bsnes/higan/ms/vdp/vdp.hpp

148 lines
2.7 KiB
C++

//TI TMS9918A (derivative)
struct VDP : Thread {
static auto Enter() -> void;
auto main() -> void;
auto step(uint clocks) -> void;
auto refresh() -> void;
auto vlines() -> uint;
auto vblank() -> bool;
auto power() -> void;
//io.cpp
auto vcounter() -> uint8;
auto hcounter() -> uint8;
auto data() -> uint8;
auto status() -> uint8;
auto data(uint8) -> void;
auto control(uint8) -> void;
auto registerWrite(uint4 addr, uint8 data) -> void;
//background.cpp
struct Background {
auto scanline() -> void;
auto run() -> void;
auto power() -> void;
struct State {
uint x;
uint y;
} state;
struct Output {
uint4 color;
uint1 palette;
uint1 priority;
} output;
} background;
//sprite.cpp
struct Sprite {
auto scanline() -> void;
auto run() -> void;
auto power() -> void;
struct Object {
uint8 x;
uint8 y;
uint8 pattern;
};
struct State {
uint x;
uint y;
} state;
struct Output {
uint4 color;
} output;
array<Object, 8> objects;
} sprite;
private:
auto palette(uint5 index) -> uint12;
uint32 buffer[256 * 264];
uint8 vram[0x4000];
uint8 cram[0x40]; //MS = 0x20, GG = 0x40
struct IO {
uint vcounter; //vertical counter
uint hcounter; //horizontal counter
uint lcounter; //line counter
//interrupt flags
bool intLine;
bool intFrame;
//status flags
bool spriteOverflow;
bool spriteCollision;
uint5 fifthSprite;
//latches
bool controlLatch;
uint16 controlData;
uint2 code;
uint14 address;
uint8 vramLatch;
//$00 mode control 1
bool externalSync;
bool extendedHeight;
bool mode4;
bool spriteShift;
bool lineInterrupts;
bool leftClip;
bool horizontalScrollLock;
bool verticalScrollLock;
//$01 mode control 2
bool spriteDouble;
bool spriteTile;
bool lines240;
bool lines224;
bool frameInterrupts;
bool displayEnable;
//$02 name table base address
uint1 nameTableMask;
uint3 nameTableAddress;
//$03 color table base address
uint8 colorTableAddress;
//$04 pattern table base address
uint8 patternTableAddress;
//$05 sprite attribute table base address
uint1 spriteAttributeTableMask;
uint6 spriteAttributeTableAddress;
//$06 sprite pattern table base address
uint2 spritePatternTableMask;
uint1 spritePatternTableAddress;
//$07 backdrop color
uint4 backdropColor;
//$08 horizontal scroll offset
uint8 hscroll;
//$09 vertical scroll offset
uint8 vscroll;
//$0a line counter
uint8 lineCounter;
} io;
};
extern VDP vdp;