Fixed graphics state analyzer

This commit is contained in:
Bart Trzynadlowski 2017-04-04 23:28:06 +00:00
parent c4bf565a1a
commit f6707ecfba
3 changed files with 35 additions and 40 deletions

View file

@ -1,4 +1,3 @@
//TODO: collapse constructor, Init() and LoadROMSet().
/**
** Supermodel
** A Sega Model 3 Arcade Emulator.

View file

@ -29,7 +29,10 @@
#ifndef INCLUDED_MODEL3GRAPHICSSTATE_H
#define INCLUDED_MODEL3GRAPHICSSTATE_H
#include "Util/NewConfig.h"
#include "Model3/IEmulator.h"
#include "Game.h"
#include "ROMSet.h"
/*
* CModel3GraphicsState:
@ -39,34 +42,34 @@
class CModel3GraphicsState: public IEmulator, public IBus
{
public:
void SaveState(CBlockFile *SaveState)
void SaveState(CBlockFile *SaveState) override
{
}
void LoadState(CBlockFile *SaveState)
void LoadState(CBlockFile *SaveState) override
{
m_real3D.LoadState(SaveState);
m_tileGen.LoadState(SaveState);
}
void SaveNVRAM(CBlockFile *NVRAM)
void SaveNVRAM(CBlockFile *NVRAM) override
{
}
void LoadNVRAM(CBlockFile *NVRAM)
void LoadNVRAM(CBlockFile *NVRAM) override
{
}
void ClearNVRAM(void)
void ClearNVRAM(void) override
{
}
void RunFrame(void)
void RunFrame(void) override
{
RenderFrame();
}
void RenderFrame(void)
void RenderFrame(void) override
{
BeginFrameVideo();
m_tileGen.BeginFrame();
@ -77,7 +80,7 @@ public:
EndFrameVideo();
}
void Reset(void)
void Reset(void) override
{
// Load state
CBlockFile SaveState;
@ -90,50 +93,41 @@ public:
}
}
const Game &GetGame(void)
const Game &GetGame(void) const override
{
return m_game;
}
bool LoadGame(const Game &game)
bool LoadGame(const Game &game, const ROMSet &rom_set) override
{
//TODO: write me
return FAIL;
}
//TODO: replicate this logic in LoadGame()
bool LoadROMSet(const struct GameInfo *gameList, const char *zipFile)
{
// Load ROM
struct ROMMap map[] =
m_game = game;
if (rom_set.get_rom("vrom").size <= 32*0x100000)
{
{ "VROM", m_vrom.get() },
{ NULL, NULL }
};
m_game = LoadROMSetFromZIPFile(map, gameList, zipFile, false);
if (NULL == m_game)
return ErrorLog("Failed to load ROM set.");
if (m_game->vromSize < 0x4000000) // VROM is actually 64 MB
CopyRegion(m_vrom.get(), m_game->vromSize, 0x4000000, m_vrom.get(), m_game->vromSize);
m_real3D.SetStep(m_game->step);
rom_set.get_rom("vrom").CopyTo(&m_vrom.get()[0], 32*100000);
rom_set.get_rom("vrom").CopyTo(&m_vrom.get()[32*0x100000], 32*0x100000);
}
else
rom_set.get_rom("vrom").CopyTo(m_vrom.get(), 64*0x100000);
int stepping = ((m_game.stepping[0] - '0') << 4) | (m_game.stepping[2] - '0');
m_real3D.SetStepping(stepping);
return OKAY;
}
void AttachRenderers(CRender2D *render2D, IRender3D *render3D)
void AttachRenderers(CRender2D *render2D, IRender3D *render3D) override
{
m_tileGen.AttachRenderer(render2D);
m_real3D.AttachRenderer(render3D);
}
void AttachInputs(CInputs *InputsPtr)
void AttachInputs(CInputs *InputsPtr) override
{
}
void AttachOutputs(COutputs *OutputsPtr)
void AttachOutputs(COutputs *OutputsPtr) override
{
}
bool Init(void)
bool Init(void) override
{
m_vrom.reset(new uint8_t[64*1024*1024], std::default_delete<uint8_t[]>());
m_irq.Init();
@ -144,18 +138,20 @@ public:
return OKAY;
}
bool PauseThreads(void)
bool PauseThreads(void) override
{
return true;
}
bool ResumeThreads(void)
bool ResumeThreads(void) override
{
return true;
}
CModel3GraphicsState(const std::string &filePath)
: m_stateFilePath(filePath)
CModel3GraphicsState(const Util::Config::Node &config, const std::string &filePath)
: m_stateFilePath(filePath),
m_tileGen(config),
m_real3D(config)
{
}
@ -166,7 +162,7 @@ public:
private:
const std::string m_stateFilePath;
std::shared_ptr<uint8_t> m_vrom;
const struct GameInfo *m_game;
Game m_game;
CIRQ m_irq;
CTileGen m_tileGen;
CReal3D m_real3D;

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@ -1500,7 +1500,7 @@ static ParsedCommandLine ParseCommandLine(int argc, char **argv)
cmd_line.enter_debugger = true;
#endif
#ifdef DEBUG
else if (arg == "-gfx-state")
else if (arg == "-gfx-state" || arg.find("-gfx-state=") == 0)
{
std::vector<std::string> parts = Util::Format(arg).Split('=');
if (parts.size() != 2)
@ -1603,7 +1603,7 @@ int main(int argc, char **argv)
// Create Model 3 emulator
#ifdef DEBUG
IEmulator *Model3 = s_gfxStatePath.empty() ? static_cast<IEmulator *>(new CModel3(s_runtime_config)) : static_cast<IEmulator *>(new CModel3GraphicsState(s_gfxStatePath));
IEmulator *Model3 = s_gfxStatePath.empty() ? static_cast<IEmulator *>(new CModel3(s_runtime_config)) : static_cast<IEmulator *>(new CModel3GraphicsState(s_runtime_config, s_gfxStatePath));
#else
IEmulator *Model3 = new CModel3(s_runtime_config);
#endif