struct PPU : Thread, IO { PPU(); ~PPU(); inline auto blank() -> bool; static auto Enter() -> void; auto step(uint clocks) -> void; auto main() -> void; auto frame() -> void; auto refresh() -> void; auto power() -> void; auto readIO(uint32 addr) -> uint8; auto writeIO(uint32 addr, uint8 byte) -> void; auto readVRAM(uint mode, uint32 addr) -> uint32; auto writeVRAM(uint mode, uint32 addr, uint32 word) -> void; auto readPRAM(uint mode, uint32 addr) -> uint32; auto writePRAM(uint mode, uint32 addr, uint32 word) -> void; auto readOAM(uint mode, uint32 addr) -> uint32; auto writeOAM(uint mode, uint32 addr, uint32 word) -> void; auto readObjectVRAM(uint addr) const -> uint8; auto serialize(serializer&) -> void; uint8 vram[96 * 1024]; uint16 pram[512]; uint32* output; private: //note: I/O register order is {BG0-BG3, OBJ, SFX} //however; layer ordering is {OBJ, BG0-BG3, SFX} 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; Pixel output; Pixel mosaic; uint mosaicOffset; 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; Pixel mosaic; uint mosaicOffset; } 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]; }; extern PPU ppu;