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CLK/Components/9918/Implementation/Fetch.hpp
2023-01-21 23:04:48 -05:00

514 lines
17 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_[fetch_pointer_.row];
const size_t row_base = pattern_name_address_ & (0x3c00 | size_t(fetch_pointer_.row >> 3) * 40);
const size_t row_offset = pattern_generator_table_address_ & (0x3800 | (fetch_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)], fetch_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_[fetch_pointer_.row];
LineBuffer &sprite_selection_buffer = line_buffers_[(fetch_pointer_.row + 1) % mode_timing_.total_lines];
const size_t row_base = pattern_name_address_ & (size_t((fetch_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 | ((fetch_pointer_.row & 0xc0) << 5));
colour_base &= size_t(0x2000 | ((fetch_pointer_.row & 0xc0) << 5));
colour_base += size_t(fetch_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((fetch_pointer_.row >> 2) & 7);
} else {
pattern_base += size_t(fetch_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) {
if constexpr (is_sega_vdp(personality)) {
#define sprite_fetch(sprite) {\
line_buffer.active_sprites[sprite].x = \
ram_[\
Storage<personality>::sprite_attribute_table_address_ & size_t(0x3f80 | (line_buffer.active_sprites[sprite].index << 1))\
] - (Storage<personality>::shift_sprites_8px_left_ ? 8 : 0); \
const uint8_t name = ram_[\
Storage<personality>::sprite_attribute_table_address_ & size_t(0x3f81 | (line_buffer.active_sprites[sprite].index << 1))\
] & (sprites_16x16_ ? ~1 : ~0);\
const size_t graphic_location = Storage<personality>::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_[Storage<personality>::sprite_attribute_table_address_ & ((sprite) | 0x3f00)], fetch_pointer_.row); \
posit_sprite(sprite_selection_buffer, sprite+1, ram_[Storage<personality>::sprite_attribute_table_address_ & ((sprite + 1) | 0x3f00)], fetch_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_[fetch_pointer_.row];
LineBuffer &sprite_selection_buffer = line_buffers_[(fetch_pointer_.row + 1) % mode_timing_.total_lines];
const int horizontal_offset = (fetch_pointer_.row >= 16 || !Storage<personality>::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 = Storage<personality>::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 = (fetch_pointer_.row + Storage<personality>::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(Storage<personality>::vertical_scroll_lock_) {
row_info.pattern_address_base = (pattern_name_address & size_t(((fetch_pointer_.row & ~7) << 3) | 0x3800)) - pattern_name_offset;
row_info.sub_row[0] = size_t((fetch_pointer_.row & 7) << 2);
row_info.sub_row[1] = 28 ^ size_t((fetch_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, bool fetch_sprites> void Base<personality>::fetch_yamaha(int start, int end) {
/*
Per http://map.grauw.nl/articles/vdp-vram-timing/vdp-timing.html :
The major change compared to the previous mode is that now the VDP needs to fetch extra data
for the bitmap rendering. These fetches happen in 32 blocks of 4 bytes (screen 5/6) or
8 bytes (screen 7/8). The fetches within one block happen in burst mode. This means that
one block takes 18 cycles (screen 5/6) or 20 cycles (screen 7/8). Though later we'll see
that the two spare cycles for screen 5/6 are not used for anything else, so for simplicity
we can say that in all bitmap modes a bitmap-fetch-block takes 20 cycles. This is even
clearer if you look at the RAS signal: this signal follows the exact same pattern in all
(bitmap) screen modes, so in screen 5/6 it remains active for two cycles longer than
strictly necessary.
Actually before these 32 blocks there's one extra dummy block. This block has the same timing
as the other blocks, but it always reads address 0x1FFFF. From an emulator point of view,
these dummy reads don't matter, it only matters that at those moments no other VRAM accesses
can occur.
*/
(void)start;
(void)end;
}
// MARK: - Mega Drive
// TODO.
#undef external_slot
#undef slot
#endif /* Fetch_hpp */