melonDS/GPU2D.cpp

584 lines
14 KiB
C++

/*
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 <stdio.h>
#include <string.h>
#include "NDS.h"
#include "GPU.h"
GPU2D::GPU2D(u32 num)
{
Num = num;
}
GPU2D::~GPU2D()
{
}
void GPU2D::Reset()
{
DispCnt = 0;
memset(BGCnt, 0, 4*2);
memset(BGXPos, 0, 4*2);
memset(BGYPos, 0, 4*2);
}
void GPU2D::SetFramebuffer(u16* buf)
{
// framebuffer is 256x192 16bit.
// might eventually support other framebuffer types/sizes
Framebuffer = buf;
}
u8 GPU2D::Read8(u32 addr)
{
printf("!! GPU2D READ8 %08X\n", addr);
return 0;
}
u16 GPU2D::Read16(u32 addr)
{
switch (addr & 0x00000FFF)
{
case 0x000: return DispCnt&0xFFFF;
case 0x002: return DispCnt>>16;
case 0x008: return BGCnt[0];
case 0x00A: return BGCnt[1];
case 0x00C: return BGCnt[2];
case 0x00E: return BGCnt[3];
}
printf("unknown GPU read16 %08X\n", addr);
return 0;
}
u32 GPU2D::Read32(u32 addr)
{
switch (addr & 0x00000FFF)
{
case 0x000: return DispCnt;
}
return Read16(addr) | (Read16(addr+2) << 16);
}
void GPU2D::Write8(u32 addr, u8 val)
{
printf("!! GPU2D WRITE8 %08X %02X\n", addr, val);
}
void GPU2D::Write16(u32 addr, u16 val)
{
switch (addr & 0x00000FFF)
{
case 0x000:
DispCnt = (DispCnt & 0xFFFF0000) | val;
//printf("[L] DISPCNT=%08X\n", DispCnt);
return;
case 0x002:
DispCnt = (DispCnt & 0x0000FFFF) | (val << 16);
//printf("[H] DISPCNT=%08X\n", DispCnt);
return;
case 0x008: BGCnt[0] = val; return;
case 0x00A: BGCnt[1] = val; return;
case 0x00C: BGCnt[2] = val; return;
case 0x00E: BGCnt[3] = val; return;
case 0x010: BGXPos[0] = val; return;
case 0x012: BGYPos[0] = val; return;
case 0x014: BGXPos[1] = val; return;
case 0x016: BGYPos[1] = val; return;
case 0x018: BGXPos[2] = val; return;
case 0x01A: BGYPos[2] = val; return;
case 0x01C: BGXPos[3] = val; return;
case 0x01E: BGYPos[3] = val; return;
}
//printf("unknown GPU write16 %08X %04X\n", addr, val);
}
void GPU2D::Write32(u32 addr, u32 val)
{
switch (addr & 0x00000FFF)
{
case 0x000:
//printf("DISPCNT=%08X\n", val);
DispCnt = val;
return;
}
Write16(addr, val&0xFFFF);
Write16(addr+2, val>>16);
}
void GPU2D::DrawScanline(u32 line)
{
u16* dst = &Framebuffer[256*line];
u32 dispmode = DispCnt >> 16;
dispmode &= (Num ? 0x1 : 0x3);
switch (dispmode)
{
case 0: // screen off
{
for (int i = 0; i < 256>>1; i++)
((u32*)dst)[i] = 0x7FFF7FFF;
}
break;
case 1: // regular display
{
DrawScanline_Mode1(line, dst);
}
break;
case 2: // VRAM display
{
u32* vram = (u32*)GPU::VRAM[(DispCnt >> 18) & 0x3];
vram = &vram[line << 7];
for (int i = 0; i < 256>>1; i++)
((u32*)dst)[i] = vram[i];
}
break;
case 3: // FIFO display
{
// uh, is there even anything that uses this?
}
break;
}
}
void GPU2D::DrawScanline_Mode1(u32 line, u16* dst)
{
u32 backdrop;
if (Num) backdrop = *(u16*)&GPU::Palette[0x400];
else backdrop = *(u16*)&GPU::Palette[0];
// TODO: color effect for backdrop
backdrop |= (backdrop<<16);
for (int i = 0; i < 256>>1; i++)
((u32*)dst)[i] = backdrop;
// prerender sprites
u32 spritebuf[256];
memset(spritebuf, 0, 256*4);
if (DispCnt & 0x1000) DrawSprites(line, spritebuf);
switch (DispCnt & 0x7)
{
case 0:
//printf("disp %08X %04X %04X %04X %04X\n", DispCnt, BGCnt[0], BGCnt[1], BGCnt[2], BGCnt[3]);
for (int i = 3; i >= 0; i--)
{
if ((BGCnt[3] & 0x3) == i)
{
if (DispCnt & 0x0800) DrawBG_Text_4bpp(line, dst, 3);
if (DispCnt & 0x1000) InterleaveSprites(spritebuf, 0x38000, dst);
}
if ((BGCnt[2] & 0x3) == i)
{
if (DispCnt & 0x0400) DrawBG_Text_4bpp(line, dst, 2);
if (DispCnt & 0x1000) InterleaveSprites(spritebuf, 0x28000, dst);
}
if ((BGCnt[1] & 0x3) == i)
{
if (DispCnt & 0x0200) DrawBG_Text_4bpp(line, dst, 1);
if (DispCnt & 0x1000) InterleaveSprites(spritebuf, 0x18000, dst);
}
if ((BGCnt[0] & 0x3) == i)
{
if (DispCnt & 0x0100) DrawBG_Text_4bpp(line, dst, 0);
if (DispCnt & 0x1000) InterleaveSprites(spritebuf, 0x08000, dst);
}
}
break;
}
}
// char 06218000
// screen 06208000
void GPU2D::DrawBG_Text_4bpp(u32 line, u16* dst, u32 bgnum)
{
u16 bgcnt = BGCnt[bgnum];
u8* tileset;
u16* tilemap;
u16* pal;
u16 xoff = BGXPos[bgnum];
u16 yoff = BGYPos[bgnum] + line;
u32 widexmask = (bgcnt & 0x4000) ? 0x100 : 0;
//u32 ymask = (bgcnt & 0x8000) ? 0x1FF : 0xFF;
if (Num)
{
tileset = (u8*)GPU::VRAM_BBG[((bgcnt & 0x003C) >> 2)];
tilemap = (u16*)GPU::VRAM_BBG[((bgcnt & 0x1800) >> 11)];
tilemap += ((bgcnt & 0x0700) << 2);
pal = (u16*)&GPU::Palette[0x400];
}
else
{
tileset = (u8*)GPU::VRAM_ABG[((DispCnt & 0x07000000) >> 22) + ((bgcnt & 0x003C) >> 2)];
tilemap = (u16*)GPU::VRAM_ABG[((DispCnt & 0x38000000) >> 27) + ((bgcnt & 0x1800) >> 11)];
tilemap += ((bgcnt & 0x0700) << 2);
pal = (u16*)&GPU::Palette[0];
}
// adjust Y position in tilemap
if (bgcnt & 0x8000)
{
tilemap += ((yoff & 0x1F8) << 2);
if (bgcnt & 0x4000)
tilemap += ((yoff & 0x100) << 2);
}
else
tilemap += ((yoff & 0xF8) << 2);
u16 curtile;
u16* curpal;
u8* pixels;
// preload shit as needed
if (xoff & 0x7)
{
// load a new tile
curtile = tilemap[((xoff & 0xFF) >> 3) + ((xoff & widexmask) << 2)];
curpal = pal + ((curtile & 0xF000) >> 8);
pixels = tileset + ((curtile & 0x03FF) << 5) + ((yoff & 0x7) << 2);
pixels += ((xoff & 0x7) >> 1);
}
for (int i = 0; i < 256; i++)
{
if (!(xoff & 0x7))
{
// load a new tile
curtile = tilemap[((xoff & 0xFF) >> 3) + ((xoff & widexmask) << 2)];
curpal = pal + ((curtile & 0xF000) >> 8);
pixels = tileset + ((curtile & 0x03FF) << 5) + ((yoff & 0x7) << 2);
}
// draw pixel
u8 color;
if (xoff & 0x1)
{
color = *pixels >> 4;
pixels++;
}
else
{
color = *pixels & 0x0F;
}
//color = (i >> 4) + ((line >> 4) << 4);
//if (Num) color = 0;
//if (yoff>127) color=0;
if (color)
dst[i] = curpal[color];
xoff++;
}
}
void GPU2D::InterleaveSprites(u32* buf, u32 prio, u16* dst)
{
for (u32 i = 0; i < 256; i++)
{
if ((buf[i] & 0xF8000) == prio)
dst[i] = buf[i] & 0x7FFF;
}
}
void GPU2D::DrawSprites(u32 line, u32* dst)
{
u16* oam = (u16*)&GPU::OAM[Num ? 0x400 : 0];
const s32 spritewidth[16] =
{
8, 16, 8, 0,
16, 32, 8, 0,
32, 32, 16, 0,
64, 64, 32, 0
};
const s32 spriteheight[16] =
{
8, 8, 16, 0,
16, 8, 32, 0,
32, 16, 32, 0,
64, 32, 64, 0
};
for (int bgnum = 0x0C00; bgnum >= 0x0000; bgnum -= 0x0400)
{
for (int sprnum = 127; sprnum >= 0; sprnum--)
{
u16* attrib = &oam[sprnum*4];
if ((attrib[2] & 0x0C00) != bgnum)
continue;
if (attrib[0] & 0x0100)
{
u32 sizeparam = (attrib[0] >> 14) | ((attrib[1] & 0xC000) >> 12);
s32 width = spritewidth[sizeparam];
s32 height = spriteheight[sizeparam];
s32 boundwidth = width;
s32 boundheight = height;
if (attrib[0] & 0x0200)
{
boundwidth <<= 1;
boundheight <<= 1;
}
u32 ypos = attrib[0] & 0xFF;
ypos = (line - ypos) & 0xFF;
if (ypos >= (u32)boundheight)
continue;
s32 xpos = (s32)(attrib[1] << 23) >> 23;
if (xpos <= -boundwidth)
continue;
u32 rotparamgroup = (attrib[1] >> 9) & 0x1F;
//DrawSprite_Normal(attrib, width, xpos, ypos, dst);
DrawSprite_Rotscale(attrib, &oam[(rotparamgroup*16) + 3], boundwidth, boundheight, width, height, xpos, ypos, dst);
}
else
{
if (attrib[0] & 0x0200)
continue;
u32 sizeparam = (attrib[0] >> 14) | ((attrib[1] & 0xC000) >> 12);
s32 width = spritewidth[sizeparam];
s32 height = spriteheight[sizeparam];
u32 ypos = attrib[0] & 0xFF;
ypos = (line - ypos) & 0xFF;
if (ypos >= (u32)height)
continue;
s32 xpos = (s32)(attrib[1] << 23) >> 23;
if (xpos <= -width)
continue;
// yflip
if (attrib[1] & 0x2000)
ypos = height-1 - ypos;
DrawSprite_Normal(attrib, width, xpos, ypos, dst);
}
}
}
}
void GPU2D::DrawSprite_Rotscale(u16* attrib, u16* rotparams, u32 boundwidth, u32 boundheight, u32 width, u32 height, s32 xpos, u32 ypos, u32* dst)
{
u32 prio = ((attrib[2] & 0x0C00) << 6) | 0x8000;
u32 tilenum = attrib[2] & 0x03FF;
u32 ytilefactor;
if (DispCnt & 0x10)
{
tilenum <<= ((DispCnt >> 20) & 0x3);
ytilefactor = (width >> 3);
}
else
{
ytilefactor = 0x20;
}
s32 centerX = boundwidth >> 1;
s32 centerY = boundheight >> 1;
u32 xoff;
if (xpos >= 0)
{
xoff = 0;
if ((xpos+boundwidth) > 256)
boundwidth = 256-xpos;
}
else
{
xoff = -xpos;
xpos = 0;
}
s16 rotA = (s16)rotparams[0];
s16 rotB = (s16)rotparams[4];
s16 rotC = (s16)rotparams[8];
s16 rotD = (s16)rotparams[12];
s32 rotX = ((xoff-centerX) * rotA) + ((ypos-centerY) * rotB) + (width << 7);
s32 rotY = ((xoff-centerX) * rotC) + ((ypos-centerY) * rotD) + (height << 7);
width <<= 8;
height <<= 8;
if (attrib[0] & 0x2000)
{
// 256-color
}
else
{
// 16-color
tilenum <<= 5;
ytilefactor <<= 5;
u8* pixels = (Num ? GPU::VRAM_BOBJ : GPU::VRAM_AOBJ)[tilenum >> 14];
pixels += (tilenum & 0x3FFF);
u16* pal = (u16*)&GPU::Palette[Num ? 0x600 : 0x200];
pal += (attrib[2] & 0xF000) >> 8;
for (; xoff < boundwidth;)
{
if ((u32)rotX < width && (u32)rotY < height)
{
u8 color;
// blaaaarg
color = pixels[((rotY>>11)*ytilefactor) + ((rotY&0x700)>>6) + ((rotX>>11)*32) + ((rotX&0x700)>>9)];
if (rotX & 0x100)
color >>= 4;
else
color &= 0x0F;
if (color)
dst[xpos] = pal[color] | prio;
}
rotX += rotA;
rotY += rotC;
xoff++;
xpos++;
}
}
}
void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, u32 ypos, u32* dst)
{
u32 prio = ((attrib[2] & 0x0C00) << 6) | 0x8000;
u32 tilenum = attrib[2] & 0x03FF;
if (DispCnt & 0x10)
{
tilenum <<= ((DispCnt >> 20) & 0x3);
tilenum += ((ypos >> 3) * (width >> 3));
}
else
{
tilenum += ((ypos >> 3) * 0x20);
}
u32 wmask = width - 8; // really ((width - 1) & ~0x7)
u32 xoff;
if (xpos >= 0)
{
xoff = 0;
if ((xpos+width) > 256)
width = 256-xpos;
}
else
{
xoff = -xpos;
xpos = 0;
}
if (attrib[0] & 0x2000)
{
// 256-color
}
else
{
// 16-color
tilenum <<= 5;
u8* pixels = (Num ? GPU::VRAM_BOBJ : GPU::VRAM_AOBJ)[tilenum >> 14];
pixels += (tilenum & 0x3FFF);
pixels += ((ypos & 0x7) << 2);
u16* pal = (u16*)&GPU::Palette[Num ? 0x600 : 0x200];
pal += (attrib[2] & 0xF000) >> 8;
if (attrib[1] & 0x1000) // xflip. TODO: do better? oh well for now this works
{
pixels += (((width-1 - xoff) & wmask) << 2);
pixels += (((width-1 - xoff) & 0x7) >> 1);
for (; xoff < width;)
{
u8 color;
if (xoff & 0x1)
{
color = *pixels & 0x0F;
pixels--;
}
else
{
color = *pixels >> 4;
}
if (color)
dst[xpos] = pal[color] | prio;
xoff++;
xpos++;
if (!(xoff & 0x7)) pixels -= 28;
}
}
else
{
pixels += ((xoff & wmask) << 2);
pixels += ((xoff & 0x7) >> 1);
for (; xoff < width;)
{
u8 color;
if (xoff & 0x1)
{
color = *pixels >> 4;
pixels++;
}
else
{
color = *pixels & 0x0F;
}
if (color)
dst[xpos] = pal[color] | prio;
xoff++;
xpos++;
if (!(xoff & 0x7)) pixels += 28;
}
}
}
}