melonDS/src/GPU.cpp

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/*
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Copyright 2016-2019 Arisotura
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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 <stdio.h>
#include <string.h>
#include "NDS.h"
#include "GPU.h"
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u64 vbltime;
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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* VRAM[9] = {VRAM_A, VRAM_B, VRAM_C, VRAM_D, VRAM_E, VRAM_F, VRAM_G, VRAM_H, VRAM_I};
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];
int FrontBuffer;
u32* Framebuffer[2][2];
int FBScale[2];
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bool Accelerated;
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GPU2D* GPU2D_A;
GPU2D* GPU2D_B;
bool Init()
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{
GPU2D_A = new GPU2D(0);
GPU2D_B = new GPU2D(1);
if (!GPU3D::Init()) return false;
FrontBuffer = 0;
Framebuffer[0][0] = NULL; Framebuffer[0][1] = NULL;
Framebuffer[1][0] = NULL; Framebuffer[1][1] = NULL;
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FBScale[0] = -1; FBScale[1] = -1; Accelerated = false;
SetDisplaySettings(0, 0, false);
return true;
}
void DeInit()
{
delete GPU2D_A;
delete GPU2D_B;
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];
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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;
for (int i = 0; i < (256*192)<<(FBScale[0]*2); i++)
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{
Framebuffer[0][0][i] = 0xFFFFFFFF;
Framebuffer[1][0][i] = 0xFFFFFFFF;
}
for (int i = 0; i < (256*192)<<(FBScale[1]*2); i++)
{
Framebuffer[0][1][i] = 0xFFFFFFFF;
Framebuffer[1][1][i] = 0xFFFFFFFF;
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}
GPU2D_A->Reset();
GPU2D_B->Reset();
GPU3D::Reset();
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int backbuf = FrontBuffer ? 0 : 1;
GPU2D_A->SetFramebuffer(Framebuffer[backbuf][1]);
GPU2D_B->SetFramebuffer(Framebuffer[backbuf][0]);
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}
void Stop()
{
memset(Framebuffer[0][0], 0, (256*192)<<(FBScale[0]*2));
memset(Framebuffer[0][1], 0, (256*192)<<(FBScale[1]*2));
memset(Framebuffer[1][0], 0, (256*192)<<(FBScale[0]*2));
memset(Framebuffer[1][1], 0, (256*192)<<(FBScale[1]*2));
}
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]);
GPU2D_A->DoSavestate(file);
GPU2D_B->DoSavestate(file);
GPU3D::DoSavestate(file);
}
void AssignFramebuffers()
{
int backbuf = FrontBuffer ? 0 : 1;
if (NDS::PowerControl9 & (1<<15))
{
GPU2D_A->SetFramebuffer(Framebuffer[backbuf][0]);
GPU2D_B->SetFramebuffer(Framebuffer[backbuf][1]);
}
else
{
GPU2D_A->SetFramebuffer(Framebuffer[backbuf][1]);
GPU2D_B->SetFramebuffer(Framebuffer[backbuf][0]);
}
}
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void SetDisplaySettings(int topscale, int bottomscale, bool accel)
{accel=true;
if (topscale != FBScale[0] || accel != Accelerated)
{
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FBScale[0] = accel ? 0 : topscale;
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int fbsize;
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if (accel) fbsize = (256*3 + 1) * 192;
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else fbsize = (256 * 192) << (FBScale[0] * 2);
if (Framebuffer[0][0]) delete[] Framebuffer[0][0];
if (Framebuffer[1][0]) delete[] Framebuffer[1][0];
Framebuffer[0][0] = new u32[fbsize];
Framebuffer[1][0] = new u32[fbsize];
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memset(Framebuffer[0][0], 0, fbsize*4);
memset(Framebuffer[1][0], 0, fbsize*4);
int backbuf = FrontBuffer ? 0 : 1;
if (NDS::PowerControl9 & (1<<15))
{
GPU2D_A->SetFramebuffer(Framebuffer[backbuf][0]);
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GPU2D_A->SetDisplaySettings(FBScale[0], accel);
GPU3D::SetDisplaySettings(topscale, accel);
}
else
{
GPU2D_B->SetFramebuffer(Framebuffer[backbuf][0]);
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GPU2D_B->SetDisplaySettings(FBScale[0], accel);
}
}
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if (bottomscale != FBScale[1] || accel != Accelerated)
{
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FBScale[1] = accel ? 0 : bottomscale;
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int fbsize;
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if (accel) fbsize = (256*3 + 1) * 192;
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else fbsize = (256 * 192) << (FBScale[1] * 2);
if (Framebuffer[0][1]) delete[] Framebuffer[0][1];
if (Framebuffer[1][1]) delete[] Framebuffer[1][1];
Framebuffer[0][1] = new u32[fbsize];
Framebuffer[1][1] = new u32[fbsize];
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memset(Framebuffer[0][1], 0, fbsize*4);
memset(Framebuffer[1][1], 0, fbsize*4);
int backbuf = FrontBuffer ? 0 : 1;
if (NDS::PowerControl9 & (1<<15))
{
GPU2D_B->SetFramebuffer(Framebuffer[backbuf][1]);
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GPU2D_B->SetDisplaySettings(FBScale[1], accel);
}
else
{
GPU2D_A->SetFramebuffer(Framebuffer[backbuf][1]);
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GPU2D_A->SetDisplaySettings(FBScale[1], accel);
GPU3D::SetDisplaySettings(bottomscale, accel);
}
}
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Accelerated = accel;
}
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// 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
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#define MAP_RANGE(map, base, n) for (int i = 0; i < n; i++) map[(base)+i] |= bankmask;
#define UNMAP_RANGE(map, base, n) for (int i = 0; i < n; i++) map[(base)+i] &= ~bankmask;
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void MapVRAM_AB(u32 bank, u8 cnt)
{
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;
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if (oldcnt & (1<<7))
{
switch (oldcnt & 0x3)
{
case 0: // LCDC
VRAMMap_LCDC &= ~bankmask;
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break;
case 1: // ABG
UNMAP_RANGE(VRAMMap_ABG, oldofs<<3, 8);
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break;
case 2: // AOBJ
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oldofs &= 0x1;
UNMAP_RANGE(VRAMMap_AOBJ, oldofs<<3, 8);
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break;
case 3: // texture
VRAMMap_Texture[oldofs] &= ~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: // ABG
MAP_RANGE(VRAMMap_ABG, ofs<<3, 8);
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break;
case 2: // AOBJ
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ofs &= 0x1;
MAP_RANGE(VRAMMap_AOBJ, ofs<<3, 8);
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break;
case 3: // texture
VRAMMap_Texture[ofs] |= bankmask;
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break;
}
}
}
void MapVRAM_CD(u32 bank, u8 cnt)
{
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;
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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
UNMAP_RANGE(VRAMMap_ABG, oldofs<<3, 8);
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break;
case 2: // ARM7 VRAM
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oldofs &= 0x1;
VRAMMap_ARM7[oldofs] &= ~bankmask;
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break;
case 3: // texture
VRAMMap_Texture[oldofs] &= ~bankmask;
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break;
case 4: // BBG/BOBJ
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if (bank == 2)
{
UNMAP_RANGE(VRAMMap_BBG, 0, 8);
}
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else
{
UNMAP_RANGE(VRAMMap_BOBJ, 0, 8);
}
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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
MAP_RANGE(VRAMMap_ABG, ofs<<3, 8);
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break;
case 2: // ARM7 VRAM
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ofs &= 0x1;
VRAMMap_ARM7[ofs] |= bankmask;
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VRAMSTAT |= (1 << (bank-2));
break;
case 3: // texture
VRAMMap_Texture[ofs] |= bankmask;
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break;
case 4: // BBG/BOBJ
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if (bank == 2)
{
MAP_RANGE(VRAMMap_BBG, 0, 8);
}
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else
{
MAP_RANGE(VRAMMap_BOBJ, 0, 8);
}
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break;
}
}
}
void MapVRAM_E(u32 bank, u8 cnt)
{
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 & 0x7)
{
case 0: // LCDC
VRAMMap_LCDC &= ~bankmask;
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break;
case 1: // ABG
UNMAP_RANGE(VRAMMap_ABG, 0, 4);
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break;
case 2: // AOBJ
UNMAP_RANGE(VRAMMap_AOBJ, 0, 4);
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break;
case 3: // texture palette
UNMAP_RANGE(VRAMMap_TexPal, 0, 4);
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break;
case 4: // ABG ext palette
UNMAP_RANGE(VRAMMap_ABGExtPal, 0, 4);
GPU2D_A->BGExtPalDirty(0);
GPU2D_A->BGExtPalDirty(2);
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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
MAP_RANGE(VRAMMap_ABG, 0, 4);
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break;
case 2: // AOBJ
MAP_RANGE(VRAMMap_AOBJ, 0, 4);
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break;
case 3: // texture palette
MAP_RANGE(VRAMMap_TexPal, 0, 4);
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break;
case 4: // ABG ext palette
MAP_RANGE(VRAMMap_ABGExtPal, 0, 4);
GPU2D_A->BGExtPalDirty(0);
GPU2D_A->BGExtPalDirty(2);
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break;
}
}
}
void MapVRAM_FG(u32 bank, u8 cnt)
{
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
VRAMMap_ABG[(oldofs & 0x1) + ((oldofs & 0x2) << 1)] &= ~bankmask;
VRAMMap_ABG[(oldofs & 0x1) + ((oldofs & 0x2) << 1) + 2] &= ~bankmask;
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break;
case 2: // AOBJ
VRAMMap_AOBJ[(oldofs & 0x1) + ((oldofs & 0x2) << 1)] &= ~bankmask;
VRAMMap_AOBJ[(oldofs & 0x1) + ((oldofs & 0x2) << 1) + 2] &= ~bankmask;
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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;
GPU2D_A->BGExtPalDirty((oldofs & 0x1) << 1);
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break;
case 5: // AOBJ ext palette
VRAMMap_AOBJExtPal &= ~bankmask;
GPU2D_A->OBJExtPalDirty();
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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
VRAMMap_ABG[(ofs & 0x1) + ((ofs & 0x2) << 1)] |= bankmask;
VRAMMap_ABG[(ofs & 0x1) + ((ofs & 0x2) << 1) + 2] |= bankmask;
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break;
case 2: // AOBJ
VRAMMap_AOBJ[(ofs & 0x1) + ((ofs & 0x2) << 1)] |= bankmask;
VRAMMap_AOBJ[(ofs & 0x1) + ((ofs & 0x2) << 1) + 2] |= bankmask;
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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;
GPU2D_A->BGExtPalDirty((ofs & 0x1) << 1);
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break;
case 5: // AOBJ ext palette
VRAMMap_AOBJExtPal |= bankmask;
GPU2D_A->OBJExtPalDirty();
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break;
}
}
}
void MapVRAM_H(u32 bank, u8 cnt)
{
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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break;
case 2: // BBG ext palette
UNMAP_RANGE(VRAMMap_BBGExtPal, 0, 4);
GPU2D_B->BGExtPalDirty(0);
GPU2D_B->BGExtPalDirty(2);
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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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break;
case 2: // BBG ext palette
MAP_RANGE(VRAMMap_BBGExtPal, 0, 4);
GPU2D_B->BGExtPalDirty(0);
GPU2D_B->BGExtPalDirty(2);
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break;
}
}
}
void MapVRAM_I(u32 bank, u8 cnt)
{
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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break;
case 2: // BOBJ
UNMAP_RANGE(VRAMMap_BOBJ, 0, 8);
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break;
case 3: // BOBJ ext palette
VRAMMap_BOBJExtPal &= ~bankmask;
GPU2D_B->OBJExtPalDirty();
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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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break;
case 2: // BOBJ
MAP_RANGE(VRAMMap_BOBJ, 0, 8);
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break;
case 3: // BOBJ ext palette
VRAMMap_BOBJExtPal |= bankmask;
GPU2D_B->OBJExtPalDirty();
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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))) printf("!!! CLEARING POWCNT BIT0. DANGER\n");
GPU2D_A->SetEnabled(val & (1<<1));
GPU2D_B->SetEnabled(val & (1<<9));
GPU3D::SetEnabled(val & (1<<3), val & (1<<2));
AssignFramebuffers();
}
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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)
GPU2D_A->SampleFIFO(0, 5);
else
GPU2D_A->SampleFIFO(x-11, 8);
}
if (x < 256)
{
// transfer the next 8 pixels
NDS::CheckDMAs(0, 0x04);
NDS::ScheduleEvent(NDS::Event_DisplayFIFO, true, 6*8, DisplayFIFO, x+8);
}
else
GPU2D_A->SampleFIFO(253, 3); // sample the remaining pixels
}
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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
RunFIFO = GPU2D_A->UsesFIFO() || NDS::DMAsInMode(0, 0x04);
TotalScanlines = 0;
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StartScanline(0);
}
void StartHBlank(u32 line)
{
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)
{
GPU2D_A->DrawScanline(line);
GPU2D_B->DrawScanline(line);
}
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NDS::CheckDMAs(0, 0x02);
}
else if (VCount == 215)
{
GPU3D::VCount215();
}
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;
}
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void StartScanline(u32 line)
{
if (line == 0)
VCount = 0;
else if (NextVCount != -1)
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, NDS::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, NDS::IRQ_VCount);
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}
else
DispStat[1] &= ~(1<<2);
GPU2D_A->CheckWindows(VCount);
GPU2D_B->CheckWindows(VCount);
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if (VCount >= 2 && VCount < 194)
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NDS::CheckDMAs(0, 0x03);
else if (VCount == 194)
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NDS::StopDMAs(0, 0x03);
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if (line < 192)
{
if (line == 0)
{
GPU2D_A->VBlankEnd();
GPU2D_B->VBlankEnd();
}
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if (RunFIFO)
NDS::ScheduleEvent(NDS::Event_DisplayFIFO, false, 32, DisplayFIFO, 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)
{
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// VBlank
DispStat[0] |= (1<<0);
DispStat[1] |= (1<<0);
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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);
GPU2D_A->VBlank();
GPU2D_B->VBlank();
GPU3D::VBlank();
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}
else if (VCount == 144)
{
GPU3D::VCount144();
}
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}
NDS::ScheduleEvent(NDS::Event_LCD, true, HBLANK_CYCLES, StartHBlank, line);
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}
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
NextVCount = val;
}
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}