/** ** Supermodel ** A Sega Model 3 Arcade Emulator. ** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson ** ** 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 . **/ /* * TileGen.h * * Header file defining the CTileGen (tile generator device) class. */ #ifndef INCLUDED_TILEGEN_H #define INCLUDED_TILEGEN_H /* * 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); /* * 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. */ 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); /* * 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. */ void EndFrame(void); /* * ReadRAM(addr): * * 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 flipped. * * 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: * A 32-bit word read as little endian from the RAM address. */ UINT32 ReadRAM(unsigned addr); /* * WriteRAM(addr, data): * * 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 word must be * flipped manually before passing it to this function. * * 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 WriteRAM(unsigned addr, UINT32 data); /* * 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); /* * 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. * * 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); /* * CTileGen(void): * ~CTileGen(void): * * Constructor and destructor. */ CTileGen(void); ~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); 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] // Arrays to keep track of dirty pages in memory regions UINT8 *vramDirty; UINT8 *palDirty[2]; // one for each palette // Registers UINT32 regs[64]; UINT32 regsRO[64]; // Read-only copy of registers }; #endif // INCLUDED_TILEGEN_H