Update to v087r04 release.
byuu says:
Changelog:
- gameboy/ -> gb/
- GameBoy -> GB
- basic memory map for GBA
- enough code to execute the first BIOS instruction (b 0x68)
I have the code resetting r(15) to 0 on an exception just as a test.
Since that flushes the pipeline, that means we're basically executing "b
0x68" at 8MHz, and nothing else.
... and I am getting __6 motherfucking FPS__ at 4.4GHz on an i7.
Something is seriously, horribly, unfuckingbelievably wrong here, and
I can't figure out what it is.
My *fully complete* ARM core on the ST018 is even less efficient and
runs at 21.47MHz, and yet I get 60fps even after emulating the SNES
CPU+PPU @ 10+MHz each as well.
... I'm stuck. I can't proceed until we figure out what in the holy fuck
is going on here. So ... if anyone can help, please do. If we can't fix
this, the GBA emulation is dead.
I was able to profile on Windows, and I've included that in this WIP
under out/log.txt.
But it looks normal to me. But yeah, there's NO. FUCKING. WAY. This code
should be running this slowly.
2012-03-18 12:35:53 +00:00
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#include <gb/gb.hpp>
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2010-12-29 11:03:42 +00:00
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2011-10-27 00:00:17 +00:00
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//LY = 0-153
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//Raster = 0-143
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//Vblank = 144-153
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//LX = 0-455
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2012-04-26 10:51:13 +00:00
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namespace GameBoy {
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2010-12-29 11:03:42 +00:00
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2012-04-26 10:51:13 +00:00
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#include "mmio.cpp"
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2011-10-27 00:00:17 +00:00
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#include "dmg.cpp"
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#include "cgb.cpp"
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2011-01-07 11:11:56 +00:00
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#include "serialization.cpp"
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2012-04-26 10:51:13 +00:00
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PPU ppu;
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2010-12-29 11:03:42 +00:00
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2015-11-21 07:36:48 +00:00
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auto PPU::Main() -> void {
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2012-04-26 10:51:13 +00:00
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ppu.main();
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2010-12-30 07:18:47 +00:00
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}
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2015-11-21 07:36:48 +00:00
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auto PPU::main() -> void {
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2010-12-30 07:18:47 +00:00
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while(true) {
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2011-01-07 11:11:56 +00:00
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if(scheduler.sync == Scheduler::SynchronizeMode::All) {
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scheduler.exit(Scheduler::ExitReason::SynchronizeEvent);
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}
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2016-01-12 11:08:34 +00:00
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status.lx = 0;
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2014-01-28 10:04:58 +00:00
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interface->lcdScanline(); //Super Game Boy notification
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2016-01-12 11:08:34 +00:00
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if(status.display_enable) {
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//LYC of zero triggers on LY==153
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if((status.lyc && status.ly == status.lyc) || (!status.lyc && status.ly == 153)) {
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if(status.interrupt_lyc) cpu.interrupt_raise(CPU::Interrupt::Stat);
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}
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if(status.ly <= 143) {
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scanline();
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if(status.interrupt_oam) cpu.interrupt_raise(CPU::Interrupt::Stat);
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}
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if(status.ly == 144) {
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if(status.interrupt_vblank) cpu.interrupt_raise(CPU::Interrupt::Stat);
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else if(status.interrupt_oam) cpu.interrupt_raise(CPU::Interrupt::Stat); //hardware quirk
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cpu.interrupt_raise(CPU::Interrupt::Vblank);
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}
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}
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add_clocks(92);
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if(status.ly <= 143) {
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2015-11-21 07:36:48 +00:00
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for(auto n : range(160)) {
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2016-01-12 11:08:34 +00:00
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if(status.display_enable) run();
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2013-12-11 11:19:17 +00:00
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add_clocks(1);
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}
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2016-01-12 11:08:34 +00:00
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if(status.display_enable) {
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if(status.interrupt_hblank) cpu.interrupt_raise(CPU::Interrupt::Stat);
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cpu.hblank();
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}
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2013-12-20 11:40:39 +00:00
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} else {
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2016-01-12 11:08:34 +00:00
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add_clocks(160);
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2011-01-02 04:46:54 +00:00
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}
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2013-12-11 11:19:17 +00:00
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2016-01-12 11:08:34 +00:00
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add_clocks(204);
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if(++status.ly == 154) {
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status.ly = 0;
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scheduler.exit(Scheduler::ExitReason::FrameEvent);
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}
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2010-12-30 07:18:47 +00:00
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}
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}
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2015-11-21 07:36:48 +00:00
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auto PPU::add_clocks(uint clocks) -> void {
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2016-01-11 10:31:30 +00:00
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while(clocks--) {
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status.lx++;
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clock += cpu.frequency;
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if(clock >= 0 && scheduler.sync != Scheduler::SynchronizeMode::All) {
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co_switch(scheduler.active_thread = cpu.thread);
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}
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2011-01-07 11:11:56 +00:00
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}
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2010-12-30 07:18:47 +00:00
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}
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2015-11-21 07:36:48 +00:00
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auto PPU::hflip(uint data) const -> uint {
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2011-10-27 00:00:17 +00:00
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return ((data & 0x8080) >> 7) | ((data & 0x4040) >> 5)
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| ((data & 0x2020) >> 3) | ((data & 0x1010) >> 1)
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| ((data & 0x0808) << 1) | ((data & 0x0404) << 3)
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| ((data & 0x0202) << 5) | ((data & 0x0101) << 7);
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2010-12-30 07:18:47 +00:00
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}
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2015-11-21 07:36:48 +00:00
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auto PPU::power() -> void {
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2011-10-27 13:30:19 +00:00
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create(Main, 4 * 1024 * 1024);
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2011-01-03 04:28:36 +00:00
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2016-01-12 11:08:34 +00:00
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if(system.cgb()) {
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scanline = {&PPU::cgb_scanline, this};
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run = {&PPU::cgb_run, this};
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} else {
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scanline = {&PPU::dmg_scanline, this};
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run = {&PPU::dmg_run, this};
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}
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2015-11-21 07:36:48 +00:00
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for(uint n = 0x8000; n <= 0x9fff; n++) bus.mmio[n] = this; //VRAM
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for(uint n = 0xfe00; n <= 0xfe9f; n++) bus.mmio[n] = this; //OAM
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2010-12-29 11:03:42 +00:00
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2011-10-27 00:00:17 +00:00
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bus.mmio[0xff40] = this; //LCDC
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bus.mmio[0xff41] = this; //STAT
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bus.mmio[0xff42] = this; //SCY
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bus.mmio[0xff43] = this; //SCX
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bus.mmio[0xff44] = this; //LY
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bus.mmio[0xff45] = this; //LYC
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bus.mmio[0xff47] = this; //BGP
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bus.mmio[0xff48] = this; //OBP0
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bus.mmio[0xff49] = this; //OBP1
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bus.mmio[0xff4a] = this; //WY
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bus.mmio[0xff4b] = this; //WX
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if(system.cgb()) {
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bus.mmio[0xff4f] = this; //VBK
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bus.mmio[0xff68] = this; //BGPI
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bus.mmio[0xff69] = this; //BGPD
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bus.mmio[0xff6a] = this; //OBPI
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bus.mmio[0xff6b] = this; //OBPD
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}
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2013-05-05 09:21:30 +00:00
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for(auto& n : vram) n = 0x00;
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for(auto& n : oam) n = 0x00;
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for(auto& n : bgp) n = 0x00;
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for(auto& n : obp[0]) n = 0x00;
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for(auto& n : obp[1]) n = 0x00;
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for(auto& n : bgpd) n = 0x0000;
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for(auto& n : obpd) n = 0x0000;
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2010-12-30 07:18:47 +00:00
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status.lx = 0;
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status.display_enable = 0;
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status.window_tilemap_select = 0;
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status.window_display_enable = 0;
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status.bg_tiledata_select = 0;
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status.bg_tilemap_select = 0;
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2011-10-28 09:51:43 +00:00
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status.ob_size = 0;
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status.ob_enable = 0;
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2011-01-02 04:46:54 +00:00
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status.bg_enable = 0;
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2010-12-30 07:18:47 +00:00
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status.interrupt_lyc = 0;
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status.interrupt_oam = 0;
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status.interrupt_vblank = 0;
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status.interrupt_hblank = 0;
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status.scy = 0;
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status.scx = 0;
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2010-12-29 11:03:42 +00:00
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status.ly = 0;
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2010-12-30 07:18:47 +00:00
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status.lyc = 0;
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status.wy = 0;
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status.wx = 0;
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2011-10-27 00:00:17 +00:00
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status.vram_bank = 0;
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status.bgpi_increment = 0;
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status.bgpi = 0;
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status.obpi_increment = 0;
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status.obpi = 0;
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2013-12-11 11:19:17 +00:00
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Update to v096r07 release.
byuu says:
Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]
[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.
[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.
Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.
Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.
Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
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for(auto& n : screen) n = 0;
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2013-12-11 11:19:17 +00:00
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bg.color = 0;
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bg.palette = 0;
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bg.priority = 0;
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ob.color = 0;
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ob.palette = 0;
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ob.priority = 0;
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for(auto& s : sprite) {
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s.x = 0;
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s.y = 0;
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s.tile = 0;
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s.attr = 0;
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s.data = 0;
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}
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sprites = 0;
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background.attr = 0;
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background.data = 0;
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window.attr = 0;
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window.data = 0;
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2010-12-29 11:03:42 +00:00
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}
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}
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