mirror of https://github.com/bsnes-emu/bsnes.git
184 lines
4.3 KiB
C++
184 lines
4.3 KiB
C++
//I/O settings shared by all background layers
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uint3 PPU::Background::IO::mode;
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uint1 PPU::Background::IO::frame;
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uint5 PPU::Background::IO::mosaicWidth;
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uint5 PPU::Background::IO::mosaicHeight;
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auto PPU::Background::scanline(uint y) -> void {
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mosaicOffset = 0;
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}
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auto PPU::Background::run(uint x, uint y) -> void {
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output = {};
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if(ppu.blank() || !io.enable) {
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mosaic = {};
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return;
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}
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switch(id) {
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case PPU::BG0:
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if(io.mode <= 1) { linear(x, y); break; }
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break;
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case PPU::BG1:
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if(io.mode <= 1) { linear(x, y); break; }
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break;
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case PPU::BG2:
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if(io.mode == 0) { linear(x, y); break; }
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if(io.mode <= 2) { affine(x, y); break; }
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if(io.mode <= 5) { bitmap(x, y); break; }
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break;
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case PPU::BG3:
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if(io.mode == 0) { linear(x, y); break; }
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if(io.mode == 2) { affine(x, y); break; }
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break;
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}
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//horizontal mosaic
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if(!io.mosaic || ++mosaicOffset >= 1 + io.mosaicWidth) {
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mosaicOffset = 0;
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mosaic = output;
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}
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}
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auto PPU::Background::linear(uint x, uint y) -> void {
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if(x == 0) {
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if(!io.mosaic || (y % (1 + io.mosaicHeight)) == 0) {
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vmosaic = y;
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}
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fx = io.hoffset;
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fy = vmosaic + io.voffset;
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}
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uint6 tx = fx >> 3;
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uint6 ty = fy >> 3;
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uint3 px = fx;
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uint3 py = fy;
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uint offset = (ty & 31) << 5 | (tx & 31);
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if(io.screenSize.bit(0) && (tx & 32)) offset += 32 << 5;
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if(io.screenSize.bit(1) && (ty & 32)) offset += 32 << 5 + io.screenSize.bit(0);
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offset = (io.screenBase << 11) + (offset << 1);
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uint16 tilemap = ppu.readVRAM(Half, offset);
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uint10 character = tilemap.bits( 0, 9);
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uint4 palette = tilemap.bits(12,15);
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if(tilemap.bit(10)) px ^= 7;
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if(tilemap.bit(11)) py ^= 7;
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if(io.colorMode == 0) {
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offset = (io.characterBase << 14) + (character << 5) + (py << 2) + (px >> 1);
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if(uint4 color = ppu.readVRAM(Byte, offset) >> (px & 1 ? 4 : 0)) {
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output.enable = true;
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output.priority = io.priority;
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output.color = ppu.pram[palette << 4 | color];
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}
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} else {
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offset = (io.characterBase << 14) + (character << 6) + (py << 3) + (px);
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if(uint8 color = ppu.readVRAM(Byte, offset)) {
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output.enable = true;
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output.priority = io.priority;
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output.color = ppu.pram[color];
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}
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}
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fx++;
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}
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auto PPU::Background::affine(uint x, uint y) -> void {
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if(x == 0) {
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if(!io.mosaic || (y % (1 + io.mosaicHeight)) == 0) {
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hmosaic = io.lx;
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vmosaic = io.ly;
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}
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fx = hmosaic;
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fy = vmosaic;
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}
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uint screenSize = 16 << io.screenSize;
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uint screenWrap = (1 << (io.affineWrap ? 7 + io.screenSize : 20)) - 1;
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uint cx = (fx >> 8) & screenWrap;
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uint cy = (fy >> 8) & screenWrap;
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uint tx = cx >> 3;
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uint ty = cy >> 3;
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uint3 px = cx;
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uint3 py = cy;
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if(tx < screenSize && ty < screenSize) {
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uint8 character = ppu.vram[(io.screenBase << 11) + ty * screenSize + tx];
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if(uint8 color = ppu.vram[(io.characterBase << 14) + (character << 6) + (py << 3) + px]) {
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output.enable = true;
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output.priority = io.priority;
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output.color = ppu.pram[color];
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}
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}
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fx += io.pa;
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fy += io.pc;
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if(x == 239) {
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io.lx += io.pb;
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io.ly += io.pd;
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}
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}
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auto PPU::Background::bitmap(uint x, uint y) -> void {
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if(x == 0) {
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if(!io.mosaic || (y % (1 + io.mosaicHeight)) == 0) {
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hmosaic = io.lx;
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vmosaic = io.ly;
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}
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fx = hmosaic;
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fy = vmosaic;
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}
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uint1 depth = io.mode != 4; //0 = 8-bit (mode 4); 1 = 15-bit (mode 3, mode 5)
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uint width = io.mode == 5 ? 160 : 240;
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uint height = io.mode == 5 ? 128 : 160;
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uint mode = depth ? Half : Byte;
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uint baseAddress = io.mode == 3 ? 0 : 0xa000 * io.frame;
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uint px = fx >> 8;
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uint py = fy >> 8;
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if(px < width && py < height) {
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uint offset = py * width + px;
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uint15 color = ppu.readVRAM(mode, baseAddress + (offset << depth));
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if(depth || color) { //8bpp color 0 is transparent; 15bpp color is always opaque
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if(depth == 0) color = ppu.pram[color];
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output.enable = true;
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output.priority = io.priority;
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output.color = color;
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}
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}
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fx += io.pa;
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fy += io.pc;
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if(x == 239) {
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io.lx += io.pb;
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io.ly += io.pd;
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}
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}
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auto PPU::Background::power(uint id) -> void {
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this->id = id;
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memory::fill(&io, sizeof(IO));
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output = {};
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mosaic = {};
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mosaicOffset = 0;
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hmosaic = 0;
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vmosaic = 0;
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fx = 0;
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fy = 0;
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}
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