#include namespace MasterSystem { VDP vdp; #include "io.cpp" #include "background.cpp" #include "sprite.cpp" auto VDP::Enter() -> void { while(true) scheduler.synchronize(), vdp.main(); } auto VDP::main() -> void { if(io.vcounter <= vlines()) { if(io.lcounter-- == 0) { io.lcounter = io.lineCounter; io.intLine = 1; } } else { io.lcounter = io.lineCounter; } if(io.vcounter == vlines() + 1) { io.intFrame = 1; } background.scanline(); sprite.scanline(); //684 clocks/scanline uint y = io.vcounter; if(y < vlines()) { uint32* screen = buffer + (24 + y) * 256; for(uint x : range(256)) { background.run(); sprite.run(); step(2); uint12 color = palette(io.backdropColor); if(background.output.color && (background.output.priority || !sprite.output.color)) { color = palette(background.output.palette << 4 | background.output.color); } else if(sprite.output.color) { color = palette(16 | sprite.output.color); } if(x <= 7 && io.leftClip) color = palette(io.backdropColor); if(!io.displayEnable) color = 0; *screen++ = color; } } else { //Vblank step(512); } step(172); if(io.vcounter == 240) scheduler.exit(Scheduler::Event::Frame); } auto VDP::step(uint clocks) -> void { while(clocks--) { if(++io.hcounter == 684) { io.hcounter = 0; if(++io.vcounter == 262) { io.vcounter = 0; } } cpu.setINT((io.lineInterrupts && io.intLine) || (io.frameInterrupts && io.intFrame)); Thread::step(1); synchronize(cpu); } } auto VDP::refresh() -> void { if(system.model() == Model::MasterSystem) { //center the video output vertically in the viewport uint32* screen = buffer; if(vlines() == 224) screen += 16 * 256; if(vlines() == 240) screen += 24 * 256; Emulator::video.refresh(screen, 256 * sizeof(uint32), 256, 240); } if(system.model() == Model::GameGear) { Emulator::video.refresh(buffer + 48 * 256 + 48, 256 * sizeof(uint32), 160, 144); } } auto VDP::vlines() -> uint { if(io.lines240) return 240; if(io.lines224) return 224; return 192; } auto VDP::vblank() -> bool { return io.vcounter >= vlines(); } auto VDP::power() -> void { create(VDP::Enter, system.colorburst() * 15.0 / 5.0); memory::fill(&buffer, sizeof(buffer)); memory::fill(&io, sizeof(IO)); background.power(); sprite.power(); } auto VDP::palette(uint5 index) -> uint12 { if(system.model() == Model::MasterSystem) { return cram[index]; } if(system.model() == Model::GameGear) { return cram[index * 2 + 0] << 0 | cram[index * 2 + 1] << 8; } return 0; } }