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https://github.com/TomHarte/CLK.git
synced 2024-11-23 03:32:32 +00:00
Made an attempt better to generalise the idea of things with 4 CLK delays.
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4ad074fc78
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3d003070b3
@ -23,7 +23,8 @@ Machine::Machine() :
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_rom(nullptr),
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_hMoveWillCount(false),
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_piaDataValue{0xff, 0xff},
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_tiaInputValue{0xff, 0xff}
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_tiaInputValue{0xff, 0xff},
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_upcomingEventsPointer(0)
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{
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memset(_collisions, 0xff, sizeof(_collisions));
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set_reset_line(true);
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@ -77,17 +78,33 @@ Machine::~Machine()
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close_output();
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}
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uint8_t Machine::get_output_pixel()
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void Machine::update_upcoming_event()
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{
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// get the playfield pixel and hence a proposed colour
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unsigned int offset = _horizontalTimer - (horizontalTimerPeriod - 160);
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_upcomingEvents[_upcomingEventsPointer].updates = 0;
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unsigned int offset = 4 + _horizontalTimer - (horizontalTimerPeriod - 160);
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if(!(offset&3))
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{
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_playfieldPixel = _nextPlayfieldPixel;
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_nextPlayfieldPixel = _playfield[(1 + (offset >> 2))%40];
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_upcomingEvents[_upcomingEventsPointer].updates |= Event::Action::Playfield;
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_upcomingEvents[_upcomingEventsPointer].playfieldOutput = _playfield[(offset >> 2)%40];
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}
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}
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uint8_t Machine::get_output_pixel()
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{
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unsigned int offset = _horizontalTimer - (horizontalTimerPeriod - 160);
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// get the playfield pixel and hence a proposed colour
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uint8_t playfieldColour = ((_playfieldControl&6) == 2) ? _playerColour[offset / 80] : _playfieldColour;
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// get the ball proposed colour
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// uint8_t ballPixel = 0;
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// if(_ballGraphicsEnable&2) {
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// int ballIndex = _objectCounter[4];
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// int ballSize = 1 << ((_playfieldControl >> 4)&3);
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// ballPixel = (ballIndex >= 0 && ballIndex < ballSize) ? 1 : 0;
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// }
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// get player and missile proposed pixels
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/* uint8_t playerPixels[2] = {0, 0}, missilePixels[2] = {0, 0};
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for(int c = 0; c < 2; c++)
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@ -141,14 +158,6 @@ uint8_t Machine::get_output_pixel()
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}
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}
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// get the ball proposed colour
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uint8_t ballPixel = 0;
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if(_ballGraphicsEnable&2) {
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int ballIndex = _objectCounter[4] - 4;
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int ballSize = 1 << ((_playfieldControl >> 4)&3);
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ballPixel = (ballIndex >= 0 && ballIndex < ballSize) ? 1 : 0;
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}
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// accumulate collisions
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if(playerPixels[0] | playerPixels[1]) {
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_collisions[0] |= ((missilePixels[0] & playerPixels[1]) << 7) | ((missilePixels[0] & playerPixels[0]) << 6);
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@ -180,12 +189,12 @@ uint8_t Machine::get_output_pixel()
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}*/
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// return colour
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return _playfieldPixel ? playfieldColour : _backgroundColour;
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return _playfieldOutput ? playfieldColour : _backgroundColour;
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}
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// in imputing the knowledge that all we're dealing with is the rollover from 159 to 0,
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// this is faster than the straightforward +1)%160 per profiling
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#define increment_object_counter(c) _objectCounter[c] = (_objectCounter[c]+1)&~((158-_objectCounter[c]) >> 8)
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//#define increment_object_counter(c) _objectCounter[c] = (_objectCounter[c]+1)&~((158-_objectCounter[c]) >> 8)
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void Machine::output_pixels(unsigned int count)
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{
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@ -193,13 +202,14 @@ void Machine::output_pixels(unsigned int count)
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{
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OutputState state;
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// determine which output will start this cycle; all outputs are delayed by 4 CLKs momentarily...
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switch(_horizontalTimer >> 2)
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{
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case 0: case 1: case 2: case 3: state = OutputState::Blank; break;
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case 4: case 5: case 6: case 7: state = OutputState::Sync; break;
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case 8: case 9: case 10: case 11: state = OutputState::ColourBurst; break;
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case 12: case 13: case 14: case 15: case 16: state = OutputState::Blank; break;
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case 17: case 18: state = _vBlankExtend ? OutputState::Blank : OutputState::Pixel; break;
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case 227: case 0: case 1: case 2: state = OutputState::Blank; break;
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case 3: case 4: case 5: case 6: state = OutputState::Sync; break;
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case 7: case 8: case 9: case 10: state = OutputState::ColourBurst; break;
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case 11: case 12: case 13: case 14: case 15: state = OutputState::Blank; break;
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case 16: case 17: state = _vBlankExtend ? OutputState::Blank : OutputState::Pixel; break;
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default: state = OutputState::Pixel; break;
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}
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@ -208,6 +218,57 @@ void Machine::output_pixels(unsigned int count)
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state = (state = OutputState::Sync) ? OutputState::Blank : OutputState::Sync;
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}
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// write that state as the one that will become effective in four clocks
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_upcomingEvents[_upcomingEventsPointer].state = state;
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// grab pixel state if desired
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if(state == OutputState::Pixel)
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{
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update_upcoming_event();
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}
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// advance, hitting the state that will become active now
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_upcomingEventsPointer = (_upcomingEventsPointer + 1)&3;
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// apply any queued changes
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if(_upcomingEvents[_upcomingEventsPointer].updates & Event::Action::Playfield)
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{
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_playfieldOutput = _upcomingEvents[_upcomingEventsPointer].playfieldOutput;
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}
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// read that state
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state = _upcomingEvents[_upcomingEventsPointer].state;
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// decide what that means needs to be communicated to the CRT
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_lastOutputStateDuration++;
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if(state != _lastOutputState) {
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switch(_lastOutputState) {
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case OutputState::Blank: _crt->output_blank(_lastOutputStateDuration); break;
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case OutputState::Sync: _crt->output_sync(_lastOutputStateDuration); break;
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case OutputState::ColourBurst: _crt->output_colour_burst(_lastOutputStateDuration, 96, 0); break;
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case OutputState::Pixel: _crt->output_data(_lastOutputStateDuration, 1); break;
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}
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_lastOutputStateDuration = 0;
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_lastOutputState = state;
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if(state == OutputState::Pixel) {
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_outputBuffer = _crt->allocate_write_area(160);
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} else {
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_outputBuffer = nullptr;
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}
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}
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// decide on a pixel colour if that's what's happening
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if(state == OutputState::Pixel)
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{
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uint8_t colour = get_output_pixel();
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if(_outputBuffer)
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{
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*_outputBuffer = colour;
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_outputBuffer++;
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}
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}
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// update hmove
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// if(!(_horizontalTimer&3)) {
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//
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@ -225,43 +286,24 @@ void Machine::output_pixels(unsigned int count)
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// }
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// }
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_lastOutputStateDuration++;
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if(state != _lastOutputState) {
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switch(_lastOutputState) {
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case OutputState::Blank: _crt->output_blank(_lastOutputStateDuration); break;
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case OutputState::Sync: _crt->output_sync(_lastOutputStateDuration); break;
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case OutputState::ColourBurst: _crt->output_colour_burst(_lastOutputStateDuration, 96, 0); break;
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case OutputState::Pixel: _crt->output_data(_lastOutputStateDuration, 1); break;
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}
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_lastOutputStateDuration = 0;
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_lastOutputState = state;
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if(state == OutputState::Pixel) {
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_outputBuffer = _crt->allocate_write_area(160);
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} else {
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_outputBuffer = nullptr;
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}
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}
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if(state == OutputState::Pixel)
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{
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uint8_t colour = get_output_pixel();
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if(_outputBuffer)
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{
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*_outputBuffer = colour;
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_outputBuffer++;
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}
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}
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else
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{
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// if(state == OutputState::Pixel)
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// {
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// uint8_t colour = get_output_pixel();
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// if(_outputBuffer)
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// {
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// *_outputBuffer = colour;
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// _outputBuffer++;
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// }
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// }
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// else
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// {
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// fetch this for the entire blank period just to ensure it's in place when needed
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if(!(_horizontalTimer&3))
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{
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unsigned int offset = 4 + _horizontalTimer - (horizontalTimerPeriod - 160);
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_nextPlayfieldPixel = _playfield[(offset >> 2)%40];
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}
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}
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// if(!(_horizonta lTimer&3))
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// {
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// unsigned int offset = 4 + _horizontalTimer - (horizontalTimerPeriod - 160);
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// _nextPlayfieldPixel = _playfield[(offset >> 2)%40];
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// }
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// }
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/* if(_horizontalTimer < (_vBlankExtend ? 152 : 160)) {
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uint8_t throwaway_pixel;
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@ -275,6 +317,7 @@ void Machine::output_pixels(unsigned int count)
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increment_object_counter(4);
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}*/
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// advance horizontal timer, perform reset actions if requested
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_horizontalTimer = (_horizontalTimer + 1) % horizontalTimerPeriod;
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if(!_horizontalTimer)
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{
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@ -48,9 +48,26 @@ class Machine: public CPU6502::Processor<Machine> {
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uint8_t _backgroundColour;
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uint8_t _playfield[40];
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// playfield outputs
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uint8_t _playfieldPixel; // the pixel currently being output
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uint8_t _nextPlayfieldPixel; // the next pixel to be output; latched ahead of time
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// delayed clock events
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enum OutputState {
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Sync,
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Blank,
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ColourBurst,
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Pixel
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};
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struct Event {
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enum Action {
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OutputSate = 1 << 0,
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Playfield = 1 << 1,
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};
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unsigned int updates;
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uint8_t playfieldOutput;
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OutputState state;
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} _upcomingEvents[4];
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unsigned int _upcomingEventsPointer;
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uint8_t _playfieldOutput;
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// player registers
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uint8_t _playerColour[2];
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@ -86,15 +103,9 @@ class Machine: public CPU6502::Processor<Machine> {
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// collisions
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uint8_t _collisions[8];
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enum OutputState {
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Sync,
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Blank,
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ColourBurst,
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Pixel
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};
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void output_pixels(unsigned int count);
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uint8_t get_output_pixel();
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void update_upcoming_event();
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Outputs::CRT::CRT *_crt;
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// latched output state
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