melonDS/src/GPU.cpp

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/*
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Copyright 2016-2022 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"
#ifdef JIT_ENABLED
#include "ARMJIT.h"
#endif
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"
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using Platform::Log;
using Platform::LogLevel;
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namespace GPU
{
#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)
u16 VCount;
u32 NextVCount;
u16 TotalScanlines;
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bool RunFIFO;
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u16 DispStat[2], VMatch[2];
u8 Palette[2*1024];
u8 OAM[2*1024];
u8 VRAM_A[128*1024];
u8 VRAM_B[128*1024];
u8 VRAM_C[128*1024];
u8 VRAM_D[128*1024];
u8 VRAM_E[ 64*1024];
u8 VRAM_F[ 16*1024];
u8 VRAM_G[ 16*1024];
u8 VRAM_H[ 32*1024];
u8 VRAM_I[ 16*1024];
u8* const VRAM[9] = {VRAM_A, VRAM_B, VRAM_C, VRAM_D, VRAM_E, VRAM_F, VRAM_G, VRAM_H, VRAM_I};
u32 const VRAMMask[9] = {0x1FFFF, 0x1FFFF, 0x1FFFF, 0x1FFFF, 0xFFFF, 0x3FFF, 0x3FFF, 0x7FFF, 0x3FFF};
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u8 VRAMCNT[9];
u8 VRAMSTAT;
u32 VRAMMap_LCDC;
u32 VRAMMap_ABG[0x20];
u32 VRAMMap_AOBJ[0x10];
u32 VRAMMap_BBG[0x8];
u32 VRAMMap_BOBJ[0x8];
u32 VRAMMap_ABGExtPal[4];
u32 VRAMMap_AOBJExtPal;
u32 VRAMMap_BBGExtPal[4];
u32 VRAMMap_BOBJExtPal;
u32 VRAMMap_Texture[4];
u32 VRAMMap_TexPal[8];
u32 VRAMMap_ARM7[2];
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u8* VRAMPtr_ABG[0x20];
u8* VRAMPtr_AOBJ[0x10];
u8* VRAMPtr_BBG[0x8];
u8* VRAMPtr_BOBJ[0x8];
int FrontBuffer;
u32* Framebuffer[2][2];
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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int Renderer = 0;
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GPU2D::Unit GPU2D_A(0);
GPU2D::Unit GPU2D_B(1);
std::unique_ptr<GPU2D::Renderer2D> GPU2D_Renderer = {};
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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.
*/
VRAMTrackingSet<512*1024, 16*1024> VRAMDirty_ABG;
VRAMTrackingSet<256*1024, 16*1024> VRAMDirty_AOBJ;
VRAMTrackingSet<128*1024, 16*1024> VRAMDirty_BBG;
VRAMTrackingSet<128*1024, 16*1024> VRAMDirty_BOBJ;
VRAMTrackingSet<32*1024, 8*1024> VRAMDirty_ABGExtPal;
VRAMTrackingSet<32*1024, 8*1024> VRAMDirty_BBGExtPal;
VRAMTrackingSet<8*1024, 8*1024> VRAMDirty_AOBJExtPal;
VRAMTrackingSet<8*1024, 8*1024> VRAMDirty_BOBJExtPal;
VRAMTrackingSet<512*1024, 128*1024> VRAMDirty_Texture;
VRAMTrackingSet<128*1024, 16*1024> VRAMDirty_TexPal;
NonStupidBitField<128*1024/VRAMDirtyGranularity> VRAMDirty[9];
u8 VRAMFlat_ABG[512*1024];
u8 VRAMFlat_BBG[128*1024];
u8 VRAMFlat_AOBJ[256*1024];
u8 VRAMFlat_BOBJ[128*1024];
u8 VRAMFlat_ABGExtPal[32*1024];
u8 VRAMFlat_BBGExtPal[32*1024];
u8 VRAMFlat_AOBJExtPal[8*1024];
u8 VRAMFlat_BOBJExtPal[8*1024];
u8 VRAMFlat_Texture[512*1024];
u8 VRAMFlat_TexPal[128*1024];
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u32 OAMDirty;
u32 PaletteDirty;
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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#ifdef OGLRENDERER_ENABLED
std::unique_ptr<GLCompositor> CurGLCompositor = {};
#endif
bool Init()
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{
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GPU2D_Renderer = std::make_unique<GPU2D::SoftRenderer>();
if (!GPU3D::Init()) return false;
FrontBuffer = 0;
Framebuffer[0][0] = NULL; Framebuffer[0][1] = NULL;
Framebuffer[1][0] = NULL; Framebuffer[1][1] = NULL;
Renderer = 0;
return true;
}
void DeInit()
{
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GPU2D_Renderer.reset();
GPU3D::DeInit();
if (Framebuffer[0][0]) delete[] Framebuffer[0][0];
if (Framebuffer[0][1]) delete[] Framebuffer[0][1];
if (Framebuffer[1][0]) delete[] Framebuffer[1][0];
if (Framebuffer[1][1]) delete[] Framebuffer[1][1];
Framebuffer[0][0] = nullptr;
Framebuffer[0][1] = nullptr;
Framebuffer[1][0] = nullptr;
Framebuffer[1][1] = nullptr;
#ifdef OGLRENDERER_ENABLED
CurGLCompositor = nullptr;
#endif
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}
void ResetVRAMCache()
{
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));
}
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void Reset()
{
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.
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size_t fbsize;
if (GPU3D::CurrentRenderer->Accelerated)
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;
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GPU2D_Renderer->SetFramebuffer(Framebuffer[backbuf][1], Framebuffer[backbuf][0]);
ResetRenderer();
ResetVRAMCache();
OAMDirty = 0x3;
PaletteDirty = 0xF;
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}
void Stop()
{
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int fbsize;
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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if (GPU3D::CurrentRenderer->Accelerated)
fbsize = (256*3 + 1) * 192;
else
fbsize = 256 * 192;
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memset(Framebuffer[0][0], 0, fbsize*4);
memset(Framebuffer[0][1], 0, fbsize*4);
memset(Framebuffer[1][0], 0, fbsize*4);
memset(Framebuffer[1][1], 0, fbsize*4);
#ifdef OGLRENDERER_ENABLED
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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// This needs a better way to know that we're
// using the OpenGL renderer specifically
if (GPU3D::CurrentRenderer->Accelerated)
CurGLCompositor->Stop();
#endif
}
void DoSavestate(Savestate* file)
{
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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]);
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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);
}
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GPU2D_A.DoSavestate(file);
GPU2D_B.DoSavestate(file);
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GPU3D::DoSavestate(file);
ResetVRAMCache();
}
void AssignFramebuffers()
{
int backbuf = FrontBuffer ? 0 : 1;
if (NDS::PowerControl9 & (1<<15))
{
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GPU2D_Renderer->SetFramebuffer(Framebuffer[backbuf][0], Framebuffer[backbuf][1]);
}
else
{
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GPU2D_Renderer->SetFramebuffer(Framebuffer[backbuf][1], Framebuffer[backbuf][0]);
}
}
void InitRenderer(int renderer)
{
#ifdef OGLRENDERER_ENABLED
if (renderer == 1)
{
CurGLCompositor = GLCompositor::New();
// Create opengl renderer
if (!CurGLCompositor)
{
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
// Fallback on software renderer
renderer = 0;
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
GPU3D::CurrentRenderer = std::make_unique<GPU3D::SoftRenderer>();
}
GPU3D::CurrentRenderer = GPU3D::GLRenderer::New();
if (!GPU3D::CurrentRenderer)
{
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
// Fallback on software renderer
CurGLCompositor.reset();
renderer = 0;
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
GPU3D::CurrentRenderer = std::make_unique<GPU3D::SoftRenderer>();
}
}
else
#endif
{
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
GPU3D::CurrentRenderer = std::make_unique<GPU3D::SoftRenderer>();
}
Renderer = renderer;
}
void DeInitRenderer()
{
// Delete the 3D renderer, if it exists
GPU3D::CurrentRenderer.reset();
#ifdef OGLRENDERER_ENABLED
// Delete the compositor, if one exists
CurGLCompositor.reset();
#endif
}
void ResetRenderer()
2019-05-21 20:28:46 +00:00
{
if (Renderer == 0)
{
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
GPU3D::CurrentRenderer->Reset();
}
#ifdef OGLRENDERER_ENABLED
else
{
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
CurGLCompositor->Reset();
GPU3D::CurrentRenderer->Reset();
}
#endif
}
void SetRenderSettings(int renderer, RenderSettings& settings)
2019-05-21 20:28:46 +00:00
{
if (renderer != Renderer)
{
DeInitRenderer();
InitRenderer(renderer);
}
2019-05-25 17:52:56 +00:00
int fbsize;
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
if (GPU3D::CurrentRenderer->Accelerated)
fbsize = (256*3 + 1) * 192;
else
fbsize = 256 * 192;
2020-05-28 15:00:25 +00:00
if (Framebuffer[0][0]) { delete[] Framebuffer[0][0]; Framebuffer[0][0] = nullptr; }
if (Framebuffer[1][0]) { delete[] Framebuffer[1][0]; Framebuffer[1][0] = nullptr; }
if (Framebuffer[0][1]) { delete[] Framebuffer[0][1]; Framebuffer[0][1] = nullptr; }
if (Framebuffer[1][1]) { delete[] Framebuffer[1][1]; Framebuffer[1][1] = nullptr; }
2019-07-13 00:54:14 +00:00
2019-05-25 17:52:56 +00:00
Framebuffer[0][0] = new u32[fbsize];
Framebuffer[1][0] = new u32[fbsize];
Framebuffer[0][1] = new u32[fbsize];
Framebuffer[1][1] = new u32[fbsize];
memset(Framebuffer[0][0], 0, fbsize*4);
memset(Framebuffer[1][0], 0, fbsize*4);
memset(Framebuffer[0][1], 0, fbsize*4);
memset(Framebuffer[1][1], 0, fbsize*4);
AssignFramebuffers();
2019-05-19 17:47:23 +00:00
if (Renderer == 0)
{
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
GPU3D::CurrentRenderer->SetRenderSettings(settings);
}
#ifdef OGLRENDERER_ENABLED
else
{
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
CurGLCompositor->SetRenderSettings(settings);
GPU3D::CurrentRenderer->SetRenderSettings(settings);
}
#endif
}
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
2019-06-09 14:06:01 +00:00
u8* GetUniqueBankPtr(u32 mask, u32 offset)
{
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); }
2017-01-18 03:03:19 +00:00
void MapVRAM_AB(u32 bank, u8 cnt)
{
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 MapVRAM_CD(u32 bank, u8 cnt)
{
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));
#ifdef JIT_ENABLED
ARMJIT::CheckAndInvalidateWVRAM(ofs);
#endif
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 MapVRAM_E(u32 bank, u8 cnt)
{
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
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UNMAP_RANGE_PTR(ABG, 0, 4);
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break;
case 2: // AOBJ
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UNMAP_RANGE_PTR(AOBJ, 0, 4);
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break;
case 3: // texture palette
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UNMAP_RANGE(TexPal, 0, 4);
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break;
case 4: // ABG ext palette
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UNMAP_RANGE(ABGExtPal, 0, 4);
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break;
}
}
if (cnt & (1<<7))
{
switch (cnt & 0x7)
{
case 0: // LCDC
VRAMMap_LCDC |= bankmask;
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break;
case 1: // ABG
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MAP_RANGE_PTR(ABG, 0, 4);
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break;
case 2: // AOBJ
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MAP_RANGE_PTR(AOBJ, 0, 4);
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break;
case 3: // texture palette
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MAP_RANGE(TexPal, 0, 4);
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break;
case 4: // ABG ext palette
2019-06-09 14:06:01 +00:00
MAP_RANGE(ABGExtPal, 0, 4);
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break;
}
}
}
void MapVRAM_FG(u32 bank, u8 cnt)
{
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cnt &= 0x9F;
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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;
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if (oldcnt & (1<<7))
{
switch (oldcnt & 0x7)
{
case 0: // LCDC
VRAMMap_LCDC &= ~bankmask;
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break;
case 1: // ABG
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{
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);
}
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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);
}
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break;
case 3: // texture palette
VRAMMap_TexPal[(oldofs & 0x1) + ((oldofs & 0x2) << 1)] &= ~bankmask;
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break;
case 4: // ABG ext palette
VRAMMap_ABGExtPal[((oldofs & 0x1) << 1)] &= ~bankmask;
VRAMMap_ABGExtPal[((oldofs & 0x1) << 1) + 1] &= ~bankmask;
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break;
case 5: // AOBJ ext palette
VRAMMap_AOBJExtPal &= ~bankmask;
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break;
}
}
if (cnt & (1<<7))
{
switch (cnt & 0x7)
{
case 0: // LCDC
VRAMMap_LCDC |= bankmask;
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break;
case 1: // ABG
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{
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);
}
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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;
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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 MapVRAM_H(u32 bank, u8 cnt)
{
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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;
2019-06-09 14:06:01 +00:00
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
2019-06-09 14:06:01 +00:00
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;
2019-06-09 14:06:01 +00:00
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
2019-06-09 14:06:01 +00:00
MAP_RANGE(BBGExtPal, 0, 4);
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break;
}
}
}
void MapVRAM_I(u32 bank, u8 cnt)
{
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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;
2019-06-09 14:06:01 +00:00
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
2019-06-09 14:06:01 +00:00
MAP_RANGE_PTR(BOBJ, 0, 8);
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break;
case 3: // BOBJ ext palette
VRAMMap_BOBJExtPal |= bankmask;
2017-01-18 03:03:19 +00:00
break;
}
}
}
void SetPowerCnt(u32 val)
{
// 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");
2021-02-27 21:25:27 +00:00
GPU2D_A.SetEnabled(val & (1<<1));
GPU2D_B.SetEnabled(val & (1<<9));
GPU3D::SetEnabled(val & (1<<3), val & (1<<2));
AssignFramebuffers();
}
2017-06-26 09:02:10 +00:00
void DisplayFIFO(u32 x)
{
// 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);
2017-06-26 09:02:10 +00:00
}
if (x < 256)
{
// transfer the next 8 pixels
NDS::CheckDMAs(0, 0x04);
NDS::ScheduleEvent(NDS::Event_DisplayFIFO, true, 6*8, DisplayFIFO, x+8);
}
else
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GPU2D_A.SampleFIFO(253, 3); // sample the remaining pixels
2017-06-26 09:02:10 +00:00
}
2017-01-18 03:03:19 +00:00
void StartFrame()
{
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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
2021-02-27 21:25:27 +00:00
RunFIFO = GPU2D_A.UsesFIFO() || NDS::DMAsInMode(0, 0x04);
2017-06-26 09:02:10 +00:00
TotalScanlines = 0;
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StartScanline(0);
}
void StartHBlank(u32 line)
{
DispStat[0] |= (1<<1);
DispStat[1] |= (1<<1);
if (VCount < 192)
{
2017-06-26 09:02:10 +00:00
// 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);
}
2017-06-26 09:02:10 +00:00
// 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();
}
else if (VCount == 262)
{
2021-02-27 21:25:27 +00:00
GPU2D_Renderer->DrawSprites(0, &GPU2D_A);
GPU2D_Renderer->DrawSprites(0, &GPU2D_B);
}
if (DispStat[0] & (1<<4)) NDS::SetIRQ(0, NDS::IRQ_HBlank);
if (DispStat[1] & (1<<4)) NDS::SetIRQ(1, NDS::IRQ_HBlank);
if (VCount < 262)
NDS::ScheduleEvent(NDS::Event_LCD, true, (LINE_CYCLES - HBLANK_CYCLES), StartScanline, line+1);
else
NDS::ScheduleEvent(NDS::Event_LCD, true, (LINE_CYCLES - HBLANK_CYCLES), FinishFrame, line+1);
}
void FinishFrame(u32 lines)
{
FrontBuffer = FrontBuffer ? 0 : 1;
AssignFramebuffers();
TotalScanlines = lines;
if (GPU3D::AbortFrame)
{
GPU3D::RestartFrame();
GPU3D::AbortFrame = false;
}
}
2017-01-18 03:03:19 +00:00
void StartScanline(u32 line)
{
if (line == 0)
VCount = 0;
2021-05-03 12:36:21 +00:00
else if (NextVCount != 0xFFFFFFFF)
VCount = NextVCount;
else
VCount++;
NextVCount = -1;
2017-01-18 03:03:19 +00:00
DispStat[0] &= ~(1<<1);
DispStat[1] &= ~(1<<1);
if (VCount == VMatch[0])
2017-01-18 03:03:19 +00:00
{
DispStat[0] |= (1<<2);
if (DispStat[0] & (1<<5)) NDS::SetIRQ(0, NDS::IRQ_VCount);
2017-01-18 03:03:19 +00:00
}
else
DispStat[0] &= ~(1<<2);
if (VCount == VMatch[1])
2017-01-18 03:03:19 +00:00
{
DispStat[1] |= (1<<2);
if (DispStat[1] & (1<<5)) NDS::SetIRQ(1, NDS::IRQ_VCount);
2017-01-18 03:03:19 +00:00
}
else
DispStat[1] &= ~(1<<2);
2021-02-27 21:25:27 +00:00
GPU2D_A.CheckWindows(VCount);
GPU2D_B.CheckWindows(VCount);
2017-04-09 01:35:32 +00:00
if (VCount >= 2 && VCount < 194)
2017-03-20 21:18:35 +00:00
NDS::CheckDMAs(0, 0x03);
else if (VCount == 194)
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NDS::StopDMAs(0, 0x03);
2017-01-18 03:03:19 +00:00
if (line < 192)
{
if (line == 0)
{
GPU2D_Renderer->VBlankEnd(&GPU2D_A, &GPU2D_B);
2021-02-27 21:25:27 +00:00
GPU2D_A.VBlankEnd();
GPU2D_B.VBlankEnd();
}
2017-06-26 09:02:10 +00:00
if (RunFIFO)
NDS::ScheduleEvent(NDS::Event_DisplayFIFO, false, 32, DisplayFIFO, 0);
2017-01-18 03:03:19 +00:00
}
if (VCount == 262)
2017-01-18 03:03:19 +00:00
{
// 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();
2017-01-18 03:03:19 +00:00
// VBlank
DispStat[0] |= (1<<0);
DispStat[1] |= (1<<0);
2017-03-20 21:18:35 +00:00
NDS::StopDMAs(0, 0x04);
NDS::CheckDMAs(0, 0x01);
NDS::CheckDMAs(1, 0x11);
if (DispStat[0] & (1<<3)) NDS::SetIRQ(0, NDS::IRQ_VBlank);
if (DispStat[1] & (1<<3)) NDS::SetIRQ(1, NDS::IRQ_VBlank);
2021-02-27 21:25:27 +00:00
GPU2D_A.VBlank();
GPU2D_B.VBlank();
GPU3D::VBlank();
#ifdef OGLRENDERER_ENABLED
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::CurrentRenderer->Accelerated)
CurGLCompositor->RenderFrame();
#endif
2017-01-18 03:03:19 +00:00
}
}
NDS::ScheduleEvent(NDS::Event_LCD, true, HBLANK_CYCLES, StartHBlank, line);
2017-01-18 03:03:19 +00:00
}
void SetDispStat(u32 cpu, u16 val)
{
val &= 0xFFB8;
DispStat[cpu] &= 0x0047;
DispStat[cpu] |= val;
VMatch[cpu] = (val >> 8) | ((val & 0x80) << 1);
}
void SetVCount(u16 val)
{
// 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(u32* currentMappings)
{
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*)VRAMDirty[num].Data)[i & (VRAMMask[num] >> 14)];
result.Data[i / 2] |= (u64)dirty << ((i&1)*32);
}
else if (MappingGranularity == 8*1024)
{
u16 dirty = ((u16*)VRAMDirty[num].Data)[i & (VRAMMask[num] >> 13)];
result.Data[i / 4] |= (u64)dirty << ((i&3)*16);
}
else if (MappingGranularity == 128*1024)
{
result.Data[i * 4 + 0] |= VRAMDirty[num].Data[0];
result.Data[i * 4 + 1] |= VRAMDirty[num].Data[1];
result.Data[i * 4 + 2] |= VRAMDirty[num].Data[2];
result.Data[i * 4 + 3] |= VRAMDirty[num].Data[3];
}
else
{
// welp
abort();
}
}
}
}
while (banksToBeZeroed != 0)
{
u32 num = __builtin_ctz(banksToBeZeroed);
banksToBeZeroed &= ~(1 << num);
VRAMDirty[num].Clear();
}
return result;
}
template NonStupidBitField<32*1024/VRAMDirtyGranularity> VRAMTrackingSet<32*1024, 8*1024>::DeriveState(u32*);
template NonStupidBitField<8*1024/VRAMDirtyGranularity> VRAMTrackingSet<8*1024, 8*1024>::DeriveState(u32*);
template NonStupidBitField<512*1024/VRAMDirtyGranularity> VRAMTrackingSet<512*1024, 128*1024>::DeriveState(u32*);
template NonStupidBitField<128*1024/VRAMDirtyGranularity> VRAMTrackingSet<128*1024, 16*1024>::DeriveState(u32*);
template NonStupidBitField<256*1024/VRAMDirtyGranularity> VRAMTrackingSet<256*1024, 16*1024>::DeriveState(u32*);
template NonStupidBitField<512*1024/VRAMDirtyGranularity> VRAMTrackingSet<512*1024, 16*1024>::DeriveState(u32*);
template <u32 MappingGranularity, u32 Size>
inline bool CopyLinearVRAM(u8* flat, u32* mappings, NonStupidBitField<Size>& dirty, u64 (*slowAccess)(u32 addr))
{
const u32 VRAMBitsPerMapping = MappingGranularity / VRAMDirtyGranularity;
bool change = false;
typename NonStupidBitField<Size>::Iterator it = dirty.Begin();
while (it != dirty.End())
{
u32 offset = *it * VRAMDirtyGranularity;
u8* dst = flat + offset;
u8* fastAccess = GetUniqueBankPtr(mappings[*it / VRAMBitsPerMapping], offset);
if (fastAccess)
{
memcpy(dst, fastAccess, VRAMDirtyGranularity);
}
else
{
for (u32 i = 0; i < VRAMDirtyGranularity; i += 8)
*(u64*)&dst[i] = slowAccess(offset + i);
}
change = true;
it++;
}
return change;
}
bool MakeVRAMFlat_TextureCoherent(NonStupidBitField<512*1024/VRAMDirtyGranularity>& dirty)
{
return CopyLinearVRAM<128*1024>(VRAMFlat_Texture, VRAMMap_Texture, dirty, ReadVRAM_Texture<u64>);
}
bool MakeVRAMFlat_TexPalCoherent(NonStupidBitField<128*1024/VRAMDirtyGranularity>& dirty)
{
return CopyLinearVRAM<16*1024>(VRAMFlat_TexPal, VRAMMap_TexPal, dirty, ReadVRAM_TexPal<u64>);
}
bool MakeVRAMFlat_ABGCoherent(NonStupidBitField<512*1024/VRAMDirtyGranularity>& dirty)
{
return CopyLinearVRAM<16*1024>(VRAMFlat_ABG, VRAMMap_ABG, dirty, ReadVRAM_ABG<u64>);
}
bool MakeVRAMFlat_BBGCoherent(NonStupidBitField<128*1024/VRAMDirtyGranularity>& dirty)
{
return CopyLinearVRAM<16*1024>(VRAMFlat_BBG, VRAMMap_BBG, dirty, ReadVRAM_BBG<u64>);
}
bool MakeVRAMFlat_AOBJCoherent(NonStupidBitField<256*1024/VRAMDirtyGranularity>& dirty)
{
return CopyLinearVRAM<16*1024>(VRAMFlat_AOBJ, VRAMMap_AOBJ, dirty, ReadVRAM_AOBJ<u64>);
}
bool MakeVRAMFlat_BOBJCoherent(NonStupidBitField<128*1024/VRAMDirtyGranularity>& dirty)
{
return CopyLinearVRAM<16*1024>(VRAMFlat_BOBJ, VRAMMap_BOBJ, dirty, ReadVRAM_BOBJ<u64>);
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}
template<typename T>
T ReadVRAM_ABGExtPal(u32 addr)
{
u32 mask = VRAMMap_ABGExtPal[(addr >> 13) & 0x3];
T ret = 0;
if (mask & (1<<4)) ret |= *(T*)&VRAM_E[addr & 0x7FFF];
if (mask & (1<<5)) ret |= *(T*)&VRAM_F[addr & 0x3FFF];
if (mask & (1<<6)) ret |= *(T*)&VRAM_G[addr & 0x3FFF];
return ret;
}
template<typename T>
T ReadVRAM_BBGExtPal(u32 addr)
{
u32 mask = VRAMMap_BBGExtPal[(addr >> 13) & 0x3];
T ret = 0;
if (mask & (1<<7)) ret |= *(T*)&VRAM_H[addr & 0x7FFF];
return ret;
}
template<typename T>
T ReadVRAM_AOBJExtPal(u32 addr)
{
u32 mask = VRAMMap_AOBJExtPal;
T ret = 0;
if (mask & (1<<4)) ret |= *(T*)&VRAM_F[addr & 0x1FFF];
if (mask & (1<<5)) ret |= *(T*)&VRAM_G[addr & 0x1FFF];
return ret;
}
template<typename T>
T ReadVRAM_BOBJExtPal(u32 addr)
{
u32 mask = VRAMMap_BOBJExtPal;
T ret = 0;
if (mask & (1<<8)) ret |= *(T*)&VRAM_I[addr & 0x1FFF];
return ret;
}
bool MakeVRAMFlat_ABGExtPalCoherent(NonStupidBitField<32*1024/VRAMDirtyGranularity>& dirty)
{
return CopyLinearVRAM<8*1024>(VRAMFlat_ABGExtPal, VRAMMap_ABGExtPal, dirty, ReadVRAM_ABGExtPal<u64>);
}
bool MakeVRAMFlat_BBGExtPalCoherent(NonStupidBitField<32*1024/VRAMDirtyGranularity>& dirty)
{
return CopyLinearVRAM<8*1024>(VRAMFlat_BBGExtPal, VRAMMap_BBGExtPal, dirty, ReadVRAM_BBGExtPal<u64>);
}
bool MakeVRAMFlat_AOBJExtPalCoherent(NonStupidBitField<8*1024/VRAMDirtyGranularity>& dirty)
{
return CopyLinearVRAM<8*1024>(VRAMFlat_AOBJExtPal, &VRAMMap_AOBJExtPal, dirty, ReadVRAM_AOBJExtPal<u64>);
}
bool MakeVRAMFlat_BOBJExtPalCoherent(NonStupidBitField<8*1024/VRAMDirtyGranularity>& dirty)
{
return CopyLinearVRAM<8*1024>(VRAMFlat_BOBJExtPal, &VRAMMap_BOBJExtPal, dirty, ReadVRAM_BOBJExtPal<u64>);
}
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}