bsnes/higan/gba/ppu/mmio.cpp

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uint8 PPU::read(uint32 addr) {
switch(addr) {
//DISPCNT
case 0x04000000: return regs.control >> 0;
case 0x04000001: return regs.control >> 8;
//GRSWP
case 0x04000002: return regs.greenswap;
case 0x04000003: return 0u;
//DISPSTAT
case 0x04000004: return regs.status >> 0;
case 0x04000005: return regs.status >> 8;
//VCOUNT
case 0x04000006: return regs.vcounter >> 0;
case 0x04000007: return regs.vcounter >> 8;
//BG0CNT,BG1CNT,BG2CNT,BG3CNT
case 0x04000008: case 0x04000009:
case 0x0400000a: case 0x0400000b:
case 0x0400000c: case 0x0400000d:
case 0x0400000e: case 0x0400000f: {
auto &bg = regs.bg[(addr >> 1) & 3];
unsigned shift = (addr & 1) * 8;
return bg.control >> shift;
}
//WININ
Update to v087r22 release. byuu says: Changelog: - fixed below pixel green channel on color blending - added semi-transparent objects [Exophase's method] - added full support for windows (both inputs, OBJ windows, and output, with optional color effect disable) - EEPROM uses nall::bitarray now to be friendlier to saving memory to disk - removed incomplete mosaic support for now (too broken, untested) - improved sprite priority. Hopefully it's right now. Just about everything should look great now. It took 25 days, but we finally have the BIOS rendering correctly. In order to do OBJ windows, I had to drop my above/below buffers entirely. I went with the nuclear option. There's separate layers for all BGs and objects. I build the OBJ window table during object rendering. So as a result, after rendering I go back and apply windows (and the object window that now exists.) After that, I have to do a painful Z-buffer select of the top two most important pixels. Since I now know the layers, the blending enable tests are a lot nicer, at least. But this obviously has quite a speed hit: 390fps to 325fps for Mr. Driller 2 title screen. TONC says that "bad" window coordinates do really insane things. GBAtek says it's a simple y2 < y1 || y2 > 160 ? 160 : y2; x2 < x1 || x2 > 240 ? 240 : x2; I like the GBAtek version more, so I went with that. I sure hope it's right ... but my guess is the hardware does this with a counter that wraps around or something. Also, say you have two OBJ mode 2 sprites that overlap each other, but with different priorities. The lower (more important) priority sprite has a clear pixel, but the higher priority sprite has a set pixel. Do we set the "inside OBJ window" flag to true here? Eg does the value OR, or does it hold the most important sprite's pixel value? Cydrak suspects it's OR-based, I concur from what I can see. Mosaic, I am at a loss. I really need a lot more information in order to implement it. For backgrounds, does it apply to the Vcounter of the entire screen? Or does it apply post-scroll? Or does it even apply after every adjust in affine/bitmap modes? I'm betting the hcounter background mosaic starts at the leftmost edge of the screen, and repeats previous pixels to apply the effect. Like SNES, very simple. For sprites, the SNES didn't have this. Does the mosaic grid start at (0,0) of the screen, or at (0,0) of each sprite? The latter will look a lot nicer, but be a lot more complex. Is mosaic on affine objects any different than mosaic of linear(tiled) objects? With that out of the way, we still have to fix the CPU memory access timing, add the rest of the CPU penalty cycles, the memory rotation / alignment / extend behavior needs to be fixed, the shifter desperately needs to be moved from loops to single shift operations, and I need to add flash memory support.
2012-04-13 11:49:32 +00:00
case 0x04000048: return regs.windowflags[In0];
case 0x04000049: return regs.windowflags[In1];
case 0x0400004a: return regs.windowflags[Out];
case 0x0400004b: return regs.windowflags[Obj];
//BLTCNT
case 0x04000050: return regs.blend.control >> 0;
case 0x04000051: return regs.blend.control >> 8;
}
return 0u;
}
void PPU::write(uint32 addr, uint8 byte) {
switch(addr) {
//DISPCNT
case 0x04000000: regs.control = (regs.control & 0xff00) | (byte << 0); return;
case 0x04000001: regs.control = (regs.control & 0x00ff) | (byte << 8); return;
//GRSWP
Update to v087r22 release. byuu says: Changelog: - fixed below pixel green channel on color blending - added semi-transparent objects [Exophase's method] - added full support for windows (both inputs, OBJ windows, and output, with optional color effect disable) - EEPROM uses nall::bitarray now to be friendlier to saving memory to disk - removed incomplete mosaic support for now (too broken, untested) - improved sprite priority. Hopefully it's right now. Just about everything should look great now. It took 25 days, but we finally have the BIOS rendering correctly. In order to do OBJ windows, I had to drop my above/below buffers entirely. I went with the nuclear option. There's separate layers for all BGs and objects. I build the OBJ window table during object rendering. So as a result, after rendering I go back and apply windows (and the object window that now exists.) After that, I have to do a painful Z-buffer select of the top two most important pixels. Since I now know the layers, the blending enable tests are a lot nicer, at least. But this obviously has quite a speed hit: 390fps to 325fps for Mr. Driller 2 title screen. TONC says that "bad" window coordinates do really insane things. GBAtek says it's a simple y2 < y1 || y2 > 160 ? 160 : y2; x2 < x1 || x2 > 240 ? 240 : x2; I like the GBAtek version more, so I went with that. I sure hope it's right ... but my guess is the hardware does this with a counter that wraps around or something. Also, say you have two OBJ mode 2 sprites that overlap each other, but with different priorities. The lower (more important) priority sprite has a clear pixel, but the higher priority sprite has a set pixel. Do we set the "inside OBJ window" flag to true here? Eg does the value OR, or does it hold the most important sprite's pixel value? Cydrak suspects it's OR-based, I concur from what I can see. Mosaic, I am at a loss. I really need a lot more information in order to implement it. For backgrounds, does it apply to the Vcounter of the entire screen? Or does it apply post-scroll? Or does it even apply after every adjust in affine/bitmap modes? I'm betting the hcounter background mosaic starts at the leftmost edge of the screen, and repeats previous pixels to apply the effect. Like SNES, very simple. For sprites, the SNES didn't have this. Does the mosaic grid start at (0,0) of the screen, or at (0,0) of each sprite? The latter will look a lot nicer, but be a lot more complex. Is mosaic on affine objects any different than mosaic of linear(tiled) objects? With that out of the way, we still have to fix the CPU memory access timing, add the rest of the CPU penalty cycles, the memory rotation / alignment / extend behavior needs to be fixed, the shifter desperately needs to be moved from loops to single shift operations, and I need to add flash memory support.
2012-04-13 11:49:32 +00:00
case 0x04000002: regs.greenswap = byte >> 0; return;
case 0x04000003: return;
//DISPSTAT
case 0x04000004:
Update to v087r22 release. byuu says: Changelog: - fixed below pixel green channel on color blending - added semi-transparent objects [Exophase's method] - added full support for windows (both inputs, OBJ windows, and output, with optional color effect disable) - EEPROM uses nall::bitarray now to be friendlier to saving memory to disk - removed incomplete mosaic support for now (too broken, untested) - improved sprite priority. Hopefully it's right now. Just about everything should look great now. It took 25 days, but we finally have the BIOS rendering correctly. In order to do OBJ windows, I had to drop my above/below buffers entirely. I went with the nuclear option. There's separate layers for all BGs and objects. I build the OBJ window table during object rendering. So as a result, after rendering I go back and apply windows (and the object window that now exists.) After that, I have to do a painful Z-buffer select of the top two most important pixels. Since I now know the layers, the blending enable tests are a lot nicer, at least. But this obviously has quite a speed hit: 390fps to 325fps for Mr. Driller 2 title screen. TONC says that "bad" window coordinates do really insane things. GBAtek says it's a simple y2 < y1 || y2 > 160 ? 160 : y2; x2 < x1 || x2 > 240 ? 240 : x2; I like the GBAtek version more, so I went with that. I sure hope it's right ... but my guess is the hardware does this with a counter that wraps around or something. Also, say you have two OBJ mode 2 sprites that overlap each other, but with different priorities. The lower (more important) priority sprite has a clear pixel, but the higher priority sprite has a set pixel. Do we set the "inside OBJ window" flag to true here? Eg does the value OR, or does it hold the most important sprite's pixel value? Cydrak suspects it's OR-based, I concur from what I can see. Mosaic, I am at a loss. I really need a lot more information in order to implement it. For backgrounds, does it apply to the Vcounter of the entire screen? Or does it apply post-scroll? Or does it even apply after every adjust in affine/bitmap modes? I'm betting the hcounter background mosaic starts at the leftmost edge of the screen, and repeats previous pixels to apply the effect. Like SNES, very simple. For sprites, the SNES didn't have this. Does the mosaic grid start at (0,0) of the screen, or at (0,0) of each sprite? The latter will look a lot nicer, but be a lot more complex. Is mosaic on affine objects any different than mosaic of linear(tiled) objects? With that out of the way, we still have to fix the CPU memory access timing, add the rest of the CPU penalty cycles, the memory rotation / alignment / extend behavior needs to be fixed, the shifter desperately needs to be moved from loops to single shift operations, and I need to add flash memory support.
2012-04-13 11:49:32 +00:00
regs.status.irqvblank = byte >> 3;
regs.status.irqhblank = byte >> 4;
regs.status.irqvcoincidence = byte >> 5;
return;
case 0x04000005:
regs.status.vcompare = byte;
return;
//BG0CNT,BG1CNT,BG2CNT,BG3CNT
case 0x04000008: case 0x04000009:
case 0x0400000a: case 0x0400000b:
case 0x0400000c: case 0x0400000d:
case 0x0400000e: case 0x0400000f: {
auto &bg = regs.bg[(addr >> 1) & 3];
unsigned shift = (addr & 1) * 8;
bg.control = (bg.control & ~(255 << shift)) | (byte << shift);
return;
}
//BG0HOFS,BG1HOFS,BG2BOFS,BG3HOFS
case 0x04000010: case 0x04000011:
case 0x04000014: case 0x04000015:
case 0x04000018: case 0x04000019:
case 0x0400001c: case 0x0400001d: {
auto &bg = regs.bg[(addr >> 2) & 3];
unsigned shift = (addr & 1) * 8;
bg.hoffset = (bg.hoffset & ~(255 << shift)) | (byte << shift);
return;
}
//BG0VOFS,BG1VOFS,BG2VOFS,BG3VOFS
case 0x04000012: case 0x04000013:
case 0x04000016: case 0x04000017:
case 0x0400001a: case 0x0400001b:
case 0x0400001e: case 0x0400001f: {
auto &bg = regs.bg[(addr >> 2) & 3];
unsigned shift = (addr & 1) * 8;
bg.voffset = (bg.voffset & ~(255 << shift)) | (byte << shift);
return;
}
//BG2PA,BG3PA
case 0x04000020: case 0x04000021:
case 0x04000030: case 0x04000031: {
auto &bg = regs.bg[(addr >> 4) & 3];
unsigned shift = (addr & 1) * 8;
bg.pa = (bg.pa & ~(255 << shift)) | (byte << shift);
return;
}
//BG2PB,BG3PB
case 0x04000022: case 0x04000023:
case 0x04000032: case 0x04000033: {
auto &bg = regs.bg[(addr >> 4) & 3];
unsigned shift = (addr & 1) * 8;
bg.pb = (bg.pb & ~(255 << shift)) | (byte << shift);
return;
}
//BG2PC,BG3PC
case 0x04000024: case 0x04000025:
case 0x04000034: case 0x04000035: {
auto &bg = regs.bg[(addr >> 4) & 3];
unsigned shift = (addr & 1) * 8;
bg.pc = (bg.pc & ~(255 << shift)) | (byte << shift);
return;
}
//BG2PD,BG3PD
case 0x04000026: case 0x04000027:
case 0x04000036: case 0x04000037: {
auto &bg = regs.bg[(addr >> 4) & 3];
unsigned shift = (addr & 1) * 8;
bg.pd = (bg.pd & ~(255 << shift)) | (byte << shift);
return;
}
//BG2X_L,BG2X_H,BG3X_L,BG3X_H
case 0x04000028: case 0x04000029: case 0x0400002a: case 0x0400002b:
case 0x04000038: case 0x04000039: case 0x0400003a: case 0x0400003b: {
auto &bg = regs.bg[(addr >> 4) & 3];
unsigned shift = (addr & 3) * 8;
bg.lx = bg.x = (bg.x & ~(255 << shift)) | (byte << shift);
return;
}
//BG2Y_L,BG2Y_H,BG3Y_L,BG3Y_H
case 0x0400002c: case 0x0400002d: case 0x0400002e: case 0x0400002f:
case 0x0400003c: case 0x0400003d: case 0x0400003e: case 0x0400003f: {
auto &bg = regs.bg[(addr >> 4) & 3];
unsigned shift = (addr & 3) * 8;
bg.ly = bg.y = (bg.y & ~(255 << shift)) | (byte << shift);
return;
}
//WIN0H
case 0x04000040: regs.window[0].x2 = byte; return;
case 0x04000041: regs.window[0].x1 = byte; return;
//WIN1H
case 0x04000042: regs.window[1].x2 = byte; return;
case 0x04000043: regs.window[1].x1 = byte; return;
//WIN0V
case 0x04000044: regs.window[0].y2 = byte; return;
case 0x04000045: regs.window[0].y1 = byte; return;
//WIN1V
case 0x04000046: regs.window[1].y2 = byte; return;
case 0x04000047: regs.window[1].y1 = byte; return;
//WININ
Update to v087r22 release. byuu says: Changelog: - fixed below pixel green channel on color blending - added semi-transparent objects [Exophase's method] - added full support for windows (both inputs, OBJ windows, and output, with optional color effect disable) - EEPROM uses nall::bitarray now to be friendlier to saving memory to disk - removed incomplete mosaic support for now (too broken, untested) - improved sprite priority. Hopefully it's right now. Just about everything should look great now. It took 25 days, but we finally have the BIOS rendering correctly. In order to do OBJ windows, I had to drop my above/below buffers entirely. I went with the nuclear option. There's separate layers for all BGs and objects. I build the OBJ window table during object rendering. So as a result, after rendering I go back and apply windows (and the object window that now exists.) After that, I have to do a painful Z-buffer select of the top two most important pixels. Since I now know the layers, the blending enable tests are a lot nicer, at least. But this obviously has quite a speed hit: 390fps to 325fps for Mr. Driller 2 title screen. TONC says that "bad" window coordinates do really insane things. GBAtek says it's a simple y2 < y1 || y2 > 160 ? 160 : y2; x2 < x1 || x2 > 240 ? 240 : x2; I like the GBAtek version more, so I went with that. I sure hope it's right ... but my guess is the hardware does this with a counter that wraps around or something. Also, say you have two OBJ mode 2 sprites that overlap each other, but with different priorities. The lower (more important) priority sprite has a clear pixel, but the higher priority sprite has a set pixel. Do we set the "inside OBJ window" flag to true here? Eg does the value OR, or does it hold the most important sprite's pixel value? Cydrak suspects it's OR-based, I concur from what I can see. Mosaic, I am at a loss. I really need a lot more information in order to implement it. For backgrounds, does it apply to the Vcounter of the entire screen? Or does it apply post-scroll? Or does it even apply after every adjust in affine/bitmap modes? I'm betting the hcounter background mosaic starts at the leftmost edge of the screen, and repeats previous pixels to apply the effect. Like SNES, very simple. For sprites, the SNES didn't have this. Does the mosaic grid start at (0,0) of the screen, or at (0,0) of each sprite? The latter will look a lot nicer, but be a lot more complex. Is mosaic on affine objects any different than mosaic of linear(tiled) objects? With that out of the way, we still have to fix the CPU memory access timing, add the rest of the CPU penalty cycles, the memory rotation / alignment / extend behavior needs to be fixed, the shifter desperately needs to be moved from loops to single shift operations, and I need to add flash memory support.
2012-04-13 11:49:32 +00:00
case 0x04000048: regs.windowflags[In0] = byte; return;
case 0x04000049: regs.windowflags[In1] = byte; return;
//WINOUT
Update to v087r22 release. byuu says: Changelog: - fixed below pixel green channel on color blending - added semi-transparent objects [Exophase's method] - added full support for windows (both inputs, OBJ windows, and output, with optional color effect disable) - EEPROM uses nall::bitarray now to be friendlier to saving memory to disk - removed incomplete mosaic support for now (too broken, untested) - improved sprite priority. Hopefully it's right now. Just about everything should look great now. It took 25 days, but we finally have the BIOS rendering correctly. In order to do OBJ windows, I had to drop my above/below buffers entirely. I went with the nuclear option. There's separate layers for all BGs and objects. I build the OBJ window table during object rendering. So as a result, after rendering I go back and apply windows (and the object window that now exists.) After that, I have to do a painful Z-buffer select of the top two most important pixels. Since I now know the layers, the blending enable tests are a lot nicer, at least. But this obviously has quite a speed hit: 390fps to 325fps for Mr. Driller 2 title screen. TONC says that "bad" window coordinates do really insane things. GBAtek says it's a simple y2 < y1 || y2 > 160 ? 160 : y2; x2 < x1 || x2 > 240 ? 240 : x2; I like the GBAtek version more, so I went with that. I sure hope it's right ... but my guess is the hardware does this with a counter that wraps around or something. Also, say you have two OBJ mode 2 sprites that overlap each other, but with different priorities. The lower (more important) priority sprite has a clear pixel, but the higher priority sprite has a set pixel. Do we set the "inside OBJ window" flag to true here? Eg does the value OR, or does it hold the most important sprite's pixel value? Cydrak suspects it's OR-based, I concur from what I can see. Mosaic, I am at a loss. I really need a lot more information in order to implement it. For backgrounds, does it apply to the Vcounter of the entire screen? Or does it apply post-scroll? Or does it even apply after every adjust in affine/bitmap modes? I'm betting the hcounter background mosaic starts at the leftmost edge of the screen, and repeats previous pixels to apply the effect. Like SNES, very simple. For sprites, the SNES didn't have this. Does the mosaic grid start at (0,0) of the screen, or at (0,0) of each sprite? The latter will look a lot nicer, but be a lot more complex. Is mosaic on affine objects any different than mosaic of linear(tiled) objects? With that out of the way, we still have to fix the CPU memory access timing, add the rest of the CPU penalty cycles, the memory rotation / alignment / extend behavior needs to be fixed, the shifter desperately needs to be moved from loops to single shift operations, and I need to add flash memory support.
2012-04-13 11:49:32 +00:00
case 0x0400004a: regs.windowflags[Out] = byte; return;
case 0x0400004b: regs.windowflags[Obj] = byte; return;
//MOSAIC
case 0x0400004c:
regs.mosaic.bghsize = byte >> 0;
regs.mosaic.bgvsize = byte >> 4;
return;
case 0x0400004d:
regs.mosaic.objhsize = byte >> 0;
regs.mosaic.objvsize = byte >> 4;
return;
//BLDCNT
case 0x04000050: regs.blend.control = (regs.blend.control & 0xff00) | (byte << 0); return;
case 0x04000051: regs.blend.control = (regs.blend.control & 0x00ff) | (byte << 8); return;
//BLDALPHA
case 0x04000052: regs.blend.eva = std::min(16, byte & 0x1f); return;
case 0x04000053: regs.blend.evb = std::min(16, byte & 0x1f); return;
//BLDY
case 0x04000054: regs.blend.evy = std::min(16, byte & 0x1f); return;
case 0x04000055: return;
}
}