bsnes/higan/gb/ppu/ppu.cpp

217 lines
4.6 KiB
C++

#include <gb/gb.hpp>
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;
}
}