Supermodel/Src/Model3/TileGen.h

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/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson
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**
** This file is part of Supermodel.
**
** Supermodel is free software: you can redistribute it and/or modify it under
** the terms of the GNU General Public License as published by the Free
** Software Foundation, either version 3 of the License, or (at your option)
** any later version.
**
** Supermodel is distributed in the hope that it will be useful, but WITHOUT
** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
** more details.
**
** You should have received a copy of the GNU General Public License along
** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
**/
/*
* TileGen.h
*
* Header file defining the CTileGen (tile generator device) class.
*/
#ifndef INCLUDED_TILEGEN_H
#define INCLUDED_TILEGEN_H
#include "IRQ.h"
#include "Graphics/Render2D.h"
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/*
* CTileGen:
*
* Tile generator device. The Model 3's tile generator handles not only the 2D
* tile map layers but also seems to control video output and VBL IRQs.
*/
class CTileGen
{
public:
/*
* SaveState(SaveState):
*
* Saves an image of the current device state.
*
* Parameters:
* SaveState Block file to save state information to.
*/
void SaveState(CBlockFile *SaveState);
/*
* LoadState(SaveState):
*
* Loads and a state image.
*
* Parameters:
* SaveState Block file to load state information from.
*/
void LoadState(CBlockFile *SaveState);
/*
* BeginVBlank(void):
*
* Must be called before the VBlank starts.
*/
void BeginVBlank(void);
/*
* EndVBlank(void)
*
* Must be called after the VBlank finishes.
*/
void EndVBlank(void);
/*
* SyncSnapshots(void):
*
* Syncs the read-only memory snapshots with the real ones so that rendering
* of the current frame can begin in the render thread. Must be called at the
* end of each frame when both the render thread and the PPC thread have finished
* their work. If multi-threaded rendering is not enabled, then this method does
* nothing.
*/
UINT32 SyncSnapshots(void);
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/*
* BeginFrame(void):
*
* Prepares to render a new frame. Must be called once per frame prior to
* drawing anything and must only access read-only snapshots and variables
* since it may be running in a separate thread.
*
* Invokes the underlying 2D renderer.
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*/
void BeginFrame(void);
/*
* PreRenderFrame(void):
*
* Draws the all top layers (above 3D graphics) and bottom layers (below 3D
* graphics) but does not yet display them. May send data to the GPU.
*
* Invokes the equivalent method in the underlying 2D renderer.
*/
void PreRenderFrame(void);
/*
* RenderFrameBottom(void):
*
* Overwrites the color buffer with bottom surface that was pre-rendered by
* the last call to PreRenderFrame().
*
* Invokes the equivalent method in the underlying 2D renderer.
*/
void RenderFrameBottom(void);
/*
* RenderFrameTop(void):
*
* Draws the top surface (if it exists) that was pre-rendered by the last
* call to PreRenderFrame(). Previously drawn graphics layers will be visible
* through transparent regions.
*
* Invokes the equivalent method in the underlying 2D renderer.
*/
void RenderFrameTop(void);
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/*
* EndFrame(void):
*
* Signals the end of rendering for this frame. Must be called last during
* the frame and must only access read-only snapshots and variables since it
* may be running in a separate thread.
*
* Invokes the equivalent method in the underlying 2D renderer.
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*/
void EndFrame(void);
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/*
* ReadRAM8(addr):
* ReadRAM16(addr):
* ReadRAM32(addr):
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*
* Reads the tile generator's little endian RAM (the word is returned with
* the MSB read from addr+3). If a big endian device is reading (PowerPC),
* the result must be manually adjusted.
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*
* Parameters:
* addr Address in tile generator RAM. Caller must ensure it is
* clamped to the range 0x000000 to 0x11FFFF because this
* function does not.
*
* Returns:
* Data from the RAM address.
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*/
uint8_t ReadRAM8(unsigned addr);
uint16_t ReadRAM16(unsigned addr);
uint32_t ReadRAM32(unsigned addr);
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/*
* WriteRAM8(addr, data):
* WriteRAM16(addr, data):
* WriteRAM32(addr, data):
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*
* Writes to the tile generator's little endian RAM (the word's MSB is
* written to addr+3). If a big endian device is writing, the address and
* data must be adjusted manually before passing it to this function.
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*
* Parameters:
* addr Address in tile generator RAM. Caller must ensure it is
* clamped to the range 0x000000 to 0x11FFFF because this
* function does not.
* data The data to write.
*/
void WriteRAM8(unsigned addr, uint8_t data);
void WriteRAM16(unsigned addr, uint16_t data);
void WriteRAM32(unsigned addr, uint32_t data);
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/*
* ReadRegister(reg):
*
* Reads 32 bits of data from a (little endian) register. If a big endian
* device is reading, the word must be flipped.
*
* Parameters:
* reg Aligned (32 bits) register offset (0x00-0xFC).
*
* Returns:
* Data read as little endian from the register.
*/
UINT32 ReadRegister(unsigned reg);
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/*
* WriteRegister(reg, data):
*
* Writes 32 bits of data to a (little endian) register. If a big endian
* device is writing, the word must be flipped.
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*
* Parameters:
* reg Aligned (32 bits) register offset (0x00-0xFC).
* data Data to write.
*/
void WriteRegister(unsigned reg, UINT32 data);
/*
* Reset(void):
*
* Resets the device.
*/
void Reset(void);
/*
* AttachRenderer(render2DPtr):
*
* Attaches a 2D renderer for the tile generator to use. This function will
* immediately pass along the information that a CRender2D object needs to
* work with.
*
* Parameters:
* Render2DPtr Pointer to a 2D renderer object.
*/
void AttachRenderer(CRender2D *Render2DPtr);
/*
* Init(IRQObjectPtr):
*
* One-time initialization of the context. Must be called prior to all
* other members. Links the tile generator to an IRQ controller and
* allocates memory for tile generator RAM.
*
* Parameters:
* IRQObjectPtr Pointer to the IRQ controller object.
*
* Returns:
* OKAY is successful, otherwise FAILED if a non-recoverable error
* occurred. Prints own error messages.
*/
bool Init(CIRQ *IRQObjectPtr);
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/*
* CTileGen(config):
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* ~CTileGen(void):
*
* Constructor and destructor.
*
* Paramters:
* config Run-time configuration. The reference should be held because
* this changes at run-time.
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*/
CTileGen(const Util::Config::Node &config);
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~CTileGen(void);
private:
// Private member functions
void RecomputePalettes(void);
void InitPalette(void);
void WritePalette(unsigned color, UINT32 data);
UINT32 UpdateSnapshots(bool copyWhole);
UINT32 UpdateSnapshot(bool copyWhole, UINT8 *src, UINT8 *dst, unsigned size, UINT8 *dirty);
const Util::Config::Node &m_config;
const bool m_gpuMultiThreaded;
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CIRQ *IRQ; // IRQ controller the tile generator is attached to
CRender2D *Render2D; // 2D renderer the tile generator is attached to
/*
* Tile generator VRAM. The upper 128KB of VRAM stores the palette data.
* Two palettes are computed from this based on the color offset registers:
* A/A' and B/B'.
*/
UINT8 *memoryPool; // all memory allocated here
UINT8 *vram; // 1.125MB of VRAM
UINT32 *pal[2]; // 2 x 0x20000 byte (32K colors) palette
bool recomputePalettes; // whether to recompute palettes A/A' and B/B' during sync
// Read-only snapshots
UINT8 *vramRO; // 1.125MB of VRAM [read-only snapshot]
UINT32 *palRO[2]; // 2 x 0x20000 byte (32K colors) palette [read-only snapshot]
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// Arrays to keep track of dirty pages in memory regions
UINT8 *vramDirty;
UINT8 *palDirty[2]; // one for each palette
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// Registers
UINT32 regs[64];
UINT32 regsRO[64]; // Read-only copy of registers
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};
#endif // INCLUDED_TILEGEN_H