, no way to manually start the machine). * * csStart: the number of cycles that runCPU() must wait before generating * checksum records; -1 if disabled. checksum records are a diagnostic aid * used to help compare one CPU run to another. * * csInterval: the number of cycles that runCPU() must execute before * generating a checksum record; -1 if disabled. * * csStop: the number of cycles to stop generating checksum records. * * This component is primarily responsible for interfacing the CPU with the outside * world (eg, Panel and Debugger components), and managing overall CPU operation. * * It is extended by the X86CPU component, where all the x86-specific logic resides. * * @constructor * @extends Component * @param {Object} parmsCPU * @param {number} nCyclesDefault */ function CPU(parmsCPU, nCyclesDefault) { Component.call(this, "CPU", parmsCPU, CPU, Messages.CPU); var nCycles = parmsCPU['cycles'] || nCyclesDefault; var nMultiplier = parmsCPU['multiplier'] || 1; 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.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.aCounts.mhzTarget = this.aCounts.mhzDefault * this.aCounts.nCyclesMultiplier; /* * We add a number of flags to the set initialized by Component */ this.flags.running = false; this.flags.starting = false; this.flags.autoStart = parmsCPU['autoStart']; /* * TODO: Add some UI for fDisplayLiveRegs (either an XML property, or a UI checkbox, or both) */ this.flags.displayLiveRegs = false; /* * Get checksum parameters, if any. runCPU() behavior is not affected until fChecksum * is true, which won't happen until resetChecksum() is called with nCyclesChecksumInterval * ("csInterval") set to a positive value. * * As above, any of these parameters can also be set with the Debugger's execution options * command ("x"); for example, "x cs int 5000" will set nCyclesChecksumInterval to 5000 * and call resetChecksum(). */ this.flags.checksum = false; this.aCounts.nChecksum = this.aCounts.nCyclesChecksumNext = 0; this.aCounts.nCyclesChecksumStart = parmsCPU["csStart"]; this.aCounts.nCyclesChecksumInterval = parmsCPU["csInterval"]; this.aCounts.nCyclesChecksumStop = parmsCPU["csStop"]; this.onRunTimeout = this.runCPU.bind(this); // function onRunTimeout() { cpu.runCPU(); }; this.setReady(); } Component.subclass(CPU); /* * Constants that control the frequency at which various updates should occur. * * These values do NOT control the simulation directly. Instead, they are used by * calcCycles(), which uses the nCyclesPerSecond passed to the constructor as a starting * point and computes the following variables: * * 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.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 CPU.STATUS_UPDATES_PER_SECOND = 2; CPU.BUTTONS = ["power", "reset"]; /** * initBus(cmp, bus, cpu, dbg) * * @this {CPU} * @param {Computer} cmp * @param {Bus} bus * @param {CPU} cpu * @param {DebuggerX86} dbg */ CPU.prototype.initBus = function(cmp, bus, cpu, dbg) { this.cmp = cmp; this.bus = bus; this.dbg = dbg; for (var i = 0; i < CPU.BUTTONS.length; i++) { var control = this.bindings[CPU.BUTTONS[i]]; if (control) this.cmp.setBinding(null, CPU.BUTTONS[i], control); } this.fpu = cmp.getMachineComponent("FPU"); /* * Attach the ChipSet component to the CPU so that it can obtain the IDT vector number * of pending hardware interrupts in response to the ChipSet's updateINTR() notifications. * * We must also call chipset.updateAllTimers() periodically; stepCPU() takes care of that. */ this.chipset = cmp.getMachineComponent("ChipSet"); /* * We've already saved the parmsCPU 'autoStart' setting, but there may be a machine (or URL) override. */ var sAutoStart = cmp.getMachineParm('autoStart'); if (sAutoStart != null) { this.flags.autoStart = (sAutoStart == "true"? true : (sAutoStart == "false"? false : !!sAutoStart)); } this.setReady(); }; /** * reset() * * This is a placeholder for reset (overridden by the X86CPU component). * * @this {CPU} */ CPU.prototype.reset = function() { }; /** * save() * * This is a placeholder for save support (overridden by the X86CPU component). * * @this {CPU} * @return {Object|null} */ CPU.prototype.save = function() { return null; }; /** * restore(data) * * This is a placeholder for restore support (overridden by the X86CPU component). * * @this {CPU} * @param {Object} data * @return {boolean} true if restore successful, false if not */ CPU.prototype.restore = function(data) { return false; }; /** * powerUp(data, fRepower) * * @this {CPU} * @param {Object|null} data * @param {boolean} [fRepower] * @return {boolean} true if successful, false if failure */ CPU.prototype.powerUp = function(data, fRepower) { if (!fRepower) { if (!data || !this.restore) { this.reset(); } else { this.resetCycles(); if (!this.restore(data)) return false; this.resetChecksum(); } /* * Give the Debugger a chance to do/print something once we've powered up */ if (DEBUGGER && this.dbg) { this.dbg.init(); } else { /* * The Computer (this.cmp) knows if there's a Control Panel (this.cmp.panel), and the Control Panel * knows if there's a "print" control (this.cmp.panel.controlPrint), and if there IS a "print" control * but no debugger, the machine is probably misconfigured (most likely, the page simply neglected to * load the Debugger component). * * However, we don't actually need to check all that; it's always safe use println(), regardless whether * a Control Panel with a "print" control is present or not. */ this.println("No debugger detected"); } } /* * The Computer component (which is responsible for all powerDown and powerUp notifications) * is now responsible for managing a component's fPowered flag, not us. * * this.flags.powered = true; */ this.updateCPU(); return true; }; /** * powerDown(fSave, fShutdown) * * @this {CPU} * @param {boolean} [fSave] * @param {boolean} [fShutdown] * @return {Object|boolean} component state if fSave; otherwise, true if successful, false if failure */ CPU.prototype.powerDown = function(fSave, fShutdown) { /* * The Computer component (which is responsible for all powerDown and powerUp notifications) * is now responsible for managing a component's fPowered flag, not us. * * this.flags.powered = false; */ return fSave? this.save() : true; }; /** * autoStart() * * @this {CPU} * @return {boolean} true if started, false if not */ CPU.prototype.autoStart = function() { /* * Start running automatically on power-up, assuming there's no Debugger and no "Run" button */ if (this.flags.autoStart || (!DEBUGGER || !this.dbg) && this.bindings["run"] === undefined) { /* * Now we ALSO set fUpdateFocus when calling runCPU(), on the assumption that in the "auto-starting" context, * a machine without focus is like a day without sunshine. */ this.runCPU(true); return true; } return false; }; /** * isPowered() * * @this {CPU} * @return {boolean} */ CPU.prototype.isPowered = function() { if (!this.flags.powered) { this.println(this.toString() + " not powered"); return false; } return true; }; /** * isRunning() * * @this {CPU} * @return {boolean} */ CPU.prototype.isRunning = function() { return this.flags.running; }; /** * getChecksum() * * This will be implemented by the X86CPU component. * * @this {CPU} * @return {number} a 32-bit summation of key elements of the current CPU state (used by the CPU checksum code) */ CPU.prototype.getChecksum = function() { return 0; }; /** * resetChecksum() * * If checksum generation is enabled (fChecksum is true), this resets the running 32-bit checksum and the * cycle counter that will trigger the next displayChecksum(); called by resetCycles(), which is called whenever * the CPU is reset or restored. * * @this {CPU} * @return {boolean} true if checksum generation enabled, false if not */ CPU.prototype.resetChecksum = function() { 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.flags.checksum = (this.aCounts.nCyclesChecksumStart >= 0 && this.aCounts.nCyclesChecksumInterval > 0); if (this.flags.checksum) { 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; }; /** * updateChecksum(nCycles) * * When checksum generation is enabled (fChecksum is true), runCPU() asks stepCPU() to execute a minimum * number of cycles (1), effectively limiting execution to a single instruction, and then we're called with * the exact number cycles that were actually executed. This should give us instruction-granular checksums * at precise intervals that are 100% repeatable. * * @this {CPU} * @param {number} nCycles */ CPU.prototype.updateChecksum = function(nCycles) { if (this.flags.checksum) { /* * Get a 32-bit summation of the current CPU state and add it to our running 32-bit checksum */ var fDisplay = false; 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.aCounts.nCyclesChecksumStop >= 0) { if (this.aCounts.nCyclesChecksumStop <= this.getCycles()) { this.aCounts.nCyclesChecksumInterval = this.aCounts.nCyclesChecksumStop = -1; this.resetChecksum(); this.stopCPU(); fDisplay = true; } } if (fDisplay) this.displayChecksum(); } }; /** * displayChecksum() * * When checksum generation is enabled (fChecksum is true), this is called to provide a crude log of all * checksums generated at the specified cycle intervals, as specified by the "csStart" and "csInterval" parmsCPU * properties). * * @this {CPU} */ CPU.prototype.displayChecksum = function() { this.println(this.getCycles() + " cycles: " + "checksum=" + str.toHex(this.aCounts.nChecksum)); }; /** * displayValue(sLabel, nValue, cch) * * This is principally for displaying register values, but in reality, it can be used to display any * numeric (hex) value bound to the given label. * * @this {CPU} * @param {string} sLabel * @param {number} nValue * @param {number} cch */ CPU.prototype.displayValue = function(sLabel, nValue, cch) { if (this.bindings[sLabel]) { if (nValue === undefined) { this.setError("Value for " + sLabel + " is invalid"); this.stopCPU(); } var sVal; if (!this.flags.running || this.flags.displayLiveRegs) { sVal = str.toHex(nValue, cch); } else { sVal = "--------".substr(0, cch); } /* * TODO: Determine if this test actually avoids any redrawing when a register hasn't changed, and/or if * we should maintain our own (numeric) cache of displayed register values (to avoid creating these temporary * string values that will have to garbage-collected), and/or if this is actually slower, and/or if I'm being * too obsessive. */ if (this.bindings[sLabel].textContent != sVal) this.bindings[sLabel].textContent = sVal; } }; /** * setBinding(sHTMLType, sBinding, control, sValue) * * @this {CPU} * @param {string|null} sHTMLType is the type of the HTML control (eg, "button", "list", "text", "submit", "textarea", "canvas") * @param {string} sBinding is the value of the 'binding' parameter stored in the HTML control's "data-value" attribute (eg, "run") * @param {Object} control is the HTML control DOM object (eg, HTMLButtonElement) * @param {string} [sValue] optional data value * @return {boolean} true if binding was successful, false if unrecognized binding request */ CPU.prototype.setBinding = function(sHTMLType, sBinding, control, sValue) { var cpu = this; var fBound = false; switch (sBinding) { case "power": case "reset": /* * The "power" and "reset" buttons are functions of the entire computer, not just the CPU, * but it's not always convenient to stick a power button in the Computer component definition, * so we record those bindings here and pass them on to the Computer component in initBus(). */ this.bindings[sBinding] = control; fBound = true; break; case "run": this.bindings[sBinding] = control; control.onclick = function onClickRun() { if (!cpu.cmp || !cpu.cmp.checkPower()) return; if (!cpu.flags.running) cpu.runCPU(true); else cpu.stopCPU(true); }; fBound = true; break; case "speed": this.bindings[sBinding] = control; fBound = true; break; case "setSpeed": this.bindings[sBinding] = control; control.onclick = function onClickSetSpeed() { cpu.setSpeed(cpu.aCounts.nCyclesMultiplier << 1, true); }; control.textContent = this.getSpeedTarget(); fBound = true; break; default: break; } return fBound; }; /** * setBurstCycles(nCycles) * * This function is used by the ChipSet component whenever a very low timer count is set, * in anticipation of the timer requiring an update sooner than the normal nCyclesPerYield * period in runCPU() would normally provide. * * @this {CPU} * @param {number} nCycles is the target number of cycles to drop the current burst to * @return {boolean} */ CPU.prototype.setBurstCycles = function(nCycles) { if (this.flags.running) { var nDelta = this.nStepCycles - nCycles; /* * NOTE: If nDelta is negative, we will actually be increasing nStepCycles and nBurstCycles. * Which is OK, but if we're also taking snapshots of the cycle counts, to make sure that instruction * costs are being properly assessed, then we need to update nSnapCycles as well. * * TODO: If the delta is negative, we could simply ignore the request, but we must first carefully * consider the impact on the ChipSet timers. */ // if (DEBUG) this.nSnapCycles -= nDelta; this.nStepCycles -= nDelta; this.nBurstCycles -= nDelta; return true; } return false; }; /** * addCycles(nCycles, fEndStep) * * @this {CPU} * @param {number} nCycles * @param {boolean} [fEndStep] */ CPU.prototype.addCycles = function(nCycles, fEndStep) { this.nTotalCycles += nCycles; if (fEndStep) { this.nBurstCycles = this.nStepCycles = 0; } }; /** * calcCycles(fRecalc) * * Calculate the number of cycles to process for each "burst" of CPU activity. The size of a burst * is driven by the following values: * * CPU.YIELDS_PER_SECOND (eg, 30) * CPU.VIDEO_UPDATES_PER_SECOND (eg, 60) * CPU.STATUS_UPDATES_PER_SECOND (eg, 5) * * The largest of the above values forces the size of the burst to its smallest value. Let's say that * largest value is 30. Assuming nCyclesPerSecond is 1,000,000, that results in bursts of 33,333 cycles. * * At the end of each burst, we subtract burst cycles from yield, video, and status cycle "threshold" * counters. Whenever the "next yield" cycle counter goes to (or below) zero, we compare elapsed time * to the time we expected the virtual hardware to take (eg, 1000ms/50 or 20ms), and if we still have time * remaining, we sleep the remaining time (or 0ms if there's no remaining time), and then restart runCPU(). * * Similarly, whenever the "next video update" cycle counter goes to (or below) zero, we call updateVideo(), * and whenever the "next status update" cycle counter goes to (or below) zero, we call updateStatus(). * * @this {CPU} * @param {boolean} [fRecalc] is true if the caller wants to recalculate thresholds based on the most recent * speed calculation (see calcSpeed). */ CPU.prototype.calcCycles = function(fRecalc) { /* * Calculate the most cycles we're allowed to execute in a single "burst" */ var nMostUpdatesPerSecond = CPU.YIELDS_PER_SECOND; if (nMostUpdatesPerSecond < CPU.VIDEO_UPDATES_PER_SECOND) nMostUpdatesPerSecond = CPU.VIDEO_UPDATES_PER_SECOND; if (nMostUpdatesPerSecond < CPU.STATUS_UPDATES_PER_SECOND) nMostUpdatesPerSecond = CPU.STATUS_UPDATES_PER_SECOND; /* * Calculate cycle "per" values for the yield, video update, and status update cycle counters */ var vMultiplier = 1; if (fRecalc) { if (this.aCounts.nCyclesMultiplier > 1 && this.aCounts.mhz) { vMultiplier = (this.aCounts.mhz / this.aCounts.mhzDefault); } } 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.aCounts.nCyclesNextYield = this.aCounts.nCyclesPerYield; this.aCounts.nCyclesNextVideoUpdate = this.aCounts.nCyclesPerVideoUpdate; this.aCounts.nCyclesNextStatusUpdate = this.aCounts.nCyclesPerStatusUpdate; } this.aCounts.nCyclesRecalc = 0; }; /** * getCycles(fScaled) * * getCycles() returns the number of cycles executed so far. Note that we can be called after * runCPU() OR during runCPU(), perhaps from a handler triggered during the current run's stepCPU(), * so nRunCycles must always be adjusted by number of cycles stepCPU() was asked to run (nBurstCycles), * less the number of cycles it has yet to run (nStepCycles). * * nRunCycles is zeroed whenever the CPU is halted or the CPU speed is changed, which is why we also * have nTotalCycles, which accumulates all nRunCycles before we zero it. However, nRunCycles and * nTotalCycles eventually get reset by calcSpeed(), to avoid overflow, so components that rely on * getCycles() returning steadily increasing values should also be prepared for a reset at any time. * * @this {CPU} * @param {boolean} [fScaled] is true if the caller wants a cycle count relative to a multiplier of 1 * @return {number} */ CPU.prototype.getCycles = function(fScaled) { var nCycles = this.nTotalCycles + this.nRunCycles + this.nBurstCycles - this.nStepCycles; 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.aCounts.mhz); eg: * * 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. * * Alternatively, we can scale the cycle count by the multiplier, which is good in that the * multiplier doesn't vary once the user changes it, but a potential downside is that the * multiplier might be set too high, resulting in a target speed that's higher than the effective * speed is able to reach. * * Also, if multipliers were always limited to a power-of-two, then this could be calculated * with a simple shift. However, only the "setSpeed" UI binding limits it that way; the Debugger * interface allows any value, as does the CPU "multiplier" parmsCPU property (from the machine's * XML file). */ nCycles = Math.round(nCycles / this.aCounts.nCyclesMultiplier); } return nCycles; }; /** * getCyclesPerSecond() * * This returns the CPU's "base" speed (ie, the original cycles per second defined for the machine) * * @this {CPU} * @return {number} */ CPU.prototype.getCyclesPerSecond = function() { return this.aCounts.nCyclesPerSecond; }; /** * resetCycles() * * Resets speed and cycle information as part of any reset() or restore(); this typically occurs during powerUp(). * It's important that this be called BEFORE the actual restore() call, because restore() may want to call setSpeed(), * which in turn assumes that all the cycle counts have been initialized to sensible values. * * @this {CPU} */ CPU.prototype.resetCycles = function() { this.aCounts.mhz = 0; this.nTotalCycles = this.nRunCycles = this.nBurstCycles = this.nStepCycles = 0; this.resetChecksum(); this.setSpeed(1); }; /** * getSpeed() * * @this {CPU} * @return {number} the current speed multiplier */ CPU.prototype.getSpeed = function() { return this.aCounts.nCyclesMultiplier; }; /** * getSpeedCurrent() * * @this {CPU} * @return {string} the current speed, in mhz, as a string formatted to two decimal places */ CPU.prototype.getSpeedCurrent = function() { /* * TODO: Has toFixed() been "fixed" in all browsers (eg, IE) to return a rounded value now? */ return ((this.flags.running && this.aCounts.mhz)? (this.aCounts.mhz.toFixed(2) + "Mhz") : "Stopped"); }; /** * getSpeedTarget() * * @this {CPU} * @return {string} the target speed, in mhz, as a string formatted to two decimal places */ CPU.prototype.getSpeedTarget = function() { /* * TODO: Has toFixed() been "fixed" in all browsers (eg, IE) to return a rounded value now? */ return this.aCounts.mhzTarget.toFixed(2) + "Mhz"; }; /** * setSpeed(nMultiplier, fUpdateFocus) * * NOTE: This used to return the target speed, in mhz, but no callers appear to care at this point. * * @this {CPU} * @param {number} [nMultiplier] is the new proposed multiplier (reverts to 1 if the target was too high) * @param {boolean} [fUpdateFocus] is true to update Computer focus * @return {boolean} true if successful, false if not * * @desc Whenever the speed is changed, the running cycle count and corresponding start time must be reset, * so that the next effective speed calculation obtains sensible results. In fact, when runCPU() initially calls * setSpeed() with no parameters, that's all this function does (it doesn't change the current speed setting). */ CPU.prototype.setSpeed = function(nMultiplier, fUpdateFocus) { var fSuccess = false; if (nMultiplier !== undefined) { /* * If we haven't reached 80% (0.8) of the current target speed, revert to a multiplier of one (1). */ if (this.aCounts.mhz / this.aCounts.mhzTarget < 0.8) { nMultiplier = 1; } else { fSuccess = true; } 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(); var controlSpeed = this.bindings["setSpeed"]; if (controlSpeed) controlSpeed.textContent = sSpeed; this.println("target speed: " + sSpeed); } if (fUpdateFocus && this.cmp) this.cmp.updateFocus(); } this.addCycles(this.nRunCycles); this.nRunCycles = 0; this.aCounts.msStartRun = usr.getTime(); this.aCounts.msEndThisRun = 0; this.calcCycles(); return fSuccess; }; /** * calcSpeed(nCycles, msElapsed) * * @this {CPU} * @param {number} nCycles * @param {number} msElapsed */ CPU.prototype.calcSpeed = function(nCycles, msElapsed) { if (msElapsed) { this.aCounts.mhz = Math.round(nCycles / (msElapsed * 10)) / 100; if (msElapsed >= 86400000) { this.nTotalCycles = 0; if (this.chipset) this.chipset.updateAllTimers(true); this.setSpeed(); // reset all counters once per day so that we never have to worry about overflow } } }; /** * calcStartTime() * * @this {CPU} */ CPU.prototype.calcStartTime = function() { if (this.aCounts.nCyclesRecalc >= this.aCounts.nCyclesPerSecond) { this.calcCycles(true); } 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 * to a different tab; in those situations, Chrome and Safari may restrict setTimeout() callbacks * to roughly one per second. * * Another scenario: the user resizes the browser window. setTimeout() callbacks are not throttled, * but there can still be enough of a lag between the callbacks that CPU speed will be noticeably * erratic if we don't compensate for it here. * * 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 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. * * This also won't do anything about other internal delays; for example, Debugger message() calls. * By the time the message() function has called yieldCPU(), the cost of the message has already been * incurred, so it will be end up being charged against the instruction(s) that triggered it. * * TODO: Consider calling yieldCPU() sooner from message(), so that it can arrange for the msEndThisRun * "snapshot" to occur sooner; it's unclear, however, whether that will really improve the CPU's ability * to hit its target speed, since you would expect any instruction that displays a message to be an * EXTREMELY slow instruction. */ 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.aCounts.msStartRun += msDelta; /* * 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. */ this.assert(this.aCounts.msStartRun <= this.aCounts.msStartThisRun); if (this.aCounts.msStartRun > this.aCounts.msStartThisRun) { this.aCounts.msStartRun = this.aCounts.msStartThisRun; } } } }; /** * calcRemainingTime() * * @this {CPU} * @return {number} */ CPU.prototype.calcRemainingTime = function() { this.aCounts.msEndThisRun = usr.getTime(); 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.aCounts.nCyclesThisRun / this.aCounts.nCyclesPerYield); } var msElapsedThisRun = this.aCounts.msEndThisRun - this.aCounts.msStartThisRun; var msRemainsThisRun = msYield - msElapsedThisRun; /* * We could pass only "this run" results to calcSpeed(): * * 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.aCounts.nCyclesMultiplier == 1, we could pass these results instead: * * 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.aCounts.msEndThisRun - this.aCounts.msStartRun; 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.aCounts.mhz < this.aCounts.mhzTarget) { /* * Try "throwing out" the effects of large anomalies, by moving the overall run start time up; * ordinarily, this should only happen when the someone is using an external Debugger or some other * tool or feature that is interfering with our overall execution. */ if (msRemainsThisRun < -1000) { this.aCounts.msStartRun -= msRemainsThisRun; } /* * 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 * simulation is at least usable. */ msRemainsThisRun = 0; } /* * 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.aCounts.nCyclesRecalc += this.aCounts.nCyclesThisRun; if (DEBUG && this.messageEnabled(Messages.LOG) && msRemainsThisRun) { this.log("calcRemainingTime: " + msRemainsThisRun + "ms to sleep after " + this.aCounts.msEndThisRun + "ms"); } this.aCounts.msEndThisRun += msRemainsThisRun; return msRemainsThisRun; }; /** * endBurst() * * @this {CPU} */ CPU.prototype.endBurst = function() { this.nBurstCycles -= this.nStepCycles; this.nStepCycles = 0; }; /** * runCPU(fUpdateFocus) * * @this {CPU} * @param {boolean} [fUpdateFocus] is true to update Computer focus */ CPU.prototype.runCPU = function(fUpdateFocus) { if (!this.setBusy(true)) { this.updateCPU(); if (this.cmp) this.cmp.stop(usr.getTime(), this.getCycles()); return; } this.startCPU(fUpdateFocus); /* * 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 nCyclesRecalc threshold has been reached. */ this.calcStartTime(); try { do { var nCyclesPerBurst = (this.flags.checksum? 1 : this.aCounts.nCyclesPerBurst); if (this.chipset) { this.chipset.updateAllTimers(); nCyclesPerBurst = this.chipset.getTimerCycleLimit(0, nCyclesPerBurst); nCyclesPerBurst = this.chipset.getRTCCycleLimit(nCyclesPerBurst); } /* * nCyclesPerBurst is how many cycles we WANT to run on each iteration of stepCPU(), but it may run * significantly less (or slightly more, since we can't execute partial instructions). */ try { this.stepCPU(nCyclesPerBurst); } catch(exception) { if (typeof exception != "number") throw exception; if (MAXDEBUG) this.println("CPU exception " + str.toHexByte(exception)); /* * TODO: If we ever get into a situation where every single instruction is generating a fault * (eg, if an 8088 executes opcode 0xFF 0xFF, which is incorrectly routed to helpFault() instead * of fnGRPUndefined()), the browser may hang because we're failing to yield often enough. * This is likely because the thrown exceptions are taking MUCH longer than normal instructions, * throwing off our burst calculations. We need to either adjust the burst or break out of the * DO-WHILE loop on every exception. */ } /* * nBurstCycles, less any remaining nStepCycles, is how many cycles stepCPU() ACTUALLY ran (nCycles). * We add that to nCyclesThisRun, as well as nRunCycles, which is the cycle count since the CPU first * started running. */ var nCycles = this.nBurstCycles - this.nStepCycles; this.nRunCycles += nCycles; this.aCounts.nCyclesThisRun += nCycles; this.addCycles(0, true); this.updateChecksum(nCycles); this.aCounts.nCyclesNextVideoUpdate -= nCycles; if (this.aCounts.nCyclesNextVideoUpdate <= 0) { this.aCounts.nCyclesNextVideoUpdate += this.aCounts.nCyclesPerVideoUpdate; if (this.cmp) this.cmp.updateVideo(); } this.aCounts.nCyclesNextStatusUpdate -= nCycles; if (this.aCounts.nCyclesNextStatusUpdate <= 0) { this.aCounts.nCyclesNextStatusUpdate += this.aCounts.nCyclesPerStatusUpdate; if (this.cmp) this.cmp.updateStatus(); } this.aCounts.nCyclesNextYield -= nCycles; if (this.aCounts.nCyclesNextYield <= 0) { this.aCounts.nCyclesNextYield += this.aCounts.nCyclesPerYield; break; } } while (this.flags.running); } catch (e) { this.stopCPU(); this.updateCPU(); if (this.cmp) this.cmp.stop(usr.getTime(), this.getCycles()); this.setBusy(false); this.setError(e.stack || e.message); return; } setTimeout(this.onRunTimeout, this.calcRemainingTime()); }; /** * startCPU(fUpdateFocus) * * WARNING: Other components must use runCPU() to get the CPU running; this is a runCPU() helper function only. * * @param {boolean} [fUpdateFocus] */ CPU.prototype.startCPU = function(fUpdateFocus) { if (!this.flags.running) { /* * 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 nCyclesRecalc * threshold counter. */ this.setSpeed(); if (this.cmp) this.cmp.start(this.aCounts.msStartRun, this.getCycles()); this.flags.running = true; this.flags.starting = true; if (this.chipset) this.chipset.start(); var controlRun = this.bindings["run"]; if (controlRun) controlRun.textContent = "Halt"; if (this.cmp) { this.cmp.updateStatus(true); if (fUpdateFocus) this.cmp.updateFocus(true); } } }; /** * stepCPU(nMinCycles) * * This will be implemented by the X86CPU component. * * @this {CPU} * @param {number} nMinCycles (0 implies a single-step, and therefore breakpoints should be ignored) * @return {number} of cycles executed; 0 indicates that the last instruction was not executed */ CPU.prototype.stepCPU = function(nMinCycles) { return 0; }; /** * stopCPU(fComplete) * * For use by any component that wants to stop the CPU. * * This similar to yieldCPU(), but it doesn't need to zero nCyclesNextYield to break out of runCPU(); * it simply needs to clear fRunning (well, "simply" may be oversimplifying a bit....) * * @this {CPU} * @param {boolean} [fComplete] */ CPU.prototype.stopCPU = function(fComplete) { this.isBusy(true); this.endBurst(); this.addCycles(this.nRunCycles); this.nRunCycles = 0; if (this.flags.running) { this.flags.running = false; if (this.chipset) this.chipset.stop(); var controlRun = this.bindings["run"]; if (controlRun) controlRun.textContent = "Run"; } this.flags.complete = fComplete; }; /** * updateCPU(fForce) * * This used to be performed at the end of every stepCPU(), but runCPU() -- which relies upon * stepCPU() -- needed to have more control over when these updates are performed. However, for * other callers of stepCPU(), such as the Debugger, the combination of stepCPU() + updateCPU() * provides the old behavior. * * @this {CPU} * @param {boolean} [fForce] (true to force a video update; used by the Debugger) */ CPU.prototype.updateCPU = function(fForce) { if (this.cmp) { this.cmp.updateVideo(fForce); this.cmp.updateStatus(fForce); } }; /** * yieldCPU() * * Similar to stopCPU() with regard to how it resets various cycle countdown values, but the CPU * remains in a "running" state. * * @this {CPU} */ CPU.prototype.yieldCPU = function() { this.endBurst(); // this will break us out of stepCPU() this.aCounts.nCyclesNextYield = 0; // this will break us out of runCPU(), once we break out of stepCPU() // if (DEBUG) this.nSnapCycles = this.nBurstCycles; /* * The Debugger calls yieldCPU() after every message() to ensure browser responsiveness, but it looks * odd for those messages to show CPU state changes but for the CPU's own status display to not (ditto * for the Video display), so I've added this call to try to keep things looking synchronized. */ this.updateCPU(); }; if (NODE) module.exports = CPU;