bsnes/higan/gba/ppu/memory.cpp

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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 PPU::readVRAM(uint mode, uint32 addr) -> uint32 {
addr &= (addr & 0x10000) ? 0x17fff : 0x0ffff;
if(mode & Word) {
addr &= ~3;
return vram[addr + 0] << 0 | vram[addr + 1] << 8 | vram[addr + 2] << 16 | vram[addr + 3] << 24;
} else if(mode & Half) {
addr &= ~1;
return vram[addr + 0] << 0 | vram[addr + 1] << 8;
} else if(mode & Byte) {
return vram[addr];
}
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
unreachable;
}
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 PPU::writeVRAM(uint mode, uint32 addr, uint32 word) -> void {
addr &= (addr & 0x10000) ? 0x17fff : 0x0ffff;
if(mode & Word) {
addr &= ~3;
vram[addr + 0] = word >> 0;
vram[addr + 1] = word >> 8;
vram[addr + 2] = word >> 16;
vram[addr + 3] = word >> 24;
} else if(mode & Half) {
addr &= ~1;
vram[addr + 0] = word >> 0;
vram[addr + 1] = word >> 8;
} else if(mode & Byte) {
//8-bit writes to OBJ section of VRAM are ignored
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
if(Background::IO::mode <= 2 && addr >= 0x10000) return;
if(Background::IO::mode <= 5 && addr >= 0x14000) return;
addr &= ~1;
vram[addr + 0] = (uint8)word;
vram[addr + 1] = (uint8)word;
}
}
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 PPU::readPRAM(uint mode, uint32 addr) -> uint32 {
if(mode & Word) return readPRAM(Half, addr & ~2) << 0 | readPRAM(Half, addr | 2) << 16;
if(mode & Byte) return readPRAM(Half, addr) >> ((addr & 1) * 8);
return pram[addr >> 1 & 511];
}
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 PPU::writePRAM(uint mode, uint32 addr, uint32 word) -> void {
if(mode & Word) {
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
writePRAM(Half, addr & ~2, word >> 0);
writePRAM(Half, addr | 2, word >> 16);
return;
}
if(mode & Byte) {
word = (uint8)word;
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
return writePRAM(Half, addr, word << 8 | word << 0);
}
pram[addr >> 1 & 511] = (uint16)word;
}
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 PPU::readOAM(uint mode, uint32 addr) -> uint32 {
if(mode & Word) return readOAM(Half, addr & ~2) << 0 | readOAM(Half, addr | 2) << 16;
if(mode & Byte) return readOAM(Half, addr) >> ((addr & 1) * 8);
auto& obj = object[addr >> 3 & 127];
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& par = objectParam[addr >> 5 & 31];
switch(addr & 6) {
case 0: return (
(obj.y << 0)
| (obj.affine << 8)
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
| (obj.affineSize << 9)
| (obj.mode << 10)
| (obj.mosaic << 12)
| (obj.colors << 13)
| (obj.shape << 14)
);
case 2: return (
(obj.x << 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
| (obj.affineParam << 9)
| (obj.hflip << 12)
| (obj.vflip << 13)
| (obj.size << 14)
);
case 4: return (
(obj.character << 0)
| (obj.priority << 10)
| (obj.palette << 12)
);
case 6:
switch(addr >> 3 & 3) {
case 0: return par.pa;
case 1: return par.pb;
case 2: return par.pc;
case 3: return par.pd;
}
}
}
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 PPU::writeOAM(uint mode, uint32 addr, uint32 word) -> void {
if(mode & Word) {
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
writeOAM(Half, addr & ~2, word >> 0);
writeOAM(Half, addr | 2, word >> 16);
return;
}
if(mode & Byte) return; //8-bit writes to OAM are ignored
auto& obj = object[addr >> 3 & 127];
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& par = objectParam[addr >> 5 & 31];
switch(addr & 6) {
case 0:
obj.y = word >> 0;
obj.affine = word >> 8;
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
obj.affineSize = word >> 9;
obj.mode = word >> 10;
obj.mosaic = word >> 12;
obj.colors = word >> 13;
obj.shape = word >> 14;
break;
case 2:
obj.x = word >> 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
obj.affineParam = word >> 9;
obj.hflip = word >> 12;
obj.vflip = word >> 13;
obj.size = word >> 14;
break;
case 4:
obj.character = word >> 0;
obj.priority = word >> 10;
obj.palette = word >> 12;
break;
case 6:
switch(addr >> 3 & 3) {
case 0: par.pa = word; break;
case 1: par.pb = word; break;
case 2: par.pc = word; break;
case 3: par.pd = word; break;
}
}
static uint widths[] = {
8, 16, 32, 64,
16, 32, 32, 64,
8, 8, 16, 32,
8, 8, 8, 8, //invalid modes
};
static uint heights[] = {
8, 16, 32, 64,
8, 8, 16, 32,
16, 32, 32, 64,
8, 8, 8, 8, //invalid modes
};
obj.width = widths [obj.shape * 4 + obj.size];
obj.height = heights[obj.shape * 4 + obj.size];
}
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::readObjectVRAM(uint addr) const -> uint8 {
if(Background::IO::mode == 3 || Background::IO::mode == 4 || Background::IO::mode == 5) {
if(addr <= 0x3fff) return 0u;
}
return vram[0x10000 + (addr & 0x7fff)];
}