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mirror of https://github.com/TomHarte/CLK.git synced 2024-12-23 20:29:42 +00:00

Set up a pipeline for all pixels that attempts to allow for appropriate delays.

This commit is contained in:
Thomas Harte 2016-05-24 07:58:26 -04:00
parent 5c1e594937
commit 0b081831a9
2 changed files with 55 additions and 64 deletions

View File

@ -80,8 +80,8 @@ Machine::~Machine()
void Machine::update_timers(int mask)
{
unsigned int upcomingEventsPointerPlus4 = (_upcomingEventsPointer + 4)%number_of_upcoming_events;
unsigned int upcomingEventsPointerPlus5 = (_upcomingEventsPointer + 5)%number_of_upcoming_events;
unsigned int upcomingEventsPointerPlus6 = (_upcomingEventsPointer + 6)%number_of_upcoming_events;
unsigned int upcomingEventsPointerPlus1 = (_upcomingEventsPointer + 1)%number_of_upcoming_events;
unsigned int upcomingEventsPointerPlus2 = (_upcomingEventsPointer + 2)%number_of_upcoming_events;
// grab the background now, for display in four clocks
if(mask & (1 << 5))
@ -90,19 +90,21 @@ void Machine::update_timers(int mask)
{
unsigned int offset = 4 + _horizontalTimer - (horizontalTimerPeriod - 160);
_upcomingEvents[upcomingEventsPointerPlus4].updates |= Event::Action::Playfield;
_upcomingEvents[upcomingEventsPointerPlus4].playfieldOutput = _playfield[(offset >> 2)%40];
_upcomingEvents[upcomingEventsPointerPlus4].pixels |= _playfield[(offset >> 2)%40] << 5;
}
}
// the ball becomes visible whenever it hits zero, regardless of whether its status
// is the result of a counter rollover or a programmatic reset
if(mask & (1 << 4))
{
if(!_objectCounter[4])
{
_upcomingEvents[upcomingEventsPointerPlus4].updates |= Event::Action::ResetPixelCounter;
_upcomingEvents[upcomingEventsPointerPlus4].pixelCounterMask |= (1 << 4);
// the ball becomes visible whenever it hits zero, regardless of whether its status
// is the result of a counter rollover or a programmatic reset
if(!_objectCounter[4]) _pixelCounter[4] = 0;
if(_pixelCounter[4] < 8 && _ballGraphicsEnable[_ballGraphicsSelector]&2) {
int ballSize = 1 << ((_playfieldControl >> 4)&3);
_upcomingEvents[upcomingEventsPointerPlus4].pixels |= (_pixelCounter[4] < ballSize) ? (1 << 4) : 0;
}
_objectCounter[4] = (_objectCounter[4] + 1)%160;
_pixelCounter[4] ++;
}
@ -113,10 +115,10 @@ void Machine::update_timers(int mask)
if(mask & (1 << c))
{
// the players and missles become visible only upon overflow to zero, so schedule for
// 5/6 clocks ahead from 159
// 1/2 clocks ahead from 159
if(_objectCounter[c] == 159)
{
unsigned int actionSlot = (c < 2) ? upcomingEventsPointerPlus6 : upcomingEventsPointerPlus5;
unsigned int actionSlot = (c < 2) ? upcomingEventsPointerPlus2 : upcomingEventsPointerPlus1;
_upcomingEvents[actionSlot].updates |= Event::Action::ResetPixelCounter;
_upcomingEvents[actionSlot].pixelCounterMask |= (1 << c);
}
@ -131,7 +133,7 @@ void Machine::update_timers(int mask)
( _objectCounter[c] == 64 && ((repeatMask == 4) || (repeatMask == 6)) )
)
{
unsigned int actionSlot = (c < 2) ? upcomingEventsPointerPlus5 : upcomingEventsPointerPlus4;
unsigned int actionSlot = (c < 2) ? upcomingEventsPointerPlus1 : _upcomingEventsPointer;
_upcomingEvents[actionSlot].updates |= Event::Action::ResetPixelCounter;
_upcomingEvents[actionSlot].pixelCounterMask |= (1 << c);
}
@ -161,22 +163,32 @@ void Machine::update_timers(int mask)
}
}
// apply any resets
if(_upcomingEvents[_upcomingEventsPointer].updates & Event::Action::ResetPixelCounter)
{
for(int c = 0; c < 5; c++)
{
if(_upcomingEvents[_upcomingEventsPointer].pixelCounterMask & (1 << c))
_pixelCounter[c] = 0;
}
_upcomingEvents[_upcomingEventsPointer].pixelCounterMask = 0;
}
// determine the pixel masks
// uint8_t playerPixels[2] = {0, 0}, missilePixels[2] = {0, 0};
// for(int c = 0; c < 2; c++)
// {
// if(_playerGraphics[c]) {
// // figure out player colour
// int flipMask = (_playerReflection[c]&0x8) ? 0 : 7;
// if(_pixelCounter[c] < 32)
// playerPixels[c] = (_playerGraphics[_playerGraphicsSelector[c]][c] >> ((_pixelCounter[c] >> 2) ^ flipMask)) &1;
// }
//
// if((_missileGraphicsEnable[c]&2) && !_missileGraphicsReset[c]) {
// int missileSize = 1 << ((_playerAndMissileSize[c] >> 4)&3);
// missilePixels[c] = (_pixelCounter[c+2] < missileSize) ? 1 : 0;
// }
// }
for(int c = 0; c < 2; c++)
{
if(_playerGraphics[c]) {
// figure out player colour
int flipMask = (_playerReflection[c]&0x8) ? 0 : 7;
if(_pixelCounter[c] < 32)
_upcomingEvents[upcomingEventsPointerPlus4].pixels |= ((_playerGraphics[_playerGraphicsSelector[c]][c] >> ((_pixelCounter[c] >> 2) ^ flipMask)) & 1) << c;
}
if(_pixelCounter[c+2] < 8 && (_missileGraphicsEnable[c]&2) && !_missileGraphicsReset[c]) {
int missileSize = 1 << ((_playerAndMissileSize[c] >> 4)&3);
_upcomingEvents[upcomingEventsPointerPlus4].pixels |= ((_pixelCounter[c+2] < missileSize) ? 1 : 0) << (c + 2);
}
}
}
uint8_t Machine::get_output_pixel()
@ -187,28 +199,19 @@ uint8_t Machine::get_output_pixel()
uint8_t playfieldColour = ((_playfieldControl&6) == 2) ? _playerColour[offset / 80] : _playfieldColour;
// get the ball proposed state
uint8_t ballPixel = 0;
if(_ballGraphicsEnable[_ballGraphicsSelector]&2) {
int ballSize = 1 << ((_playfieldControl >> 4)&3);
ballPixel = (_pixelCounter[4] < ballSize) ? 1 : 0;
}
uint8_t ballPixel = (_upcomingEvents[_upcomingEventsPointer].pixels >> 4) & 1;
// deal with the sprites
uint8_t playerPixels[2] = {0, 0}, missilePixels[2] = {0, 0};
for(int c = 0; c < 2; c++)
uint8_t playerPixels[2] =
{
if(_playerGraphics[c]) {
// figure out player colour
int flipMask = (_playerReflection[c]&0x8) ? 0 : 7;
if(_pixelCounter[c] < 32)
playerPixels[c] = (_playerGraphics[_playerGraphicsSelector[c]][c] >> ((_pixelCounter[c] >> 2) ^ flipMask)) &1;
}
if((_missileGraphicsEnable[c]&2) && !_missileGraphicsReset[c]) {
int missileSize = 1 << ((_playerAndMissileSize[c] >> 4)&3);
missilePixels[c] = (_pixelCounter[c+2] < missileSize) ? 1 : 0;
}
}
static_cast<uint8_t>((_upcomingEvents[_upcomingEventsPointer].pixels >> 0) & 1),
static_cast<uint8_t>((_upcomingEvents[_upcomingEventsPointer].pixels >> 1) & 1)
};
uint8_t missilePixels[2] =
{
static_cast<uint8_t>((_upcomingEvents[_upcomingEventsPointer].pixels >> 2) & 1),
static_cast<uint8_t>((_upcomingEvents[_upcomingEventsPointer].pixels >> 3) & 1),
};
// accumulate collisions
if(playerPixels[0] | playerPixels[1]) {
@ -285,17 +288,7 @@ void Machine::output_pixels(unsigned int count)
// apply any queued changes and flush the record
if(_upcomingEvents[_upcomingEventsPointer].updates & Event::Action::Playfield)
_playfieldOutput = _upcomingEvents[_upcomingEventsPointer].playfieldOutput;
if(_upcomingEvents[_upcomingEventsPointer].updates & Event::Action::ResetPixelCounter)
{
for(int c = 0; c < 5; c++)
{
if(_upcomingEvents[_upcomingEventsPointer].pixelCounterMask & (1 << c))
_pixelCounter[c] = 0;
}
_upcomingEvents[_upcomingEventsPointer].pixelCounterMask = 0;
}
_playfieldOutput = (_upcomingEvents[_upcomingEventsPointer].pixels >> 5)&1;
if(_upcomingEvents[_upcomingEventsPointer].updates & Event::Action::HMoveSetup)
{
@ -342,8 +335,6 @@ void Machine::output_pixels(unsigned int count)
// }
// printf(" ");
}
_upcomingEvents[_upcomingEventsPointer].updates = 0;
// read that state
state = _upcomingEvents[_upcomingEventsPointer].state;
OutputState actingState = state;
@ -384,6 +375,8 @@ void Machine::output_pixels(unsigned int count)
}
// advance
_upcomingEvents[_upcomingEventsPointer].updates = 0;
_upcomingEvents[_upcomingEventsPointer].pixels = 0;
_upcomingEventsPointer = (_upcomingEventsPointer + 1)%number_of_upcoming_events;
// advance horizontal timer, perform reset actions if requested

View File

@ -16,7 +16,7 @@
namespace Atari2600 {
const unsigned int number_of_upcoming_events = 18;
const unsigned int number_of_upcoming_events = 6;
class Machine: public CPU6502::Processor<Machine> {
@ -72,11 +72,9 @@ class Machine: public CPU6502::Processor<Machine> {
int pixelCounterMask;
OutputState state;
uint8_t pixels;
uint8_t playfieldOutput, playerOutput[2];
uint8_t ballPixel;
Event() : updates(0), pixelCounterMask(0) {}
Event() : updates(0), pixelCounterMask(0), pixels(0) {}
} _upcomingEvents[number_of_upcoming_events];
unsigned int _upcomingEventsPointer;