bsnes/higan/sfc/alt/ppu-balanced/render/render.hpp

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//render.cpp
inline auto render_line_mode0() -> void;
inline auto render_line_mode1() -> void;
inline auto render_line_mode2() -> void;
inline auto render_line_mode3() -> void;
inline auto render_line_mode4() -> void;
inline auto render_line_mode5() -> void;
inline auto render_line_mode6() -> void;
inline auto render_line_mode7() -> void;
//cache.cpp
enum : uint { COLORDEPTH_4 = 0, COLORDEPTH_16 = 1, COLORDEPTH_256 = 2 };
enum : uint { TILE_2BIT = 0, TILE_4BIT = 1, TILE_8BIT = 2 };
struct pixel_t {
//bgr555 color data for main/subscreen pixels: 0x0000 = transparent / use palette color # 0
//needs to be bgr555 instead of palette index for direct color mode ($2130 bit 0) to work
uint16 src_main, src_sub;
//indicates source of palette # for main/subscreen (BG1-4, OAM, or back)
uint8 bg_main, bg_sub;
//color_exemption -- true when bg == OAM && palette index >= 192, disables color add/sub effects
uint8 ce_main, ce_sub;
//priority level of src_n. to set src_n,
//the priority of the pixel must be >pri_n
uint8 pri_main, pri_sub;
} pixel_cache[256];
uint8* bg_tiledata[3];
uint8* bg_tiledata_state[3]; //0 = valid, 1 = dirty
template<uint color_depth> auto render_bg_tile(uint16 tile_num) -> void;
inline auto flush_pixel_cache() -> void;
auto alloc_tiledata_cache() -> void;
auto flush_tiledata_cache() -> void;
auto free_tiledata_cache() -> void;
//windows.cpp
struct window_t {
uint8 main[256], sub[256];
} window[6];
auto build_window_table(uint8 bg, bool mainscreen) -> void;
auto build_window_tables(uint8 bg) -> void;
//bg.cpp
struct {
uint16 tw, th; //tile width, height
uint16 mx, my; //screen mask x, y
uint16 scx, scy; //sc index offsets
} bg_info[4];
auto update_bg_info() -> void;
template<uint bg> auto bg_get_tile(uint16 x, uint16 y) -> uint16;
template<uint mode, uint bg, uint color_depth> auto render_line_bg(uint8 pri0_pos, uint8 pri1_pos) -> void;
//oam.cpp
struct sprite_item {
uint8 width, height;
uint16 x, y;
uint8 character;
bool use_nameselect;
bool vflip, hflip;
uint8 palette;
uint8 priority;
Updated to v067r23 release. byuu says: Added missing $4200 IRQ lock, which fixes Chou Aniki on the fast CPU core, so slower PCs can get their brotherly love on. Added range-based controller IOBit latching to the fast CPU core, which enables Super Scope and Justifier support. Uses the priority queue as well, so there is zero speed-hit. Given the way range-testing works, the trigger point may vary by 1-2 pixels when firing at the same spot. Not really a big deal when it avoids a massive speed penalty. Fixed PAL and interlace-mode HVIRQs at V=0,H<2 on the fast CPU core. Added the dot-renderer's sprite list update-on-OAM-write functionality to the scanline-based PPU renderer. Unfortunately it looks like all the speed gain was already taken from the global dirty flag I was using before, but this certainly won't hurt speed any, so whatever. Added #ifdef to stop CoInitialize(0) on non-Windows ports. Added #ifdefs to stop gradient fade on Windows port. Not going to fuck over the Linux port aesthetic because of Qt bug #47,326,927. If there's a way to tell what Qt theme is being used, I can leave it enabled for XP/Vista themes. Moved HDMA trigger from 1104 to 1112, and reduced channel overhead from 24 to 16, to better simulate one-cycle DMA->CPU sync. Code clarity: I've re-added my varint.hpp classes, and am actively using them in the accuracy cores. So far, I haven't done anything that would detriment speed, but it is certainly cool. The APU ports exposed by the CPU and SMP now take uint2 address arguments, the CPU WRAM address register is a uint17, and the IRQ H/VTIME values are uint10. This basically allows the source to clearly convey the data sizes, and eliminates the need to manually mask values when writing to registers or reading from memory. I'm going to be doing this everywhere, and it will have a speed impact eventually, because the automation means we can't skip masks when we know the data is already masked off. Source: archive contains the launcher code, so that I can look into why it's crashing on XP tomorrow. It doesn't look like Circuit USA's flags are going to work too well with this new CPU core. Still not sure what the hell Robocop vs The Terminator is doing, I'll read through the mega SNES thread for clues tomorrow. Speedy Gonzales is definitely broken, as modifying the MDR was breaking things with my current core. Probably because the new CPU core doesn't wait for a cycle edge to trigger. I was thinking that perhaps we could keep some form of cheat codes list to work as game-specific hacks for the performance core. Keeps the hacks out of the emulator, but could allow the remaining bugs to be worked around for people who have no choice but to use the performance core.
2010-08-16 09:42:20 +00:00
bool size;
} sprite_list[128];
bool sprite_list_valid;
uint active_sprite;
uint8 oam_itemlist[32];
struct oam_tileitem {
uint16 x, y, pri, pal, tile;
bool hflip;
} oam_tilelist[34];
enum : uint { OAM_PRI_NONE = 4 };
uint8 oam_line_pal[256], oam_line_pri[256];
auto update_sprite_list(unsigned addr, uint8 data) -> void;
auto build_sprite_list() -> void;
auto is_sprite_on_scanline() -> bool;
auto load_oam_tiles() -> void;
auto render_oam_tile(int tile_num) -> void;
auto render_line_oam_rto() -> void;
auto render_line_oam(uint8 pri0_pos, uint8 pri1_pos, uint8 pri2_pos, uint8 pri3_pos) -> void;
//mode7.cpp
template<uint bg> auto render_line_mode7(uint8 pri0_pos, uint8 pri1_pos) -> void;
//addsub.cpp
inline auto addsub(uint32 x, uint32 y, bool halve) -> uint16;
//line.cpp
inline auto get_palette(uint8 index) -> uint16;
inline auto get_direct_color(uint8 p, uint8 t) -> uint16;
inline auto get_pixel_normal(uint32 x) -> uint16;
inline auto get_pixel_swap(uint32 x) -> uint16;
auto render_line_output() -> void;
auto render_line_clear() -> void;