bsnes/higan/gba/ppu/screen.cpp

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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 PPU::Screen::run(uint x, uint y) -> uint15 {
if(ppu.blank()) return 0x7fff;
//determine active window
uint1 active[6] = {true, true, true, true, true, true}; //enable all layers if no windows are enabled
if(ppu.window0.io.enable || ppu.window1.io.enable || ppu.window2.io.enable) {
memory::copy(&active, &ppu.window3.io.active, sizeof(active));
if(ppu.window2.io.enable && ppu.window2.output) memory::copy(&active, &ppu.window2.io.active, sizeof(active));
if(ppu.window1.io.enable && ppu.window1.output) memory::copy(&active, &ppu.window1.io.active, sizeof(active));
if(ppu.window0.io.enable && ppu.window0.output) memory::copy(&active, &ppu.window0.io.active, sizeof(active));
}
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
//priority sorting: find topmost two pixels
Pixel layers[6] = {
ppu.objects.mosaic,
ppu.bg0.mosaic,
ppu.bg1.mosaic,
ppu.bg2.mosaic,
ppu.bg3.mosaic,
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
{true, 3, ppu.pram[0]},
};
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 aboveLayer = 5, belowLayer = 5;
for(int priority = 3; priority >= 0; priority--) {
for(int layer = 5; layer >= 0; layer--) {
if(layers[layer].enable && layers[layer].priority == priority && active[layer]) {
belowLayer = aboveLayer;
aboveLayer = layer;
}
}
}
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 above = layers[aboveLayer];
auto below = layers[belowLayer];
auto eva = min(16u, (uint)io.blendEVA);
auto evb = min(16u, (uint)io.blendEVB);
auto evy = min(16u, (uint)io.blendEVY);
uint15 color = above.color;
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
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
//color blending
if(active[SFX]) {
if(above.translucent && io.blendBelow[belowLayer]) {
color = blend(above.color, eva, below.color, evb);
} else if(io.blendMode == 1 && io.blendAbove[aboveLayer] && io.blendBelow[belowLayer]) {
color = blend(above.color, eva, below.color, evb);
} else if(io.blendMode == 2 && io.blendAbove[aboveLayer]) {
color = blend(above.color, 16 - evy, 0x7fff, evy);
} else if(io.blendMode == 3 && io.blendAbove[aboveLayer]) {
color = blend(above.color, 16 - evy, 0x0000, evy);
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
}
}
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
return color;
}
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 PPU::Screen::blend(uint15 above, uint eva, uint15 below, uint evb) -> uint15 {
uint5 ar = above >> 0, ag = above >> 5, ab = above >> 10;
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
uint5 br = below >> 0, bg = below >> 5, bb = below >> 10;
uint r = (ar * eva + br * evb) >> 4;
uint g = (ag * eva + bg * evb) >> 4;
uint b = (ab * eva + bb * evb) >> 4;
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
return min(31u, r) << 0 | min(31u, g) << 5 | min(31u, b) << 10;
}
auto PPU::Screen::power() -> void {
memory::fill(&io, sizeof(IO));
}