melonDS/src/GPU.cpp

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/*
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Copyright 2016-2023 melonDS team
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This file is part of melonDS.
melonDS is free software: you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free
Software Foundation, either version 3 of the License, or (at your option)
any later version.
melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with melonDS. If not, see http://www.gnu.org/licenses/.
*/
#include <string.h>
#include "NDS.h"
#include "GPU.h"
#include "ARMJIT.h"
2019-06-20 00:31:46 +00:00
Allow for a more modular renderer backends (#990) * Draft GPU3D renderer modularization * Update sources C++ standard to C++17 The top-level `CMakeLists.txt` is already using the C++17 standard. * Move GLCompositor into class type Some other misc fixes to push towards better modularity * Make renderer-implementation types move-only These types are going to be holding onto handles of GPU-side resources and shouldn't ever be copied around. * Fix OSX: Remove 'register' storage class specifier `register` has been removed in C++17... But this keyword hasn't done anything in years anyways. OSX builds consider this "warning" an error and it stops the whole build. * Add RestartFrame to Renderer3D interface * Move Accelerated property to Renderer3D interface There are points in the code base where we do: `renderer != 0` to know if we are feeding an openGL renderer. Rather than that we can instead just have this be a property of the renderer itself. With this pattern a renderer can just say how it wants its data to come in rather than have everyone know that they're talking to an OpenGL renderer. * Remove Accelerated flag from GPU * Move 2D_Soft interface in separate header Also make the current 2D engine an "owned" unique_ptr. * Update alignment attribute to standard alignas Uses standardized `alignas` rather than compiler-specific attributes. https://en.cppreference.com/w/cpp/language/alignas * Fix Clang: alignas specifier Alignment must be specified before the array to align the entire array. https://en.cppreference.com/w/cpp/language/alignas * Converted Renderer3D Accelerated to variable This flag is checked a lot during scanline rasterization. So rather than having an expensive vtable-lookup call during mainline rendering code, it is now a public constant bool type that is written to only once during Renderer3D initialization.
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#include "GPU2D_Soft.h"
#include "GPU3D_Soft.h"
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namespace melonDS
{
using Platform::Log;
using Platform::LogLevel;
#define LINE_CYCLES (355*6)
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#define HBLANK_CYCLES (48+(256*6))
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#define FRAME_CYCLES (LINE_CYCLES * 263)
enum
{
LCD_StartHBlank = 0,
LCD_StartScanline,
LCD_FinishFrame,
};
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/*
VRAM invalidation tracking
- we want to know when a VRAM region used for graphics changed
- for some regions unmapping is mandatory to modify them (Texture, TexPal and ExtPal) and
we don't want to completely invalidate them every time they're unmapped and remapped
For this reason we don't track the dirtyness per mapping region, but instead per VRAM bank
with VRAMDirty.
This is more or less a description of VRAMTrackingSet::DeriveState
Each time before the memory is read two things could have happened
to each 16kb piece (16kb is the smallest unit in which mappings can
be made thus also the size VRAMMap_* use):
- this piece was remapped compared to last time we checked,
which means this location in memory is invalid.
- this piece wasn't remapped, which means we need to check whether
it was changed. This can be archived by checking VRAMDirty.
VRAMDirty need to be reset for the respective VRAM bank.
*/
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
GPU::GPU(melonDS::NDS& nds, std::unique_ptr<Renderer3D>&& renderer3d, std::unique_ptr<GPU2D::Renderer2D>&& renderer2d) noexcept :
NDS(nds),
GPU2D_A(0, *this),
GPU2D_B(1, *this),
GPU3D(nds, renderer3d ? std::move(renderer3d) : std::make_unique<SoftRenderer>()),
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
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GPU2D_Renderer(renderer2d ? std::move(renderer2d) : std::make_unique<GPU2D::SoftRenderer>(*this))
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{
NDS.RegisterEventFunc(Event_LCD, LCD_StartHBlank, MemberEventFunc(GPU, StartHBlank));
NDS.RegisterEventFunc(Event_LCD, LCD_StartScanline, MemberEventFunc(GPU, StartScanline));
NDS.RegisterEventFunc(Event_LCD, LCD_FinishFrame, MemberEventFunc(GPU, FinishFrame));
NDS.RegisterEventFunc(Event_DisplayFIFO, 0, MemberEventFunc(GPU, DisplayFIFO));
InitFramebuffers();
}
GPU::~GPU() noexcept
{
// All unique_ptr fields are automatically cleaned up
NDS.UnregisterEventFunc(Event_LCD, LCD_StartHBlank);
NDS.UnregisterEventFunc(Event_LCD, LCD_StartScanline);
NDS.UnregisterEventFunc(Event_LCD, LCD_FinishFrame);
NDS.UnregisterEventFunc(Event_DisplayFIFO, 0);
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}
void GPU::ResetVRAMCache() noexcept
{
for (int i = 0; i < 9; i++)
VRAMDirty[i] = NonStupidBitField<128*1024/VRAMDirtyGranularity>();
VRAMDirty_ABG.Reset();
VRAMDirty_BBG.Reset();
VRAMDirty_AOBJ.Reset();
VRAMDirty_BOBJ.Reset();
VRAMDirty_ABGExtPal.Reset();
VRAMDirty_BBGExtPal.Reset();
VRAMDirty_AOBJExtPal.Reset();
VRAMDirty_BOBJExtPal.Reset();
VRAMDirty_Texture.Reset();
VRAMDirty_TexPal.Reset();
memset(VRAMFlat_ABG, 0, sizeof(VRAMFlat_ABG));
memset(VRAMFlat_BBG, 0, sizeof(VRAMFlat_BBG));
memset(VRAMFlat_AOBJ, 0, sizeof(VRAMFlat_AOBJ));
memset(VRAMFlat_BOBJ, 0, sizeof(VRAMFlat_BOBJ));
memset(VRAMFlat_ABGExtPal, 0, sizeof(VRAMFlat_ABGExtPal));
memset(VRAMFlat_BBGExtPal, 0, sizeof(VRAMFlat_BBGExtPal));
memset(VRAMFlat_AOBJExtPal, 0, sizeof(VRAMFlat_AOBJExtPal));
memset(VRAMFlat_BOBJExtPal, 0, sizeof(VRAMFlat_BOBJExtPal));
memset(VRAMFlat_Texture, 0, sizeof(VRAMFlat_Texture));
memset(VRAMFlat_TexPal, 0, sizeof(VRAMFlat_TexPal));
}
void GPU::Reset() noexcept
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{
VCount = 0;
NextVCount = -1;
TotalScanlines = 0;
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DispStat[0] = 0;
DispStat[1] = 0;
VMatch[0] = 0;
VMatch[1] = 0;
memset(Palette, 0, 2*1024);
memset(OAM, 0, 2*1024);
memset(VRAM_A, 0, 128*1024);
memset(VRAM_B, 0, 128*1024);
memset(VRAM_C, 0, 128*1024);
memset(VRAM_D, 0, 128*1024);
memset(VRAM_E, 0, 64*1024);
memset(VRAM_F, 0, 16*1024);
memset(VRAM_G, 0, 16*1024);
memset(VRAM_H, 0, 32*1024);
memset(VRAM_I, 0, 16*1024);
memset(VRAMCNT, 0, 9);
VRAMSTAT = 0;
VRAMMap_LCDC = 0;
memset(VRAMMap_ABG, 0, sizeof(VRAMMap_ABG));
memset(VRAMMap_AOBJ, 0, sizeof(VRAMMap_AOBJ));
memset(VRAMMap_BBG, 0, sizeof(VRAMMap_BBG));
memset(VRAMMap_BOBJ, 0, sizeof(VRAMMap_BOBJ));
memset(VRAMMap_ABGExtPal, 0, sizeof(VRAMMap_ABGExtPal));
VRAMMap_AOBJExtPal = 0;
memset(VRAMMap_BBGExtPal, 0, sizeof(VRAMMap_BBGExtPal));
VRAMMap_BOBJExtPal = 0;
memset(VRAMMap_Texture, 0, sizeof(VRAMMap_Texture));
memset(VRAMMap_TexPal, 0, sizeof(VRAMMap_TexPal));
VRAMMap_ARM7[0] = 0;
VRAMMap_ARM7[1] = 0;
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memset(VRAMPtr_ABG, 0, sizeof(VRAMPtr_ABG));
memset(VRAMPtr_AOBJ, 0, sizeof(VRAMPtr_AOBJ));
memset(VRAMPtr_BBG, 0, sizeof(VRAMPtr_BBG));
memset(VRAMPtr_BOBJ, 0, sizeof(VRAMPtr_BOBJ));
Allow for a more modular renderer backends (#990) * Draft GPU3D renderer modularization * Update sources C++ standard to C++17 The top-level `CMakeLists.txt` is already using the C++17 standard. * Move GLCompositor into class type Some other misc fixes to push towards better modularity * Make renderer-implementation types move-only These types are going to be holding onto handles of GPU-side resources and shouldn't ever be copied around. * Fix OSX: Remove 'register' storage class specifier `register` has been removed in C++17... But this keyword hasn't done anything in years anyways. OSX builds consider this "warning" an error and it stops the whole build. * Add RestartFrame to Renderer3D interface * Move Accelerated property to Renderer3D interface There are points in the code base where we do: `renderer != 0` to know if we are feeding an openGL renderer. Rather than that we can instead just have this be a property of the renderer itself. With this pattern a renderer can just say how it wants its data to come in rather than have everyone know that they're talking to an OpenGL renderer. * Remove Accelerated flag from GPU * Move 2D_Soft interface in separate header Also make the current 2D engine an "owned" unique_ptr. * Update alignment attribute to standard alignas Uses standardized `alignas` rather than compiler-specific attributes. https://en.cppreference.com/w/cpp/language/alignas * Fix Clang: alignas specifier Alignment must be specified before the array to align the entire array. https://en.cppreference.com/w/cpp/language/alignas * Converted Renderer3D Accelerated to variable This flag is checked a lot during scanline rasterization. So rather than having an expensive vtable-lookup call during mainline rendering code, it is now a public constant bool type that is written to only once during Renderer3D initialization.
2021-02-09 22:38:51 +00:00
size_t fbsize;
if (GPU3D.IsRendererAccelerated())
Allow for a more modular renderer backends (#990) * Draft GPU3D renderer modularization * Update sources C++ standard to C++17 The top-level `CMakeLists.txt` is already using the C++17 standard. * Move GLCompositor into class type Some other misc fixes to push towards better modularity * Make renderer-implementation types move-only These types are going to be holding onto handles of GPU-side resources and shouldn't ever be copied around. * Fix OSX: Remove 'register' storage class specifier `register` has been removed in C++17... But this keyword hasn't done anything in years anyways. OSX builds consider this "warning" an error and it stops the whole build. * Add RestartFrame to Renderer3D interface * Move Accelerated property to Renderer3D interface There are points in the code base where we do: `renderer != 0` to know if we are feeding an openGL renderer. Rather than that we can instead just have this be a property of the renderer itself. With this pattern a renderer can just say how it wants its data to come in rather than have everyone know that they're talking to an OpenGL renderer. * Remove Accelerated flag from GPU * Move 2D_Soft interface in separate header Also make the current 2D engine an "owned" unique_ptr. * Update alignment attribute to standard alignas Uses standardized `alignas` rather than compiler-specific attributes. https://en.cppreference.com/w/cpp/language/alignas * Fix Clang: alignas specifier Alignment must be specified before the array to align the entire array. https://en.cppreference.com/w/cpp/language/alignas * Converted Renderer3D Accelerated to variable This flag is checked a lot during scanline rasterization. So rather than having an expensive vtable-lookup call during mainline rendering code, it is now a public constant bool type that is written to only once during Renderer3D initialization.
2021-02-09 22:38:51 +00:00
fbsize = (256*3 + 1) * 192;
else
fbsize = 256 * 192;
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for (size_t i = 0; i < fbsize; i++)
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{
Framebuffer[0][0][i] = 0xFFFFFFFF;
Framebuffer[1][0][i] = 0xFFFFFFFF;
}
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for (size_t i = 0; i < fbsize; i++)
{
Framebuffer[0][1][i] = 0xFFFFFFFF;
Framebuffer[1][1][i] = 0xFFFFFFFF;
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}
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GPU2D_A.Reset();
GPU2D_B.Reset();
GPU3D.Reset();
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int backbuf = FrontBuffer ? 0 : 1;
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
GPU2D_Renderer->SetFramebuffer(Framebuffer[backbuf][1].get(), Framebuffer[backbuf][0].get());
ResetVRAMCache();
OAMDirty = 0x3;
PaletteDirty = 0xF;
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}
void GPU::Stop() noexcept
{
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int fbsize;
if (GPU3D.IsRendererAccelerated())
Allow for a more modular renderer backends (#990) * Draft GPU3D renderer modularization * Update sources C++ standard to C++17 The top-level `CMakeLists.txt` is already using the C++17 standard. * Move GLCompositor into class type Some other misc fixes to push towards better modularity * Make renderer-implementation types move-only These types are going to be holding onto handles of GPU-side resources and shouldn't ever be copied around. * Fix OSX: Remove 'register' storage class specifier `register` has been removed in C++17... But this keyword hasn't done anything in years anyways. OSX builds consider this "warning" an error and it stops the whole build. * Add RestartFrame to Renderer3D interface * Move Accelerated property to Renderer3D interface There are points in the code base where we do: `renderer != 0` to know if we are feeding an openGL renderer. Rather than that we can instead just have this be a property of the renderer itself. With this pattern a renderer can just say how it wants its data to come in rather than have everyone know that they're talking to an OpenGL renderer. * Remove Accelerated flag from GPU * Move 2D_Soft interface in separate header Also make the current 2D engine an "owned" unique_ptr. * Update alignment attribute to standard alignas Uses standardized `alignas` rather than compiler-specific attributes. https://en.cppreference.com/w/cpp/language/alignas * Fix Clang: alignas specifier Alignment must be specified before the array to align the entire array. https://en.cppreference.com/w/cpp/language/alignas * Converted Renderer3D Accelerated to variable This flag is checked a lot during scanline rasterization. So rather than having an expensive vtable-lookup call during mainline rendering code, it is now a public constant bool type that is written to only once during Renderer3D initialization.
2021-02-09 22:38:51 +00:00
fbsize = (256*3 + 1) * 192;
else
fbsize = 256 * 192;
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
memset(Framebuffer[0][0].get(), 0, fbsize*4);
memset(Framebuffer[0][1].get(), 0, fbsize*4);
memset(Framebuffer[1][0].get(), 0, fbsize*4);
memset(Framebuffer[1][1].get(), 0, fbsize*4);
GPU3D.Stop(*this);
}
void GPU::DoSavestate(Savestate* file) noexcept
{
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file->Section("GPUG");
file->Var16(&VCount);
file->Var32(&NextVCount);
file->Var16(&TotalScanlines);
file->Var16(&DispStat[0]);
file->Var16(&DispStat[1]);
file->Var16(&VMatch[0]);
file->Var16(&VMatch[1]);
file->VarArray(Palette, 2*1024);
file->VarArray(OAM, 2*1024);
file->VarArray(VRAM_A, 128*1024);
file->VarArray(VRAM_B, 128*1024);
file->VarArray(VRAM_C, 128*1024);
file->VarArray(VRAM_D, 128*1024);
file->VarArray(VRAM_E, 64*1024);
file->VarArray(VRAM_F, 16*1024);
file->VarArray(VRAM_G, 16*1024);
file->VarArray(VRAM_H, 32*1024);
file->VarArray(VRAM_I, 16*1024);
file->VarArray(VRAMCNT, 9);
file->Var8(&VRAMSTAT);
file->Var32(&VRAMMap_LCDC);
file->VarArray(VRAMMap_ABG, sizeof(VRAMMap_ABG));
file->VarArray(VRAMMap_AOBJ, sizeof(VRAMMap_AOBJ));
file->VarArray(VRAMMap_BBG, sizeof(VRAMMap_BBG));
file->VarArray(VRAMMap_BOBJ, sizeof(VRAMMap_BOBJ));
file->VarArray(VRAMMap_ABGExtPal, sizeof(VRAMMap_ABGExtPal));
file->Var32(&VRAMMap_AOBJExtPal);
file->VarArray(VRAMMap_BBGExtPal, sizeof(VRAMMap_BBGExtPal));
file->Var32(&VRAMMap_BOBJExtPal);
file->VarArray(VRAMMap_Texture, sizeof(VRAMMap_Texture));
file->VarArray(VRAMMap_TexPal, sizeof(VRAMMap_TexPal));
file->Var32(&VRAMMap_ARM7[0]);
file->Var32(&VRAMMap_ARM7[1]);
2019-06-09 14:06:01 +00:00
if (!file->Saving)
{
for (int i = 0; i < 0x20; i++)
VRAMPtr_ABG[i] = GetUniqueBankPtr(VRAMMap_ABG[i], i << 14);
for (int i = 0; i < 0x10; i++)
VRAMPtr_AOBJ[i] = GetUniqueBankPtr(VRAMMap_AOBJ[i], i << 14);
for (int i = 0; i < 0x8; i++)
VRAMPtr_BBG[i] = GetUniqueBankPtr(VRAMMap_BBG[i], i << 14);
for (int i = 0; i < 0x8; i++)
VRAMPtr_BOBJ[i] = GetUniqueBankPtr(VRAMMap_BOBJ[i], i << 14);
}
2021-02-27 21:25:27 +00:00
GPU2D_A.DoSavestate(file);
GPU2D_B.DoSavestate(file);
GPU3D.DoSavestate(file);
ResetVRAMCache();
}
void GPU::AssignFramebuffers() noexcept
{
int backbuf = FrontBuffer ? 0 : 1;
if (NDS.PowerControl9 & (1<<15))
{
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
GPU2D_Renderer->SetFramebuffer(Framebuffer[backbuf][0].get(), Framebuffer[backbuf][1].get());
}
else
{
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
GPU2D_Renderer->SetFramebuffer(Framebuffer[backbuf][1].get(), Framebuffer[backbuf][0].get());
}
}
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
void GPU::SetRenderer3D(std::unique_ptr<Renderer3D>&& renderer) noexcept
{
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
if (renderer == nullptr)
GPU3D.SetCurrentRenderer(std::make_unique<SoftRenderer>());
else
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
GPU3D.SetCurrentRenderer(std::move(renderer));
InitFramebuffers();
}
void GPU::InitFramebuffers() noexcept
{
2019-05-25 17:52:56 +00:00
int fbsize;
if (GPU3D.IsRendererAccelerated())
Allow for a more modular renderer backends (#990) * Draft GPU3D renderer modularization * Update sources C++ standard to C++17 The top-level `CMakeLists.txt` is already using the C++17 standard. * Move GLCompositor into class type Some other misc fixes to push towards better modularity * Make renderer-implementation types move-only These types are going to be holding onto handles of GPU-side resources and shouldn't ever be copied around. * Fix OSX: Remove 'register' storage class specifier `register` has been removed in C++17... But this keyword hasn't done anything in years anyways. OSX builds consider this "warning" an error and it stops the whole build. * Add RestartFrame to Renderer3D interface * Move Accelerated property to Renderer3D interface There are points in the code base where we do: `renderer != 0` to know if we are feeding an openGL renderer. Rather than that we can instead just have this be a property of the renderer itself. With this pattern a renderer can just say how it wants its data to come in rather than have everyone know that they're talking to an OpenGL renderer. * Remove Accelerated flag from GPU * Move 2D_Soft interface in separate header Also make the current 2D engine an "owned" unique_ptr. * Update alignment attribute to standard alignas Uses standardized `alignas` rather than compiler-specific attributes. https://en.cppreference.com/w/cpp/language/alignas * Fix Clang: alignas specifier Alignment must be specified before the array to align the entire array. https://en.cppreference.com/w/cpp/language/alignas * Converted Renderer3D Accelerated to variable This flag is checked a lot during scanline rasterization. So rather than having an expensive vtable-lookup call during mainline rendering code, it is now a public constant bool type that is written to only once during Renderer3D initialization.
2021-02-09 22:38:51 +00:00
fbsize = (256*3 + 1) * 192;
else
fbsize = 256 * 192;
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
Framebuffer[0][0] = std::make_unique<u32[]>(fbsize);
Framebuffer[1][0] = std::make_unique<u32[]>(fbsize);
Framebuffer[0][1] = std::make_unique<u32[]>(fbsize);
Framebuffer[1][1] = std::make_unique<u32[]>(fbsize);
2019-05-25 17:52:56 +00:00
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
memset(Framebuffer[0][0].get(), 0, fbsize*4);
memset(Framebuffer[1][0].get(), 0, fbsize*4);
memset(Framebuffer[0][1].get(), 0, fbsize*4);
memset(Framebuffer[1][1].get(), 0, fbsize*4);
2019-05-25 17:52:56 +00:00
AssignFramebuffers();
}
2017-01-18 03:03:19 +00:00
// VRAM mapping notes
//
// mirroring:
// unmapped range reads zero
// LCD is mirrored every 0x100000 bytes, the gap between each mirror reads zero
// ABG:
// bank A,B,C,D,E mirror every 0x80000 bytes
// bank F,G mirror at base+0x8000, mirror every 0x80000 bytes
// AOBJ:
// bank A,B,E mirror every 0x40000 bytes
// bank F,G mirror at base+0x8000, mirror every 0x40000 bytes
// BBG:
// bank C mirrors every 0x20000 bytes
// bank H mirrors every 0x10000 bytes
// bank I mirrors at base+0x4000, mirrors every 0x10000 bytes
// BOBJ:
// bank D mirrors every 0x20000 bytes
// bank I mirrors every 0x4000 bytes
//
// untested:
// ARM7 (TODO)
// extended palette (mirroring doesn't apply)
// texture/texpal (does mirroring apply?)
// -> trying to use extpal/texture/texpal with no VRAM mapped.
// would likely read all black, but has to be tested.
//
// overlap:
// when reading: values are read from each bank and ORed together
// when writing: value is written to each bank
2017-01-18 03:03:19 +00:00
u8* GPU::GetUniqueBankPtr(u32 mask, u32 offset) noexcept
{
if (!mask || (mask & (mask - 1)) != 0) return NULL;
int num = __builtin_ctz(mask);
return &VRAM[num][offset & VRAMMask[num]];
}
const u8* GPU::GetUniqueBankPtr(u32 mask, u32 offset) const noexcept
2019-06-09 14:06:01 +00:00
{
if (!mask || (mask & (mask - 1)) != 0) return NULL;
int num = __builtin_ctz(mask);
2019-06-09 14:06:01 +00:00
return &VRAM[num][offset & VRAMMask[num]];
}
#define MAP_RANGE(map, base, n) for (int i = 0; i < n; i++) VRAMMap_##map[(base)+i] |= bankmask;
#define UNMAP_RANGE(map, base, n) for (int i = 0; i < n; i++) VRAMMap_##map[(base)+i] &= ~bankmask;
#define MAP_RANGE_PTR(map, base, n) \
for (int i = 0; i < n; i++) { VRAMMap_##map[(base)+i] |= bankmask; VRAMPtr_##map[(base)+i] = GetUniqueBankPtr(VRAMMap_##map[(base)+i], ((base)+i)<<14); }
#define UNMAP_RANGE_PTR(map, base, n) \
for (int i = 0; i < n; i++) { VRAMMap_##map[(base)+i] &= ~bankmask; VRAMPtr_##map[(base)+i] = GetUniqueBankPtr(VRAMMap_##map[(base)+i], ((base)+i)<<14); }
void GPU::MapVRAM_AB(u32 bank, u8 cnt) noexcept
2017-01-18 03:03:19 +00:00
{
2022-04-09 17:40:35 +00:00
cnt &= 0x9B;
2017-01-18 03:03:19 +00:00
u8 oldcnt = VRAMCNT[bank];
VRAMCNT[bank] = cnt;
if (oldcnt == cnt) return;
u8 oldofs = (oldcnt >> 3) & 0x3;
u8 ofs = (cnt >> 3) & 0x3;
u32 bankmask = 1 << bank;
2017-01-18 03:03:19 +00:00
if (oldcnt & (1<<7))
{
switch (oldcnt & 0x3)
{
case 0: // LCDC
VRAMMap_LCDC &= ~bankmask;
2017-01-18 03:03:19 +00:00
break;
case 1: // ABG
2019-06-09 14:06:01 +00:00
UNMAP_RANGE_PTR(ABG, oldofs<<3, 8);
2017-01-18 03:03:19 +00:00
break;
case 2: // AOBJ
2017-01-18 03:03:19 +00:00
oldofs &= 0x1;
2019-06-09 14:06:01 +00:00
UNMAP_RANGE_PTR(AOBJ, oldofs<<3, 8);
2017-01-18 03:03:19 +00:00
break;
case 3: // texture
VRAMMap_Texture[oldofs] &= ~bankmask;
2017-01-18 03:03:19 +00:00
break;
}
}
if (cnt & (1<<7))
{
switch (cnt & 0x3)
{
case 0: // LCDC
VRAMMap_LCDC |= bankmask;
2017-01-18 03:03:19 +00:00
break;
case 1: // ABG
2019-06-09 14:06:01 +00:00
MAP_RANGE_PTR(ABG, ofs<<3, 8);
2017-01-18 03:03:19 +00:00
break;
case 2: // AOBJ
2017-01-18 03:03:19 +00:00
ofs &= 0x1;
2019-06-09 14:06:01 +00:00
MAP_RANGE_PTR(AOBJ, ofs<<3, 8);
2017-01-18 03:03:19 +00:00
break;
case 3: // texture
VRAMMap_Texture[ofs] |= bankmask;
2017-01-18 03:03:19 +00:00
break;
}
}
}
void GPU::MapVRAM_CD(u32 bank, u8 cnt) noexcept
2017-01-18 03:03:19 +00:00
{
2022-04-09 17:40:35 +00:00
cnt &= 0x9F;
2017-01-18 03:03:19 +00:00
u8 oldcnt = VRAMCNT[bank];
VRAMCNT[bank] = cnt;
VRAMSTAT &= ~(1 << (bank-2));
if (oldcnt == cnt) return;
u8 oldofs = (oldcnt >> 3) & 0x7;
u8 ofs = (cnt >> 3) & 0x7;
u32 bankmask = 1 << bank;
2017-01-18 03:03:19 +00:00
if (oldcnt & (1<<7))
{
switch (oldcnt & 0x7)
{
case 0: // LCDC
VRAMMap_LCDC &= ~bankmask;
2017-01-18 03:03:19 +00:00
break;
case 1: // ABG
2019-06-09 14:06:01 +00:00
UNMAP_RANGE_PTR(ABG, oldofs<<3, 8);
2017-01-18 03:03:19 +00:00
break;
case 2: // ARM7 VRAM
2017-01-18 03:03:19 +00:00
oldofs &= 0x1;
VRAMMap_ARM7[oldofs] &= ~bankmask;
2017-01-18 03:03:19 +00:00
break;
case 3: // texture
VRAMMap_Texture[oldofs] &= ~bankmask;
2017-01-18 03:03:19 +00:00
break;
case 4: // BBG/BOBJ
2017-01-18 03:03:19 +00:00
if (bank == 2)
{
2019-06-09 14:06:01 +00:00
UNMAP_RANGE_PTR(BBG, 0, 8);
}
2017-01-18 03:03:19 +00:00
else
{
2019-06-09 14:06:01 +00:00
UNMAP_RANGE_PTR(BOBJ, 0, 8);
}
2017-01-18 03:03:19 +00:00
break;
}
}
if (cnt & (1<<7))
{
switch (cnt & 0x7)
{
case 0: // LCDC
VRAMMap_LCDC |= bankmask;
2017-01-18 03:03:19 +00:00
break;
case 1: // ABG
2019-06-09 14:06:01 +00:00
MAP_RANGE_PTR(ABG, ofs<<3, 8);
2017-01-18 03:03:19 +00:00
break;
case 2: // ARM7 VRAM
2017-01-18 03:03:19 +00:00
ofs &= 0x1;
VRAMMap_ARM7[ofs] |= bankmask;
2021-01-07 17:32:28 +00:00
memset(VRAMDirty[bank].Data, 0xFF, sizeof(VRAMDirty[bank].Data));
2017-01-18 03:03:19 +00:00
VRAMSTAT |= (1 << (bank-2));
NDS.JIT.CheckAndInvalidateWVRAM(ofs);
2017-01-18 03:03:19 +00:00
break;
case 3: // texture
VRAMMap_Texture[ofs] |= bankmask;
2017-01-18 03:03:19 +00:00
break;
case 4: // BBG/BOBJ
2017-01-18 03:03:19 +00:00
if (bank == 2)
{
2019-06-09 14:06:01 +00:00
MAP_RANGE_PTR(BBG, 0, 8);
}
2017-01-18 03:03:19 +00:00
else
{
2019-06-09 14:06:01 +00:00
MAP_RANGE_PTR(BOBJ, 0, 8);
}
2017-01-18 03:03:19 +00:00
break;
}
}
}
void GPU::MapVRAM_E(u32 bank, u8 cnt) noexcept
2017-01-18 03:03:19 +00:00
{
2022-04-09 17:40:35 +00:00
cnt &= 0x87;
2017-01-18 03:03:19 +00:00
u8 oldcnt = VRAMCNT[bank];
VRAMCNT[bank] = cnt;
if (oldcnt == cnt) return;
u32 bankmask = 1 << bank;
2017-01-18 03:03:19 +00:00
if (oldcnt & (1<<7))
{
switch (oldcnt & 0x7)
{
case 0: // LCDC
VRAMMap_LCDC &= ~bankmask;
2017-01-18 03:03:19 +00:00
break;
case 1: // ABG
2019-06-09 14:06:01 +00:00
UNMAP_RANGE_PTR(ABG, 0, 4);
2017-01-18 03:03:19 +00:00
break;
case 2: // AOBJ
2019-06-09 14:06:01 +00:00
UNMAP_RANGE_PTR(AOBJ, 0, 4);
2017-01-18 03:03:19 +00:00
break;
case 3: // texture palette
2019-06-09 14:06:01 +00:00
UNMAP_RANGE(TexPal, 0, 4);
2017-01-18 03:03:19 +00:00
break;
case 4: // ABG ext palette
2019-06-09 14:06:01 +00:00
UNMAP_RANGE(ABGExtPal, 0, 4);
2017-01-18 03:03:19 +00:00
break;
}
}
if (cnt & (1<<7))
{
switch (cnt & 0x7)
{
case 0: // LCDC
VRAMMap_LCDC |= bankmask;
2017-01-18 03:03:19 +00:00
break;
case 1: // ABG
2019-06-09 14:06:01 +00:00
MAP_RANGE_PTR(ABG, 0, 4);
2017-01-18 03:03:19 +00:00
break;
case 2: // AOBJ
2019-06-09 14:06:01 +00:00
MAP_RANGE_PTR(AOBJ, 0, 4);
2017-01-18 03:03:19 +00:00
break;
case 3: // texture palette
2019-06-09 14:06:01 +00:00
MAP_RANGE(TexPal, 0, 4);
2017-01-18 03:03:19 +00:00
break;
case 4: // ABG ext palette
2019-06-09 14:06:01 +00:00
MAP_RANGE(ABGExtPal, 0, 4);
2017-01-18 03:03:19 +00:00
break;
}
}
}
void GPU::MapVRAM_FG(u32 bank, u8 cnt) noexcept
2017-01-18 03:03:19 +00:00
{
2022-04-09 17:40:35 +00:00
cnt &= 0x9F;
2017-01-18 03:03:19 +00:00
u8 oldcnt = VRAMCNT[bank];
VRAMCNT[bank] = cnt;
if (oldcnt == cnt) return;
u8 oldofs = (oldcnt >> 3) & 0x7;
u8 ofs = (cnt >> 3) & 0x7;
u32 bankmask = 1 << bank;
2017-01-18 03:03:19 +00:00
if (oldcnt & (1<<7))
{
switch (oldcnt & 0x7)
{
case 0: // LCDC
VRAMMap_LCDC &= ~bankmask;
2017-01-18 03:03:19 +00:00
break;
case 1: // ABG
2019-06-09 14:06:01 +00:00
{
u32 base = (oldofs & 0x1) + ((oldofs & 0x2) << 1);
VRAMMap_ABG[base] &= ~bankmask;
VRAMMap_ABG[base + 2] &= ~bankmask;
VRAMPtr_ABG[base] = GetUniqueBankPtr(VRAMMap_ABG[base], base << 14);
VRAMPtr_ABG[base + 2] = GetUniqueBankPtr(VRAMMap_ABG[base + 2], (base + 2) << 14);
}
2017-01-18 03:03:19 +00:00
break;
case 2: // AOBJ
2019-06-09 14:06:01 +00:00
{
u32 base = (oldofs & 0x1) + ((oldofs & 0x2) << 1);
VRAMMap_AOBJ[base] &= ~bankmask;
VRAMMap_AOBJ[base + 2] &= ~bankmask;
VRAMPtr_AOBJ[base] = GetUniqueBankPtr(VRAMMap_AOBJ[base], base << 14);
VRAMPtr_AOBJ[base + 2] = GetUniqueBankPtr(VRAMMap_AOBJ[base + 2], (base + 2) << 14);
}
2017-01-18 03:03:19 +00:00
break;
case 3: // texture palette
VRAMMap_TexPal[(oldofs & 0x1) + ((oldofs & 0x2) << 1)] &= ~bankmask;
2017-01-18 03:03:19 +00:00
break;
case 4: // ABG ext palette
VRAMMap_ABGExtPal[((oldofs & 0x1) << 1)] &= ~bankmask;
VRAMMap_ABGExtPal[((oldofs & 0x1) << 1) + 1] &= ~bankmask;
2017-01-18 03:03:19 +00:00
break;
case 5: // AOBJ ext palette
VRAMMap_AOBJExtPal &= ~bankmask;
2017-01-18 03:03:19 +00:00
break;
}
}
if (cnt & (1<<7))
{
switch (cnt & 0x7)
{
case 0: // LCDC
VRAMMap_LCDC |= bankmask;
2017-01-18 03:03:19 +00:00
break;
case 1: // ABG
2019-06-09 14:06:01 +00:00
{
u32 base = (ofs & 0x1) + ((ofs & 0x2) << 1);
VRAMMap_ABG[base] |= bankmask;
VRAMMap_ABG[base + 2] |= bankmask;
VRAMPtr_ABG[base] = GetUniqueBankPtr(VRAMMap_ABG[base], base << 14);
VRAMPtr_ABG[base + 2] = GetUniqueBankPtr(VRAMMap_ABG[base + 2], (base + 2) << 14);
}
2017-01-18 03:03:19 +00:00
break;
case 2: // AOBJ
2019-06-09 14:06:01 +00:00
{
u32 base = (ofs & 0x1) + ((ofs & 0x2) << 1);
VRAMMap_AOBJ[base] |= bankmask;
VRAMMap_AOBJ[base + 2] |= bankmask;
VRAMPtr_AOBJ[base] = GetUniqueBankPtr(VRAMMap_AOBJ[base], base << 14);
VRAMPtr_AOBJ[base + 2] = GetUniqueBankPtr(VRAMMap_AOBJ[base + 2], (base + 2) << 14);
}
2017-01-18 03:03:19 +00:00
break;
case 3: // texture palette
VRAMMap_TexPal[(ofs & 0x1) + ((ofs & 0x2) << 1)] |= bankmask;
2017-01-18 03:03:19 +00:00
break;
case 4: // ABG ext palette
VRAMMap_ABGExtPal[((ofs & 0x1) << 1)] |= bankmask;
VRAMMap_ABGExtPal[((ofs & 0x1) << 1) + 1] |= bankmask;
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break;
case 5: // AOBJ ext palette
VRAMMap_AOBJExtPal |= bankmask;
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break;
}
}
}
void GPU::MapVRAM_H(u32 bank, u8 cnt) noexcept
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{
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cnt &= 0x83;
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u8 oldcnt = VRAMCNT[bank];
VRAMCNT[bank] = cnt;
if (oldcnt == cnt) return;
u32 bankmask = 1 << bank;
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if (oldcnt & (1<<7))
{
switch (oldcnt & 0x3)
{
case 0: // LCDC
VRAMMap_LCDC &= ~bankmask;
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break;
case 1: // BBG
VRAMMap_BBG[0] &= ~bankmask;
VRAMMap_BBG[1] &= ~bankmask;
VRAMMap_BBG[4] &= ~bankmask;
VRAMMap_BBG[5] &= ~bankmask;
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VRAMPtr_BBG[0] = GetUniqueBankPtr(VRAMMap_BBG[0], 0 << 14);
VRAMPtr_BBG[1] = GetUniqueBankPtr(VRAMMap_BBG[1], 1 << 14);
VRAMPtr_BBG[4] = GetUniqueBankPtr(VRAMMap_BBG[4], 4 << 14);
VRAMPtr_BBG[5] = GetUniqueBankPtr(VRAMMap_BBG[5], 5 << 14);
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break;
case 2: // BBG ext palette
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UNMAP_RANGE(BBGExtPal, 0, 4);
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break;
}
}
if (cnt & (1<<7))
{
switch (cnt & 0x3)
{
case 0: // LCDC
VRAMMap_LCDC |= bankmask;
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break;
case 1: // BBG
VRAMMap_BBG[0] |= bankmask;
VRAMMap_BBG[1] |= bankmask;
VRAMMap_BBG[4] |= bankmask;
VRAMMap_BBG[5] |= bankmask;
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VRAMPtr_BBG[0] = GetUniqueBankPtr(VRAMMap_BBG[0], 0 << 14);
VRAMPtr_BBG[1] = GetUniqueBankPtr(VRAMMap_BBG[1], 1 << 14);
VRAMPtr_BBG[4] = GetUniqueBankPtr(VRAMMap_BBG[4], 4 << 14);
VRAMPtr_BBG[5] = GetUniqueBankPtr(VRAMMap_BBG[5], 5 << 14);
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break;
case 2: // BBG ext palette
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MAP_RANGE(BBGExtPal, 0, 4);
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break;
}
}
}
void GPU::MapVRAM_I(u32 bank, u8 cnt) noexcept
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{
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cnt &= 0x83;
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u8 oldcnt = VRAMCNT[bank];
VRAMCNT[bank] = cnt;
if (oldcnt == cnt) return;
u32 bankmask = 1 << bank;
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if (oldcnt & (1<<7))
{
switch (oldcnt & 0x3)
{
case 0: // LCDC
VRAMMap_LCDC &= ~bankmask;
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break;
case 1: // BBG
VRAMMap_BBG[2] &= ~bankmask;
VRAMMap_BBG[3] &= ~bankmask;
VRAMMap_BBG[6] &= ~bankmask;
VRAMMap_BBG[7] &= ~bankmask;
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VRAMPtr_BBG[2] = GetUniqueBankPtr(VRAMMap_BBG[2], 2 << 14);
VRAMPtr_BBG[3] = GetUniqueBankPtr(VRAMMap_BBG[3], 3 << 14);
VRAMPtr_BBG[6] = GetUniqueBankPtr(VRAMMap_BBG[6], 6 << 14);
VRAMPtr_BBG[7] = GetUniqueBankPtr(VRAMMap_BBG[7], 7 << 14);
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break;
case 2: // BOBJ
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UNMAP_RANGE_PTR(BOBJ, 0, 8);
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break;
case 3: // BOBJ ext palette
VRAMMap_BOBJExtPal &= ~bankmask;
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break;
}
}
if (cnt & (1<<7))
{
switch (cnt & 0x3)
{
case 0: // LCDC
VRAMMap_LCDC |= bankmask;
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break;
case 1: // BBG
VRAMMap_BBG[2] |= bankmask;
VRAMMap_BBG[3] |= bankmask;
VRAMMap_BBG[6] |= bankmask;
VRAMMap_BBG[7] |= bankmask;
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VRAMPtr_BBG[2] = GetUniqueBankPtr(VRAMMap_BBG[2], 2 << 14);
VRAMPtr_BBG[3] = GetUniqueBankPtr(VRAMMap_BBG[3], 3 << 14);
VRAMPtr_BBG[6] = GetUniqueBankPtr(VRAMMap_BBG[6], 6 << 14);
VRAMPtr_BBG[7] = GetUniqueBankPtr(VRAMMap_BBG[7], 7 << 14);
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break;
case 2: // BOBJ
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MAP_RANGE_PTR(BOBJ, 0, 8);
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break;
case 3: // BOBJ ext palette
VRAMMap_BOBJExtPal |= bankmask;
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break;
}
}
}
void GPU::SetPowerCnt(u32 val) noexcept
{
// POWCNT1 effects:
// * bit0: asplodes hardware??? not tested.
// * bit1: disables engine A palette and OAM (zero-filled) (TODO: affects mem timings???)
// * bit2: disables rendering engine, resets its internal state (polygons and registers)
// * bit3: disables geometry engine
// * bit9: disables engine B palette, OAM and rendering (screen turns white)
// * bit15: screen swap
if (!(val & (1<<0))) Log(LogLevel::Warn, "!!! CLEARING POWCNT BIT0. DANGER\n");
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GPU2D_A.SetEnabled(val & (1<<1));
GPU2D_B.SetEnabled(val & (1<<9));
GPU3D.SetEnabled(val & (1<<3), val & (1<<2));
AssignFramebuffers();
}
void GPU::DisplayFIFO(u32 x) noexcept
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{
// sample the FIFO
// as this starts 16 cycles (~3 pixels) before display start,
// we aren't aligned to the 8-pixel grid
if (x > 0)
{
if (x == 8)
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GPU2D_A.SampleFIFO(0, 5);
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else
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GPU2D_A.SampleFIFO(x-11, 8);
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}
if (x < 256)
{
// transfer the next 8 pixels
NDS.CheckDMAs(0, 0x04);
NDS.ScheduleEvent(Event_DisplayFIFO, true, 6*8, 0, x+8);
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}
else
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GPU2D_A.SampleFIFO(253, 3); // sample the remaining pixels
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}
void GPU::StartFrame() noexcept
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{
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// only run the display FIFO if needed:
// * if it is used for display or capture
// * if we have display FIFO DMA
RunFIFO = GPU2D_A.UsesFIFO() || NDS.DMAsInMode(0, 0x04);
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TotalScanlines = 0;
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StartScanline(0);
}
void GPU::StartHBlank(u32 line) noexcept
{
DispStat[0] |= (1<<1);
DispStat[1] |= (1<<1);
if (VCount < 192)
{
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// draw
// note: this should start 48 cycles after the scanline start
if (line < 192)
{
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GPU2D_Renderer->DrawScanline(line, &GPU2D_A);
GPU2D_Renderer->DrawScanline(line, &GPU2D_B);
}
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// sprites are pre-rendered one scanline in advance
if (line < 191)
{
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GPU2D_Renderer->DrawSprites(line+1, &GPU2D_A);
GPU2D_Renderer->DrawSprites(line+1, &GPU2D_B);
}
NDS.CheckDMAs(0, 0x02);
}
else if (VCount == 215)
{
GPU3D.VCount215(*this);
}
else if (VCount == 262)
{
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GPU2D_Renderer->DrawSprites(0, &GPU2D_A);
GPU2D_Renderer->DrawSprites(0, &GPU2D_B);
}
if (DispStat[0] & (1<<4)) NDS.SetIRQ(0, IRQ_HBlank);
if (DispStat[1] & (1<<4)) NDS.SetIRQ(1, IRQ_HBlank);
if (VCount < 262)
NDS.ScheduleEvent(Event_LCD, true, (LINE_CYCLES - HBLANK_CYCLES), LCD_StartScanline, line+1);
else
NDS.ScheduleEvent(Event_LCD, true, (LINE_CYCLES - HBLANK_CYCLES), LCD_FinishFrame, line+1);
}
void GPU::FinishFrame(u32 lines) noexcept
{
FrontBuffer = FrontBuffer ? 0 : 1;
AssignFramebuffers();
TotalScanlines = lines;
if (GPU3D.AbortFrame)
{
GPU3D.RestartFrame(*this);
GPU3D.AbortFrame = false;
}
}
void GPU::BlankFrame() noexcept
{
int backbuf = FrontBuffer ? 0 : 1;
int fbsize;
if (GPU3D.IsRendererAccelerated())
fbsize = (256*3 + 1) * 192;
else
fbsize = 256 * 192;
Clean up the 3D renderer for enhanced flexibility (#1895) * Give `GPU2D::Unit` a virtual destructor - Undefined behavior avoided! * Add an `array2d` alias * Move various parts of `GPU2D::SoftRenderer` to `constexpr` - `SoftRenderer::MosaicTable` is now initialized at compile-time - Most of the `SoftRenderer::Color*` functions are now `constexpr` - The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time * Generalize `GLRenderer::PrepareCaptureFrame` - Declare it in the base `Renderer3D` class, but make it empty * Remove unneeded `virtual` specifiers * Store `Framebuffer`'s memory in `unique_ptr`s - Reduce the risk of leaks this way * Clean up how `GLCompositor` is initialized - Return it as an `std::optional` instead of a `std::unique_ptr` - Make `GLCompositor` movable - Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving * Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor * Move `GLCompositor` to be a field within `GLRenderer` - Some methods were moved up and made `virtual` * Fix some linker errors * Set the renderer in the frontend * Remove unneeded `virtual` specifiers * Remove `RenderSettings` in favor of just exposing the relevant member variables * Update the frontend to accommodate the core changes * Add `constexpr` and `const` to places in the interpolator * Qualify references to `size_t` * Construct the `optional` directly instead of using `make_optional` - It makes the Linux build choke - I think it's because `GLCompositor`'s constructor is `private`
2023-11-29 14:23:11 +00:00
memset(Framebuffer[backbuf][0].get(), 0, fbsize*4);
memset(Framebuffer[backbuf][1].get(), 0, fbsize*4);
FrontBuffer = backbuf;
AssignFramebuffers();
TotalScanlines = 263;
}
void GPU::StartScanline(u32 line) noexcept
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{
if (line == 0)
VCount = 0;
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else if (NextVCount != 0xFFFFFFFF)
VCount = NextVCount;
else
VCount++;
NextVCount = -1;
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DispStat[0] &= ~(1<<1);
DispStat[1] &= ~(1<<1);
if (VCount == VMatch[0])
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{
DispStat[0] |= (1<<2);
if (DispStat[0] & (1<<5)) NDS.SetIRQ(0, IRQ_VCount);
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}
else
DispStat[0] &= ~(1<<2);
if (VCount == VMatch[1])
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{
DispStat[1] |= (1<<2);
if (DispStat[1] & (1<<5)) NDS.SetIRQ(1, IRQ_VCount);
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}
else
DispStat[1] &= ~(1<<2);
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GPU2D_A.CheckWindows(VCount);
GPU2D_B.CheckWindows(VCount);
2017-04-09 01:35:32 +00:00
if (VCount >= 2 && VCount < 194)
NDS.CheckDMAs(0, 0x03);
else if (VCount == 194)
NDS.StopDMAs(0, 0x03);
2017-03-20 21:18:35 +00:00
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if (line < 192)
{
if (line == 0)
{
GPU2D_Renderer->VBlankEnd(&GPU2D_A, &GPU2D_B);
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GPU2D_A.VBlankEnd();
GPU2D_B.VBlankEnd();
}
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if (RunFIFO)
NDS.ScheduleEvent(Event_DisplayFIFO, false, 32, 0, 0);
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}
if (VCount == 262)
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{
// frame end
DispStat[0] &= ~(1<<0);
DispStat[1] &= ~(1<<0);
}
else
{
if (VCount == 192)
{
// in reality rendering already finishes at line 144
// and games might already start to modify texture memory.
// That doesn't matter for us because we cache the entire
// texture memory anyway and only update it before the start
//of the next frame.
// So we can give the rasteriser a bit more headroom
GPU3D.VCount144(*this);
2017-01-18 03:03:19 +00:00
// VBlank
DispStat[0] |= (1<<0);
DispStat[1] |= (1<<0);
NDS.StopDMAs(0, 0x04);
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NDS.CheckDMAs(0, 0x01);
NDS.CheckDMAs(1, 0x11);
if (DispStat[0] & (1<<3)) NDS.SetIRQ(0, IRQ_VBlank);
if (DispStat[1] & (1<<3)) NDS.SetIRQ(1, IRQ_VBlank);
2021-02-27 21:25:27 +00:00
GPU2D_A.VBlank();
GPU2D_B.VBlank();
GPU3D.VBlank();
Allow for a more modular renderer backends (#990) * Draft GPU3D renderer modularization * Update sources C++ standard to C++17 The top-level `CMakeLists.txt` is already using the C++17 standard. * Move GLCompositor into class type Some other misc fixes to push towards better modularity * Make renderer-implementation types move-only These types are going to be holding onto handles of GPU-side resources and shouldn't ever be copied around. * Fix OSX: Remove 'register' storage class specifier `register` has been removed in C++17... But this keyword hasn't done anything in years anyways. OSX builds consider this "warning" an error and it stops the whole build. * Add RestartFrame to Renderer3D interface * Move Accelerated property to Renderer3D interface There are points in the code base where we do: `renderer != 0` to know if we are feeding an openGL renderer. Rather than that we can instead just have this be a property of the renderer itself. With this pattern a renderer can just say how it wants its data to come in rather than have everyone know that they're talking to an OpenGL renderer. * Remove Accelerated flag from GPU * Move 2D_Soft interface in separate header Also make the current 2D engine an "owned" unique_ptr. * Update alignment attribute to standard alignas Uses standardized `alignas` rather than compiler-specific attributes. https://en.cppreference.com/w/cpp/language/alignas * Fix Clang: alignas specifier Alignment must be specified before the array to align the entire array. https://en.cppreference.com/w/cpp/language/alignas * Converted Renderer3D Accelerated to variable This flag is checked a lot during scanline rasterization. So rather than having an expensive vtable-lookup call during mainline rendering code, it is now a public constant bool type that is written to only once during Renderer3D initialization.
2021-02-09 22:38:51 +00:00
// Need a better way to identify the openGL renderer in particular
if (GPU3D.IsRendererAccelerated())
GPU3D.Blit(*this);
2017-01-18 03:03:19 +00:00
}
}
NDS.ScheduleEvent(Event_LCD, true, HBLANK_CYCLES, LCD_StartHBlank, line);
2017-01-18 03:03:19 +00:00
}
void GPU::SetDispStat(u32 cpu, u16 val) noexcept
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{
val &= 0xFFB8;
DispStat[cpu] &= 0x0047;
DispStat[cpu] |= val;
VMatch[cpu] = (val >> 8) | ((val & 0x80) << 1);
}
void GPU::SetVCount(u16 val) noexcept
{
// VCount write is delayed until the next scanline
// TODO: how does the 3D engine react to VCount writes while it's rendering?
// 3D engine seems to give up on the current frame in that situation, repeating the last two scanlines
// TODO: also check the various DMA types that can be involved
GPU3D.AbortFrame |= NextVCount != val;
NextVCount = val;
}
template <u32 Size, u32 MappingGranularity>
NonStupidBitField<Size/VRAMDirtyGranularity> VRAMTrackingSet<Size, MappingGranularity>::DeriveState(const u32* currentMappings, GPU& gpu)
{
NonStupidBitField<Size/VRAMDirtyGranularity> result;
u16 banksToBeZeroed = 0;
for (u32 i = 0; i < Size / MappingGranularity; i++)
{
if (currentMappings[i] != Mapping[i])
{
result.SetRange(i*VRAMBitsPerMapping, VRAMBitsPerMapping);
banksToBeZeroed |= currentMappings[i];
Mapping[i] = currentMappings[i];
}
else
{
u32 mapping = Mapping[i];
banksToBeZeroed |= mapping;
while (mapping != 0)
{
u32 num = __builtin_ctz(mapping);
mapping &= ~(1 << num);
// hack for **speed**
// this could probably be done less ugly but then we would rely
// on the compiler for vectorisation
2021-01-25 14:12:13 +00:00
static_assert(VRAMDirtyGranularity == 512, "");
if (MappingGranularity == 16*1024)
{
u32 dirty = ((u32*)gpu.VRAMDirty[num].Data)[i & (gpu.VRAMMask[num] >> 14)];
result.Data[i / 2] |= (u64)dirty << ((i&1)*32);
}
else if (MappingGranularity == 8*1024)
{
u16 dirty = ((u16*)gpu.VRAMDirty[num].Data)[i & (gpu.VRAMMask[num] >> 13)];
result.Data[i / 4] |= (u64)dirty << ((i&3)*16);
}
else if (MappingGranularity == 128*1024)
{
result.Data[i * 4 + 0] |= gpu.VRAMDirty[num].Data[0];
result.Data[i * 4 + 1] |= gpu.VRAMDirty[num].Data[1];
result.Data[i * 4 + 2] |= gpu.VRAMDirty[num].Data[2];
result.Data[i * 4 + 3] |= gpu.VRAMDirty[num].Data[3];
}
else
{
// welp
abort();
}
}
}
}
while (banksToBeZeroed != 0)
{
u32 num = __builtin_ctz(banksToBeZeroed);
banksToBeZeroed &= ~(1 << num);
gpu.VRAMDirty[num].Clear();
}
return result;
}
template NonStupidBitField<32*1024/VRAMDirtyGranularity> VRAMTrackingSet<32*1024, 8*1024>::DeriveState(const u32*, GPU& gpu);
template NonStupidBitField<8*1024/VRAMDirtyGranularity> VRAMTrackingSet<8*1024, 8*1024>::DeriveState(const u32*, GPU& gpu);
template NonStupidBitField<512*1024/VRAMDirtyGranularity> VRAMTrackingSet<512*1024, 128*1024>::DeriveState(const u32*, GPU& gpu);
template NonStupidBitField<128*1024/VRAMDirtyGranularity> VRAMTrackingSet<128*1024, 16*1024>::DeriveState(const u32*, GPU& gpu);
template NonStupidBitField<256*1024/VRAMDirtyGranularity> VRAMTrackingSet<256*1024, 16*1024>::DeriveState(const u32*, GPU& gpu);
template NonStupidBitField<512*1024/VRAMDirtyGranularity> VRAMTrackingSet<512*1024, 16*1024>::DeriveState(const u32*, GPU& gpu);
bool GPU::MakeVRAMFlat_TextureCoherent(NonStupidBitField<512*1024/VRAMDirtyGranularity>& dirty) noexcept
{
return CopyLinearVRAM<128*1024>(VRAMFlat_Texture, VRAMMap_Texture, dirty, &GPU::ReadVRAM_Texture<u64>);
}
bool GPU::MakeVRAMFlat_TexPalCoherent(NonStupidBitField<128*1024/VRAMDirtyGranularity>& dirty) noexcept
{
return CopyLinearVRAM<16*1024>(VRAMFlat_TexPal, VRAMMap_TexPal, dirty, &GPU::ReadVRAM_TexPal<u64>);
}
bool GPU::MakeVRAMFlat_ABGCoherent(NonStupidBitField<512*1024/VRAMDirtyGranularity>& dirty) noexcept
{
return CopyLinearVRAM<16*1024>(VRAMFlat_ABG, VRAMMap_ABG, dirty, &GPU::ReadVRAM_ABG<u64>);
}
bool GPU::MakeVRAMFlat_BBGCoherent(NonStupidBitField<128*1024/VRAMDirtyGranularity>& dirty) noexcept
{
return CopyLinearVRAM<16*1024>(VRAMFlat_BBG, VRAMMap_BBG, dirty, &GPU::ReadVRAM_BBG<u64>);
}
bool GPU::MakeVRAMFlat_AOBJCoherent(NonStupidBitField<256*1024/VRAMDirtyGranularity>& dirty) noexcept
{
return CopyLinearVRAM<16*1024>(VRAMFlat_AOBJ, VRAMMap_AOBJ, dirty, &GPU::ReadVRAM_AOBJ<u64>);
}
bool GPU::MakeVRAMFlat_BOBJCoherent(NonStupidBitField<128*1024/VRAMDirtyGranularity>& dirty) noexcept
{
return CopyLinearVRAM<16*1024>(VRAMFlat_BOBJ, VRAMMap_BOBJ, dirty, &GPU::ReadVRAM_BOBJ<u64>);
2017-01-18 03:03:19 +00:00
}
bool GPU::MakeVRAMFlat_ABGExtPalCoherent(NonStupidBitField<32*1024/VRAMDirtyGranularity>& dirty) noexcept
{
return CopyLinearVRAM<8*1024>(VRAMFlat_ABGExtPal, VRAMMap_ABGExtPal, dirty, &GPU::ReadVRAM_ABGExtPal<u64>);
}
bool GPU::MakeVRAMFlat_BBGExtPalCoherent(NonStupidBitField<32*1024/VRAMDirtyGranularity>& dirty) noexcept
{
return CopyLinearVRAM<8*1024>(VRAMFlat_BBGExtPal, VRAMMap_BBGExtPal, dirty, &GPU::ReadVRAM_BBGExtPal<u64>);
}
bool GPU::MakeVRAMFlat_AOBJExtPalCoherent(NonStupidBitField<8*1024/VRAMDirtyGranularity>& dirty) noexcept
{
return CopyLinearVRAM<8*1024>(VRAMFlat_AOBJExtPal, &VRAMMap_AOBJExtPal, dirty, &GPU::ReadVRAM_AOBJExtPal<u64>);
}
bool GPU::MakeVRAMFlat_BOBJExtPalCoherent(NonStupidBitField<8*1024/VRAMDirtyGranularity>& dirty) noexcept
{
return CopyLinearVRAM<8*1024>(VRAMFlat_BOBJExtPal, &VRAMMap_BOBJExtPal, dirty, &GPU::ReadVRAM_BOBJExtPal<u64>);
}
2021-01-25 14:12:13 +00:00
}