Update to v099r13 release.
byuu says:
Changelog:
- GB core code cleanup completed
- GBA core code cleanup completed
- some more cleanup on missed processor/arm functions/variables
- fixed FC loading icarus bug
- "Load ROM File" icarus functionality restored
- minor code unification efforts all around (not perfect yet)
- MMIO->IO
- mmio.cpp->io.cpp
- read,write->readIO,writeIO
It's been a very long work in progress ... starting all the way back with
v094r09, but the major part of the higan code cleanup is now completed! Of
course, it's very important to note that this is only for the basic style:
- under_score functions and variables are now camelCase
- return-type function-name() are now auto function-name() -> return-type
- Natural<T>/Integer<T> replace (u)intT_n types where possible
- signed/unsigned are now int/uint
- most of the x==true,x==false tests changed to x,!x
A lot of spot improvements to consistency, simplicity and quality have
gone in along the way, of course. But we'll probably never fully finishing
beautifying every last line of code in the entire codebase. Still,
this is a really great start. Going forward, WIP diffs should start
being smaller and of higher quality once again.
I know the joke is, "until my coding style changes again", but ... this
was way too stressful, way too time consuming, and way too risky. I'm
too old and tired now for extreme upheavel like this again. The only
major change I'm slowly mulling over would be renaming the using
Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as
easily confused with the (u)int_t types ... but we'll see. I'll definitely
continue to change small things all the time, but for the larger picture,
I need to just accept the style I have and live with it.
2016-06-29 11:10:28 +00:00
|
|
|
struct PPU : Thread, IO {
|
2015-11-16 08:38:05 +00:00
|
|
|
PPU();
|
|
|
|
~PPU();
|
2012-03-19 11:19:53 +00:00
|
|
|
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
inline auto blank() -> bool;
|
|
|
|
|
2015-11-16 08:38:05 +00:00
|
|
|
static auto Enter() -> void;
|
|
|
|
auto step(uint clocks) -> void;
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
auto main() -> void;
|
2012-03-19 11:19:53 +00:00
|
|
|
|
2015-11-16 08:38:05 +00:00
|
|
|
auto frame() -> void;
|
Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
|
|
|
auto refresh() -> void;
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
auto power() -> void;
|
Update to v087r08 release.
byuu says:
Added some more ARM opcodes, hooked up MMIO. Bind it with mmio[(addr
000-3ff)] = this; inside CPU/PPU/APU, goes to read(), write().
Also moved the Hitachi HG51B core to processor/, and split it apart from
the snes/chip/hitachidsp implementation.
This one actually worked really well. Very clean split between MMIO/DMA
and the processor core. I may move a more generic DMA function inside
the core, not sure yet.
I still believe the HG51B169 to be a variant of the HG51BS family, but
given they're meant to be incredibly flexible microcontrollers, it's
possible that each variant gets its own instruction set.
So, who knows. We'll worry about it if we ever find another HG51B DSP,
I guess.
GBA BIOS is constantly reading from 04000300, but it never writes. If
I return prng()&1, I can get it to proceed until it hits a bad opcode
(stc opcode, which the GBA lacks a coprocessor so ... bad codepath.)
Without it, it just reads that register forever and keeps resetting the
system, or something ...
I guess we're going to have to try and get ARMwrestler working, because
the BIOS seems to need too much emulation code to do anything at all.
2012-03-24 07:52:36 +00:00
|
|
|
|
Update to v099r13 release.
byuu says:
Changelog:
- GB core code cleanup completed
- GBA core code cleanup completed
- some more cleanup on missed processor/arm functions/variables
- fixed FC loading icarus bug
- "Load ROM File" icarus functionality restored
- minor code unification efforts all around (not perfect yet)
- MMIO->IO
- mmio.cpp->io.cpp
- read,write->readIO,writeIO
It's been a very long work in progress ... starting all the way back with
v094r09, but the major part of the higan code cleanup is now completed! Of
course, it's very important to note that this is only for the basic style:
- under_score functions and variables are now camelCase
- return-type function-name() are now auto function-name() -> return-type
- Natural<T>/Integer<T> replace (u)intT_n types where possible
- signed/unsigned are now int/uint
- most of the x==true,x==false tests changed to x,!x
A lot of spot improvements to consistency, simplicity and quality have
gone in along the way, of course. But we'll probably never fully finishing
beautifying every last line of code in the entire codebase. Still,
this is a really great start. Going forward, WIP diffs should start
being smaller and of higher quality once again.
I know the joke is, "until my coding style changes again", but ... this
was way too stressful, way too time consuming, and way too risky. I'm
too old and tired now for extreme upheavel like this again. The only
major change I'm slowly mulling over would be renaming the using
Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as
easily confused with the (u)int_t types ... but we'll see. I'll definitely
continue to change small things all the time, but for the larger picture,
I need to just accept the style I have and live with it.
2016-06-29 11:10:28 +00:00
|
|
|
auto readIO(uint32 addr) -> uint8;
|
|
|
|
auto writeIO(uint32 addr, uint8 byte) -> void;
|
2012-04-09 06:41:27 +00:00
|
|
|
|
Update to v099r13 release.
byuu says:
Changelog:
- GB core code cleanup completed
- GBA core code cleanup completed
- some more cleanup on missed processor/arm functions/variables
- fixed FC loading icarus bug
- "Load ROM File" icarus functionality restored
- minor code unification efforts all around (not perfect yet)
- MMIO->IO
- mmio.cpp->io.cpp
- read,write->readIO,writeIO
It's been a very long work in progress ... starting all the way back with
v094r09, but the major part of the higan code cleanup is now completed! Of
course, it's very important to note that this is only for the basic style:
- under_score functions and variables are now camelCase
- return-type function-name() are now auto function-name() -> return-type
- Natural<T>/Integer<T> replace (u)intT_n types where possible
- signed/unsigned are now int/uint
- most of the x==true,x==false tests changed to x,!x
A lot of spot improvements to consistency, simplicity and quality have
gone in along the way, of course. But we'll probably never fully finishing
beautifying every last line of code in the entire codebase. Still,
this is a really great start. Going forward, WIP diffs should start
being smaller and of higher quality once again.
I know the joke is, "until my coding style changes again", but ... this
was way too stressful, way too time consuming, and way too risky. I'm
too old and tired now for extreme upheavel like this again. The only
major change I'm slowly mulling over would be renaming the using
Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as
easily confused with the (u)int_t types ... but we'll see. I'll definitely
continue to change small things all the time, but for the larger picture,
I need to just accept the style I have and live with it.
2016-06-29 11:10:28 +00:00
|
|
|
auto readVRAM(uint mode, uint32 addr) -> uint32;
|
|
|
|
auto writeVRAM(uint mode, uint32 addr, uint32 word) -> void;
|
2012-04-09 06:41:27 +00:00
|
|
|
|
Update to v099r13 release.
byuu says:
Changelog:
- GB core code cleanup completed
- GBA core code cleanup completed
- some more cleanup on missed processor/arm functions/variables
- fixed FC loading icarus bug
- "Load ROM File" icarus functionality restored
- minor code unification efforts all around (not perfect yet)
- MMIO->IO
- mmio.cpp->io.cpp
- read,write->readIO,writeIO
It's been a very long work in progress ... starting all the way back with
v094r09, but the major part of the higan code cleanup is now completed! Of
course, it's very important to note that this is only for the basic style:
- under_score functions and variables are now camelCase
- return-type function-name() are now auto function-name() -> return-type
- Natural<T>/Integer<T> replace (u)intT_n types where possible
- signed/unsigned are now int/uint
- most of the x==true,x==false tests changed to x,!x
A lot of spot improvements to consistency, simplicity and quality have
gone in along the way, of course. But we'll probably never fully finishing
beautifying every last line of code in the entire codebase. Still,
this is a really great start. Going forward, WIP diffs should start
being smaller and of higher quality once again.
I know the joke is, "until my coding style changes again", but ... this
was way too stressful, way too time consuming, and way too risky. I'm
too old and tired now for extreme upheavel like this again. The only
major change I'm slowly mulling over would be renaming the using
Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as
easily confused with the (u)int_t types ... but we'll see. I'll definitely
continue to change small things all the time, but for the larger picture,
I need to just accept the style I have and live with it.
2016-06-29 11:10:28 +00:00
|
|
|
auto readPRAM(uint mode, uint32 addr) -> uint32;
|
|
|
|
auto writePRAM(uint mode, uint32 addr, uint32 word) -> void;
|
2012-04-09 06:41:27 +00:00
|
|
|
|
Update to v099r13 release.
byuu says:
Changelog:
- GB core code cleanup completed
- GBA core code cleanup completed
- some more cleanup on missed processor/arm functions/variables
- fixed FC loading icarus bug
- "Load ROM File" icarus functionality restored
- minor code unification efforts all around (not perfect yet)
- MMIO->IO
- mmio.cpp->io.cpp
- read,write->readIO,writeIO
It's been a very long work in progress ... starting all the way back with
v094r09, but the major part of the higan code cleanup is now completed! Of
course, it's very important to note that this is only for the basic style:
- under_score functions and variables are now camelCase
- return-type function-name() are now auto function-name() -> return-type
- Natural<T>/Integer<T> replace (u)intT_n types where possible
- signed/unsigned are now int/uint
- most of the x==true,x==false tests changed to x,!x
A lot of spot improvements to consistency, simplicity and quality have
gone in along the way, of course. But we'll probably never fully finishing
beautifying every last line of code in the entire codebase. Still,
this is a really great start. Going forward, WIP diffs should start
being smaller and of higher quality once again.
I know the joke is, "until my coding style changes again", but ... this
was way too stressful, way too time consuming, and way too risky. I'm
too old and tired now for extreme upheavel like this again. The only
major change I'm slowly mulling over would be renaming the using
Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as
easily confused with the (u)int_t types ... but we'll see. I'll definitely
continue to change small things all the time, but for the larger picture,
I need to just accept the style I have and live with it.
2016-06-29 11:10:28 +00:00
|
|
|
auto readOAM(uint mode, uint32 addr) -> uint32;
|
|
|
|
auto writeOAM(uint mode, uint32 addr, uint32 word) -> void;
|
2012-04-03 23:50:40 +00:00
|
|
|
|
Update to v099r13 release.
byuu says:
Changelog:
- GB core code cleanup completed
- GBA core code cleanup completed
- some more cleanup on missed processor/arm functions/variables
- fixed FC loading icarus bug
- "Load ROM File" icarus functionality restored
- minor code unification efforts all around (not perfect yet)
- MMIO->IO
- mmio.cpp->io.cpp
- read,write->readIO,writeIO
It's been a very long work in progress ... starting all the way back with
v094r09, but the major part of the higan code cleanup is now completed! Of
course, it's very important to note that this is only for the basic style:
- under_score functions and variables are now camelCase
- return-type function-name() are now auto function-name() -> return-type
- Natural<T>/Integer<T> replace (u)intT_n types where possible
- signed/unsigned are now int/uint
- most of the x==true,x==false tests changed to x,!x
A lot of spot improvements to consistency, simplicity and quality have
gone in along the way, of course. But we'll probably never fully finishing
beautifying every last line of code in the entire codebase. Still,
this is a really great start. Going forward, WIP diffs should start
being smaller and of higher quality once again.
I know the joke is, "until my coding style changes again", but ... this
was way too stressful, way too time consuming, and way too risky. I'm
too old and tired now for extreme upheavel like this again. The only
major change I'm slowly mulling over would be renaming the using
Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as
easily confused with the (u)int_t types ... but we'll see. I'll definitely
continue to change small things all the time, but for the larger picture,
I need to just accept the style I have and live with it.
2016-06-29 11:10:28 +00:00
|
|
|
auto readObjectVRAM(uint addr) const -> uint8;
|
Update to v087r28 release.
byuu says:
Be sure to run make install, and move required images to their appropriate system profile folders.
I still have no warnings in place if those images aren't present.
Changelog:
- OBJ mosaic should hopefully be emulated correctly now (thanks to krom
and Cydrak for testing the hardware behavior)
- emulated dummy serial registers, fixes Sonic Advance (you may still
need to specify 512KB FlashROM with an appropriate ID, I used
Panaonic's)
- GBA core exits scheduler (PPU thread) and calls
interface->videoRefresh() from main thread (not required, just nice)
- SRAM, FRAM, EEPROM and FlashROM initialized to 0xFF if it does not
exist (probably not needed, but FlashROM likes to reset to 0xFF
anyway)
- GBA manifest.xml for file-mode will now use "gamename.xml" instead of
"gamename.gba.xml"
- started renaming "NES" to "Famicom" and "SNES" to "Super Famicom" in
the GUI (may or may not change source code in the long-term)
- removed target-libsnes/
- added profile/
Profiles are the major new feature. So far we have:
Famicom.sys/{nothing (yet?)}
Super Famicom.sys/{ipl.rom}
Game Boy.sys/{boot.rom}
Game Boy Color.sys/{boot.rom}
Game Boy Advance.sys/{bios.rom[not included]}
Super Game Boy.sfc/{boot.rom,program.rom[not included]}
BS-X Satellaview.sfc/{program.rom,bsx.ram,bsx.pram}
Sufami Turbo.sfc/{program.rom}
The SGB, BSX and ST cartridges ask you to load GB, BS or ST cartridges
directly now. No slot loader for them. So the obvious downsides: you
can't quickly pick between different SGB BIOSes, but why would you want
to? Just use SGB2/JP. It's still possible, so I'll sacrifice a little
complexity for a rare case to make it a lot easier for the more common
case. ST cartridges currently won't let you load the secondary slot.
BS-X Town cart is the only useful game to load with nothing in the slot,
but only barely, since games are all seeded on flash and not on PSRAM
images. We can revisit a way to boot the BIOS directly if and when we
get the satellite uplink emulated and data can be downloaded onto the
PSRAM :P BS-X slotted cartridges still require the secondary slot.
My plan for BS-X slotted cartridges is to require a manifest.xml to
specify that it has the BS-X slot present. Otherwise, we have to load
the ROM into the SNES cartridge class, and parse its header before we
can find out if it has one. Screw that. If it's in the XML, I can tell
before loading the ROM if I need to present you with an optional slot
loading dialog. I will probably do something similar for Sufami Turbo.
Not all games even work with a secondary slot, so why ask you to load
a second slot for them? Let the XML request a second slot. A complete
Sufami Turbo ROM set will be trivial anyway. Not sure how I want to do
the sub dialog yet. We want basic file loading, but we don't want it to
look like the dialog 'didn't do anything' if it pops back open
immediately again. Maybe change the background color of the dialog to
a darker gray? Tacky, but it'd give you the visual cue without the need
for some subtle text changes.
2012-04-18 13:58:04 +00:00
|
|
|
|
2015-11-16 08:38:05 +00:00
|
|
|
auto serialize(serializer&) -> void;
|
|
|
|
|
|
|
|
uint8 vram[96 * 1024];
|
|
|
|
uint16 pram[512];
|
|
|
|
uint32* output;
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
|
2017-06-06 01:39:27 +00:00
|
|
|
private:
|
|
|
|
//note: I/O register order is {BG0-BG3, OBJ, SFX}
|
|
|
|
//however; layer ordering is {OBJ, BG0-BG3, SFX}
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
enum : uint { OBJ = 0, BG0 = 1, BG1 = 2, BG2 = 3, BG3 = 4, SFX = 5 };
|
|
|
|
enum : uint { IN0 = 0, IN1 = 1, IN2 = 2, OUT = 3 };
|
|
|
|
|
|
|
|
struct IO {
|
|
|
|
uint1 gameBoyColorMode;
|
|
|
|
uint1 forceBlank;
|
|
|
|
uint1 greenSwap;
|
|
|
|
|
|
|
|
uint1 vblank;
|
|
|
|
uint1 hblank;
|
|
|
|
uint1 vcoincidence;
|
|
|
|
uint1 irqvblank;
|
|
|
|
uint1 irqhblank;
|
|
|
|
uint1 irqvcoincidence;
|
|
|
|
uint8 vcompare;
|
|
|
|
|
|
|
|
uint16 vcounter;
|
|
|
|
} io;
|
|
|
|
|
|
|
|
struct Pixel {
|
|
|
|
uint1 enable;
|
|
|
|
uint2 priority;
|
|
|
|
uint15 color;
|
|
|
|
|
|
|
|
//OBJ only
|
|
|
|
uint1 translucent;
|
|
|
|
uint1 mosaic;
|
|
|
|
uint1 window; //IN2
|
|
|
|
};
|
|
|
|
|
|
|
|
struct Background {
|
|
|
|
auto scanline(uint y) -> void;
|
|
|
|
auto run(uint x, uint y) -> void;
|
|
|
|
auto linear(uint x, uint y) -> void;
|
|
|
|
auto affine(uint x, uint y) -> void;
|
|
|
|
auto bitmap(uint x, uint y) -> void;
|
|
|
|
|
|
|
|
auto power(uint id) -> void;
|
|
|
|
auto serialize(serializer&) -> void;
|
|
|
|
|
|
|
|
uint id; //BG0, BG1, BG2, BG3
|
|
|
|
|
|
|
|
struct IO {
|
|
|
|
static uint3 mode;
|
|
|
|
static uint1 frame;
|
|
|
|
static uint5 mosaicWidth;
|
|
|
|
static uint5 mosaicHeight;
|
|
|
|
|
|
|
|
uint1 enable;
|
|
|
|
|
|
|
|
uint2 priority;
|
|
|
|
uint2 characterBase;
|
|
|
|
uint2 unused;
|
|
|
|
uint1 mosaic;
|
|
|
|
uint1 colorMode;
|
|
|
|
uint5 screenBase;
|
|
|
|
uint1 affineWrap; //BG2, BG3 only
|
|
|
|
uint2 screenSize;
|
|
|
|
|
|
|
|
uint9 hoffset;
|
|
|
|
uint9 voffset;
|
|
|
|
|
|
|
|
//BG2, BG3 only
|
|
|
|
int16 pa;
|
|
|
|
int16 pb;
|
|
|
|
int16 pc;
|
|
|
|
int16 pd;
|
|
|
|
int28 x;
|
|
|
|
int28 y;
|
|
|
|
|
|
|
|
//internal
|
|
|
|
int28 lx;
|
|
|
|
int28 ly;
|
|
|
|
} io;
|
|
|
|
|
2017-08-04 12:53:59 +00:00
|
|
|
struct Latch {
|
|
|
|
uint10 character;
|
|
|
|
uint1 hflip;
|
|
|
|
uint1 vflip;
|
|
|
|
uint4 palette;
|
|
|
|
} latch;
|
|
|
|
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
Pixel output;
|
2017-06-06 01:39:27 +00:00
|
|
|
Pixel mosaic;
|
|
|
|
uint mosaicOffset;
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
|
|
|
|
uint hmosaic;
|
|
|
|
uint vmosaic;
|
|
|
|
|
|
|
|
int28 fx;
|
|
|
|
int28 fy;
|
|
|
|
} bg0, bg1, bg2, bg3;
|
|
|
|
|
|
|
|
struct Objects {
|
|
|
|
auto scanline(uint y) -> void;
|
|
|
|
auto run(uint x, uint y) -> void;
|
|
|
|
|
|
|
|
auto power() -> void;
|
|
|
|
auto serialize(serializer&) -> void;
|
|
|
|
|
|
|
|
struct IO {
|
|
|
|
uint1 enable;
|
|
|
|
|
|
|
|
uint1 hblank; //1 = allow access to OAM during Hblank
|
|
|
|
uint1 mapping; //0 = two-dimensional, 1 = one-dimensional
|
|
|
|
uint5 mosaicWidth;
|
|
|
|
uint5 mosaicHeight;
|
|
|
|
} io;
|
|
|
|
|
|
|
|
Pixel buffer[240];
|
|
|
|
Pixel output;
|
2017-06-06 01:39:27 +00:00
|
|
|
Pixel mosaic;
|
|
|
|
uint mosaicOffset;
|
Update to v102r19 release.
byuu says:
Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)
Changelog:
- GBA: rewrote PPU from a scanline-based renderer to a pixel-based
renderer
- ruby: fixed video/gdi bugs
Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.
Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.
The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.
Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.
However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.
What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.
I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 03:16:44 +00:00
|
|
|
} objects;
|
|
|
|
|
|
|
|
struct Window {
|
|
|
|
auto run(uint x, uint y) -> void;
|
|
|
|
|
|
|
|
auto power(uint id) -> void;
|
|
|
|
auto serialize(serializer&) -> void;
|
|
|
|
|
|
|
|
uint id; //IN0, IN1, IN2, OUT
|
|
|
|
|
|
|
|
struct IO {
|
|
|
|
uint1 enable;
|
|
|
|
uint1 active[6];
|
|
|
|
|
|
|
|
//IN0, IN1 only
|
|
|
|
uint8 x1;
|
|
|
|
uint8 x2;
|
|
|
|
uint8 y1;
|
|
|
|
uint8 y2;
|
|
|
|
} io;
|
|
|
|
|
|
|
|
uint1 output; //IN0, IN1, IN2 only
|
|
|
|
} window0, window1, window2, window3;
|
|
|
|
|
|
|
|
struct Screen {
|
|
|
|
auto run(uint x, uint y) -> uint15;
|
|
|
|
auto blend(uint15 above, uint eva, uint15 below, uint evb) -> uint15;
|
|
|
|
|
|
|
|
auto power() -> void;
|
|
|
|
auto serialize(serializer&) -> void;
|
|
|
|
|
|
|
|
struct IO {
|
|
|
|
uint2 blendMode;
|
|
|
|
uint1 blendAbove[6];
|
|
|
|
uint1 blendBelow[6];
|
|
|
|
|
|
|
|
uint5 blendEVA;
|
|
|
|
uint5 blendEVB;
|
|
|
|
uint5 blendEVY;
|
|
|
|
} io;
|
|
|
|
} screen;
|
|
|
|
|
|
|
|
struct Object {
|
|
|
|
auto serialize(serializer&) -> void;
|
|
|
|
|
|
|
|
uint8 y;
|
|
|
|
uint1 affine;
|
|
|
|
uint1 affineSize;
|
|
|
|
uint2 mode;
|
|
|
|
uint1 mosaic;
|
|
|
|
uint1 colors; //0 = 16, 1 = 256
|
|
|
|
uint2 shape; //0 = square, 1 = horizontal, 2 = vertical
|
|
|
|
|
|
|
|
uint9 x;
|
|
|
|
uint5 affineParam;
|
|
|
|
uint1 hflip;
|
|
|
|
uint1 vflip;
|
|
|
|
uint2 size;
|
|
|
|
|
|
|
|
uint10 character;
|
|
|
|
uint2 priority;
|
|
|
|
uint4 palette;
|
|
|
|
|
|
|
|
//ancillary data
|
|
|
|
uint width;
|
|
|
|
uint height;
|
|
|
|
} object[128];
|
|
|
|
|
|
|
|
struct ObjectParam {
|
|
|
|
auto serialize(serializer&) -> void;
|
|
|
|
|
|
|
|
int16 pa;
|
|
|
|
int16 pb;
|
|
|
|
int16 pc;
|
|
|
|
int16 pd;
|
|
|
|
} objectParam[32];
|
2012-03-19 11:19:53 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
extern PPU ppu;
|