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retroDE_ps2/docs/contracts/ee.md
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thejayman77 ec82764bef Initial commit: retroDE_ps2 — first-of-its-kind PS2 GS FPGA core (DE25-Nano / Agilex 5)
RTL (GS rasterizer, EE core stub, platform bridge, LPDDR4B path), sim regression
(272 TBs), docs, and tooling. Copyrighted PS2 content (BIOS, game code, GS dumps,
and all dump-derived textures/traces) is excluded via .gitignore and stays local.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-29 20:10:50 -04:00

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# EE Contract
Status: `Draft`
## Purpose
Define what the Emotion Engine-facing block must provide to the rest of the
system, independent of the eventual core implementation strategy.
## Owns
- R5900 execution core,
- COP0-visible system behavior owned by the EE block,
- FPU/MMI behavior as implemented by the EE-side compute engine,
- exception and interrupt intake on the EE side,
- request generation onto EE-visible memory and I/O space.
## Inputs
- clocks/resets,
- interrupts,
- memory read/write responses,
- DMAC/VIF/VU/GS-visible status signals as needed by software-facing I/O.
## Outputs
- instruction fetches,
- data reads/writes,
- coprocessor-side requests,
- interrupt acknowledge / exception state transitions,
- debug trace events.
## Questions to lock
- Is the EE treated as an imported core behind a wrapper or as locally-owned RTL?
- What minimum COP0/TLB behavior is required for the first BIOS milestone?
- Which FPU edge cases are correctness-critical versus deferrable?
## Allowed early stubs
- fetch-only or reduced decode EE stub for memory-map bring-up,
- reduced exception model for pre-BIOS milestones,
- trace-only execution harness.
## Required debug visibility
- PC stream,
- exception vector entries,
- uncached/cached access origin tags when applicable,
- selected register snapshots around traps and branches.