/** ** Supermodel ** A Sega Model 3 Arcade Emulator. ** Copyright 2011 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 . **/ /* * Real3D.h * * Header file defining the CReal3D class: the Model 3's Real3D-based graphics * hardware. */ #ifndef INCLUDED_REAL3D_H #define INCLUDED_REAL3D_H /* * QueuedUploadTextures: * * When rendering is multi-threaded, this struct is used to represent a postponed * call to CRender3D::UploadTextures that will be performed by the render thread * at the beginning of the next frame, rather than directly in the PPC thread. */ struct QueuedUploadTextures { unsigned x; unsigned y; unsigned width; unsigned height; }; /* * CReal3D: * * Model 3 Real3D-based graphics hardware. This class manages the hardware * state and drives the rendering process (scene database traversal). Actual * rasterization and matrix transformations are carried out by the graphics * engine. */ class CReal3D: public CPCIDevice { 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(int statusCycles); /* * 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. */ void BeginFrame(void); /* * RenderFrame(void): * * Traverses the scene database and renders a frame. Must be called after * BeginFrame() but before EndFrame() and must only access read-only snapshots * and variables since it may be running in a separate thread. */ void RenderFrame(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. */ void EndFrame(void); /* * Flush(void): * * Triggers the beginning of a new frame. All textures in the texture FIFO * are uploaded and the FIFO is reset. On the real device, this seems to * cause a frame to be rendered as well but this is not performed here. * * This should be called when the command port is written. */ void Flush(void); /* * ReadDMARegister8(reg): * ReadDMARegister32(reg): * * Reads from a DMA register. Multi-byte reads are returned as little * endian and must be flipped if called by a big endian device. * * Parameters: * reg Register number to read from (0-0xFF only). * * Returns: * Data of the requested size, in little endian. */ UINT8 ReadDMARegister8(unsigned reg); UINT32 ReadDMARegister32(unsigned reg); /* * WriteDMARegister8(reg, data): * WriteDMARegister32(reg, data); * * Write to a DMA register. Multi-byte writes by big endian devices must be * byte reversed (this is a little endian device). * * Parameters: * reg Register number to read from (0-0xFF only). * data Data to write. */ void WriteDMARegister8(unsigned reg, UINT8 data); void WriteDMARegister32(unsigned reg, UINT32 data); /* * WriteLowCullingRAM(addr, data): * * Writes the low culling RAM region. Because this is a little endian * device, big endian devices/buses have to take care to manually reverse * the data before writing. * * Parameters: * addr Word (32-bit) aligned address ranging from 0 to 0x3FFFFC. * User must ensure address is properly clamped. * data Data to write. */ void WriteLowCullingRAM(UINT32 addr, UINT32 data); /* * WriteHighCullingRAM(addr, data): * * Writes the high culling RAM region. Because this is a little endian * device, big endian devices/buses have to take care to manually reverse * the data before writing. * * Parameters: * addr Word (32-bit) aligned address ranging from 0 to 0xFFFFC. * User must ensure address is properly clamped. * data Data to write. */ void WriteHighCullingRAM(UINT32 addr, UINT32 data); /* * WriteTextureFIFO(data): * * Writes to the 1MB texture FIFO. Because this is a little endian device, * big endian devices/buses have to take care to manually reverse the data * before writing. * * Parameters: * data Data to write. */ void WriteTextureFIFO(UINT32 data); /* * WriteTexturePort(reg, data): * * Writes to the VROM texture ports. Register 0 is the word-granular VROM * address of the texture, register 4 is the texture information header, * and register 8 is the size of the texture in words. * * Parameters: * reg Register number: must be 0, 4, 8, 0xC, 0x10, or 0x14 only. * data The 32-bit word to write to the register. A write to * register 8 triggers the upload. */ void WriteTexturePort(unsigned reg, UINT32 data); /* * WritePolygonRAM(addr, data): * * Writes the polygon RAM region. Because this is a little endian device, * big endian devices/buses have to take care to manually reverse the data * before writing. * * Parameters: * addr Word (32-bit) aligned address ranging from 0 to 0x3FFFFC. * User must ensure address is properly clamped. * data Data to write. */ void WritePolygonRAM(UINT32 addr, UINT32 data); /* * ReadTAP(void): * * Reads the JTAG Test Access Port. * * Returns: * The TDO bit (either 1 or 0). */ unsigned ReadTAP(void); /* * void WriteTAP(tck, tms, tdi, trst): * * Writes to the JTAG TAP. State changes only occur on the rising edge of * the clock (tck = 1). Each of the inputs is a single bit only and must be * either 0 or 1, or the code will fail. * * Parameters: * tck Clock. * tms Test mode select. * tdi Serial data input. Must be 0 or 1 only! * trst Reset. */ void WriteTAP(unsigned tck, unsigned tms, unsigned tdi, unsigned trst); /* * ReadRegister(reg): * * Reads one of the status registers. * * Parameters: * reg Register offset (32-bit aligned). From 0x00 to 0x3C. * * Returns: * The 32-bit status register. */ UINT32 ReadRegister(unsigned reg); /* * ReadPCIConfigSpace(device, reg, bits, offset): * * Reads a PCI configuration space register. See CPCIDevice definition for * more details. * * Parameters: * device Device number (ignored, not needed). * reg Register number. * bits Bit width of access (8, 16, or 32 only).; * offset Byte offset within register, aligned to the specified bit * width, and offset from the 32-bit aligned base of the * register number. * * Returns: * Register data. */ UINT32 ReadPCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned width); /* * WritePCIConfigSpace(device, reg, bits, offset, data): * * Writes to a PCI configuration space register. See CPCIDevice definition * for more details. * * Parameters: * device Device number (ignored, not needed). * reg Register number. * bits Bit width of access (8, 16, or 32 only). * offset Byte offset within register, aligned to the specified bit * width, and offset from the 32-bit aligned base of the * register number. * data Data. */ void WritePCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned width, UINT32 data); /* * Reset(void): * * Resets the Real3D device. Must be called before reading/writing the * device. */ void Reset(void); /* * AttachRenderer(render2DPtr): * * Attaches a 3D renderer for the Real3D to use. This function will * immediately pass along the information that a CRender3D object needs to * work with. * * Parameters: * Render3DPtr Pointer to a 3D renderer object. */ void AttachRenderer(CRender3D *Render3DPtr); /* * SetStep(stepID): * * Sets the Model 3 hardware stepping, which also determines the Real3D * functionality. The default is Step 1.0. This should be called prior to * any other emulation functions and after Init(). * * Parameters: * stepID 0x10 for Step 1.0, 0x15 for Step 1.5, 0x20 for Step 2.0, * or 0x21 for Step 2.1. Anything else defaults to 1.0. */ void SetStep(int stepID); /* * Init(vromPtr, BusObjectPtr, IRQObjectPtr, dmaIRQBit): * * One-time initialization of the context. Must be called prior to all * other members. Connects the Real3D device to its video ROM and allocates * memory for RAM regions. * * Parameters: * vromPtr A pointer to video ROM (with each 32-bit word in * its native little endian format). * BusObjectPtr Pointer to the bus that the 53C810 has control * over. Used to read/write memory. * IRQObjectPtr Pointer to the IRQ controller. Used to trigger SCSI * and DMA interrupts. * dmaIRQBit IRQ identifier bit to pass along to IRQ controller * when asserting interrupts. * * Returns: * OKAY if successful otherwise FAIL (not enough memory). Prints own * errors. */ bool Init(const UINT8 *vromPtr, CBus *BusObjectPtr, CIRQ *IRQObjectPtr, unsigned dmaIRQBit); /* * CReal3D(void): * ~CReal3D(void): * * Constructor and destructor. */ CReal3D(void); ~CReal3D(void); private: // Private member functions void DMACopy(void); void InsertBit(UINT8 *buf, unsigned bitNum, unsigned bit); void InsertID(UINT32 id, unsigned startBit); unsigned Shift(UINT8 *data, unsigned numBits); void StoreTexture(unsigned xPos, unsigned yPos, unsigned width, unsigned height, UINT16 *texData, unsigned bytesPerTexel); void UploadTexture(UINT32 header, UINT16 *texData); UINT32 UpdateSnapshots(bool copyWhole); UINT32 UpdateSnapshot(bool copyWhole, UINT8 *src, UINT8 *dst, unsigned size, UINT8 *dirty); // Renderer attached to the Real3D CRender3D *Render3D; // Data passed from Model 3 object const UINT32 *vrom; // Video ROM int step; // hardware stepping (as in GameInfo structure) UINT32 pciID; // PCI vendor and device ID // Error flag (to limit errors to once per frame) bool error; // true if an error occurred this frame // Real3D memory UINT8 *memoryPool; // all memory allocated here UINT32 *cullingRAMLo; // 4MB of culling RAM at 8C000000 UINT32 *cullingRAMHi; // 1MB of culling RAM at 8E000000 UINT32 *polyRAM; // 4MB of polygon RAM at 98000000 UINT16 *textureRAM; // 8MB of internal texture RAM UINT32 *textureFIFO; // 1MB texture FIFO at 0x94000000 unsigned fifoIdx; // index into texture FIFO UINT32 vromTextureAddr; // VROM texture port address data UINT32 vromTextureHeader; // VROM texture port header data // Read-only snapshots UINT32 *cullingRAMLoRO; // 4MB of culling RAM at 8C000000 [read-only snapshot] UINT32 *cullingRAMHiRO; // 1MB of culling RAM at 8E000000 [read-only snapshot] UINT32 *polyRAMRO; // 4MB of polygon RAM at 98000000 [read-only snapshot] UINT16 *textureRAMRO; // 8MB of internal texture RAM [read-only snapshot] // Arrays to keep track of dirty pages in memory regions UINT8 *cullingRAMLoDirty; UINT8 *cullingRAMHiDirty; UINT8 *polyRAMDirty; UINT8 *textureRAMDirty; // Queued texture uploads vector queuedUploadTextures; vector queuedUploadTexturesRO; // Read-only copy of queue // Big endian bus object for DMA memory access CBus *Bus; // IRQ handling CIRQ *IRQ; // IRQ controller unsigned dmaIRQ; // IRQ bit to use when calling IRQ handler // DMA device UINT32 dmaSrc; UINT32 dmaDest; UINT32 dmaLength; UINT32 dmaData; UINT32 dmaUnknownReg; UINT8 dmaStatus; UINT8 dmaConfig; // Command port bool commandPortWritten; bool commandPortWrittenRO; // Read-only copy of flag // Status and command registers UINT64 statusChange; // JTAG Test Access Port UINT64 tapCurrentInstruction; // latched IR (not always equal to IR) UINT64 tapIR; // instruction register (46 bits) UINT8 tapID[32]; // ASIC ID code data buffer unsigned tapIDSize; // size of ID data in bits unsigned tapTDO; // bit shifted out to TDO int tapState; // current state }; #endif // INCLUDED_REAL3D_H