bsnes/Core/timing.h

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#ifndef timing_h
#define timing_h
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#include "gb_struct_def.h"
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#ifdef GB_INTERNAL
void GB_advance_cycles(GB_gameboy_t *gb, uint8_t cycles);
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void GB_rtc_run(GB_gameboy_t *gb);
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void GB_emulate_timer_glitch(GB_gameboy_t *gb, uint8_t old_tac, uint8_t new_tac);
bool GB_timing_sync_turbo(GB_gameboy_t *gb); /* Returns true if should skip frame */
void GB_timing_sync(GB_gameboy_t *gb);
enum {
GB_TIMA_RUNNING = 0,
GB_TIMA_RELOADING = 1,
GB_TIMA_RELOADED = 2
};
#define GB_SLEEP(gb, unit, state, cycles) do {\
(gb)->unit##_cycles -= (cycles) * __state_machine_divisor; \
if ((gb)->unit##_cycles <= 0) {\
(gb)->unit##_state = state;\
return;\
unit##state:; \
}\
} while (0)
#define GB_STATE_MACHINE(gb, unit, cycles, divisor) \
static const int __state_machine_divisor = divisor;\
(gb)->unit##_cycles += cycles; \
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if ((gb)->unit##_cycles <= 0) {\
return;\
}\
switch ((gb)->unit##_state)
#endif
#define GB_STATE(gb, unit, state) case state: goto unit##state
#define GB_UNIT(unit) int32_t unit##_cycles, unit##_state
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#endif /* timing_h */