quickerNES/source/core/Nes_Ppu.h

141 lines
3.3 KiB
C++

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