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Generalise and better factor bit reversal and TMS drawing.
This commit is contained in:
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c4a5a9763e
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@ -15,77 +15,13 @@
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using namespace TI::TMS;
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//
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// TODO notes.
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//
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// The TMS and Master System VDP run at 342 cycles/line.
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//
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// The Mega Drive VDP has 3420 master clocks per line, which it divides
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// by 4 or 5 depending on pixel rate and which part of a line is active.
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// (And, presumably, by 10 if operating in Master System mode?)
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// Cf. https://gendev.spritesmind.net/forum/viewtopic.php?t=851 etc.
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//
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// The MSX2+ Yamaha VDPs have 1368 cycles/line.
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//
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// So if clock scaling were common, it would need to be to:
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//
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// 3420 = 2 * 2 * 3 * 3 * 5 * 19
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// 1368 = 2 * 2 * 2 * 3 * 3 * 19
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//
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// => 2^3 * 3^2 * 5 * 19 = 6840
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// ... which would imply a multiply by 30 on the input clock if
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// it were to remain 3.58Mhz.
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// Mega Drive notes, assorted:
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//
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//
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//
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// there are 60 EDCLK at MCLK/5 during a line ... like this:
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//
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// 15 @ /5; 2 @ /4; 15 @ /5; 2 @ /4; 15 @ /5; 2 @ /4; 15 @ /5
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//
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// ... HSYNC signal is what triggers the changes in EDCLK frequency, with some latency though.
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//
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// The total is still 840 EDCLKS (420 pixels) with 780 @MCLK/4 and 60@MCLK/5 (total is 3420 MCLCKS).
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namespace {
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constexpr uint8_t StatusInterrupt = 0x80;
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constexpr uint8_t StatusSpriteOverflow = 0x40;
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constexpr int StatusSpriteCollisionShift = 5;
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constexpr uint8_t StatusSpriteCollision = 0x20;
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// 342 internal cycles are 228/227.5ths of a line, so 341.25 cycles should be a whole
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// line. Therefore multiply everything by four, but set line length to 1365 rather than 342*4 = 1368.
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constexpr unsigned int CRTCyclesPerLine = 1365;
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constexpr unsigned int CRTCyclesDivider = 4;
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struct ReverseTable {
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const std::array<uint8_t, 256> map;
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constexpr ReverseTable() : map(reverse_table()) {}
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private:
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static constexpr std::array<uint8_t, 256> reverse_table() {
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std::array<uint8_t, 256> map{};
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for(size_t c = 0; c < 256; ++c) {
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map[c] = uint8_t(
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((c & 0x80) >> 7) |
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((c & 0x40) >> 5) |
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((c & 0x20) >> 3) |
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((c & 0x10) >> 1) |
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((c & 0x08) << 1) |
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((c & 0x04) << 3) |
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((c & 0x02) << 5) |
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((c & 0x01) << 7)
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);
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}
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return map;
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}
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};
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constexpr ReverseTable reverse_table;
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template <Personality personality> constexpr int vram_access_delay() {
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// This seems to be correct for all currently-modelled VDPs;
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// it's the delay between an external device scheduling a
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@ -720,22 +656,6 @@ uint8_t TMS9918<personality>::get_current_line() const {
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return uint8_t(source_row);
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}
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template <Personality personality>
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uint8_t TMS9918<personality>::get_latched_horizontal_counter() const {
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// Translate from internal numbering, which puts pixel output
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// in the final 256 pixels of 342, to the public numbering,
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// which makes the 256 pixels the first 256 spots, but starts
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// counting at -48, and returns only the top 8 bits of the number.
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int public_counter = this->latched_column_ - 86;
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if(public_counter < -46) public_counter += 342;
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return uint8_t(public_counter >> 1);
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}
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template <Personality personality>
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void TMS9918<personality>::latch_horizontal_counter() {
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this->latched_column_ = this->write_pointer_.column;
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}
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template <Personality personality>
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uint8_t TMS9918<personality>::read(int address) {
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this->write_phase_ = false;
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@ -835,275 +755,21 @@ bool TMS9918<personality>::get_interrupt_line() const {
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(this->enable_line_interrupts_ && this->line_interrupt_pending_);
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}
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// MARK: -
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// TODO: [potentially] remove Master System timing assumptions in latch and get_latched below.
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template <Personality personality>
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void Base<personality>::draw_tms_character(int start, int end) {
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LineBuffer &line_buffer = line_buffers_[read_pointer_.row];
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// Paint the background tiles.
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const int pixels_left = end - start;
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if(this->screen_mode_ == ScreenMode::MultiColour) {
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for(int c = start; c < end; ++c) {
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pixel_target_[c] = palette[
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(line_buffer.patterns[c >> 3][0] >> (((c & 4)^4))) & 15
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];
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}
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} else {
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const int shift = start & 7;
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int byte_column = start >> 3;
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int length = std::min(pixels_left, 8 - shift);
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int pattern = reverse_table.map[line_buffer.patterns[byte_column][0]] >> shift;
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uint8_t colour = line_buffer.patterns[byte_column][1];
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uint32_t colours[2] = {
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palette[(colour & 15) ? (colour & 15) : background_colour_],
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palette[(colour >> 4) ? (colour >> 4) : background_colour_]
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};
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int background_pixels_left = pixels_left;
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while(true) {
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background_pixels_left -= length;
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for(int c = 0; c < length; ++c) {
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pixel_target_[c] = colours[pattern&0x01];
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pattern >>= 1;
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}
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pixel_target_ += length;
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if(!background_pixels_left) break;
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length = std::min(8, background_pixels_left);
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byte_column++;
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pattern = reverse_table.map[line_buffer.patterns[byte_column][0]];
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colour = line_buffer.patterns[byte_column][1];
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colours[0] = palette[(colour & 15) ? (colour & 15) : background_colour_];
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colours[1] = palette[(colour >> 4) ? (colour >> 4) : background_colour_];
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}
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}
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// Paint sprites and check for collisions, but only if at least one sprite is active
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// on this line.
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if(line_buffer.active_sprite_slot) {
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const int shift_advance = sprites_magnified_ ? 1 : 2;
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// If this is the start of the line clip any part of any sprites that is off to the left.
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if(!start) {
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for(int index = 0; index < line_buffer.active_sprite_slot; ++index) {
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LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
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if(sprite.x < 0) sprite.shift_position -= shift_advance * sprite.x;
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}
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}
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int sprite_buffer[256];
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int sprite_collision = 0;
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memset(&sprite_buffer[start], 0, size_t(end - start)*sizeof(sprite_buffer[0]));
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constexpr uint32_t sprite_colour_selection_masks[2] = {0x00000000, 0xffffffff};
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constexpr int colour_masks[16] = {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1};
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// Draw all sprites into the sprite buffer.
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const int shifter_target = sprites_16x16_ ? 32 : 16;
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for(int index = line_buffer.active_sprite_slot - 1; index >= 0; --index) {
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LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
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if(sprite.shift_position < shifter_target) {
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const int pixel_start = std::max(start, sprite.x);
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for(int c = pixel_start; c < end && sprite.shift_position < shifter_target; ++c) {
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const int shift = (sprite.shift_position >> 1) ^ 7;
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int sprite_colour = (sprite.image[shift >> 3] >> (shift & 7)) & 1;
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// A colision is detected regardless of sprite colour ...
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sprite_collision |= sprite_buffer[c] & sprite_colour;
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sprite_buffer[c] |= sprite_colour;
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// ... but a sprite with the transparent colour won't actually be visible.
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sprite_colour &= colour_masks[sprite.image[2]&15];
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pixel_origin_[c] =
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(pixel_origin_[c] & sprite_colour_selection_masks[sprite_colour^1]) |
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(palette[sprite.image[2]&15] & sprite_colour_selection_masks[sprite_colour]);
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sprite.shift_position += shift_advance;
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}
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}
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}
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status_ |= sprite_collision << StatusSpriteCollisionShift;
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}
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uint8_t TMS9918<personality>::get_latched_horizontal_counter() const {
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// Translate from internal numbering, which puts pixel output
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// in the final 256 pixels of 342, to the public numbering,
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// which makes the 256 pixels the first 256 spots, but starts
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// counting at -48, and returns only the top 8 bits of the number.
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int public_counter = this->latched_column_ - 86;
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if(public_counter < -46) public_counter += 342;
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return uint8_t(public_counter >> 1);
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}
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template <Personality personality>
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void Base<personality>::draw_tms_text(int start, int end) {
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LineBuffer &line_buffer = line_buffers_[read_pointer_.row];
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const uint32_t colours[2] = { palette[background_colour_], palette[text_colour_] };
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const int shift = start % 6;
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int byte_column = start / 6;
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int pattern = reverse_table.map[line_buffer.patterns[byte_column][0]] >> shift;
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int pixels_left = end - start;
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int length = std::min(pixels_left, 6 - shift);
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while(true) {
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pixels_left -= length;
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for(int c = 0; c < length; ++c) {
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pixel_target_[c] = colours[pattern&0x01];
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pattern >>= 1;
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}
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pixel_target_ += length;
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if(!pixels_left) break;
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length = std::min(6, pixels_left);
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byte_column++;
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pattern = reverse_table.map[line_buffer.patterns[byte_column][0]];
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}
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}
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template <Personality personality>
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void Base<personality>::draw_sms(int start, int end, uint32_t cram_dot) {
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LineBuffer &line_buffer = line_buffers_[read_pointer_.row];
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int colour_buffer[256];
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/*
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Add extra border for any pixels that fall before the fine scroll.
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*/
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int tile_start = start, tile_end = end;
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int tile_offset = start;
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if(read_pointer_.row >= 16 || !master_system_.horizontal_scroll_lock) {
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for(int c = start; c < (line_buffer.latched_horizontal_scroll & 7); ++c) {
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colour_buffer[c] = 16 + background_colour_;
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++tile_offset;
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}
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// Remove the border area from that to which tiles will be drawn.
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tile_start = std::max(start - (line_buffer.latched_horizontal_scroll & 7), 0);
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tile_end = std::max(end - (line_buffer.latched_horizontal_scroll & 7), 0);
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}
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uint32_t pattern;
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uint8_t *const pattern_index = reinterpret_cast<uint8_t *>(&pattern);
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/*
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Add background tiles; these will fill the colour_buffer with values in which
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the low five bits are a palette index, and bit six is set if this tile has
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priority over sprites.
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*/
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if(tile_start < end) {
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const int shift = tile_start & 7;
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int byte_column = tile_start >> 3;
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int pixels_left = tile_end - tile_start;
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int length = std::min(pixels_left, 8 - shift);
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pattern = *reinterpret_cast<const uint32_t *>(line_buffer.patterns[byte_column]);
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if(line_buffer.names[byte_column].flags&2)
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pattern >>= shift;
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else
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pattern <<= shift;
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while(true) {
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const int palette_offset = (line_buffer.names[byte_column].flags&0x18) << 1;
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if(line_buffer.names[byte_column].flags&2) {
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for(int c = 0; c < length; ++c) {
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colour_buffer[tile_offset] =
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((pattern_index[3] & 0x01) << 3) |
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((pattern_index[2] & 0x01) << 2) |
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((pattern_index[1] & 0x01) << 1) |
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((pattern_index[0] & 0x01) << 0) |
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palette_offset;
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++tile_offset;
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pattern >>= 1;
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}
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} else {
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for(int c = 0; c < length; ++c) {
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colour_buffer[tile_offset] =
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((pattern_index[3] & 0x80) >> 4) |
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((pattern_index[2] & 0x80) >> 5) |
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((pattern_index[1] & 0x80) >> 6) |
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((pattern_index[0] & 0x80) >> 7) |
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palette_offset;
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++tile_offset;
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pattern <<= 1;
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}
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}
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pixels_left -= length;
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if(!pixels_left) break;
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length = std::min(8, pixels_left);
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byte_column++;
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pattern = *reinterpret_cast<const uint32_t *>(line_buffer.patterns[byte_column]);
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}
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}
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/*
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Apply sprites (if any).
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*/
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if(line_buffer.active_sprite_slot) {
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const int shift_advance = sprites_magnified_ ? 1 : 2;
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// If this is the start of the line clip any part of any sprites that is off to the left.
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if(!start) {
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for(int index = 0; index < line_buffer.active_sprite_slot; ++index) {
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LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
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if(sprite.x < 0) sprite.shift_position -= shift_advance * sprite.x;
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}
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}
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int sprite_buffer[256];
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int sprite_collision = 0;
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memset(&sprite_buffer[start], 0, size_t(end - start)*sizeof(sprite_buffer[0]));
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// Draw all sprites into the sprite buffer.
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for(int index = line_buffer.active_sprite_slot - 1; index >= 0; --index) {
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LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
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if(sprite.shift_position < 16) {
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const int pixel_start = std::max(start, sprite.x);
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// TODO: it feels like the work below should be simplifiable;
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// the double shift in particular, and hopefully the variable shift.
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for(int c = pixel_start; c < end && sprite.shift_position < 16; ++c) {
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const int shift = (sprite.shift_position >> 1);
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const int sprite_colour =
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(((sprite.image[3] << shift) & 0x80) >> 4) |
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(((sprite.image[2] << shift) & 0x80) >> 5) |
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(((sprite.image[1] << shift) & 0x80) >> 6) |
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(((sprite.image[0] << shift) & 0x80) >> 7);
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if(sprite_colour) {
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sprite_collision |= sprite_buffer[c];
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sprite_buffer[c] = sprite_colour | 0x10;
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}
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sprite.shift_position += shift_advance;
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}
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}
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}
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// Draw the sprite buffer onto the colour buffer, wherever the tile map doesn't have
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// priority (or is transparent).
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for(int c = start; c < end; ++c) {
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if(
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sprite_buffer[c] &&
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(!(colour_buffer[c]&0x20) || !(colour_buffer[c]&0xf))
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) colour_buffer[c] = sprite_buffer[c];
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}
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if(sprite_collision)
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status_ |= StatusSpriteCollision;
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}
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// Map from the 32-colour buffer to real output pixels, applying the specific CRAM dot if any.
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pixel_target_[start] = master_system_.colour_ram[colour_buffer[start] & 0x1f] | cram_dot;
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for(int c = start+1; c < end; ++c) {
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pixel_target_[c] = master_system_.colour_ram[colour_buffer[c] & 0x1f];
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}
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// If the VDP is set to hide the left column and this is the final call that'll come
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// this line, hide it.
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if(end == 256) {
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if(master_system_.hide_left_column) {
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pixel_origin_[0] = pixel_origin_[1] = pixel_origin_[2] = pixel_origin_[3] =
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pixel_origin_[4] = pixel_origin_[5] = pixel_origin_[6] = pixel_origin_[7] =
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master_system_.colour_ram[16 + background_colour_];
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}
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}
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void TMS9918<personality>::latch_horizontal_counter() {
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this->latched_column_ = this->write_pointer_.column;
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}
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template class TI::TMS::TMS9918<Personality::TMS9918A>;
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@ -122,6 +122,12 @@ struct LineBufferPointer {
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int row, column;
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};
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constexpr uint8_t StatusInterrupt = 0x80;
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constexpr uint8_t StatusSpriteOverflow = 0x40;
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constexpr int StatusSpriteCollisionShift = 5;
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constexpr uint8_t StatusSpriteCollision = 0x20;
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template <Personality personality> struct Base {
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Base();
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@ -162,17 +168,20 @@ template <Personality personality> struct Base {
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Outputs::CRT::CRT crt_;
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TVStandard tv_standard_ = TVStandard::NTSC;
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// Holds the contents of this VDP's connected DRAM.
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// Personality-specific metrics and converters.
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ClockConverter<personality> clock_converter_;
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// This VDP's DRAM.
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std::array<uint8_t, memory_size(personality)> ram_;
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// Holds the state of the DRAM/CRAM-access mechanism.
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// State of the DRAM/CRAM-access mechanism.
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uint16_t ram_pointer_ = 0;
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uint8_t read_ahead_buffer_ = 0;
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MemoryAccess queued_access_ = MemoryAccess::None;
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int cycles_until_access_ = 0;
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int minimum_access_column_ = 0;
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// Holds the main status register.
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// The main status register.
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uint8_t status_ = 0;
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// Current state of programmer input.
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@ -189,24 +198,20 @@ template <Personality personality> struct Base {
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bool generate_interrupts_ = false;
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int sprite_height_ = 8;
|
||||
|
||||
// Programmer-specified addresses.
|
||||
size_t pattern_name_address_ = 0; // i.e. address of the tile map.
|
||||
size_t colour_table_address_ = 0; // address of the colour map (if applicable).
|
||||
size_t pattern_generator_table_address_ = 0; // address of the tile contents.
|
||||
size_t sprite_attribute_table_address_ = 0; // address of the sprite list.
|
||||
size_t sprite_generator_table_address_ = 0; // address of the sprite contents.
|
||||
|
||||
// Default colours.
|
||||
uint8_t text_colour_ = 0;
|
||||
uint8_t background_colour_ = 0;
|
||||
|
||||
ClockConverter<personality> clock_converter_;
|
||||
|
||||
// Internal mechanisms for position tracking.
|
||||
int latched_column_ = 0;
|
||||
|
||||
// A helper function to output the current border colour for
|
||||
// the number of cycles supplied.
|
||||
void output_border(int cycles, uint32_t cram_dot);
|
||||
|
||||
// A struct to contain timing information for the current mode.
|
||||
struct {
|
||||
/*
|
||||
@ -381,38 +386,7 @@ template <Personality personality> struct Base {
|
||||
queued_access_ = MemoryAccess::None;
|
||||
}
|
||||
|
||||
/*
|
||||
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.
|
||||
*/
|
||||
|
||||
// Various fetchers.
|
||||
template<bool use_end> void fetch_tms_refresh(int start, int end);
|
||||
template<bool use_end> void fetch_tms_text(int start, int end);
|
||||
template<bool use_end> void fetch_tms_character(int start, int end);
|
||||
@ -423,14 +397,22 @@ template <Personality personality> struct Base {
|
||||
|
||||
template<bool use_end> void fetch_sms(int start, int end);
|
||||
|
||||
// A helper function to output the current border colour for
|
||||
// the number of cycles supplied.
|
||||
void output_border(int cycles, uint32_t cram_dot);
|
||||
|
||||
// Output serialisation state.
|
||||
uint32_t *pixel_target_ = nullptr, *pixel_origin_ = nullptr;
|
||||
bool asked_for_write_area_ = false;
|
||||
|
||||
// Output serialisers.
|
||||
void draw_tms_character(int start, int end);
|
||||
void draw_tms_text(int start, int end);
|
||||
void draw_sms(int start, int end, uint32_t cram_dot);
|
||||
};
|
||||
|
||||
#include "Fetch.hpp"
|
||||
#include "Draw.hpp"
|
||||
|
||||
}
|
||||
}
|
||||
|
295
Components/9918/Implementation/Draw.hpp
Normal file
295
Components/9918/Implementation/Draw.hpp
Normal file
@ -0,0 +1,295 @@
|
||||
//
|
||||
// Draw.hpp
|
||||
// Clock Signal
|
||||
//
|
||||
// Created by Thomas Harte on 05/01/2023.
|
||||
// Copyright © 2023 Thomas Harte. All rights reserved.
|
||||
//
|
||||
|
||||
#ifndef Draw_hpp
|
||||
#define Draw_hpp
|
||||
|
||||
#include "../../../Numeric/BitReverse.hpp"
|
||||
|
||||
// MARK: - TMS9918
|
||||
|
||||
template <Personality personality>
|
||||
void Base<personality>::draw_tms_character(int start, int end) {
|
||||
LineBuffer &line_buffer = line_buffers_[read_pointer_.row];
|
||||
|
||||
// Paint the background tiles.
|
||||
const int pixels_left = end - start;
|
||||
if(this->screen_mode_ == ScreenMode::MultiColour) {
|
||||
for(int c = start; c < end; ++c) {
|
||||
pixel_target_[c] = palette[
|
||||
(line_buffer.patterns[c >> 3][0] >> (((c & 4)^4))) & 15
|
||||
];
|
||||
}
|
||||
} else {
|
||||
const int shift = start & 7;
|
||||
int byte_column = start >> 3;
|
||||
|
||||
int length = std::min(pixels_left, 8 - shift);
|
||||
|
||||
int pattern = Numeric::bit_reverse(line_buffer.patterns[byte_column][0]) >> shift;
|
||||
uint8_t colour = line_buffer.patterns[byte_column][1];
|
||||
uint32_t colours[2] = {
|
||||
palette[(colour & 15) ? (colour & 15) : background_colour_],
|
||||
palette[(colour >> 4) ? (colour >> 4) : background_colour_]
|
||||
};
|
||||
|
||||
int background_pixels_left = pixels_left;
|
||||
while(true) {
|
||||
background_pixels_left -= length;
|
||||
for(int c = 0; c < length; ++c) {
|
||||
pixel_target_[c] = colours[pattern&0x01];
|
||||
pattern >>= 1;
|
||||
}
|
||||
pixel_target_ += length;
|
||||
|
||||
if(!background_pixels_left) break;
|
||||
length = std::min(8, background_pixels_left);
|
||||
byte_column++;
|
||||
|
||||
pattern = Numeric::bit_reverse(line_buffer.patterns[byte_column][0]);
|
||||
colour = line_buffer.patterns[byte_column][1];
|
||||
colours[0] = palette[(colour & 15) ? (colour & 15) : background_colour_];
|
||||
colours[1] = palette[(colour >> 4) ? (colour >> 4) : background_colour_];
|
||||
}
|
||||
}
|
||||
|
||||
// Paint sprites and check for collisions, but only if at least one sprite is active
|
||||
// on this line.
|
||||
if(line_buffer.active_sprite_slot) {
|
||||
const int shift_advance = sprites_magnified_ ? 1 : 2;
|
||||
// If this is the start of the line clip any part of any sprites that is off to the left.
|
||||
if(!start) {
|
||||
for(int index = 0; index < line_buffer.active_sprite_slot; ++index) {
|
||||
LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
|
||||
if(sprite.x < 0) sprite.shift_position -= shift_advance * sprite.x;
|
||||
}
|
||||
}
|
||||
|
||||
int sprite_buffer[256];
|
||||
int sprite_collision = 0;
|
||||
memset(&sprite_buffer[start], 0, size_t(end - start)*sizeof(sprite_buffer[0]));
|
||||
|
||||
constexpr uint32_t sprite_colour_selection_masks[2] = {0x00000000, 0xffffffff};
|
||||
constexpr int colour_masks[16] = {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1};
|
||||
|
||||
// Draw all sprites into the sprite buffer.
|
||||
const int shifter_target = sprites_16x16_ ? 32 : 16;
|
||||
for(int index = line_buffer.active_sprite_slot - 1; index >= 0; --index) {
|
||||
LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
|
||||
if(sprite.shift_position < shifter_target) {
|
||||
const int pixel_start = std::max(start, sprite.x);
|
||||
for(int c = pixel_start; c < end && sprite.shift_position < shifter_target; ++c) {
|
||||
const int shift = (sprite.shift_position >> 1) ^ 7;
|
||||
int sprite_colour = (sprite.image[shift >> 3] >> (shift & 7)) & 1;
|
||||
|
||||
// A colision is detected regardless of sprite colour ...
|
||||
sprite_collision |= sprite_buffer[c] & sprite_colour;
|
||||
sprite_buffer[c] |= sprite_colour;
|
||||
|
||||
// ... but a sprite with the transparent colour won't actually be visible.
|
||||
sprite_colour &= colour_masks[sprite.image[2]&15];
|
||||
pixel_origin_[c] =
|
||||
(pixel_origin_[c] & sprite_colour_selection_masks[sprite_colour^1]) |
|
||||
(palette[sprite.image[2]&15] & sprite_colour_selection_masks[sprite_colour]);
|
||||
|
||||
sprite.shift_position += shift_advance;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
status_ |= sprite_collision << StatusSpriteCollisionShift;
|
||||
}
|
||||
}
|
||||
|
||||
template <Personality personality>
|
||||
void Base<personality>::draw_tms_text(int start, int end) {
|
||||
LineBuffer &line_buffer = line_buffers_[read_pointer_.row];
|
||||
const uint32_t colours[2] = { palette[background_colour_], palette[text_colour_] };
|
||||
|
||||
const int shift = start % 6;
|
||||
int byte_column = start / 6;
|
||||
int pattern = Numeric::bit_reverse(line_buffer.patterns[byte_column][0]) >> shift;
|
||||
int pixels_left = end - start;
|
||||
int length = std::min(pixels_left, 6 - shift);
|
||||
while(true) {
|
||||
pixels_left -= length;
|
||||
for(int c = 0; c < length; ++c) {
|
||||
pixel_target_[c] = colours[pattern&0x01];
|
||||
pattern >>= 1;
|
||||
}
|
||||
pixel_target_ += length;
|
||||
|
||||
if(!pixels_left) break;
|
||||
length = std::min(6, pixels_left);
|
||||
byte_column++;
|
||||
pattern = Numeric::bit_reverse(line_buffer.patterns[byte_column][0]);
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Master System
|
||||
|
||||
template <Personality personality>
|
||||
void Base<personality>::draw_sms(int start, int end, uint32_t cram_dot) {
|
||||
LineBuffer &line_buffer = line_buffers_[read_pointer_.row];
|
||||
int colour_buffer[256];
|
||||
|
||||
/*
|
||||
Add extra border for any pixels that fall before the fine scroll.
|
||||
*/
|
||||
int tile_start = start, tile_end = end;
|
||||
int tile_offset = start;
|
||||
if(read_pointer_.row >= 16 || !master_system_.horizontal_scroll_lock) {
|
||||
for(int c = start; c < (line_buffer.latched_horizontal_scroll & 7); ++c) {
|
||||
colour_buffer[c] = 16 + background_colour_;
|
||||
++tile_offset;
|
||||
}
|
||||
|
||||
// Remove the border area from that to which tiles will be drawn.
|
||||
tile_start = std::max(start - (line_buffer.latched_horizontal_scroll & 7), 0);
|
||||
tile_end = std::max(end - (line_buffer.latched_horizontal_scroll & 7), 0);
|
||||
}
|
||||
|
||||
|
||||
uint32_t pattern;
|
||||
uint8_t *const pattern_index = reinterpret_cast<uint8_t *>(&pattern);
|
||||
|
||||
/*
|
||||
Add background tiles; these will fill the colour_buffer with values in which
|
||||
the low five bits are a palette index, and bit six is set if this tile has
|
||||
priority over sprites.
|
||||
*/
|
||||
if(tile_start < end) {
|
||||
const int shift = tile_start & 7;
|
||||
int byte_column = tile_start >> 3;
|
||||
int pixels_left = tile_end - tile_start;
|
||||
int length = std::min(pixels_left, 8 - shift);
|
||||
|
||||
pattern = *reinterpret_cast<const uint32_t *>(line_buffer.patterns[byte_column]);
|
||||
if(line_buffer.names[byte_column].flags&2)
|
||||
pattern >>= shift;
|
||||
else
|
||||
pattern <<= shift;
|
||||
|
||||
while(true) {
|
||||
const int palette_offset = (line_buffer.names[byte_column].flags&0x18) << 1;
|
||||
if(line_buffer.names[byte_column].flags&2) {
|
||||
for(int c = 0; c < length; ++c) {
|
||||
colour_buffer[tile_offset] =
|
||||
((pattern_index[3] & 0x01) << 3) |
|
||||
((pattern_index[2] & 0x01) << 2) |
|
||||
((pattern_index[1] & 0x01) << 1) |
|
||||
((pattern_index[0] & 0x01) << 0) |
|
||||
palette_offset;
|
||||
++tile_offset;
|
||||
pattern >>= 1;
|
||||
}
|
||||
} else {
|
||||
for(int c = 0; c < length; ++c) {
|
||||
colour_buffer[tile_offset] =
|
||||
((pattern_index[3] & 0x80) >> 4) |
|
||||
((pattern_index[2] & 0x80) >> 5) |
|
||||
((pattern_index[1] & 0x80) >> 6) |
|
||||
((pattern_index[0] & 0x80) >> 7) |
|
||||
palette_offset;
|
||||
++tile_offset;
|
||||
pattern <<= 1;
|
||||
}
|
||||
}
|
||||
|
||||
pixels_left -= length;
|
||||
if(!pixels_left) break;
|
||||
|
||||
length = std::min(8, pixels_left);
|
||||
byte_column++;
|
||||
pattern = *reinterpret_cast<const uint32_t *>(line_buffer.patterns[byte_column]);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Apply sprites (if any).
|
||||
*/
|
||||
if(line_buffer.active_sprite_slot) {
|
||||
const int shift_advance = sprites_magnified_ ? 1 : 2;
|
||||
|
||||
// If this is the start of the line clip any part of any sprites that is off to the left.
|
||||
if(!start) {
|
||||
for(int index = 0; index < line_buffer.active_sprite_slot; ++index) {
|
||||
LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
|
||||
if(sprite.x < 0) sprite.shift_position -= shift_advance * sprite.x;
|
||||
}
|
||||
}
|
||||
|
||||
int sprite_buffer[256];
|
||||
int sprite_collision = 0;
|
||||
memset(&sprite_buffer[start], 0, size_t(end - start)*sizeof(sprite_buffer[0]));
|
||||
|
||||
// Draw all sprites into the sprite buffer.
|
||||
for(int index = line_buffer.active_sprite_slot - 1; index >= 0; --index) {
|
||||
LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
|
||||
if(sprite.shift_position < 16) {
|
||||
const int pixel_start = std::max(start, sprite.x);
|
||||
|
||||
// TODO: it feels like the work below should be simplifiable;
|
||||
// the double shift in particular, and hopefully the variable shift.
|
||||
for(int c = pixel_start; c < end && sprite.shift_position < 16; ++c) {
|
||||
const int shift = (sprite.shift_position >> 1);
|
||||
const int sprite_colour =
|
||||
(((sprite.image[3] << shift) & 0x80) >> 4) |
|
||||
(((sprite.image[2] << shift) & 0x80) >> 5) |
|
||||
(((sprite.image[1] << shift) & 0x80) >> 6) |
|
||||
(((sprite.image[0] << shift) & 0x80) >> 7);
|
||||
|
||||
if(sprite_colour) {
|
||||
sprite_collision |= sprite_buffer[c];
|
||||
sprite_buffer[c] = sprite_colour | 0x10;
|
||||
}
|
||||
|
||||
sprite.shift_position += shift_advance;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw the sprite buffer onto the colour buffer, wherever the tile map doesn't have
|
||||
// priority (or is transparent).
|
||||
for(int c = start; c < end; ++c) {
|
||||
if(
|
||||
sprite_buffer[c] &&
|
||||
(!(colour_buffer[c]&0x20) || !(colour_buffer[c]&0xf))
|
||||
) colour_buffer[c] = sprite_buffer[c];
|
||||
}
|
||||
|
||||
if(sprite_collision)
|
||||
status_ |= StatusSpriteCollision;
|
||||
}
|
||||
|
||||
// Map from the 32-colour buffer to real output pixels, applying the specific CRAM dot if any.
|
||||
pixel_target_[start] = master_system_.colour_ram[colour_buffer[start] & 0x1f] | cram_dot;
|
||||
for(int c = start+1; c < end; ++c) {
|
||||
pixel_target_[c] = master_system_.colour_ram[colour_buffer[c] & 0x1f];
|
||||
}
|
||||
|
||||
// If the VDP is set to hide the left column and this is the final call that'll come
|
||||
// this line, hide it.
|
||||
if(end == 256) {
|
||||
if(master_system_.hide_left_column) {
|
||||
pixel_origin_[0] = pixel_origin_[1] = pixel_origin_[2] = pixel_origin_[3] =
|
||||
pixel_origin_[4] = pixel_origin_[5] = pixel_origin_[6] = pixel_origin_[7] =
|
||||
master_system_.colour_ram[16 + background_colour_];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Yamaha
|
||||
|
||||
// TODO.
|
||||
|
||||
// MARK: - Mega Drive
|
||||
|
||||
// TODO.
|
||||
|
||||
#endif /* Draw_hpp */
|
@ -9,6 +9,38 @@
|
||||
#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]]; \
|
||||
|
62
Numeric/BitReverse.hpp
Normal file
62
Numeric/BitReverse.hpp
Normal file
@ -0,0 +1,62 @@
|
||||
//
|
||||
// BitReverse.hpp
|
||||
// Clock Signal
|
||||
//
|
||||
// Created by Thomas Harte on 05/01/2023.
|
||||
// Copyright © 2023 Thomas Harte. All rights reserved.
|
||||
//
|
||||
|
||||
#ifndef BitReverse_hpp
|
||||
#define BitReverse_hpp
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
namespace Numeric {
|
||||
|
||||
/// @returns @c source with the order of its bits reversed. E.g. if @c IntT is @c uint8_t then
|
||||
/// the reverse of bit pattern abcd efgh is hgfd dcba.
|
||||
template <typename IntT> constexpr IntT bit_reverse(IntT source);
|
||||
|
||||
// The single-byte specialisation uses a lookup table.
|
||||
template<> constexpr uint8_t bit_reverse<uint8_t>(uint8_t source) {
|
||||
struct ReverseTable {
|
||||
static constexpr std::array<uint8_t, 256> reverse_table() {
|
||||
std::array<uint8_t, 256> map{};
|
||||
for(std::size_t c = 0; c < 256; ++c) {
|
||||
map[c] = uint8_t(
|
||||
((c & 0x80) >> 7) |
|
||||
((c & 0x40) >> 5) |
|
||||
((c & 0x20) >> 3) |
|
||||
((c & 0x10) >> 1) |
|
||||
((c & 0x08) << 1) |
|
||||
((c & 0x04) << 3) |
|
||||
((c & 0x02) << 5) |
|
||||
((c & 0x01) << 7)
|
||||
);
|
||||
}
|
||||
return map;
|
||||
}
|
||||
};
|
||||
|
||||
const std::array<uint8_t, 256> map = ReverseTable::reverse_table();
|
||||
return map[source];
|
||||
}
|
||||
|
||||
// All other versions just call the byte-level reverse the appropriate number of times.
|
||||
template <typename IntT> constexpr IntT bit_reverse(IntT source) {
|
||||
IntT result;
|
||||
|
||||
uint8_t *src = reinterpret_cast<uint8_t *>(&source);
|
||||
uint8_t *dest = reinterpret_cast<uint8_t *>(&result) + sizeof(result) - 1;
|
||||
for(size_t c = 0; c < sizeof(source); c++) {
|
||||
*dest = bit_reverse(*src);
|
||||
++src;
|
||||
--dest;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif /* BitReverse_hpp */
|
@ -1319,6 +1319,8 @@
|
||||
4B43983829620FB1006B0BFC /* 9918.cpp */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.cpp.cpp; path = 9918.cpp; sourceTree = "<group>"; };
|
||||
4B43983C29621024006B0BFC /* ClockConverter.hpp */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.cpp.h; path = ClockConverter.hpp; sourceTree = "<group>"; };
|
||||
4B43983E29628538006B0BFC /* Fetch.hpp */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.cpp.h; path = Fetch.hpp; sourceTree = "<group>"; };
|
||||
4B43983F2967459B006B0BFC /* Draw.hpp */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.cpp.h; path = Draw.hpp; sourceTree = "<group>"; };
|
||||
4B43984129674943006B0BFC /* BitReverse.hpp */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.cpp.h; path = BitReverse.hpp; sourceTree = "<group>"; };
|
||||
4B448E7F1F1C45A00009ABD6 /* TZX.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = TZX.cpp; sourceTree = "<group>"; };
|
||||
4B448E801F1C45A00009ABD6 /* TZX.hpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.h; path = TZX.hpp; sourceTree = "<group>"; };
|
||||
4B448E821F1C4C480009ABD6 /* PulseQueuedTape.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = PulseQueuedTape.cpp; sourceTree = "<group>"; };
|
||||
@ -3289,6 +3291,7 @@
|
||||
4B7BA03C23D55E7900B98D9E /* Numeric */ = {
|
||||
isa = PBXGroup;
|
||||
children = (
|
||||
4B43984129674943006B0BFC /* BitReverse.hpp */,
|
||||
4BD155312716362A00410C6E /* BitSpread.hpp */,
|
||||
4B7BA03E23D55E7900B98D9E /* CRC.hpp */,
|
||||
4B7BA03F23D55E7900B98D9E /* LFSR.hpp */,
|
||||
@ -4738,6 +4741,7 @@
|
||||
4BD388411FE34E010042B588 /* 9918Base.hpp */,
|
||||
4B43983C29621024006B0BFC /* ClockConverter.hpp */,
|
||||
4B43983E29628538006B0BFC /* Fetch.hpp */,
|
||||
4B43983F2967459B006B0BFC /* Draw.hpp */,
|
||||
);
|
||||
path = Implementation;
|
||||
sourceTree = "<group>";
|
||||
|
Loading…
x
Reference in New Issue
Block a user