#include namespace GameBoy { PPU ppu; #include "mmio.cpp" #include "dmg.cpp" #include "cgb.cpp" #include "serialization.cpp" auto PPU::enabled() const -> bool { return status.display_enable; } auto PPU::Enter() -> void { while(true) scheduler.synchronize(), ppu.main(); } auto PPU::main() -> void { status.lx = 0; interface->lcdScanline(); //Super Game Boy notification if(status.ly <= 143) { mode(2); scanline(); wait(92); mode(3); for(auto n : range(160)) { run(); wait(1); } mode(0); if(enabled()) cpu.hblank(); wait(204); } else { mode(1); wait(456); } status.ly++; if(status.ly == 144) { if(enabled()) cpu.raise(CPU::Interrupt::Vblank); scheduler.exit(Scheduler::Event::Frame); } if(status.ly == 154) { status.ly = 0; } } auto PPU::mode(uint mode) -> void { status.mode = mode; } auto PPU::stat() -> void { bool irq = status.irq; status.irq = status.interrupt_hblank && status.mode == 0; status.irq |= status.interrupt_vblank && status.mode == 1; status.irq |= status.interrupt_oam && status.mode == 2; status.irq |= status.interrupt_lyc && coincidence(); if(!irq && status.irq) cpu.raise(CPU::Interrupt::Stat); } auto PPU::coincidence() -> bool { uint ly = status.ly; if(ly == 153 && status.lx >= 92) ly = 0; //LYC=0 triggers early during LY=153 return ly == status.lyc; } auto PPU::refresh() -> void { if(!system.sgb()) Emulator::video.refresh(screen, 160 * sizeof(uint32), 160, 144); } auto PPU::wait(uint clocks) -> void { while(clocks--) { stat(); if(status.dma_active) { uint hi = status.dma_clock++; uint lo = hi & (cpu.status.speed_double ? 1 : 3); hi >>= cpu.status.speed_double ? 1 : 2; if(lo == 0) { if(hi == 0) { //warm-up } else if(hi == 161) { //cool-down; disable status.dma_active = false; } else { oam[hi - 1] = bus.read(status.dma_bank << 8 | hi - 1); } } } status.lx++; clock += cpu.frequency; if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread); } } auto PPU::hflip(uint data) const -> uint { return (data & 0x8080) >> 7 | (data & 0x4040) >> 5 | (data & 0x2020) >> 3 | (data & 0x1010) >> 1 | (data & 0x0808) << 1 | (data & 0x0404) << 3 | (data & 0x0202) << 5 | (data & 0x0101) << 7; } auto PPU::power() -> void { create(Enter, 4 * 1024 * 1024); if(system.cgb()) { scanline = {&PPU::cgb_scanline, this}; run = {&PPU::cgb_run, this}; } else { scanline = {&PPU::dmg_scanline, this}; run = {&PPU::dmg_run, this}; } for(uint n = 0x8000; n <= 0x9fff; n++) bus.mmio[n] = this; //VRAM for(uint n = 0xfe00; n <= 0xfe9f; n++) bus.mmio[n] = this; //OAM bus.mmio[0xff40] = this; //LCDC bus.mmio[0xff41] = this; //STAT bus.mmio[0xff42] = this; //SCY bus.mmio[0xff43] = this; //SCX bus.mmio[0xff44] = this; //LY bus.mmio[0xff45] = this; //LYC bus.mmio[0xff46] = this; //DMA bus.mmio[0xff47] = this; //BGP bus.mmio[0xff48] = this; //OBP0 bus.mmio[0xff49] = this; //OBP1 bus.mmio[0xff4a] = this; //WY bus.mmio[0xff4b] = this; //WX if(system.cgb()) { bus.mmio[0xff4f] = this; //VBK bus.mmio[0xff68] = this; //BGPI bus.mmio[0xff69] = this; //BGPD bus.mmio[0xff6a] = this; //OBPI bus.mmio[0xff6b] = this; //OBPD } for(auto& n : vram) n = 0x00; for(auto& n : oam) n = 0x00; for(auto& n : bgp) n = 0x00; for(auto& n : obp[0]) n = 3; for(auto& n : obp[1]) n = 3; for(auto& n : bgpd) n = 0x0000; for(auto& n : obpd) n = 0x0000; status.irq = false; status.lx = 0; status.display_enable = 0; status.window_tilemap_select = 0; status.window_display_enable = 0; status.bg_tiledata_select = 0; status.bg_tilemap_select = 0; status.ob_size = 0; status.ob_enable = 0; status.bg_enable = 0; status.interrupt_lyc = 0; status.interrupt_oam = 0; status.interrupt_vblank = 0; status.interrupt_hblank = 0; status.mode = 0; status.scy = 0; status.scx = 0; status.ly = 0; status.lyc = 0; status.dma_active = false; status.dma_clock = 0; status.dma_bank = 0; status.wy = 0; status.wx = 0; status.vram_bank = 0; status.bgpi_increment = 0; status.bgpi = 0; status.obpi_increment = 0; status.obpi = 0; for(auto& n : screen) n = 0; bg.color = 0; bg.palette = 0; bg.priority = 0; ob.color = 0; ob.palette = 0; ob.priority = 0; for(auto& s : sprite) { s.x = 0; s.y = 0; s.tile = 0; s.attr = 0; s.data = 0; } sprites = 0; background.attr = 0; background.data = 0; window.attr = 0; window.data = 0; } }