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https://github.com/TomHarte/CLK.git
synced 2024-11-26 08:49:37 +00:00
Started reviving the Atari 2600 emulation. Put new startup sequence into place.
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bdaf4cee43
commit
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@ -24,20 +24,25 @@ Machine::Machine() :
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_piaDataValue{0xff, 0xff},
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_tiaInputValue{0xff, 0xff}
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{
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_crt = new Outputs::CRT::CRT(228, 1, Outputs::CRT::DisplayType::NTSC60, 2);
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_crt->set_composite_sampling_function(
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"float composite_sample(vec2 coordinate, float phase)\n"
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"{\n"
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"vec2 c = texture(texID, coordinate).rg;"
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"float y = 0.1 + c.x * 0.91071428571429;\n"
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"float aOffset = 6.283185308 * (c.y - 3.0 / 16.0) * 1.14285714285714;\n"
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"return y + step(0.03125, c.y) * 0.1 * cos((coordinate.x * 2.0 * 3.141592654) - aOffset);\n"
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"}");
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_crt->set_output_device(Outputs::CRT::Television);
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memset(_collisions, 0xff, sizeof(_collisions));
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set_reset_line(true);
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}
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void Machine::setup_output(float aspect_ratio)
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{
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_crt = new Outputs::CRT::CRT(228, 1, Outputs::CRT::DisplayType::NTSC60, 2);
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_crt->set_composite_sampling_function(
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"float composite_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase, float amplitude)\n"
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"{\n"
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"return 0.9;"
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// "vec2 c = vec2(1.0);"//vec2(texture(texID, coordinate).rg) / vec2(255.0);"
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// "float y = 0.1 + c.x * 0.91071428571429;\n"
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// "float aOffset = 6.283185308 * (c.y - 3.0 / 16.0) * 1.14285714285714;\n"
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// "return y + step(0.03125, c.y) * 0.1 * cos((coordinate.x * 2.0 * 3.141592654) - aOffset);\n"
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"}");
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_crt->set_output_device(Outputs::CRT::Television);
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}
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Machine::~Machine()
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{
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delete[] _rom;
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@ -30,6 +30,7 @@ class Machine: public CPU6502::Processor<Machine> {
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void set_digital_input(Atari2600DigitalInput input, bool state);
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Outputs::CRT::CRT *get_crt() { return _crt; }
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void setup_output(float aspect_ratio);
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private:
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uint8_t *_rom, *_romPages[4], _ram[128];
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@ -43,8 +43,10 @@
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[super crt:crt didEndFrame:frame didDetectVSync:didDetectVSync];
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}*/
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- (void)doRunForNumberOfCycles:(int)numberOfCycles {
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_atari2600.run_for_cycles(numberOfCycles);
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- (void)runForNumberOfCycles:(int)numberOfCycles {
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@synchronized(self) {
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_atari2600.run_for_cycles(numberOfCycles);
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}
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}
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- (void)drawViewForPixelSize:(CGSize)pixelSize onlyIfDirty:(BOOL)onlyIfDirty {
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@ -52,15 +54,27 @@
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}
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- (void)setROM:(NSData *)rom {
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@synchronized(self) {
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_atari2600.set_rom(rom.length, (const uint8_t *)rom.bytes);
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}
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}
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- (void)setState:(BOOL)state forDigitalInput:(Atari2600DigitalInput)digitalInput {
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@synchronized(self) {
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_atari2600.set_digital_input(digitalInput, state ? true : false);
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}
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}
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- (void)setResetLineEnabled:(BOOL)enabled {
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@synchronized(self) {
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_atari2600.set_reset_line(enabled ? true : false);
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}
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}
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- (void)setupOutputWithAspectRatio:(float)aspectRatio {
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@synchronized(self) {
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_atari2600.setup_output(aspectRatio);
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}
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}
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@end
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@ -60,7 +60,6 @@
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- (BOOL)setSpeakerDelegate:(Outputs::Speaker::Delegate *)delegate sampleRate:(int)sampleRate {
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@synchronized(self) {
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_electron.get_speaker()->set_output_rate(sampleRate, 256);
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// _electron.get_speaker()->set_output_quality(47);
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_electron.get_speaker()->set_delegate(delegate);
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return YES;
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}
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@ -202,9 +202,9 @@ class CRT {
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/*! Sets a function that will map from whatever data the machine provided to a composite signal.
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@param shader A GLSL fragment including a function with the signature
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`float composite_sample(vec2 coordinate, float phase)` that evaluates to the composite signal
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level as a function of a source buffer sampling location and the provided colour carrier phase.
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The shader may assume a uniform array of sampler2Ds named `buffers` provides access to all input data.
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`float composite_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase, float amplitude)`
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that evaluates to the composite signal level as a function of a source buffer, sampling location, colour
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carrier phase and amplitude.
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*/
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inline void set_composite_sampling_function(const char *shader)
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{
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@ -861,7 +861,8 @@ std::unique_ptr<OpenGL::Shader> OpenGLOutputBuilder::prepare_output_shader(char
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void OpenGLOutputBuilder::prepare_rgb_output_shader()
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{
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rgb_shader_program = prepare_output_shader(get_rgb_output_vertex_shader(), get_rgb_output_fragment_shader(), source_data_texture_unit);
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if(_rgb_shader)
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rgb_shader_program = prepare_output_shader(get_rgb_output_vertex_shader(), get_rgb_output_fragment_shader(), source_data_texture_unit);
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}
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void OpenGLOutputBuilder::prepare_composite_output_shader()
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