1116 lines
39 KiB
JavaScript
1116 lines
39 KiB
JavaScript
/**
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* @fileoverview Implements the PCjs CPU component.
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* @author <a href="mailto:Jeff@pcjs.org">Jeff Parsons</a>
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* @version 1.0
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* @suppress {missingProperties}
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* Created 2012-Sep-04
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*
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* Copyright © 2012-2014 Jeff Parsons <Jeff@pcjs.org>
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*
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* This file is part of PCjs, which is part of the JavaScript Machines Project (aka JSMachines)
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* at <http://jsmachines.net/> and <http://pcjs.org/>.
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*
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* PCjs is free software: you can redistribute it and/or modify it under the terms of the
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* GNU General Public License as published by the Free Software Foundation, either version 3
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* of the License, or (at your option) any later version.
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*
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* PCjs is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without
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* even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCjs. If not,
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* see <http://www.gnu.org/licenses/gpl.html>.
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*
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* You are required to include the above copyright notice in every source code file of every
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* copy or modified version of this work, and to display that copyright notice on every screen
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* that loads or runs any version of this software (see Computer.sCopyright).
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*
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* Some PCjs files also attempt to load external resource files, such as character-image files,
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* ROM files, and disk image files. Those external resource files are not considered part of the
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* PCjs program for purposes of the GNU General Public License, and the author does not claim
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* any copyright as to their contents.
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*/
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"use strict";
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if (typeof module !== 'undefined') {
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var str = require("../../shared/lib/strlib");
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var usr = require("../../shared/lib/usrlib");
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var Component = require("../../shared/lib/component");
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}
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/**
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* CPU(parmsCPU, nCyclesDefault)
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*
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* The CPU class supports the following (parmsCPU) properties:
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*
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* cycles: the machine's base cycles per second; the X86CPU constructor will
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* provide us with a default (based on the CPU model) to use as a fallback
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*
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* multiplier: base cycle multiplier; default is 1
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*
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* autoStart: true to automatically start, false to not, or null (default)
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* to make the autoStart decision based on whether or not a Debugger is
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* installed (if there's no Debugger AND no "Run" button, then auto-start,
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* otherwise don't)
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*
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* csStart: the number of cycles that runCPU() must wait before generating
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* checksum records; -1 if disabled. checksum records are a diagnostic aid
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* used to help compare one CPU run to another.
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*
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* csInterval: the number of cycles that runCPU() must execute before
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* generating a checksum record; -1 if disabled.
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*
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* csStop: the number of cycles to stop generating checksum records.
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*
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* This component is primarily responsible for interfacing the CPU with the outside
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* world (eg, Panel and Debugger components), and managing overall CPU operation.
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*
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* It is extended by the X86CPU component, where all the x86-specific logic resides.
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*
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* @constructor
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* @extends Component
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* @param {Object} parmsCPU
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* @param {number} nCyclesDefault
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*/
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function CPU(parmsCPU, nCyclesDefault)
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{
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Component.call(this, "CPU", parmsCPU, CPU);
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var nCycles = parmsCPU['cycles'] || nCyclesDefault;
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var nMultiplier = parmsCPU['multiplier'] || 1;
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this.nCyclesPerSecond = nCycles;
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/*
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* nCyclesMultiplier replaces the old "speed" variable (0, 1, 2) and eliminates the need for
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* the constants (SPEED_SLOW, SPEED_FAST and SPEED_MAX). The UI simply doubles the multiplier
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* until we've exceeded the host's speed limit and then starts the multiplier over at 1.
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*/
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this.nCyclesMultiplier = nMultiplier;
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this.mhzDefault = Math.round(this.nCyclesPerSecond / 10000) / 100;
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/*
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* TODO: Take care of this with an initial setSpeed() call instead?
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*/
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this.mhzTarget = this.mhzDefault * this.nCyclesMultiplier;
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this.fPowered = false;
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this.fRunning = false;
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this.fAutoStart = parmsCPU['autoStart'];
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/*
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* Provide a power-saving URL-based way of overriding the 'autostart' setting;
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* if an "autostart" parameter is specified on the URL, anything other than "true"
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* or "false" is treated as the null setting (see above for details).
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*/
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var sAutoStart = Component.parmsURL['autostart'];
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if (sAutoStart !== undefined) {
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this.fAutoStart = (sAutoStart == "true"? true : (sAutoStart == "false"? false : null));
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}
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/*
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* Get checksum parameters, if any. runCPU() behavior is not affected until fChecksum
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* is true, which won't happen until resetChecksum() is called with nCyclesChecksumInterval
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* ("csInterval") set to a positive value.
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*
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* As above, any of these parameters can also be set with the Debugger's execution options
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* command ("x"); for example, "x cs int 5000" will set nCyclesChecksumInterval to 5000
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* and call resetChecksum().
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*/
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this.fChecksum = false;
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this.nChecksum = this.nCyclesChecksumNext = 0;
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this.nCyclesChecksumStart = parmsCPU["csStart"];
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this.nCyclesChecksumInterval = parmsCPU["csInterval"];
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this.nCyclesChecksumStop = parmsCPU["csStop"];
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var cpu = this;
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this.onRunTimeout = function() { cpu.runCPU(); };
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this.setReady();
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}
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Component.subclass(Component, CPU);
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/*
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* Constants that control the frequency at which various updates should occur.
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*
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* These values do NOT control the simulation directly. Instead, they are used by
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* calcCycles(), which uses the nCyclesPerSecond passed to the constructor as a starting
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* point and computes the following variables:
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*
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* this.nCyclesPerYield (this.nCyclesPerSecond / CPU.YIELDS_PER_SECOND)
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* this.nCyclesPerVideoUpdate (this.nCyclesPerSecond / CPU.VIDEO_UPDATES_PER_SECOND)
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* this.nCyclesPerStatusUpdate (this.nCyclesPerSecond / CPU.STATUS_UPDATES_PER_SECOND)
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*
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* The above variables are also multiplied by any cycle multiplier in effect, via setSpeed(),
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* and then they're used to initialize another set of variables for each runCPU() iteration:
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*
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* this.nCyclesNextYield <= this.nCyclesPerYield
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* this.nCyclesNextVideoUpdate <= this.nCyclesPerVideoUpdate
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* this.nCyclesNextStatusUpdate <= this.nCyclesPerStatusUpdate
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*/
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CPU.YIELDS_PER_SECOND = 30;
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CPU.VIDEO_UPDATES_PER_SECOND = 60; // WARNING: if you change this, beware of side-effects in the Video component
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CPU.STATUS_UPDATES_PER_SECOND = 5;
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/**
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* initBus(cmp, bus, cpu, dbg)
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*
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* @this {CPU}
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* @param {Computer} cmp
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* @param {Bus} bus
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* @param {CPU} cpu
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* @param {Debugger} dbg
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*/
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CPU.prototype.initBus = function(cmp, bus, cpu, dbg)
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{
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this.bus = bus;
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this.dbg = dbg;
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this.cmp = cmp;
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/*
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* Attach the Video component to the CPU, so that the CPU can periodically update
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* the video display via displayVideo(), as cycles permit.
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*/
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var video = cmp.getComponentByType("Video");
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if (video) {
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this.displayVideo = function onDisplayVideo() {
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video.updateScreen();
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};
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this.setFocus = function onSetFocus() {
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video.setFocus();
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};
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}
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/*
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* Attach the ChipSet component to the CPU, so that it can obtain the IDT vector number of
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* pending hardware interrupts, in response to ChipSet's updateINTR() notifications.
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*
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* We must also call chipset.updateAllTimers() periodically; stepCPU() takes care of that.
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*/
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this.chipset = cmp.getComponentByType("ChipSet");
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this.setReady();
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};
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/**
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* reset()
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*
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* This is a placeholder for reset (overridden by the X86CPU component).
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*
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* @this {CPU}
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*/
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CPU.prototype.reset = function()
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{
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};
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/**
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* save()
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*
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* This is a placeholder for save support (overridden by the X86CPU component).
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*
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* @this {CPU}
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* @return {Object|null}
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*/
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CPU.prototype.save = function()
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{
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return null;
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};
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/**
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* restore(data)
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*
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* This is a placeholder for restore support (overridden by the X86CPU component).
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*
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* @this {CPU}
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* @param {Object} data
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* @return {boolean} true if restore successful, false if not
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*/
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CPU.prototype.restore = function(data)
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{
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return false;
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};
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/**
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* powerUp(data, fRepower)
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*
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* @this {CPU}
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* @param {Object|null} data
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* @param {boolean} [fRepower]
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* @return {boolean} true if successful, false if failure
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*/
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CPU.prototype.powerUp = function(data, fRepower)
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{
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if (!fRepower) {
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if (!data || !this.restore) {
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this.reset();
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} else {
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this.resetCycles();
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if (!this.restore(data)) return false;
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this.resetChecksum();
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}
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/*
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* Give the Debugger a chance to do/print something once we've powered up (TODO: Review the necessity of this)
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*/
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if (DEBUGGER && this.dbg) {
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this.dbg.init();
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} else {
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/*
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* TODO: Once we get rid of those nasty Component method overrides, this test will have to be revised as well
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*/
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if (Component.controlPrint) {
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this.warning("No debugger detected");
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}
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}
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}
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this.fPowered = true;
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if (!this.autoStart() && this.dbg) {
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this.dbg.updateStatus();
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}
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this.updateCPU();
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return true;
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};
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/**
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* powerDown(fSave)
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*
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* @this {CPU}
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* @param {boolean} fSave
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* @return {Object|boolean}
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*/
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CPU.prototype.powerDown = function(fSave)
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{
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this.fPowered = false;
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return fSave && this.save ? this.save() : true;
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};
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/**
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* autoStart()
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*
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* @this {CPU}
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* @return {boolean} true if started, false if not
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*/
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CPU.prototype.autoStart = function()
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{
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if (this.fAutoStart === true || this.fAutoStart === null && (!DEBUGGER || !this.dbg) && this.bindings["run"] === undefined) {
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this.runCPU(); // start running automatically on power-up, assuming there's no Debugger
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return true;
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}
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return false;
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};
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/**
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* setFocus()
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*
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* @this {CPU}
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*/
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CPU.prototype.setFocus = function()
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{
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/*
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* Nothing to do until powerUp() installs a replacement function
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*/
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};
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/**
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* isPowered()
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*
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* @this {CPU}
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* @return {boolean}
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*/
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CPU.prototype.isPowered = function()
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{
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return this.fPowered;
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};
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/**
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* isRunning()
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*
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* @this {CPU}
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* @return {boolean}
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*/
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CPU.prototype.isRunning = function()
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{
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return this.fRunning;
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};
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/**
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* getChecksum()
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*
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* This will be implemented by the X86CPU component.
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*
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* @this {CPU}
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* @return {number} a 32-bit summation of key elements of the current CPU state (used by the CPU checksum code)
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*/
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CPU.prototype.getChecksum = function()
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{
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return 0;
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};
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/**
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* resetChecksum()
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*
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* If checksum generation is enabled (fChecksum is true), this resets the running 32-bit checksum and the
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* cycle counter that will trigger the next displayChecksum(); called by resetCycles(), which is called whenever
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* the CPU is reset or restored.
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*
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* @this {CPU}
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* @return {boolean} true if checksum generation enabled, false if not
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*/
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CPU.prototype.resetChecksum = function()
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{
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if (this.nCyclesChecksumStart === undefined) this.nCyclesChecksumStart = 0;
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if (this.nCyclesChecksumInterval === undefined) this.nCyclesChecksumInterval = -1;
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if (this.nCyclesChecksumStop === undefined) this.nCyclesChecksumStop = -1;
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this.fChecksum = (this.nCyclesChecksumStart >= 0 && this.nCyclesChecksumInterval > 0);
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if (this.fChecksum) {
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this.nChecksum = 0;
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this.nCyclesChecksumNext = this.nCyclesChecksumStart - this.nTotalCycles;
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// this.nCyclesChecksumNext = this.nCyclesChecksumStart + this.nCyclesChecksumInterval - (this.nTotalCycles % this.nCyclesChecksumInterval);
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return true;
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}
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return false;
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};
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/**
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* updateChecksum(nCycles)
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*
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* When checksum generation is enabled (fChecksum is true), runCPU() asks stepCPU() to execute a minimum
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* number of cycles (1), effectively limiting execution to a single instruction, and then we're called with
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* the exact number cycles that were actually executed. This should give us instruction-granular checksums
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* at precise intervals that are 100% repeatable.
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*
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* @this {CPU}
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* @param {number} nCycles
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*/
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CPU.prototype.updateChecksum = function(nCycles)
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{
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if (this.fChecksum) {
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/*
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* Get a 32-bit summation of the current CPU state and add it to our running 32-bit checksum
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*/
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var fDisplay = false;
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this.nChecksum = (this.nChecksum + this.getChecksum()) | 0;
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this.nCyclesChecksumNext -= nCycles;
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if (this.nCyclesChecksumNext <= 0) {
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this.nCyclesChecksumNext += this.nCyclesChecksumInterval;
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fDisplay = true;
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}
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if (this.nCyclesChecksumStop >= 0) {
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if (this.nCyclesChecksumStop <= this.getCycles()) {
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this.nCyclesChecksumInterval = this.nCyclesChecksumStop = -1;
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this.resetChecksum();
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this.haltCPU();
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fDisplay = true;
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}
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}
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if (fDisplay) this.displayChecksum();
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}
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};
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/**
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* displayChecksum()
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*
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* When checksum generation is enabled (fChecksum is true), this is called to provide a crude log of all
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* checksums generated at the specified cycle intervals, as specified by the "csStart" and "csInterval" parmsCPU
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* properties).
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*
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* @this {CPU}
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*/
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CPU.prototype.displayChecksum = function()
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{
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this.println(this.getCycles() + " cycles: " + "checksum=" + str.toHex(this.nChecksum));
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};
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/**
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* displayReg(sReg, nVal, cch)
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*
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* @this {CPU}
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* @param {string} sReg
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* @param {number} nVal
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* @param {number} [cch] default is 4
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*/
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CPU.prototype.displayReg = function(sReg, nVal, cch)
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{
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if (this.bindings[sReg] !== undefined) {
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if (cch === undefined) cch = 4;
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if (nVal === undefined) {
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this.setError("Register " + sReg + " is invalid");
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this.haltCPU();
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}
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var sVal = str.toHex(nVal, cch);
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/*
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* TODO: Determine if this test actually avoids any redrawing when a register hasn't changed, and/or if
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* we should maintain our own (numeric) cache of displayed register values (to avoid creating these temporary
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* string values that will have to garbage-collected), and/or if this is actually slower, and/or if I'm being
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* too obsessive.
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*/
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if (this.bindings[sReg].innerHTML != sVal) this.bindings[sReg].innerHTML = sVal;
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}
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};
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/**
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* displayStatus()
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*
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* This will be implemented by the X86CPU component.
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*
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* @this {CPU}
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*/
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CPU.prototype.displayStatus = function()
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{
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};
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/**
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* displayVideo()
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*
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* @this {CPU}
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*/
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CPU.prototype.displayVideo = function()
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{
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/*
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* Nothing to do until powerUp() installs a replacement function
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*/
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};
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/**
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* setBinding(sHTMLClass, sHTMLType, sBinding, control)
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*
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* @this {CPU}
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* @param {string|null} sHTMLClass is the class of the HTML control (eg, "input", "output")
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* @param {string|null} sHTMLType is the type of the HTML control (eg, "button", "list", "text", "submit", "textarea", "canvas")
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* @param {string} sBinding is the value of the 'binding' parameter stored in the HTML control's "data-value" attribute (eg, "run")
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* @param {Object} control is the HTML control DOM object (eg, HTMLButtonElement)
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* @return {boolean} true if binding was successful, false if unrecognized binding request
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*/
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CPU.prototype.setBinding = function(sHTMLClass, sHTMLType, sBinding, control)
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{
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var cpu = this;
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var fBound = false;
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switch (sBinding) {
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case "run":
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this.bindings[sBinding] = control;
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control.onclick = function onClickRun() {
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if (!cpu.fRunning)
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cpu.runCPU(true);
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else
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cpu.haltCPU(true);
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};
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fBound = true;
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break;
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case "reset":
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/*
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* A "reset" button is really a function of the entire computer, not just the CPU, but
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* it's not always convenient to stick a reset button in the computer component definition,
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* so we support a "reset" binding both here AND in the Computer component.
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*/
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this.bindings[sBinding] = control;
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control.onclick = function onClickReset() {
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if (cpu.cmp) cpu.cmp.onReset();
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};
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fBound = true;
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break;
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|
case "speed":
|
|
this.bindings[sBinding] = control;
|
|
fBound = true;
|
|
break;
|
|
|
|
case "setSpeed":
|
|
this.bindings[sBinding] = control;
|
|
control.onclick = function onClickSetSpeed() {
|
|
cpu.setSpeed(cpu.nCyclesMultiplier << 1, true);
|
|
};
|
|
control.innerHTML = this.getSpeedTarget();
|
|
fBound = true;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
return fBound;
|
|
};
|
|
|
|
/**
|
|
* setBurstDivisor(nDivisor)
|
|
*
|
|
* This is called by the ChipSet component, on behalf of TIMER0, whenever the initial timer count has been
|
|
* reprogrammed to a lower-than-default value, requiring the CPU to perform more frequent timer updates.
|
|
*
|
|
* A divisor greater than 1 (the default) does NOT require us to yield more frequently or update the screen
|
|
* more frequently; it only means that stepCPU() must be called more frequently, with correspondingly smaller burst
|
|
* cycles, because stepCPU() is responsible for updating all the timers ONCE, each time it's called.
|
|
*
|
|
* @this {CPU}
|
|
* @param {number} nDivisor
|
|
*/
|
|
CPU.prototype.setBurstDivisor = function(nDivisor)
|
|
{
|
|
this.nBurstDivisor = nDivisor;
|
|
};
|
|
|
|
/**
|
|
* 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 displayVideo(),
|
|
* and whenever the "next status update" cycle counter goes to (or below) zero, we call displayStatus().
|
|
*
|
|
* @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.nCyclesMultiplier > 1 && this.mhz) {
|
|
vMultiplier = (this.mhz / this.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);
|
|
|
|
/*
|
|
* 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.nRecalcCycles = 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.nCyclesMultiplier > 1 && this.mhz > this.mhzDefault) {
|
|
/*
|
|
* We could scale the current cycle count by the current effective speed (this.mhz); eg:
|
|
*
|
|
* nCycles = Math.round(nCycles / (this.mhz / this.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.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.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.mhz = 0;
|
|
this.setBurstDivisor(1);
|
|
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.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.fRunning && this.mhz)? (this.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.mhzTarget.toFixed(2) + "Mhz";
|
|
};
|
|
|
|
/**
|
|
* setSpeed(nMultiplier, fOnClick)
|
|
*
|
|
* @this {CPU}
|
|
* @param {number} [nMultiplier] is the new proposed multiplier (reverts to 1 if the target was too high)
|
|
* @param {boolean} [fOnClick] is true if called from a click handler that might have stolen focus
|
|
* @return {number} the target speed, in mhz
|
|
* @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, fOnClick)
|
|
{
|
|
if (nMultiplier !== undefined) {
|
|
/*
|
|
* 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;
|
|
this.mhzTarget = this.mhzDefault * this.nCyclesMultiplier;
|
|
var sSpeed = this.getSpeedTarget();
|
|
if (this.bindings["setSpeed"]) this.bindings["setSpeed"].innerHTML = sSpeed;
|
|
this.println("target speed: " + sSpeed);
|
|
if (fOnClick) this.setFocus();
|
|
}
|
|
this.addCycles(this.nRunCycles);
|
|
this.nRunCycles = 0;
|
|
this.msRunStart = usr.getTime();
|
|
this.msEndThisRun = 0;
|
|
this.calcCycles();
|
|
return this.mhzTarget;
|
|
};
|
|
|
|
/**
|
|
* calcSpeed(nCycles, msElapsed)
|
|
*
|
|
* @this {CPU}
|
|
* @param {number} nCycles
|
|
* @param {number} msElapsed
|
|
*/
|
|
CPU.prototype.calcSpeed = function(nCycles, msElapsed)
|
|
{
|
|
if (msElapsed) {
|
|
this.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.nRecalcCycles >= this.nCyclesPerSecond) {
|
|
this.calcCycles(true);
|
|
}
|
|
this.nCyclesThisRun = 0;
|
|
this.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 msRunStart 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 them.
|
|
*
|
|
* 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.msEndThisRun) {
|
|
var msDelta = this.msStartThisRun - this.msEndThisRun;
|
|
if (msDelta > this.msPerYield) {
|
|
if (MAXDEBUG) this.println("large time delay: " + msDelta + "ms");
|
|
this.msRunStart += msDelta;
|
|
/*
|
|
* Bumping msRunStart 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;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* calcRemainingTime()
|
|
*
|
|
* @this {CPU}
|
|
* @return {number}
|
|
*/
|
|
CPU.prototype.calcRemainingTime = function()
|
|
{
|
|
this.msEndThisRun = usr.getTime();
|
|
|
|
var msYield = this.msPerYield;
|
|
if (this.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);
|
|
}
|
|
|
|
var msElapsedThisRun = this.msEndThisRun - this.msStartThisRun;
|
|
var msRemainsThisRun = msYield - msElapsedThisRun;
|
|
|
|
/*
|
|
* We could pass only "this run" results to calcSpeed():
|
|
*
|
|
* nCycles = this.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:
|
|
*
|
|
* nCycles = this.nCyclesThisRun;
|
|
* msElapsed = this.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;
|
|
|
|
if (MAXDEBUG && msRemainsThisRun < 0 && this.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 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 nRecalcCycles, 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;
|
|
|
|
if (DEBUG && this.dbg && this.dbg.messageEnabled(this.dbg.MESSAGE_LOG) && msRemainsThisRun) {
|
|
this.dbg.message("at " + this.msEndThisRun + "ms, calcRemainingTime returned " + msRemainsThisRun + "ms to sleep");
|
|
}
|
|
|
|
this.msEndThisRun += msRemainsThisRun;
|
|
return msRemainsThisRun;
|
|
};
|
|
|
|
/**
|
|
* runCPU(fOnClick)
|
|
*
|
|
* @this {CPU}
|
|
* @param {boolean} [fOnClick] is true if called from a click handler that might have stolen focus
|
|
*/
|
|
CPU.prototype.runCPU = function(fOnClick)
|
|
{
|
|
if (!this.setBusy(true)) {
|
|
this.updateCPU();
|
|
if (this.cmp) this.cmp.stop(usr.getTime(), this.getCycles());
|
|
return;
|
|
}
|
|
if (!this.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
|
|
* threshold counter.
|
|
*/
|
|
this.setSpeed();
|
|
if (this.cmp) this.cmp.start(this.msRunStart, this.getCycles());
|
|
this.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.
|
|
*/
|
|
this.calcStartTime();
|
|
try {
|
|
do {
|
|
var nCyclesPerBurst = this.fChecksum? 1 : Math.round(this.nCyclesPerBurst / this.nBurstDivisor);
|
|
|
|
/*
|
|
* This is an alternative to ChipSet calling setBurstDivisor(). Unfortunately, this doesn't seem
|
|
* to work as well as setBurstDivisor(); for some reason, the smaller bursts that the burst divisor
|
|
* produces results in smoother video updates (see "BASICA DONKEY.BAS"). TODO: Research required;
|
|
* be sure to disable the setBurstDivisor() code in chipset.js if you enable this code.
|
|
*
|
|
* var nCyclesTimer0 = (this.chipset? (this.chipset.getTimerCycleLimit(0)): 0);
|
|
* if (nCyclesTimer0 && nCyclesPerBurst > nCyclesTimer0) {
|
|
* nCyclesPerBurst = nCyclesTimer0;
|
|
* }
|
|
*/
|
|
|
|
/*
|
|
* 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).
|
|
*/
|
|
this.stepCPU(nCyclesPerBurst);
|
|
|
|
/*
|
|
* 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.nCyclesThisRun += nCycles;
|
|
this.addCycles(0, true);
|
|
this.updateChecksum(nCycles);
|
|
|
|
this.nCyclesNextVideoUpdate -= nCycles;
|
|
if (this.nCyclesNextVideoUpdate <= 0) {
|
|
this.nCyclesNextVideoUpdate += this.nCyclesPerVideoUpdate;
|
|
this.displayVideo();
|
|
}
|
|
|
|
this.nCyclesNextStatusUpdate -= nCycles;
|
|
if (this.nCyclesNextStatusUpdate <= 0) {
|
|
this.nCyclesNextStatusUpdate += this.nCyclesPerStatusUpdate;
|
|
this.displayStatus();
|
|
}
|
|
|
|
this.nCyclesNextYield -= nCycles;
|
|
if (this.nCyclesNextYield <= 0) {
|
|
this.nCyclesNextYield += this.nCyclesPerYield;
|
|
break;
|
|
}
|
|
} while (this.fRunning);
|
|
}
|
|
catch (e) {
|
|
this.haltCPU();
|
|
this.updateCPU();
|
|
if (this.cmp) this.cmp.stop(usr.getTime(), this.getCycles());
|
|
this.setBusy(false);
|
|
this.setError(e.message);
|
|
return;
|
|
}
|
|
setTimeout(this.onRunTimeout, this.calcRemainingTime());
|
|
};
|
|
|
|
/**
|
|
* 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.fRunning) {
|
|
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.
|
|
*/
|
|
if (DEBUG) this.nSnapCycles -= nDelta;
|
|
this.nStepCycles -= nDelta;
|
|
this.nBurstCycles -= nDelta;
|
|
return true;
|
|
}
|
|
return false;
|
|
};
|
|
|
|
/**
|
|
* haltCPU(fComplete)
|
|
*
|
|
* 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.haltCPU = function(fComplete)
|
|
{
|
|
this.isBusy(true);
|
|
this.nBurstCycles -= this.nStepCycles;
|
|
this.nStepCycles = 0;
|
|
this.addCycles(this.nRunCycles);
|
|
this.nRunCycles = 0;
|
|
if (this.fRunning) {
|
|
this.fRunning = false;
|
|
if (this.chipset) this.chipset.setSpeaker();
|
|
if (this.bindings["run"]) this.bindings["run"].innerHTML = "Run";
|
|
}
|
|
this.fComplete = fComplete;
|
|
};
|
|
|
|
/**
|
|
* 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;
|
|
};
|
|
|
|
/**
|
|
* updateCPU()
|
|
*
|
|
* 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}
|
|
*/
|
|
CPU.prototype.updateCPU = function()
|
|
{
|
|
this.displayVideo();
|
|
this.displayStatus();
|
|
};
|
|
|
|
/**
|
|
* yieldCPU()
|
|
*
|
|
* Similar to haltCPU() 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.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()
|
|
/*
|
|
* 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, so I've
|
|
* added this call to try to keep things looking synchronized.
|
|
*/
|
|
this.displayStatus();
|
|
};
|
|
|
|
if (typeof APP_PCJS !== 'undefined') APP_PCJS.CPU = CPU;
|
|
|
|
if (typeof module !== 'undefined') module.exports = CPU;
|