Documented the tile generator.

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Bart Trzynadlowski 2012-01-27 22:27:38 +00:00
parent 8a8609f383
commit 0fcb9686f9

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@ -1,4 +1,3 @@
//TODO: organize memory pool more tightly: 2 512x384 layers plus 4 extra lines
/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
@ -25,13 +24,248 @@
*
* Implementation of the CRender2D class: OpenGL tile generator graphics.
*
* Tile Generator Hardware Overview
* --------------------------------
*
* Model 3's medium resolution tile generator hardware appears to be derived
* from the Model 2 and System 24 chipset. It consists of four 64x64 tile
* layers, comprised of 8x8 pixel tiles, with configurable priorities. There
* may be additional features but so far, no known Model 3 games use them.
*
* VRAM is comprised of 1 MB for tile data and an additional 128 KB for the
* palette. The four tilemap layers are referred to as: A (0), A' (1), B (2),
* and B' (3). Palette RAM may be located on a separate RAM IC.
*
* NOTE: Supermodel allocates 128 KB for the palette. Either this is incorrect
* (only 64 KB is needed to store 32K colors), the colors are inaccessible, or
* there is a way to access them but no game has done so yet. My suspicion is
* that the palette RAM is in fact only 64 KB but this needs to be verified by
* checking to see if any games write to the high 64 KB.
*
* Registers
* ---------
*
* Registers are listed by their byte offset in the PowerPC address space. Each
* is 32 bits wide and little endian. Only those registers relevant to
* rendering are listed here (see CTileGen for others).
*
* Offset: Description:
*
* 0x20 Layer configuration
* 0x40 Layer A/A' color offset
* 0x44 Layer B/B' color offset
* 0x60 Layer A scroll
* 0x64 Layer A' scroll
* 0x68 Layer B scroll
* 0x6C Layer B' scroll
*
* Layer configuration is formatted as:
*
* 31 0
* ???? ???? ???? ???? pqrs tuvw ???? ????
*
* Bits 'pqrs' control the color depth of layers B', B, A', and A,
* respectively, and 'tuvw' form a 4-bit priority code. The other bits are
* unused or unknown.
*
* The remaining registers are described where appropriate further below.
*
* VRAM Memory Map
* ---------------
*
* The lower 1 MB of VRAM is used for storing tiles, per-line horizontal scroll
* values, and the stencil mask, which determines which of each pair of layers
* is displayed on a given line and column.
*
* 00000-F5FFF Tile pattern data
* F6000-F63FF Layer A horizontal scroll table (512 lines)
* F6400-F67FF Layer A' horizontal scroll table
* F6800-F6BFF Layer B horizontal scroll table
* F6C00-F6FFF Layer B' horizontal scroll table
* F7000-F77FF Mask table (assuming 4 bytes per line, 512 lines)
* F7800-F7FFF ?
* F8000-F9FFF Layer A name table
* FA000-FBFFF Layer A' name table
* FC000-FDFFF Layer B name table
* FE000-FFFFF Layer B' name table
*
* Tiles may actually address the entire 1 MB space, although in practice,
* that would conflict with the other fixed memory regions.
*
* Palette
* -------
*
* The palette stores 32768 colors. Each entry is a little endian 16-bit word.
*
* The format of a palette word is:
*
* 15 0
* tbbb bbgg gggr rrrr
*
* The 't' bit is for transparency. When set, pixels of that color are
* transparent, unless they are the bottom-most layer.
*
* Tile Name Table and Pattern Layout
* ----------------------------------
*
* The name table is a 64x64 array of 16-bit words serving as indices for tile
* pattern data and the palette. The first 64 words correspond to the first
* row of tiles, the next 64 to the second row, etc. Although 64x64 entries
* describes a 512x512 pixel screen, only the upper-left 62x48 tiles are
* visible when the vertical and horizontal scroll values are 0. Scrolling
* moves the 496x384 pixel 'window' around, with individual wrapping of the
* two axes.
*
* The data is actually arranged in 32-bit chunks in little endian format, so
* that tiles 0, 1, 2, and 3 will be stored as 1, 0, 3, 2. Fetching two name
* table entries as a single 32-bit word places the left tile in the high 16
* bits and the right tile in the low 16 bits.
*
* The format of a name table entry in 4-bit color mode is:
*
* 15 0
* jkpp pppp pppp iiii
*
* The pattern index is '0ppp pppp pppi iiij'. Multiplying by 32 yields the
* offset in VRAM at which the tile pattern data is stored. Note that the MSB
* of the name table entry becomes the LSB of the pattern index. This allows
* for 32768 4-bit tile patterns, each occupying 32 bytes, which means the
* whole 1 MB VRAM space can be addressed.
*
* The 4-bit pattern data is stored as 8 32-bit words. Each word stores a row
* of 8 pixels:
*
* 31 0
* aaaa bbbb cccc dddd eeee ffff gggg hhhh
*
* 'a' is the left-most pixel data. These 4-bit values are combined with bits
* from the name table to form a palette index, which determines the final
* color. For example, for pixel 'a', the 15-bit color index is:
*
* 14 0
* kpp pppp pppp aaaa
*
* Note that index bits are re-used to form the palette index, meaning that
* the pattern address partly determines the color.
*
* In 8-bit color mode, the name table entry looks like:
*
* 15 0
* ?ppp pppp iiii iiii
*
* The low 15 'p' and 'i' bits together form the pattern index, which must be
* multiplied by 64 to get the offset. The pattern data now consists of 16 32-
* bit words, each containing four 8-bit pixels:
*
* 31 0
* aaaa aaaa bbbb bbbb cccc cccc dddd dddd
*
* 'a' is the left-most pixel. Each line is therefore comprised of two 32-bit
* words. The palette index for pixel 'a' is now formed from:
*
* 14 0
* ppp pppp aaaa aaaa
*
* Stencil Mask
* ------------
*
* For any pixel position, there are in fact only two visible layers, despite
* there being four defined layers. The layers are grouped in pairs: A (the
* 'primary' layer) and A' (the 'alternate') form one pair, and B and B' form
* the other. Only one of the primary or alternate layers from each group may
* be visible at a given position. The 'stencil mask' controls this.
*
* The mask table is a bit field organized into 512 (or 384?) lines with each
* bit controlling four columns (32 pixels). The mask does not appear to be
* affected by scrolling -- that is, it does not scroll with the underlying
* tiles, which do so independently. The mask remains fixed. Caveat: a bug in
* Scud Race's 'ROLLING START' animation may indicate this is either not
* strictly true or that the upper-left corner of the mask needs to be adjusted
* slightly. This bug has not been investigated thoroughly yet.
*
* Each mask entry is a little endian 32-bit word. The high 16 bits control
* A/A' and the low 16 bits control B/B'. Each word controls an entire line
* (32 pixels per bit, 512 pixels per 16-bit line mask). If a bit is set to 1,
* the pixel from the primary layer is used, otherwise the alternate layer is
* used when the mask is 0. It is important to remember that the layers may
* have been scrolled independently. The mask operates on the final resultant
* two pixels that are determined for each location.
*
* Example of a line mask:
*
* 31 15 0
* 0111 0000 0000 1111 0000 0000 1111 1111
*
* These settings would display layer A' for the first 32 pixels of the line,
* followed by layer A for the next 96 pixels, A' for the subsequent 256
* pixels, and A for the final 128 pixels. The first 256 pixels of the line
* would display layer B' and the second 256 pixels would be from layer B.
*
* The stencil mask does not affect layer priorities, which are managed
* separately regardless of mask settings.
*
* Scrolling
* ---------
*
* Each of the four layers can be scrolled independently. Vertical scroll
* values are stored in the appropriate scroll register and horizontal scroll
* values can be sourced either from the register (in which case the entire
* layer will be scrolled uniformly) or from a table in VRAM (which contains
* independent values for each line).
*
* The scroll registers are laid out as:
*
* 31 0
* v??? ???y yyyy yyyy h??? ??xx xxxx xxxx
*
* The 'y' bits comprise a vertical scroll value in pixels. The 'x' bits form a
* horizontal scroll value. If 'h' is set, then the VRAM table (line-by-line
* scrolling) is used, otherwise the 'x' values are applied to every line. The
* meaning of 'v' is unknown. It is also possible that the scroll values use
* more or less bits, but probably no more than 1.
*
* Each line must be wrapped back to the beginning of the same line. Likewise,
* vertical scrolling wraps around back to the top of the tilemap.
*
* The horizontal scroll table is a series of 16-bit little endian words, one
* for each line beginning at 0. It appears all the values can be used for
* scrolling (no control bits have been observed). The number of bits actually
* used by the hardware is irrelevant -- wrapping has the effect of making
* higher order bits unimportant.
*
* Layer Priorities
* ----------------
*
* The layer control register (0x20) contains 4 bits that appear to control
* layer priorities. It is assumed that the 3D graphics, output by the Real3D
* pixel processors independently of the tile generator, constitute their own
* 'layer' and that the 2D tilemaps appear in front or behind. There may be a
* specific function for each priority bit or the field may be interpreted as a
* single 4-bit value denoting preset layer orders.
*
* Color Offsets
* -------------
*
* Color offsets can be applied to the final RGB color value of every pixel.
* This is used for effects such as fading to a certain color, lightning (Lost
* World), etc. The current best guess is that the two registers control each
* pair (A/A' and B/B') of layers. The format appears to be:
*
* 31 0
* ???? ???? rrrr rrrr gggg gggg bbbb bbbb
*
* Where 'r', 'g', and 'b' appear to be signed 8-bit color offsets. Because
* they exceed the color resolution of the palette, they must be scaled
* appropriately.
*
* To-Do List
* ----------
* - Add dirty rectangles?
* - Fix color offsets: they should probably be applied to layers A/A' and B/B'
* rather than to the top and bottom surfaces (an artifact left over from
* when layer priorities were fixed as B/B' -> bottom, A/A' -> top). This can
* no longer be performed by the shaders, unfortunately, because of arbitrary
* layer priorities.
* - Are v-scroll values 9 or 10 bits?
* - Add fast paths for no scrolling (including unclipped tile rendering).
* - Inline the loops in the tile renderers.
* - Update description of tile generator before you forget :)
* - A proper shut-down function is needed! OpenGL might not be available when
* the destructor for this class is called.
*/
@ -113,132 +347,6 @@ void CRender2D::DrawTileLine8BitNoClip(UINT32 *buf, UINT16 tile, int tileLine)
}
// Draw 4-bit tile line, clipped at left edge
void CRender2D::DrawTileLine4Bit(UINT32 *buf, int offset, UINT16 tile, int tileLine)
{
unsigned tileOffset; // offset of tile pattern within VRAM
unsigned palette; // color palette bits obtained from tile
UINT32 pattern; // 8 pattern pixels fetched at once
// Tile pattern offset: each tile occupies 32 bytes when using 4-bit pixels
tileOffset = ((tile&0x3FFF)<<1) | ((tile>>15)&1);
tileOffset *= 32;
tileOffset /= 4; // VRAM is a UINT32 array
// Upper color bits; the lower 4 bits come from the tile pattern
palette = tile&0x7FF0;
// Draw 8 pixels
pattern = vram[tileOffset+tileLine];
for (int bitPos = 28; bitPos >= 0; bitPos -= 4)
{
if (offset >= 0)
buf[offset] = pal[((pattern>>bitPos)&0xF) | palette];
++offset;
}
}
// Draw 4-bit tile line, clipped at right edge
void CRender2D::DrawTileLine4BitRightClip(UINT32 *buf, int offset, UINT16 tile, int tileLine, int numPixels)
{
unsigned tileOffset; // offset of tile pattern within VRAM
unsigned palette; // color palette bits obtained from tile
UINT32 pattern; // 8 pattern pixels fetched at once
int bitPos;
// Tile pattern offset: each tile occupies 32 bytes when using 4-bit pixels
tileOffset = ((tile&0x3FFF)<<1) | ((tile>>15)&1);
tileOffset *= 32;
tileOffset /= 4; // VRAM is a UINT32 array
// Upper color bits; the lower 4 bits come from the tile pattern
palette = tile&0x7FF0;
// Draw 8 pixels
pattern = vram[tileOffset+tileLine];
bitPos = 28;
for (int i = 0; i < numPixels; i++)
{
buf[offset] = pal[((pattern>>bitPos)&0xF) | palette];
++offset;
bitPos -= 4;
}
}
// Draw 8-bit tile line, clipped at left edge
void CRender2D::DrawTileLine8Bit(UINT32 *buf, int offset, UINT16 tile, int tileLine)
{
unsigned tileOffset; // offset of tile pattern within VRAM
unsigned palette; // color palette bits obtained from tile
UINT32 pattern; // 4 pattern pixels fetched at once
tileLine *= 2; // 8-bit pixels, each line is two words
// Tile pattern offset: each tile occupies 64 bytes when using 8-bit pixels
tileOffset = tile&0x3FFF;
tileOffset *= 64;
tileOffset /= 4;
// Upper color bits
palette = tile&0x7F00;
// Draw 4 pixels at a time
pattern = vram[tileOffset+tileLine];
for (int bitPos = 24; bitPos >= 0; bitPos -= 8)
{
if (offset >= 0)
buf[offset] = pal[((pattern>>bitPos)&0xFF) | palette];
++offset;
}
pattern = vram[tileOffset+tileLine+1];
for (int bitPos = 24; bitPos >= 0; bitPos -= 8)
{
if (offset >= 0)
buf[offset] = pal[((pattern>>bitPos)&0xFF) | palette];
++offset;
}
}
// Draw 8-bit tile line, clipped at right edge
void CRender2D::DrawTileLine8BitRightClip(UINT32 *buf, int offset, UINT16 tile, int tileLine, int numPixels)
{
unsigned tileOffset; // offset of tile pattern within VRAM
unsigned palette; // color palette bits obtained from tile
UINT32 pattern; // 4 pattern pixels fetched at once
int bitPos;
tileLine *= 2; // 8-bit pixels, each line is two words
// Tile pattern offset: each tile occupies 64 bytes when using 8-bit pixels
tileOffset = tile&0x3FFF;
tileOffset *= 64;
tileOffset /= 4;
// Upper color bits
palette = tile&0x7F00;
// Draw 4 pixels at a time
pattern = vram[tileOffset+tileLine];
bitPos = 24;
for (int i = 0; (i < 4) && (i < numPixels); i++)
{
buf[offset] = pal[((pattern>>bitPos)&0xFF) | palette];
++offset;
bitPos -= 8;
}
pattern = vram[tileOffset+tileLine+1];
bitPos = 24;
for (int i = 0; (i < 4) && (i < numPixels); i++)
{
buf[offset] = pal[((pattern>>bitPos)&0xFF) | palette];
++offset;
bitPos -= 8;
}
}
/******************************************************************************
Layer Rendering
******************************************************************************/