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CLK/Components/9918/Implementation/Fetch.hpp
2023-01-09 22:34:56 -05:00

498 lines
16 KiB
C++

//
// Fetch.hpp
// Clock Signal
//
// Created by Thomas Harte on 01/01/2023.
// Copyright © 2023 Thomas Harte. All rights reserved.
//
#ifndef Fetch_hpp
#define Fetch_hpp
/*
Fetching routines follow below; they obey the following rules:
1) input is a start position and an end position; they should perform the proper
operations for the period: start <= time < end.
2) times are measured relative to a 172-cycles-per-line clock (so: they directly
count access windows on the TMS and Master System).
3) time 0 is the beginning of the access window immediately after the last pattern/data
block fetch that would contribute to this line, in a normal 32-column mode. So:
* it's cycle 309 on Mattias' TMS diagram;
* it's cycle 1238 on his V9938 diagram;
* it's after the last background render block in Mask of Destiny's Master System timing diagram.
That division point was selected, albeit arbitrarily, because it puts all the tile
fetches for a single line into the same [0, 171] period.
4) all of these functions are templated with a `use_end` parameter. That will be true if
end is < 172, false otherwise. So functions can use it to eliminate should-exit-not checks,
for the more usual path of execution.
Provided for the benefit of the methods below:
* the function external_slot(), which will perform any pending VRAM read/write.
* the macros slot(n) and external_slot(n) which can be used to schedule those things inside a
switch(start)-based implementation.
All functions should just spool data to intermediary storage. This is because for most VDPs there is
a decoupling between fetch pattern and output pattern, and it's neater to keep the same division
for the exceptions.
*/
#define slot(n) \
if(use_end && end == n) return; \
[[fallthrough]]; \
case n
#define external_slot(n) \
slot(n): do_external_slot(to_internal<personality, Clock::TMSMemoryWindow>(n));
#define external_slots_2(n) \
external_slot(n); \
external_slot(n+1);
#define external_slots_4(n) \
external_slots_2(n); \
external_slots_2(n+2);
#define external_slots_8(n) \
external_slots_4(n); \
external_slots_4(n+4);
#define external_slots_16(n) \
external_slots_8(n); \
external_slots_8(n+8);
#define external_slots_32(n) \
external_slots_16(n); \
external_slots_16(n+16);
// MARK: - TMS9918
template <Personality personality>
template<bool use_end> void Base<personality>::fetch_tms_refresh(int start, int end) {
#define refresh(location) \
slot(location): \
external_slot(location+1);
#define refreshes_2(location) \
refresh(location); \
refresh(location+2);
#define refreshes_4(location) \
refreshes_2(location); \
refreshes_2(location+4);
#define refreshes_8(location) \
refreshes_4(location); \
refreshes_4(location+8);
switch(start) {
default: assert(false);
/* 44 external slots */
external_slots_32(0)
external_slots_8(32)
external_slots_4(40)
/* 64 refresh/external slot pairs (= 128 windows) */
refreshes_8(44);
refreshes_8(60);
refreshes_8(76);
refreshes_8(92);
refreshes_8(108);
refreshes_8(124);
refreshes_8(140);
refreshes_8(156);
return;
}
#undef refreshes_8
#undef refreshes_4
#undef refreshes_2
#undef refresh
}
template <Personality personality>
template<bool use_end> void Base<personality>::fetch_tms_text(int start, int end) {
#define fetch_tile_name(location, column) slot(location): line_buffer.names[column].offset = ram_[row_base + column];
#define fetch_tile_pattern(location, column) slot(location): line_buffer.patterns[column][0] = ram_[row_offset + size_t(line_buffer.names[column].offset << 3)];
#define fetch_column(location, column) \
fetch_tile_name(location, column); \
external_slot(location+1); \
fetch_tile_pattern(location+2, column);
#define fetch_columns_2(location, column) \
fetch_column(location, column); \
fetch_column(location+3, column+1);
#define fetch_columns_4(location, column) \
fetch_columns_2(location, column); \
fetch_columns_2(location+6, column+2);
#define fetch_columns_8(location, column) \
fetch_columns_4(location, column); \
fetch_columns_4(location+12, column+4);
LineBuffer &line_buffer = line_buffers_[write_pointer_.row];
const size_t row_base = pattern_name_address_ & (0x3c00 | size_t(write_pointer_.row >> 3) * 40);
const size_t row_offset = pattern_generator_table_address_ & (0x3800 | (write_pointer_.row & 7));
switch(start) {
default: assert(false);
/* 47 external slots (= 47 windows) */
external_slots_32(0)
external_slots_8(32)
external_slots_4(40)
external_slots_2(44)
external_slot(46)
/* 40 column fetches (= 120 windows) */
fetch_columns_8(47, 0);
fetch_columns_8(71, 8);
fetch_columns_8(95, 16);
fetch_columns_8(119, 24);
fetch_columns_8(143, 32);
/* 5 more external slots */
external_slots_4(167);
external_slot(171);
return;
}
#undef fetch_columns_8
#undef fetch_columns_4
#undef fetch_columns_2
#undef fetch_column
#undef fetch_tile_pattern
#undef fetch_tile_name
}
template <Personality personality>
template<bool use_end> void Base<personality>::fetch_tms_character(int start, int end) {
#define sprite_fetch_coordinates(location, sprite) \
slot(location): \
slot(location+1): \
line_buffer.active_sprites[sprite].x = \
ram_[\
sprite_attribute_table_address_ & size_t(0x3f81 | (line_buffer.active_sprites[sprite].index << 2))\
];
// This implementation doesn't refetch Y; it's unclear to me
// whether it's refetched.
#define sprite_fetch_graphics(location, sprite) \
slot(location): \
slot(location+1): \
slot(location+2): \
slot(location+3): {\
const uint8_t name = ram_[\
sprite_attribute_table_address_ & size_t(0x3f82 | (line_buffer.active_sprites[sprite].index << 2))\
] & (sprites_16x16_ ? ~3 : ~0);\
line_buffer.active_sprites[sprite].image[2] = ram_[\
sprite_attribute_table_address_ & size_t(0x3f83 | (line_buffer.active_sprites[sprite].index << 2))\
];\
line_buffer.active_sprites[sprite].x -= (line_buffer.active_sprites[sprite].image[2] & 0x80) >> 2;\
const size_t graphic_location = sprite_generator_table_address_ & size_t(0x3800 | (name << 3) | line_buffer.active_sprites[sprite].row); \
line_buffer.active_sprites[sprite].image[0] = ram_[graphic_location];\
line_buffer.active_sprites[sprite].image[1] = ram_[graphic_location+16];\
}
#define sprite_fetch_block(location, sprite) \
sprite_fetch_coordinates(location, sprite) \
sprite_fetch_graphics(location+2, sprite)
#define sprite_y_read(location, sprite) \
slot(location): posit_sprite(sprite_selection_buffer, sprite, ram_[sprite_attribute_table_address_ & (((sprite) << 2) | 0x3f80)], write_pointer_.row);
#define fetch_tile_name(column) line_buffer.names[column].offset = ram_[(row_base + column) & 0x3fff];
#define fetch_tile(column) {\
line_buffer.patterns[column][1] = ram_[(colour_base + size_t((line_buffer.names[column].offset << 3) >> colour_name_shift)) & 0x3fff]; \
line_buffer.patterns[column][0] = ram_[(pattern_base + size_t(line_buffer.names[column].offset << 3)) & 0x3fff]; \
}
#define background_fetch_block(location, column, sprite) \
slot(location): fetch_tile_name(column) \
external_slot(location+1); \
slot(location+2): \
slot(location+3): fetch_tile(column) \
slot(location+4): fetch_tile_name(column+1) \
sprite_y_read(location+5, sprite); \
slot(location+6): \
slot(location+7): fetch_tile(column+1) \
slot(location+8): fetch_tile_name(column+2) \
sprite_y_read(location+9, sprite+1); \
slot(location+10): \
slot(location+11): fetch_tile(column+2) \
slot(location+12): fetch_tile_name(column+3) \
sprite_y_read(location+13, sprite+2); \
slot(location+14): \
slot(location+15): fetch_tile(column+3)
LineBuffer &line_buffer = line_buffers_[write_pointer_.row];
LineBuffer &sprite_selection_buffer = line_buffers_[(write_pointer_.row + 1) % mode_timing_.total_lines];
const size_t row_base = pattern_name_address_ & (size_t((write_pointer_.row << 2)&~31) | 0x3c00);
size_t pattern_base = pattern_generator_table_address_;
size_t colour_base = colour_table_address_;
int colour_name_shift = 6;
if(screen_mode_ == ScreenMode::Graphics) {
// If this is high resolution mode, allow the row number to affect the pattern and colour addresses.
pattern_base &= size_t(0x2000 | ((write_pointer_.row & 0xc0) << 5));
colour_base &= size_t(0x2000 | ((write_pointer_.row & 0xc0) << 5));
colour_base += size_t(write_pointer_.row & 7);
colour_name_shift = 0;
} else {
colour_base &= size_t(0xffc0);
pattern_base &= size_t(0x3800);
}
if(screen_mode_ == ScreenMode::MultiColour) {
pattern_base += size_t((write_pointer_.row >> 2) & 7);
} else {
pattern_base += size_t(write_pointer_.row & 7);
}
switch(start) {
default: assert(false);
external_slots_2(0);
sprite_fetch_block(2, 0);
sprite_fetch_block(8, 1);
sprite_fetch_coordinates(14, 2);
external_slots_4(16);
external_slot(20);
sprite_fetch_graphics(21, 2);
sprite_fetch_block(25, 3);
slot(31):
sprite_selection_buffer.reset_sprite_collection();
do_external_slot(to_internal<personality, Clock::TMSMemoryWindow>(31));
external_slots_2(32);
external_slot(34);
sprite_y_read(35, 0);
sprite_y_read(36, 1);
sprite_y_read(37, 2);
sprite_y_read(38, 3);
sprite_y_read(39, 4);
sprite_y_read(40, 5);
sprite_y_read(41, 6);
sprite_y_read(42, 7);
background_fetch_block(43, 0, 8);
background_fetch_block(59, 4, 11);
background_fetch_block(75, 8, 14);
background_fetch_block(91, 12, 17);
background_fetch_block(107, 16, 20);
background_fetch_block(123, 20, 23);
background_fetch_block(139, 24, 26);
background_fetch_block(155, 28, 29);
return;
}
#undef background_fetch_block
#undef fetch_tile
#undef fetch_tile_name
#undef sprite_y_read
#undef sprite_fetch_block
#undef sprite_fetch_graphics
#undef sprite_fetch_coordinates
}
// MARK: - Master System
template <Personality personality>
template<bool use_end> void Base<personality>::fetch_sms(int start, int end) {
#define sprite_fetch(sprite) {\
line_buffer.active_sprites[sprite].x = \
ram_[\
master_system_.sprite_attribute_table_address & size_t(0x3f80 | (line_buffer.active_sprites[sprite].index << 1))\
] - (master_system_.shift_sprites_8px_left ? 8 : 0); \
const uint8_t name = ram_[\
master_system_.sprite_attribute_table_address & size_t(0x3f81 | (line_buffer.active_sprites[sprite].index << 1))\
] & (sprites_16x16_ ? ~1 : ~0);\
const size_t graphic_location = master_system_.sprite_generator_table_address & size_t(0x2000 | (name << 5) | (line_buffer.active_sprites[sprite].row << 2)); \
line_buffer.active_sprites[sprite].image[0] = ram_[graphic_location]; \
line_buffer.active_sprites[sprite].image[1] = ram_[graphic_location+1]; \
line_buffer.active_sprites[sprite].image[2] = ram_[graphic_location+2]; \
line_buffer.active_sprites[sprite].image[3] = ram_[graphic_location+3]; \
}
#define sprite_fetch_block(location, sprite) \
slot(location): \
slot(location+1): \
slot(location+2): \
slot(location+3): \
slot(location+4): \
slot(location+5): \
sprite_fetch(sprite);\
sprite_fetch(sprite+1);
#define sprite_y_read(location, sprite) \
slot(location): \
posit_sprite(sprite_selection_buffer, sprite, ram_[master_system_.sprite_attribute_table_address & ((sprite) | 0x3f00)], write_pointer_.row); \
posit_sprite(sprite_selection_buffer, sprite+1, ram_[master_system_.sprite_attribute_table_address & ((sprite + 1) | 0x3f00)], write_pointer_.row); \
#define fetch_tile_name(column, row_info) {\
const size_t scrolled_column = (column - horizontal_offset) & 0x1f;\
const size_t address = row_info.pattern_address_base + (scrolled_column << 1); \
line_buffer.names[column].flags = ram_[address+1]; \
line_buffer.names[column].offset = size_t( \
(((line_buffer.names[column].flags&1) << 8) | ram_[address]) << 5 \
) + row_info.sub_row[(line_buffer.names[column].flags&4) >> 2]; \
}
#define fetch_tile(column) \
line_buffer.patterns[column][0] = ram_[line_buffer.names[column].offset]; \
line_buffer.patterns[column][1] = ram_[line_buffer.names[column].offset+1]; \
line_buffer.patterns[column][2] = ram_[line_buffer.names[column].offset+2]; \
line_buffer.patterns[column][3] = ram_[line_buffer.names[column].offset+3];
#define background_fetch_block(location, column, sprite, row_info) \
slot(location): fetch_tile_name(column, row_info) \
external_slot(location+1); \
slot(location+2): \
slot(location+3): \
slot(location+4): \
fetch_tile(column) \
fetch_tile_name(column+1, row_info) \
sprite_y_read(location+5, sprite); \
slot(location+6): \
slot(location+7): \
slot(location+8): \
fetch_tile(column+1) \
fetch_tile_name(column+2, row_info) \
sprite_y_read(location+9, sprite+2); \
slot(location+10): \
slot(location+11): \
slot(location+12): \
fetch_tile(column+2) \
fetch_tile_name(column+3, row_info) \
sprite_y_read(location+13, sprite+4); \
slot(location+14): \
slot(location+15): fetch_tile(column+3)
// Determine the coarse horizontal scrolling offset; this isn't applied on the first two lines if the programmer has requested it.
LineBuffer &line_buffer = line_buffers_[write_pointer_.row];
LineBuffer &sprite_selection_buffer = line_buffers_[(write_pointer_.row + 1) % mode_timing_.total_lines];
const int horizontal_offset = (write_pointer_.row >= 16 || !master_system_.horizontal_scroll_lock) ? (line_buffer.latched_horizontal_scroll >> 3) : 0;
// Limit address bits in use if this is a SMS2 mode.
const bool is_tall_mode = mode_timing_.pixel_lines != 192;
const size_t pattern_name_address = master_system_.pattern_name_address | (is_tall_mode ? 0x800 : 0);
const size_t pattern_name_offset = is_tall_mode ? 0x100 : 0;
// Determine row info for the screen both (i) if vertical scrolling is applied; and (ii) if it isn't.
// The programmer can opt out of applying vertical scrolling to the right-hand portion of the display.
const int scrolled_row = (write_pointer_.row + master_system_.latched_vertical_scroll) % (is_tall_mode ? 256 : 224);
struct RowInfo {
size_t pattern_address_base;
size_t sub_row[2];
};
const RowInfo scrolled_row_info = {
(pattern_name_address & size_t(((scrolled_row & ~7) << 3) | 0x3800)) - pattern_name_offset,
{size_t((scrolled_row & 7) << 2), 28 ^ size_t((scrolled_row & 7) << 2)}
};
RowInfo row_info;
if(master_system_.vertical_scroll_lock) {
row_info.pattern_address_base = (pattern_name_address & size_t(((write_pointer_.row & ~7) << 3) | 0x3800)) - pattern_name_offset;
row_info.sub_row[0] = size_t((write_pointer_.row & 7) << 2);
row_info.sub_row[1] = 28 ^ size_t((write_pointer_.row & 7) << 2);
} else row_info = scrolled_row_info;
// ... and do the actual fetching, which follows this routine:
switch(start) {
default: assert(false);
sprite_fetch_block(0, 0);
sprite_fetch_block(6, 2);
external_slots_4(12);
external_slot(16);
sprite_fetch_block(17, 4);
sprite_fetch_block(23, 6);
slot(29):
sprite_selection_buffer.reset_sprite_collection();
do_external_slot(to_internal<personality, Clock::TMSMemoryWindow>(29));
external_slot(30);
sprite_y_read(31, 0);
sprite_y_read(32, 2);
sprite_y_read(33, 4);
sprite_y_read(34, 6);
sprite_y_read(35, 8);
sprite_y_read(36, 10);
sprite_y_read(37, 12);
sprite_y_read(38, 14);
background_fetch_block(39, 0, 16, scrolled_row_info);
background_fetch_block(55, 4, 22, scrolled_row_info);
background_fetch_block(71, 8, 28, scrolled_row_info);
background_fetch_block(87, 12, 34, scrolled_row_info);
background_fetch_block(103, 16, 40, scrolled_row_info);
background_fetch_block(119, 20, 46, scrolled_row_info);
background_fetch_block(135, 24, 52, row_info);
background_fetch_block(151, 28, 58, row_info);
external_slots_4(167);
return;
}
#undef background_fetch_block
#undef fetch_tile
#undef fetch_tile_name
#undef sprite_y_read
#undef sprite_fetch_block
#undef sprite_fetch
}
// MARK: - Yamaha
// TODO.
template <Personality personality>
template<bool use_end> void Base<personality>::fetch_yamaha_refresh(int start, int end) {
(void)start;
(void)end;
}
template <Personality personality>
template<bool use_end> void Base<personality>::fetch_yamaha_no_sprites(int start, int end) {
(void)start;
(void)end;
}
template <Personality personality>
template<bool use_end> void Base<personality>::fetch_yamaha_sprites(int start, int end) {
(void)start;
(void)end;
}
// MARK: - Mega Drive
// TODO.
#undef external_slot
#undef slot
#endif /* Fetch_hpp */