141 lines
3.3 KiB
C++
141 lines
3.3 KiB
C++
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// NES PPU emulator
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// Nes_Emu 0.7.0
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#ifndef NES_PPU_H
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#define NES_PPU_H
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#include "Nes_Ppu_Rendering.h"
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class Nes_Mapper;
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class Nes_Core;
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typedef long nes_time_t;
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typedef long ppu_time_t; // ppu_time_t = nes_time_t * ppu_overclock
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ppu_time_t const ppu_overclock = 3; // PPU clocks for each CPU clock
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class Nes_Ppu : public Nes_Ppu_Rendering {
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typedef Nes_Ppu_Rendering base;
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public:
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Nes_Ppu( Nes_Core* );
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// Begin PPU frame and return beginning CPU timestamp
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nes_time_t begin_frame( ppu_time_t );
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nes_time_t nmi_time() { return nmi_time_; }
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void acknowledge_nmi() { nmi_time_ = LONG_MAX / 2 + 1; }
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int read_2002( nes_time_t );
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int read( unsigned addr, nes_time_t );
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void write( nes_time_t, unsigned addr, int );
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void render_bg_until( nes_time_t );
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void render_until( nes_time_t );
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// CPU time that frame will have ended by
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int frame_length() const { return frame_length_; }
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// End frame rendering and return PPU timestamp for next frame
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ppu_time_t end_frame( nes_time_t );
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// Do direct memory copy to sprite RAM
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void dma_sprites( nes_time_t, void const* in );
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int burst_phase;
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private:
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Nes_Core& emu;
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enum { indefinite_time = LONG_MAX / 2 + 1 };
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void suspend_rendering();
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int read_( unsigned addr, nes_time_t ); // note swapped arguments!
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// NES<->PPU time conversion
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int extra_clocks;
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ppu_time_t ppu_time( nes_time_t t ) const { return t * ppu_overclock + extra_clocks; }
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nes_time_t nes_time( ppu_time_t t ) const { return (t - extra_clocks) / ppu_overclock; }
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// frame
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nes_time_t nmi_time_;
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int end_vbl_mask;
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int frame_length_;
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int frame_length_extra;
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bool frame_ended;
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void end_vblank();
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void run_end_frame( nes_time_t );
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// bg rendering
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nes_time_t next_bg_time;
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ppu_time_t scanline_time;
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ppu_time_t hblank_time;
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int scanline_count;
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int frame_phase;
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void render_bg_until_( nes_time_t );
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void run_scanlines( int count );
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// sprite rendering
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ppu_time_t next_sprites_time;
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int next_sprites_scanline;
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void render_until_( nes_time_t );
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// $2002 status register
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nes_time_t next_status_event;
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void query_until( nes_time_t );
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// sprite hit
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nes_time_t next_sprite_hit_check;
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void update_sprite_hit( nes_time_t );
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// open bus decay
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void update_open_bus( nes_time_t );
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void poke_open_bus( nes_time_t, int, int mask );
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nes_time_t earliest_open_bus_decay();
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// sprite max
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nes_time_t next_sprite_max_run; // doesn't need to run until this time
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nes_time_t sprite_max_set_time; // if 0, needs to be recalculated
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int next_sprite_max_scanline;
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void run_sprite_max_( nes_time_t );
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void run_sprite_max( nes_time_t );
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void invalidate_sprite_max_();
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void invalidate_sprite_max( nes_time_t );
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friend int nes_cpu_read_likely_ppu( class Nes_Core*, unsigned, nes_time_t );
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};
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inline void Nes_Ppu::suspend_rendering()
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{
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next_bg_time = indefinite_time;
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next_sprites_time = indefinite_time;
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extra_clocks = 0;
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}
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inline Nes_Ppu::Nes_Ppu( Nes_Core* e ) : emu( *e )
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{
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burst_phase = 0;
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suspend_rendering();
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}
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inline void Nes_Ppu::render_until( nes_time_t t )
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{
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if ( t > next_sprites_time )
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render_until_( t );
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}
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inline void Nes_Ppu::render_bg_until( nes_time_t t )
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{
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if ( t > next_bg_time )
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render_bg_until_( t );
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}
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inline void Nes_Ppu::update_open_bus( nes_time_t time )
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{
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if ( time >= decay_low ) open_bus &= ~0x1F;
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if ( time >= decay_high ) open_bus &= ~0xE0;
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}
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#endif
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