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Super FX: Difference between revisions

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(I have rewritten the whole page. The information comes from SMWiki, back when the knowledge of Super FX wasn't as large as it is now. It contained some misinformation as well (despite ironically clarifying them). Instruction will probably be put at another page. And yes, it is based of the current SA-1 page.)
(Added section to cache, added danger of cache with pipelining, fixed some spelling errors.)
(7 intermediate revisions by the same user not shown)
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'''Super FX''' is a [[Super NES]] [[enhancement chip]] developed by [https://en.wikipedia.org/wiki/Argonaut_Games Argonauts Games] and [http://en.wikipedia.org/wiki/Nintendo Nintendo]. It's also known as the "Graphical Support Unit" (short for "GSU") for its greater graphical capabilities compared to the S-CPU whereas its first revision, used in [[Star Fox]], uses the name "Mathematical, Argonaut, Rotation, & Input/Output" or short MARIO chip. It also is know for the use in [[Super Mario World 2: Yoshi's Island]].
'''Super FX''' is a [[Super NES]] [[enhancement chip]] developed by [https://en.wikipedia.org/wiki/Argonaut_Games Argonaut Games] and [http://en.wikipedia.org/wiki/Nintendo Nintendo]. It's also known as the "Graphical Support Unit" (short for "GSU") for its greater graphical capabilities compared to the S-CPU whereas its first revision, used for [[Star Fox]], uses the name "Mathematical, Argonaut, Rotation, & Input/Output" or short MARIO chip. It also is know for the use in [[Super Mario World 2: Yoshi's Island]].


During this article, GSU refers to Super FX whereas CPU refers to the Super NES CPU.
During this article, GSU refers to Super FX whereas CPU refers to the Super NES CPU.
Line 20: Line 20:


=== Memory Map ===
=== Memory Map ===
One advantage of Super FX is that it naturally supports ROMs with a size of up to 8 MiB. However, Super FX can only use the first two MiB of a ROM. Similarly, even though a single cartridge may have up to 256 KiB of SRAM, only half of them can be used by SRAM. As a result, there is a difference between the CPU and GSU mapping.
This is how the ROM is mapped from the perspective of the CPU:
{| class="wikitable"
|-
!  Banks  !!  Address  !! Description
|-
!rowspan="6"|$00-$3F
          || $0000-$1FFF || WRAM mirror
|-
|          $2100-$21FF || PPU registers
|-
|          $3000-$3FFF || Super FX registers
|-
|          $4200-$43FF || CPU registers
|-
|          $6000-$7FFF || SRAM mirror
|-
|          $8000-$FFFF || ROM (LoROM)
|-
| $40-$5F || $0000-$FFFF || Mirror of ROM in banks $00-$3F (HiROM)
|-
| $60-$6F || $0000-$FFFF || Unmapped
|-
| $70-$71 || $0000-$FFFF || SRAM
|-
| $7C-$7D || $0000-$FFFF || Backup RAM
|-
| $7E-$7F || $0000-$FFFF || WRAM
|-
!rowspan="6"|$80-$BF
          || $0000-$1FFF || WRAM mirror
|-
|          $2100-$21FF || PPU registers
|-
|          $3000-$3FFF || Super FX registers
|-
|          $4200-$43FF || CPU registers
|-
|          $6000-$7FFF || SRAM mirror
|-
|          $8000-$FFFF || ROM (LoROM)
|-
| $C0-$FF || $8000-$FFFF || ROM (HiROM)
|}
The GSU memory map looks similar to the CPU mapping but only with access to ROM and SRAM as well as only access to 2 MiB of ROM and 128 KiB of SRAM. As a result, it looks more like this:
{| class="wikitable"
|-
!  Banks  !!  Address  !! Description
|-
!rowspan="2"|$00-$3F
          || $0000-$7FFF || Unmapped
|-
|            $8000-$FFFF || ROM (LoROM)
|-
| $40-$5F || $0000-$FFFF || Mirror of ROM in banks $00-$3F (HiROM)
|-
| $60-$6F || $0000-$FFFF || Unmapped
|-
| $70-$71 || $0000-$FFFF || SRAM
|-
| $72-$7F || $0000-$FFFF || Unmapped
|-
| $80-$FF || $0000-$FFFF || Mirror of $00-$7F
|}
Finally, it should be noted that banks $40-$5F are HiROM mirrors of the LoROM banks $00-$3F interlaced so addresses such as $008000 and $400000 are identical.


=== ROM ===
=== ROM ===
ROM on Super FX can be up to 8 MiB large. However, even though the size is theoretically doable, the largest published Super FX games had a ROM size of 2 MiBs. As a result, not many emulators (not even BSNES as of 2021) emulate this feature properly and such ROM sizes only exist in homebrewing and modding.
Super FX has also has got limitations with ROM access. This first example is the ROM size. Even though a Super FX ROM can be as large as 8 MiB (in theory), the GSU's data bus is only connected to 2 MiB of it. Said portion of ROM which the processor can access is called GamePak ROM while the additional 6 MiB, called the Super NES ROM, can only be accessed by the CPU.
A second limitation is the clock speed. The GSU is clocked very fast at 10,74 Mhz (which can be doubled with pipelining) but ROM is clocked at 3,58 Mhz (unlike on [[SA-1]] where ROM is clocked at the same frequence the coprocessor). As a result, all opcodes, when they are executed in ROM, take at least three cycles to process while reads from ROM are very slow.
To counteract against this limitation, the GSU uses a buffering system. In order to load a value from ROM, the bank must first be set in ROMBR (set by <code>ROMB</code> in the GSU code) while the address is set in register R14. Any write to R14 initiates the buffering process. The value then can be retrieved with <code>GETB</code> and similar opcodes (referred to just <code>GETB</code> from now on).
The GSU doesn't wait during the process of fetching. As a result, it is possible to call <code>GETB</code> some time after writing to R14. In fact, this is even recommend because calling <code>GETB</code> during the process of fetching will cause the GSU to halt up five cycles for executing <code>GETB</code>. Similarly, writing to <code>ROMB</code> will halt the code as well until the data has been fetched enabling cache during the process of fetching will mess up the ROM value instead.


=== RAM ===
=== RAM ===
=== Cache ===
In order to improve the speed of the processor, it includes a 512 byte large memory with the same frequency as the GSU as a cache. This allows Super FX to execute a single opcode with only a single cycle (i.e. three times as fast as in regular use) and also increment. The cache is separated into 32 16-byte blocks, each with a flag which denotes that a block is used, and is indexed by the cache base register (CBR) which is used to keep track of where cache has been invoked. The cache flags and CBR are reset whenever a zero is written to the GO flag but simply halting or invoking the GSU preserves the content of the cache which in term can be read by the CPU.
Cache on the SNES is mapped to addresses $xx:3100-$xx:32FF ($xx = $00-$3F, $80-$BF), though the start of the cached code (see below) also is dependent on the CBR (start = $3100 + (CBR & 0x1FF)).
There are two methods to fill the cache:
* Manual caching
* Automatic caching
Manual caching involes using the CPU and transfer the code to cache. Keep in mind that Super FX will only execute cache which has been set to be used. That means, the code has to be transfered as a full 16 byte block, though strictly speaking, only the last byte of the block (address $XXXF) needs to be written to count the block as used.
In order to execute GSU code in cache, R15 has to be set to $0000-$01FF.
Automatic caching is instead handled by the GSU itself. This is handled either by the dedicated `CACHE` opcode or by a `LJMP` opcode, the latter because of the lack of bank information for the cache. Super FX will store the current PC with the lowest nibble masked out into the CBR (CBR = PC & 0xFFF0) and write each executed opcode into the cache starting from CBR & 0x1FF and fill down all the rest.
As a result, this use of cache is recommend for loops and the first loop will always run slower than the remaining loops. Should all the blocks be used, any remaining code will be left uncached and executed in the original memory.
Another side effect is that cache is neither ROM nor GamePak RAM so any Super FX code in cache can run in parallel to the SNES even when access to ROM and RAM is given to the CPU instead of GSU.


=== Pipeline Processing ===
=== Pipeline Processing ===


=== Cache ===
In order to boost the processing speed of the GSU, it uses a technique called "pipeline processing". Pipelining exists to a lesser extend on the [[65c816]], where opcodes are prepared while the remaining bytes of the opcodes are fetched (this is notable on single byte opcodes such as <code>INC</code> which take two cycles to process, the same ammount of cycles as <code>LDA #$xx</code>, a two byte opcode) but the GSU takes it further by fetching the next opcode during the current opcode's execution.
This runs the code double as fast, virtually increasing the clock speed to 21.48 MHz at the cost of adding more care of the coder whenever R15 — the programm counter — is changed, either through branching or through direct writes to R15. In addition, internal processes such as multiplication and memory access can't take advantage of the virtual increment in clock speed.
 
Pipelining is controlled with bit 0 of CLSR, where clear means pipelining disabled and set means pipelining enabled. It's accessable on the CPU side with the address $3037.
 
For the most part, having pipelining enabled doesn't change the code. The only exceptions are when R15 is modified outside of fetching opcodes i.e. the use of branches and writes to R15 (e.g. <code>IWT R15,#$8000</code>) as well as halting the GSU such as with <code>STOP</code>. In these cases, the opcode following that instruction will be executed after the branch. A common solution for the unwanted opcode execution is to put a dummy <code>NOP</code> after the R15 modifying opcode such as in this example:
<nowiki>BCC SkipCode
NOP            ; Dummy NOP
...
SkipCode:</nowiki>
 
This proves to be inefficient, though. Most Super FX opcodes are one byte larger and take 3 or 1 cycles (depending on whether the code is executed in cache or not) to execute including <code>NOP</code>. As a result, opcodes such as <code>SUB R0</code> can be put as a dummy opcode in place of <code>NOP</code>. The following example demonstrates it:
<nowiki>BCC SkipCode
;NOP            ; Redundant
SUB R0          ; Set R0 to zero
STW (R1)
SkipCode:
IWT R0,#$1234</nowiki>
In the above code, R0 gets overwritten by <code>SUB</code> no matter whether the branch is taken. However, it later gets overwritten by <code>IWT</code>. As a result, it doesn't matter whether the dummy opcode is a <code>NOP</code> or <code>SUB</code> from the branch for the calculation. In fact, using a <code>NOP</code> increases the code size by one byte which can matter when the code is executed in cache as well as increase the cycle count by 1 or 3 cycles each time the branch is executed, causing in total a minor speed penality.
 
This doesn't work for every opcode, though. Opcodes such as <code>ADD #x</code> (which is internally prefixed with <code>ALT2</code>), <code>WITH</code> (register prefixes which change which register is the source or destination), <code>BRA $10</code> (branches which always use two bytes) and <code>IWT</code> (immediate value transfers which use two or three bytes) can only be used as a dummy opcode in very specific circumstances. The latter two can even misalign the program counter not unlike executing <code>LDA #$12</code> when A is in 16-bit mode on the 65816. The following example demonstrates it:
<nowiki>BCC SkipCode
BRA Error      ; Caution!
...
SkipCode:
...
Error:
INC R1          ; Will instead be read with the BRA as "BRA $D1".</nowiki>
In addition, the dummy opcode after a <code>STOP</code> '''must''' be a <code>NOP</code> because putting the GSU in WAIT will not clear the opcode in the pipeline. Extra care should be taken when pipeliend code is executed and a `STOP` is located at $XXXF in cache as the pipelined code may be located in unused cache and a value in RAM will be loaded instead.


== Bus Conflicts ==
== Bus Conflicts ==


== Bitmap Processing ==
== Bitmap Processing ==

Revision as of 19:53, 25 July 2022

Super FX is a Super NES enhancement chip developed by Argonaut Games and Nintendo. It's also known as the "Graphical Support Unit" (short for "GSU") for its greater graphical capabilities compared to the S-CPU whereas its first revision, used for Star Fox, uses the name "Mathematical, Argonaut, Rotation, & Input/Output" or short MARIO chip. It also is know for the use in Super Mario World 2: Yoshi's Island.

During this article, GSU refers to Super FX whereas CPU refers to the Super NES CPU.

Features

The embedded co-processor has got a base clock speed of 10.74 MHz which is four times as fast as the S-CPU which uses a base block of 2.68 Mhz. Its features includes but not limited to:

  • A RISC-like processor where most opcodes have an instruction size of one byte and are executed in a single cycle when in cache.
  • 512 bytes of cache RAM for faster processing of instructions.
  • A large memory capactiy, a total capacity of 8 MiB ROM, of which two MiB are shared by CPU and GSU, and 256 KiB RAM, of which 128 KiB are shared by CPU and GSU.
  • A separate bus for ROM and RAM to handle memory in parallel
  • Paralell processing with the CPU
  • Fast Bitmap to Planar conversion
  • Pipeline processing to fetch opcodes twice as fast, effectively increasing the processing speed to 21.48 MHz.

Technical Information

Hardware Registers

Memory and Bus

Memory Map

One advantage of Super FX is that it naturally supports ROMs with a size of up to 8 MiB. However, Super FX can only use the first two MiB of a ROM. Similarly, even though a single cartridge may have up to 256 KiB of SRAM, only half of them can be used by SRAM. As a result, there is a difference between the CPU and GSU mapping.

This is how the ROM is mapped from the perspective of the CPU:

Banks Address Description
$00-$3F $0000-$1FFF WRAM mirror
$2100-$21FF PPU registers
$3000-$3FFF Super FX registers
$4200-$43FF CPU registers
$6000-$7FFF SRAM mirror
$8000-$FFFF ROM (LoROM)
$40-$5F $0000-$FFFF Mirror of ROM in banks $00-$3F (HiROM)
$60-$6F $0000-$FFFF Unmapped
$70-$71 $0000-$FFFF SRAM
$7C-$7D $0000-$FFFF Backup RAM
$7E-$7F $0000-$FFFF WRAM
$80-$BF $0000-$1FFF WRAM mirror
$2100-$21FF PPU registers
$3000-$3FFF Super FX registers
$4200-$43FF CPU registers
$6000-$7FFF SRAM mirror
$8000-$FFFF ROM (LoROM)
$C0-$FF $8000-$FFFF ROM (HiROM)

The GSU memory map looks similar to the CPU mapping but only with access to ROM and SRAM as well as only access to 2 MiB of ROM and 128 KiB of SRAM. As a result, it looks more like this:

Banks Address Description
$00-$3F $0000-$7FFF Unmapped
$8000-$FFFF ROM (LoROM)
$40-$5F $0000-$FFFF Mirror of ROM in banks $00-$3F (HiROM)
$60-$6F $0000-$FFFF Unmapped
$70-$71 $0000-$FFFF SRAM
$72-$7F $0000-$FFFF Unmapped
$80-$FF $0000-$FFFF Mirror of $00-$7F

Finally, it should be noted that banks $40-$5F are HiROM mirrors of the LoROM banks $00-$3F interlaced so addresses such as $008000 and $400000 are identical.

ROM

ROM on Super FX can be up to 8 MiB large. However, even though the size is theoretically doable, the largest published Super FX games had a ROM size of 2 MiBs. As a result, not many emulators (not even BSNES as of 2021) emulate this feature properly and such ROM sizes only exist in homebrewing and modding.

Super FX has also has got limitations with ROM access. This first example is the ROM size. Even though a Super FX ROM can be as large as 8 MiB (in theory), the GSU's data bus is only connected to 2 MiB of it. Said portion of ROM which the processor can access is called GamePak ROM while the additional 6 MiB, called the Super NES ROM, can only be accessed by the CPU. A second limitation is the clock speed. The GSU is clocked very fast at 10,74 Mhz (which can be doubled with pipelining) but ROM is clocked at 3,58 Mhz (unlike on SA-1 where ROM is clocked at the same frequence the coprocessor). As a result, all opcodes, when they are executed in ROM, take at least three cycles to process while reads from ROM are very slow.

To counteract against this limitation, the GSU uses a buffering system. In order to load a value from ROM, the bank must first be set in ROMBR (set by ROMB in the GSU code) while the address is set in register R14. Any write to R14 initiates the buffering process. The value then can be retrieved with GETB and similar opcodes (referred to just GETB from now on).

The GSU doesn't wait during the process of fetching. As a result, it is possible to call GETB some time after writing to R14. In fact, this is even recommend because calling GETB during the process of fetching will cause the GSU to halt up five cycles for executing GETB. Similarly, writing to ROMB will halt the code as well until the data has been fetched enabling cache during the process of fetching will mess up the ROM value instead.

RAM

Cache

In order to improve the speed of the processor, it includes a 512 byte large memory with the same frequency as the GSU as a cache. This allows Super FX to execute a single opcode with only a single cycle (i.e. three times as fast as in regular use) and also increment. The cache is separated into 32 16-byte blocks, each with a flag which denotes that a block is used, and is indexed by the cache base register (CBR) which is used to keep track of where cache has been invoked. The cache flags and CBR are reset whenever a zero is written to the GO flag but simply halting or invoking the GSU preserves the content of the cache which in term can be read by the CPU.

Cache on the SNES is mapped to addresses $xx:3100-$xx:32FF ($xx = $00-$3F, $80-$BF), though the start of the cached code (see below) also is dependent on the CBR (start = $3100 + (CBR & 0x1FF)).

There are two methods to fill the cache:

  • Manual caching
  • Automatic caching

Manual caching involes using the CPU and transfer the code to cache. Keep in mind that Super FX will only execute cache which has been set to be used. That means, the code has to be transfered as a full 16 byte block, though strictly speaking, only the last byte of the block (address $XXXF) needs to be written to count the block as used. In order to execute GSU code in cache, R15 has to be set to $0000-$01FF.

Automatic caching is instead handled by the GSU itself. This is handled either by the dedicated `CACHE` opcode or by a `LJMP` opcode, the latter because of the lack of bank information for the cache. Super FX will store the current PC with the lowest nibble masked out into the CBR (CBR = PC & 0xFFF0) and write each executed opcode into the cache starting from CBR & 0x1FF and fill down all the rest. As a result, this use of cache is recommend for loops and the first loop will always run slower than the remaining loops. Should all the blocks be used, any remaining code will be left uncached and executed in the original memory.

Another side effect is that cache is neither ROM nor GamePak RAM so any Super FX code in cache can run in parallel to the SNES even when access to ROM and RAM is given to the CPU instead of GSU.

Pipeline Processing

In order to boost the processing speed of the GSU, it uses a technique called "pipeline processing". Pipelining exists to a lesser extend on the 65c816, where opcodes are prepared while the remaining bytes of the opcodes are fetched (this is notable on single byte opcodes such as INC which take two cycles to process, the same ammount of cycles as LDA #$xx, a two byte opcode) but the GSU takes it further by fetching the next opcode during the current opcode's execution. This runs the code double as fast, virtually increasing the clock speed to 21.48 MHz at the cost of adding more care of the coder whenever R15 — the programm counter — is changed, either through branching or through direct writes to R15. In addition, internal processes such as multiplication and memory access can't take advantage of the virtual increment in clock speed.

Pipelining is controlled with bit 0 of CLSR, where clear means pipelining disabled and set means pipelining enabled. It's accessable on the CPU side with the address $3037.

For the most part, having pipelining enabled doesn't change the code. The only exceptions are when R15 is modified outside of fetching opcodes i.e. the use of branches and writes to R15 (e.g. IWT R15,#$8000) as well as halting the GSU such as with STOP. In these cases, the opcode following that instruction will be executed after the branch. A common solution for the unwanted opcode execution is to put a dummy NOP after the R15 modifying opcode such as in this example:

BCC SkipCode
NOP             ; Dummy NOP
...
SkipCode:

This proves to be inefficient, though. Most Super FX opcodes are one byte larger and take 3 or 1 cycles (depending on whether the code is executed in cache or not) to execute including NOP. As a result, opcodes such as SUB R0 can be put as a dummy opcode in place of NOP. The following example demonstrates it:

BCC SkipCode
;NOP            ; Redundant
SUB R0          ; Set R0 to zero
STW (R1)
SkipCode:
IWT R0,#$1234

In the above code, R0 gets overwritten by SUB no matter whether the branch is taken. However, it later gets overwritten by IWT. As a result, it doesn't matter whether the dummy opcode is a NOP or SUB from the branch for the calculation. In fact, using a NOP increases the code size by one byte which can matter when the code is executed in cache as well as increase the cycle count by 1 or 3 cycles each time the branch is executed, causing in total a minor speed penality.

This doesn't work for every opcode, though. Opcodes such as ADD #x (which is internally prefixed with ALT2), WITH (register prefixes which change which register is the source or destination), BRA $10 (branches which always use two bytes) and IWT (immediate value transfers which use two or three bytes) can only be used as a dummy opcode in very specific circumstances. The latter two can even misalign the program counter not unlike executing LDA #$12 when A is in 16-bit mode on the 65816. The following example demonstrates it:

BCC SkipCode
BRA Error       ; Caution!
...
SkipCode:
...
Error:
INC R1          ; Will instead be read with the BRA as "BRA $D1".

In addition, the dummy opcode after a STOP must be a NOP because putting the GSU in WAIT will not clear the opcode in the pipeline. Extra care should be taken when pipeliend code is executed and a `STOP` is located at $XXXF in cache as the pipelined code may be located in unused cache and a value in RAM will be loaded instead.

Bus Conflicts

Bitmap Processing