Annotation of uae/README.PROGRAMMERS, revision 1.1.1.1

1.1       root        1: You can help to make this program better. If you fix bugs or implement new
                      2: features, I'd be grateful if you send me patches. For a list of interesting
                      3: projects, and for a brief summary on how UAE works, see below.
                      4: 
                      5: A few guidelines for anyone who wants to help:
                      6: - Please contact me first before you implement major new features. Someone 
                      7:   else might be doing the same thing already. This has already happened :-(
                      8:   Even if no one else is working on this feature, there might be alternative
                      9:   and better/easier/more elegant ways to do it.
                     10: - Some coding guidelines.
                     11:   * Avoid GNU C extensions by all means. They make your code non-portable.
                     12:   * Avoid GNU indentation style by all means. It makes your code unreadable.
                     13:   * Try to indent your code nicely. There are editors like JED, which is
                     14:     available from space.mit.edu:/pub/davis and highly recommendable, that do
                     15:     this for you automatically.
                     16:   * Use eight space tabs, four space tabs make a mess of the code.
                     17: - If you have access to more than one Unix system, try compiling/running your
                     18:   code on all of these. Remember, UAE is supposed to run on the DEC Alpha: so
                     19:   don't assume sizeof(char*) == sizeof(int) == sizeof(long)
                     20: - If you have more than one Kickstart, try your code with each one.
                     21: - Patches are welcome in any form, but diff -u or diff -c output is preferred.
                     22:   If I get whole source files, the first thing I do is to run diff on it. You 
                     23:   can save me some work here (and make my mailbox smaller).
                     24: 
                     25: Some possible projects, in order of estimated difficulty:
                     26: - Someone with a 68000 data sheet might check whether all opcodes are
                     27:   decoded correctly and whether all instructions really do what they are 
                     28:   supposed to do (I'm pretty sure it's OK by now, but you never know...).
                     29: - Modify UAE to run in two threads for systems that have more than one CPU.
                     30:   I've thought of a way how to do it, but I don't have a multiprocessor board
                     31:   to try this. Here's how it works: Start with smart update method #1. This
                     32:   method nicely bundles all the data necessary for drawing a scanline into two
                     33:   structures: linedescr and line_data. Instead of actually drawing the line
                     34:   in the main task, signal the second one to use that information. Synchronize
                     35:   the two at the end of a frame to avoid lossage.
                     36:   If I haven't overlooked a big problem, it should be trivial.
                     37:   Sound output could also be moved into a separate task, but the gain will be
                     38:   much smaller.
                     39: - Implement all 68020 instructions/addressing modes. 
                     40: - Improve the Kickstart replacement to boot more demos.
                     41: - Write an Amiga program that communicates with UAE and provides a user-
                     42:   interface similar to the X Windows one, but from within the emulation.
                     43: - Calculating the flags after each instruction is time consuming and usually
                     44:   completely unnecessary. Modify gencpu to generate instructions that don't
                     45:   set the flags, and have some code in the central loop to decide which
                     46:   set of instructions to use. This means additional overhead, of course,
                     47:   which might eat any improvements. [Tried it, hardly a difference, but 
                     48:   maybe I did it in a stupid way]
                     49: - Translate Kickstart ROM (or any software) to C code with a slightly
                     50:   modified gencpu, and link it to the rest of the emulator. Definitely 
                     51:   possible, maybe illegal. Better don't do that for now.
                     52: - Make a modified gencpu that can generate x86 assembly instead of C. This
                     53:   might give a nice speedup. However, the CPU emulation already is the
                     54:   fastest part in UAE - screen updates are much more time consuming.
                     55:   [Partly done, some __asm__ magic for flag calculations. Bad for performance
                     56:   are all the unnecessary register push/pops that the compiler generates.]
                     57: - Improve sound emulation (Find bugs).
                     58: - Snapshots as in CPE. Will need to collect all the variables containing
                     59:   important information. Fairly easy, but boring. (Use core dumps instead :-)
                     60: - Find out why uae.device doesn't work with Kick 1.3. Not really important,
                     61:   no one in his right mind uses it anyway now there is the unixfs.device
                     62: - Make unixfs.device bootable.
                     63: - The playfield hardware is the only important part of the Amiga that is 
                     64:   not really well documented in the HRM. Write some test programs that
                     65:   do all sorts of weird things with the copper (like turning off bitplane 
                     66:   DMA during a line, and turning it directly on again: VERY interesting
                     67:   result) and try to emulate this perfectly.
                     68: - Figure out a diskfile format that supports every possible non-standard
                     69:   format.
                     70: - Translate basic blocks of m68k instructions to intermediate code that is 
                     71:   interpreted instead of the actual code. Optimize it of course.
                     72:   (Not sure whether it would really be faster. But ARDI's Executor does
                     73:   a splendid job on translation. This should really help even if the target
                     74:   code isn't native).
                     75: - Implement 68551 MMU. I have docs now. Not among the most necessary things.
                     76: - Implement 68882 FPU. Not among the most necessary items, either. (Some docs)
                     77: - Implement AGA support. Maybe some easy parts can be tried first (like 8
                     78:   bitplane support). I have sufficient documentation by now.
                     79: - Reimplement Amiga OS. (Well-behaved) Amiga programs could then be made
                     80:   to use the X Window System as a "public screen". Of course, not all the
                     81:   OS would have to be re-done, only Intuition/GFX. [Started, look at gfxlib.c]
                     82: - Translate instructions on the fly to native code, like Executor does.
                     83:   I'll NEVER try that one myself.
                     84: - Find some extremely clever ways to optimize the smart update methods. Maybe
                     85:   try to support scrolling. Maybe find a way to update only parts of a line
                     86:   (similar to LOW_BANDWIDTH). All such methods would probably be terribly
                     87:   complicated, and not easy to get right without sacrificing compatibility.
                     88:   Maybe it's not such a good idea.
                     89: - Port it to Java
                     90: - A formal proof of correctness would be nice.
                     91: 
                     92: Things I don't really want to do:
                     93: - Full ECS support, with braindamage like Productivity and SuperHires.
                     94: 
                     95: How it works
                     96: 
                     97: Let's start with the memory emulation. All addressable memory is split into
                     98: banks of 64K each. Each bank can define custom routines accessing bytes, 
                     99: words, and longwords. All banks that really represent physical memory just 
                    100: define these routines to write/read the specified amount of data to a chunk 
                    101: of memory. This memory area is organized as an array of WORDs, which means 
                    102: that those parts of the emulator that want to access memory in a linear 
                    103: fashion can get a (WORD *) pointer and use it to circumvent the overhead of
                    104: the put_word() and get_word() calls. That is done, for example, in the
                    105: pfield_doline() function which handles screen refreshes.
                    106: Memory banks that represent hardware registers (such as the custom chip bank
                    107: at 0xDF0000) can trap reads/writes and take any necessary actions.
                    108: In some places, this scheme is abused: The uae.device and unixfs.device are
                    109: stored in a segment at 0xF00000 containing a ROMtag structure, so it is
                    110: recognized at bootup. Since this is a ROM area, writes shouldn't occur
                    111: normally and are therefore used to trap into emulation routines for these
                    112: devices.
                    113: 
                    114: To provide a good emulation of graphical effects, only one thing is vital:
                    115: Copper and playfield emulation have to be kept absolutely synchronous. If the
                    116: copper writes to (say) a color register in a specific cycle, the playfield 
                    117: hardware needs to use the new information in the next word of data it 
                    118: processes.
                    119: UAE 0.1 used to call routines like do_pfield() and do_copper() each time the
                    120: CPU emulator had finished an instruction. That was one of the reasons why it
                    121: was so slow. Recent versions try to draw complete scanlines in one piece. This
                    122: is possible if the copper does not write to any registers affecting the
                    123: display during that scanline. Therefore, drawing the line is deferred until
                    124: the last cycle of the line. If the copper writes to a hardware register before
                    125: that, the function pfield_may_need_update() is called and this one determines
                    126: whether it should fall back to the cycle-for-cycle approach. This is very
                    127: rarely needed, mainly for copper-plasma effects and such, and the general case
                    128: is much faster.
                    129: 
                    130: The CPU emulator no longer has to call all sorts of functions after each
                    131: instruction. Instead, it keeps a list of events that are scheduled (timer
                    132: interrupts, hsync and vsync events) and their "arrival time". Only the time
                    133: for the next event is checked after each CPU instruction. If it's higher than
                    134: the current cycle counter, the CPU can continue to execute.
                    135: 
                    136: 
                    137: Portability
                    138: 
                    139: The main thing you need to worry about when porting UAE to a new platform is
                    140: the OS dependent source file handling all the graphics output. Currently,
                    141: there are xwin.c, svga.c, mac.c, dos-grx.c, dos-null.c, bebox.cpp and
                    142: NeXTwin.m. Rewriting one of these to use the features of your operating
                    143: system should be fairly easy.
                    144: You might need to worry a little about datatypes. UAE requires that your C
                    145: compiler supports 8 bit, 16 bit and 32 bit integers, otherwise a MC68000
                    146: emulation would be not very easy to get right. Some typedefs to hide the
                    147: actual types used can be found in amiga.h. The CPU emulation is not the only
                    148: place that makes some potentially non-portable assumptions: The graphics
                    149: code in custom.c, mainly the pfield_doline() function and its friends, may
                    150: need some work if you have a really weird architecture.
                    151: The only thing that's left are some Unixoid assumptions, mainly in
                    152: filesys.c, but also in debug.c. Put in a few #ifdefs and modify the Makefile
                    153: if necessary/possible, or make up a dummy unixfs-null.c file that contains 
                    154: stubs.
                    155: Apart from all that, it's fairly portable...

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