/* Copyright 2016-2017 StapleButter 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 #include #include "NDS.h" #include "GPU.h" namespace GPU { #define LINE_CYCLES (355*6) #define HBLANK_CYCLES (256*6) #define FRAME_CYCLES (LINE_CYCLES * 263) u16 VCount; u32 NextVCount; u16 TotalScanlines; 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]; u32 Framebuffer[256*192*2]; GPU2D* GPU2D_A; GPU2D* GPU2D_B; bool Init() { GPU2D_A = new GPU2D(0); GPU2D_B = new GPU2D(1); if (!GPU3D::Init()) return false; return true; } void DeInit() { delete GPU2D_A; delete GPU2D_B; GPU3D::DeInit(); } void Reset() { VCount = 0; NextVCount = -1; TotalScanlines = 0; 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*2; i++) { Framebuffer[i] = 0xFFFFFFFF; } GPU2D_A->Reset(); GPU2D_B->Reset(); GPU3D::Reset(); GPU2D_A->SetFramebuffer(&Framebuffer[256*192]); GPU2D_B->SetFramebuffer(&Framebuffer[256*0]); } // 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 #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; 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; if (oldcnt & (1<<7)) { switch (oldcnt & 0x3) { case 0: // LCDC VRAMMap_LCDC &= ~bankmask; break; case 1: // ABG UNMAP_RANGE(VRAMMap_ABG, oldofs<<3, 8); break; case 2: // AOBJ oldofs &= 0x1; UNMAP_RANGE(VRAMMap_AOBJ, oldofs<<3, 8); break; case 3: // texture VRAMMap_Texture[oldofs] &= ~bankmask; break; } } if (cnt & (1<<7)) { switch (cnt & 0x3) { case 0: // LCDC VRAMMap_LCDC |= bankmask; break; case 1: // ABG MAP_RANGE(VRAMMap_ABG, ofs<<3, 8); break; case 2: // AOBJ ofs &= 0x1; MAP_RANGE(VRAMMap_AOBJ, ofs<<3, 8); break; case 3: // texture VRAMMap_Texture[ofs] |= bankmask; 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; if (oldcnt & (1<<7)) { switch (oldcnt & 0x7) { case 0: // LCDC VRAMMap_LCDC &= ~bankmask; break; case 1: // ABG UNMAP_RANGE(VRAMMap_ABG, oldofs<<3, 8); break; case 2: // ARM7 VRAM oldofs &= 0x1; VRAMMap_ARM7[oldofs] &= ~bankmask; break; case 3: // texture VRAMMap_Texture[oldofs] &= ~bankmask; break; case 4: // BBG/BOBJ if (bank == 2) { UNMAP_RANGE(VRAMMap_BBG, 0, 8); } else { UNMAP_RANGE(VRAMMap_BOBJ, 0, 8); } break; } } if (cnt & (1<<7)) { switch (cnt & 0x7) { case 0: // LCDC VRAMMap_LCDC |= bankmask; break; case 1: // ABG MAP_RANGE(VRAMMap_ABG, ofs<<3, 8); break; case 2: // ARM7 VRAM ofs &= 0x1; VRAMMap_ARM7[ofs] |= bankmask; VRAMSTAT |= (1 << (bank-2)); break; case 3: // texture VRAMMap_Texture[ofs] |= bankmask; break; case 4: // BBG/BOBJ if (bank == 2) { MAP_RANGE(VRAMMap_BBG, 0, 8); } else { MAP_RANGE(VRAMMap_BOBJ, 0, 8); } break; } } } void MapVRAM_E(u32 bank, u8 cnt) { u8 oldcnt = VRAMCNT[bank]; VRAMCNT[bank] = cnt; if (oldcnt == cnt) return; u32 bankmask = 1 << bank; if (oldcnt & (1<<7)) { switch (oldcnt & 0x7) { case 0: // LCDC VRAMMap_LCDC &= ~bankmask; break; case 1: // ABG UNMAP_RANGE(VRAMMap_ABG, 0, 4); break; case 2: // AOBJ UNMAP_RANGE(VRAMMap_AOBJ, 0, 4); break; case 3: // texture palette UNMAP_RANGE(VRAMMap_TexPal, 0, 4); break; case 4: // ABG ext palette UNMAP_RANGE(VRAMMap_ABGExtPal, 0, 4); GPU2D_A->BGExtPalDirty(0); GPU2D_A->BGExtPalDirty(2); break; } } if (cnt & (1<<7)) { switch (cnt & 0x7) { case 0: // LCDC VRAMMap_LCDC |= bankmask; break; case 1: // ABG MAP_RANGE(VRAMMap_ABG, 0, 4); break; case 2: // AOBJ MAP_RANGE(VRAMMap_AOBJ, 0, 4); break; case 3: // texture palette MAP_RANGE(VRAMMap_TexPal, 0, 4); break; case 4: // ABG ext palette MAP_RANGE(VRAMMap_ABGExtPal, 0, 4); GPU2D_A->BGExtPalDirty(0); GPU2D_A->BGExtPalDirty(2); 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; if (oldcnt & (1<<7)) { switch (oldcnt & 0x7) { case 0: // LCDC VRAMMap_LCDC &= ~bankmask; break; case 1: // ABG VRAMMap_ABG[(oldofs & 0x1) + ((oldofs & 0x2) << 1)] &= ~bankmask; VRAMMap_ABG[(oldofs & 0x1) + ((oldofs & 0x2) << 1) + 2] &= ~bankmask; break; case 2: // AOBJ VRAMMap_AOBJ[(oldofs & 0x1) + ((oldofs & 0x2) << 1)] &= ~bankmask; VRAMMap_AOBJ[(oldofs & 0x1) + ((oldofs & 0x2) << 1) + 2] &= ~bankmask; break; case 3: // texture palette VRAMMap_TexPal[(oldofs & 0x1) + ((oldofs & 0x2) << 1)] &= ~bankmask; 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); break; case 5: // AOBJ ext palette VRAMMap_AOBJExtPal &= ~bankmask; GPU2D_A->OBJExtPalDirty(); break; } } if (cnt & (1<<7)) { switch (cnt & 0x7) { case 0: // LCDC VRAMMap_LCDC |= bankmask; break; case 1: // ABG VRAMMap_ABG[(ofs & 0x1) + ((ofs & 0x2) << 1)] |= bankmask; VRAMMap_ABG[(ofs & 0x1) + ((ofs & 0x2) << 1) + 2] |= bankmask; break; case 2: // AOBJ VRAMMap_AOBJ[(ofs & 0x1) + ((ofs & 0x2) << 1)] |= bankmask; VRAMMap_AOBJ[(ofs & 0x1) + ((ofs & 0x2) << 1) + 2] |= bankmask; break; case 3: // texture palette VRAMMap_TexPal[(ofs & 0x1) + ((ofs & 0x2) << 1)] |= bankmask; 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); break; case 5: // AOBJ ext palette VRAMMap_AOBJExtPal |= bankmask; GPU2D_A->OBJExtPalDirty(); break; } } } void MapVRAM_H(u32 bank, u8 cnt) { u8 oldcnt = VRAMCNT[bank]; VRAMCNT[bank] = cnt; if (oldcnt == cnt) return; u32 bankmask = 1 << bank; if (oldcnt & (1<<7)) { switch (oldcnt & 0x3) { case 0: // LCDC VRAMMap_LCDC &= ~bankmask; break; case 1: // BBG VRAMMap_BBG[0] &= ~bankmask; VRAMMap_BBG[1] &= ~bankmask; VRAMMap_BBG[4] &= ~bankmask; VRAMMap_BBG[5] &= ~bankmask; break; case 2: // BBG ext palette UNMAP_RANGE(VRAMMap_BBGExtPal, 0, 4); GPU2D_B->BGExtPalDirty(0); GPU2D_B->BGExtPalDirty(2); break; } } if (cnt & (1<<7)) { switch (cnt & 0x3) { case 0: // LCDC VRAMMap_LCDC |= bankmask; break; case 1: // BBG VRAMMap_BBG[0] |= bankmask; VRAMMap_BBG[1] |= bankmask; VRAMMap_BBG[4] |= bankmask; VRAMMap_BBG[5] |= bankmask; break; case 2: // BBG ext palette MAP_RANGE(VRAMMap_BBGExtPal, 0, 4); GPU2D_B->BGExtPalDirty(0); GPU2D_B->BGExtPalDirty(2); break; } } } void MapVRAM_I(u32 bank, u8 cnt) { u8 oldcnt = VRAMCNT[bank]; VRAMCNT[bank] = cnt; if (oldcnt == cnt) return; u32 bankmask = 1 << bank; if (oldcnt & (1<<7)) { switch (oldcnt & 0x3) { case 0: // LCDC VRAMMap_LCDC &= ~bankmask; break; case 1: // BBG VRAMMap_BBG[2] &= ~bankmask; VRAMMap_BBG[3] &= ~bankmask; VRAMMap_BBG[6] &= ~bankmask; VRAMMap_BBG[7] &= ~bankmask; break; case 2: // BOBJ UNMAP_RANGE(VRAMMap_BOBJ, 0, 8); break; case 3: // BOBJ ext palette VRAMMap_BOBJExtPal &= ~bankmask; GPU2D_B->OBJExtPalDirty(); break; } } if (cnt & (1<<7)) { switch (cnt & 0x3) { case 0: // LCDC VRAMMap_LCDC |= bankmask; break; case 1: // BBG VRAMMap_BBG[2] |= bankmask; VRAMMap_BBG[3] |= bankmask; VRAMMap_BBG[6] |= bankmask; VRAMMap_BBG[7] |= bankmask; break; case 2: // BOBJ MAP_RANGE(VRAMMap_BOBJ, 0, 8); break; case 3: // BOBJ ext palette VRAMMap_BOBJExtPal |= bankmask; GPU2D_B->OBJExtPalDirty(); break; } } } void DisplaySwap(u32 val) { if (val) { GPU2D_A->SetFramebuffer(&Framebuffer[256*0]); GPU2D_B->SetFramebuffer(&Framebuffer[256*192]); } else { GPU2D_A->SetFramebuffer(&Framebuffer[256*192]); GPU2D_B->SetFramebuffer(&Framebuffer[256*0]); } } void StartFrame() { TotalScanlines = 0; StartScanline(0); } void StartHBlank(u32 line) { DispStat[0] |= (1<<1); DispStat[1] |= (1<<1); if (VCount < 192) { 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) { TotalScanlines = lines; } void StartScanline(u32 line) { if (line == 0) VCount = 0; else if (NextVCount != -1) VCount = NextVCount; else VCount++; NextVCount = -1; DispStat[0] &= ~(1<<1); DispStat[1] &= ~(1<<1); if (VCount == VMatch[0]) { DispStat[0] |= (1<<2); if (DispStat[0] & (1<<5)) NDS::SetIRQ(0, NDS::IRQ_VCount); } else DispStat[0] &= ~(1<<2); if (VCount == VMatch[1]) { DispStat[1] |= (1<<2); if (DispStat[1] & (1<<5)) NDS::SetIRQ(1, NDS::IRQ_VCount); } else DispStat[1] &= ~(1<<2); GPU2D_A->CheckWindows(VCount); GPU2D_B->CheckWindows(VCount); if (VCount >= 2 && VCount < 194) NDS::CheckDMAs(0, 0x03); else if (VCount == 194) NDS::StopDMAs(0, 0x03); if (line < 192) { // fill a line from the display FIFO if needed. // this isn't how the real thing works, but emulating it // properly would be too much trouble given barely anything // uses FIFO display // (TODO, eventually: emulate it properly) if (VCount < 192) NDS::CheckDMAs(0, 0x04); if (line == 0) { GPU2D_A->VBlankEnd(); GPU2D_B->VBlankEnd(); } // draw GPU2D_A->DrawScanline(line); GPU2D_B->DrawScanline(line); } if (VCount == 262) { // frame end DispStat[0] &= ~(1<<0); DispStat[1] &= ~(1<<0); } else { if (VCount == 192) { // VBlank DispStat[0] |= (1<<0); DispStat[1] |= (1<<0); 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(); } else if (VCount == 144) { GPU3D::VCount144(); } } NDS::ScheduleEvent(NDS::Event_LCD, true, HBLANK_CYCLES, StartHBlank, line); } 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? // TODO: also check the various DMA types that can be involved NextVCount = val; } }