Supermodel/Src/Model3/TileGen.cpp
Nik Henson 183dca563d Committing various small updates that have been hanging around in my source tree for a while now:
- Added 'crosshairs' command line and config option.
- Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this).
- Added fullscreen toggle within game using Alt+Enter key combination.
- Added framework for lamp outputs and 'outputs' command line and config option.  So far only the lamps for driving games are hooked up in the emulator (others to be added later).
- Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable)
- Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was.
- Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2.
- Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one.  This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding).
- Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame.  This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal).
- Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache.
- Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors.
- Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader).  I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow.
- Fixed a bug in debugger which meant memory watches were not triggering properly
2012-07-15 21:04:46 +00:00

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C++

/**
** 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 <http://www.gnu.org/licenses/>.
**/
/*
* TileGen.cpp
*
* Implementation of the CTileGen class: 2D tile generator. Palette decoding
* and synchronization with the renderer (which may run in a separate thread)
* are performed here as well. For a description of the tile generator
* hardware, please refer to the 2D rendering engine source code.
*
* Palettes
* --------
*
* Multiple copies of the 32K-color palette data are maintained. The first is
* the raw data as written to the VRAM. Two copies are computed, one for layers
* A/A' and the other for layers B/B'. These pairs of layers have independent
* color offset registers associated with them. The renderer uses these
* "computed" palettes.
*
* The computed palettes are updated whenever the real palette is modified, a
* single color entry at a time. If the color register is modified, the entire
* palette has to be recomputed accordingly.
*
* The read-only copy of the palette, which is generated for the renderer, only
* stores the two computed palettes.
*
* TO-DO List:
* -----------
* - For consistency, the registers should probably be byte reversed (this is a
* little endian device), forcing the Model3 Read32/Write32 handlers to
* manually reverse the data. This keeps with the convention for VRAM.
*/
#include <cstring>
#include "Supermodel.h"
// Macros that divide memory regions into pages and mark them as dirty when they are written to
#define PAGE_WIDTH 10
#define PAGE_SIZE (1<<PAGE_WIDTH)
#define DIRTY_SIZE(arraySize) (1+(arraySize-1)/(8*PAGE_SIZE))
#define MARK_DIRTY(dirtyArray, addr) dirtyArray[addr>>(PAGE_WIDTH+3)] |= 1<<((addr>>PAGE_WIDTH)&7)
// Offsets of memory regions within TileGen memory pool
#define OFFSET_VRAM 0x000000 // VRAM and palette data
#define OFFSET_PAL_A 0x120000 // computed A/A' palette
#define OFFSET_PAL_B 0x140000 // computed B/B' palette
#define MEM_POOL_SIZE_RW (0x120000+0x040000)
#define OFFSET_VRAM_RO 0x160000 // [read-only snapshot]
#define OFFSET_PAL_RO_A 0x280000 // [read-only snapshot]
#define OFFSET_PAL_RO_B 0x2A0000
#define MEM_POOL_SIZE_RO (0x120000+0x040000)
#define OFFSET_VRAM_DIRTY 0x2C0000
#define OFFSET_PAL_A_DIRTY (OFFSET_VRAM_DIRTY+DIRTY_SIZE(0x120000))
#define OFFSET_PAL_B_DIRTY (OFFSET_PAL_A_DIRTY+DIRTY_SIZE(0x20000))
#define MEM_POOL_SIZE_DIRTY (DIRTY_SIZE(0x120000)+2*DIRTY_SIZE(0x20000)) // VRAM + 2 palette dirty buffers
#define MEMORY_POOL_SIZE (MEM_POOL_SIZE_RW+MEM_POOL_SIZE_RO+MEM_POOL_SIZE_DIRTY)
/******************************************************************************
Save States
******************************************************************************/
void CTileGen::SaveState(CBlockFile *SaveState)
{
SaveState->NewBlock("Tile Generator", __FILE__);
SaveState->Write(vram, 0x120000); // Don't write out palette, read-only snapshots or dirty page arrays, just VRAM
SaveState->Write(regs, sizeof(regs));
}
void CTileGen::LoadState(CBlockFile *SaveState)
{
if (OKAY != SaveState->FindBlock("Tile Generator"))
{
ErrorLog("Unable to load tile generator state. Save state file is corrupt.");
return;
}
// Load memory one word at a time
for (int i = 0; i < 0x120000; i += 4)
{
UINT32 data;
SaveState->Read(&data, sizeof(data));
WriteRAM(i, data);
}
SaveState->Read(regs, sizeof(regs));
// Because regs were read after palette, must recompute
RecomputePalettes();
// If multi-threaded, update read-only snapshots too
if (g_Config.gpuMultiThreaded)
UpdateSnapshots(true);
}
/******************************************************************************
Rendering
******************************************************************************/
void CTileGen::BeginVBlank(void)
{
/*
printf("08: %X\n", regs[0x08/4]);
printf("0C: %X\n", regs[0x0C/4]);
printf("20: %X\n", regs[0x20/4]);
printf("40: %X\n", regs[0x40/4]);
printf("44: %X\n", regs[0x44/4]);
printf("60: %08X\n", regs[0x60/4]);
printf("64: %08X\n", regs[0x64/4]);
printf("68: %08X\n", regs[0x68/4]);
printf("6C: %08X\n", regs[0x6C/4]);
printf("\n");
*/
}
void CTileGen::EndVBlank(void)
{
//
}
void CTileGen::RecomputePalettes(void)
{
// Writing the colors forces palettes to be computed
if (g_Config.gpuMultiThreaded)
{
for (unsigned colorAddr = 0; colorAddr < 32768*4; colorAddr += 4 )
{
MARK_DIRTY(palDirty[0], colorAddr);
MARK_DIRTY(palDirty[1], colorAddr);
WritePalette(colorAddr/4, *(UINT32 *) &vram[0x100000+colorAddr]);
}
}
else
{
for (unsigned colorAddr = 0; colorAddr < 32768*4; colorAddr += 4 )
WritePalette(colorAddr/4, *(UINT32 *) &vram[0x100000+colorAddr]);
}
}
UINT32 CTileGen::SyncSnapshots(void)
{
// Good time to recompute the palettes
if (recomputePalettes)
{
RecomputePalettes();
recomputePalettes = false;
}
if (!g_Config.gpuMultiThreaded)
return 0;
// Update read-only snapshots
return UpdateSnapshots(false);
}
UINT32 CTileGen::UpdateSnapshot(bool copyWhole, UINT8 *src, UINT8 *dst, unsigned size, UINT8 *dirty)
{
unsigned dirtySize = DIRTY_SIZE(size);
if (copyWhole)
{
// If updating whole region, then just copy all data in one go
memcpy(dst, src, size);
memset(dirty, 0, dirtySize);
return size;
}
else
{
// Otherwise, loop through dirty pages array to find out what needs to be updated and copy only those parts
UINT32 copied = 0;
UINT8 *pSrc = src;
UINT8 *pDst = dst;
for (unsigned i = 0; i < dirtySize; i++)
{
UINT8 d = dirty[i];
if (d)
{
for (unsigned j = 0; j < 8; j++)
{
if (d&1)
{
// If not at very end of region, then copy an extra 4 bytes to allow for a possible 32-bit overlap
UINT32 toCopy = (i < dirtySize - 1 || j < 7 ? PAGE_SIZE + 4 : PAGE_SIZE);
memcpy(pDst, pSrc, toCopy);
copied += toCopy;
}
d >>= 1;
pSrc += PAGE_SIZE;
pDst += PAGE_SIZE;
}
dirty[i] = 0;
}
else
{
pSrc += 8 * PAGE_SIZE;
pDst += 8 * PAGE_SIZE;
}
}
return copied;
}
}
UINT32 CTileGen::UpdateSnapshots(bool copyWhole)
{
// Update all memory region snapshots
UINT32 palACopied = UpdateSnapshot(copyWhole, (UINT8*)pal[0], (UINT8*)palRO[0], 0x020000, palDirty[0]);
UINT32 palBCopied = UpdateSnapshot(copyWhole, (UINT8*)pal[1], (UINT8*)palRO[1], 0x020000, palDirty[1]);
UINT32 vramCopied = UpdateSnapshot(copyWhole, (UINT8*)vram, (UINT8*)vramRO, 0x120000, vramDirty);
memcpy(regsRO, regs, sizeof(regs)); // Always copy whole of regs buffer
//printf("TileGen copied - palA:%4uK, palB:%4uK, vram:%4uK, regs:%uK\n", palACopied / 1024, palBCopied / 1024, vramCopied / 1024, sizeof(regs) / 1024);
return palACopied + palBCopied + vramCopied + sizeof(regs);
}
void CTileGen::BeginFrame(void)
{
// NOTE: Render2D->WriteVRAM(addr, data) is no longer being called for RAM addresses that are written
// to and instead this class relies upon the fact that Render2D currently marks everything as dirty
// with every frame. If this were to change in the future then code to handle marking the correct
// parts of the renderer as dirty would need to be added here.
Render2D->BeginFrame();
}
void CTileGen::EndFrame(void)
{
Render2D->EndFrame();
}
/******************************************************************************
Emulation Functions
******************************************************************************/
UINT32 CTileGen::ReadRAM(unsigned addr)
{
return *(UINT32 *) &vram[addr];
}
void CTileGen::WriteRAM(unsigned addr, UINT32 data)
{
if (g_Config.gpuMultiThreaded)
MARK_DIRTY(vramDirty, addr);
*(UINT32 *) &vram[addr] = data;
// Update palette if required
if (addr >= 0x100000)
{
addr -= 0x100000;
unsigned color = addr/4; // color index
// Same address in both palettes must be marked dirty
if (g_Config.gpuMultiThreaded)
{
MARK_DIRTY(palDirty[0], addr);
MARK_DIRTY(palDirty[1], addr);
}
// Both palettes will be modified simultaneously
WritePalette(color, data);
}
}
void CTileGen::InitPalette(void)
{
for (int i = 0; i < 0x20000/4; i++)
{
WritePalette(i, *(UINT32 *) &vram[0x100000 + i*4]);
if (g_Config.gpuMultiThreaded)
{
palRO[0][i] = pal[0][i];
palRO[1][i] = pal[1][i];
}
}
}
static inline UINT32 AddColorOffset(UINT8 r, UINT8 g, UINT8 b, UINT8 a, UINT32 offsetReg)
{
INT32 ir, ig, ib;
/*
* Color offsets are signed but I'm not sure whether or not their range is
* merely [-128,+127], which would mean adding to a 0 component would not
* result full intensity (only +127 at most). Alternatively, the signed
* value might have to be multiplied by 2. That is assumed here. In either
* case, the signed addition should be saturated.
*/
ib = (INT32) (INT8)((offsetReg>>16)&0xFF);
ig = (INT32) (INT8)((offsetReg>>8)&0xFF);
ir = (INT32) (INT8)((offsetReg>>0)&0xFF);
ib *= 2;
ig *= 2;
ir *= 2;
// Add with saturation
ib += (INT32) (UINT32) b;
if (ib < 0) ib = 0;
else if (ib > 0xFF) ib = 0xFF;
ig += (INT32) (UINT32) g;
if (ig < 0) ig = 0;
else if (ig > 0xFF) ig = 0xFF;
ir += (INT32) (UINT32) r;
if (ir < 0) ir = 0;
else if (ir > 0xFF) ir = 0xFF;
// Construct the final 32-bit ABGR-format color
r = (UINT8) ir;
g = (UINT8) ig;
b = (UINT8) ib;
return ((UINT32)a<<24)|((UINT32)b<<16)|((UINT32)g<<8)|(UINT32)r;
}
void CTileGen::WritePalette(unsigned color, UINT32 data)
{
UINT8 r, g, b, a;
a = 0xFF * ((data>>15)&1); // decode the RGBA (make alpha 0xFF or 0x00)
a = ~a; // invert it (set on Model 3 means clear pixel)
if ((data&0x8000))
r = g = b = 0;
else
{
b = (data>>7)&0xF8;
g = (data>>2)&0xF8;
r = (data<<3)&0xF8;
}
pal[0][color] = AddColorOffset(r, g, b, a, regs[0x40/4]); // A/A'
pal[1][color] = AddColorOffset(r, g, b, a, regs[0x44/4]); // B/B'
}
void CTileGen::WriteRegister(unsigned reg, UINT32 data)
{
reg &= 0xFF;
switch (reg)
{
case 0x08:
case 0x0C:
case 0x20:
case 0x60:
case 0x64:
case 0x68:
case 0x6C:
break;
case 0x40: // layer A/A' color offset
case 0x44: // layer B/B' color offset
// We only have a mechanism to recompute both palettes simultaneously.
// These regs are often written together in the same frame. To avoid
// needlessly recomputing both palettes twice, we defer the operation.
if (regs[reg/4] != data) // only if changed
recomputePalettes = true;
break;
case 0x10: // IRQ acknowledge
IRQ->Deassert(data&0xFF);
break;
default:
DebugLog("Tile Generator reg %02X = %08X\n", reg, data);
//printf("%02X = %08X\n", reg, data);
break;
}
// Modify register
regs[reg/4] = data;
}
void CTileGen::Reset(void)
{
unsigned memSize = (g_Config.gpuMultiThreaded ? MEMORY_POOL_SIZE : MEM_POOL_SIZE_RW);
memset(memoryPool, 0, memSize);
memset(regs, 0, sizeof(regs));
memset(regsRO, 0, sizeof(regsRO));
InitPalette();
recomputePalettes = false;
DebugLog("Tile Generator reset\n");
}
/******************************************************************************
Configuration, Initialization, and Shutdown
******************************************************************************/
void CTileGen::AttachRenderer(CRender2D *Render2DPtr)
{
Render2D = Render2DPtr;
// If multi-threaded, attach read-only snapshots to renderer instead of real ones
if (g_Config.gpuMultiThreaded)
{
Render2D->AttachVRAM(vramRO);
Render2D->AttachPalette((const UINT32 **)palRO);
Render2D->AttachRegisters(regsRO);
}
else
{
Render2D->AttachVRAM(vram);
Render2D->AttachPalette((const UINT32 **)pal);
Render2D->AttachRegisters(regs);
}
DebugLog("Tile Generator attached a Render2D object\n");
}
bool CTileGen::Init(CIRQ *IRQObjectPtr)
{
unsigned memSize = (g_Config.gpuMultiThreaded ? MEMORY_POOL_SIZE : MEM_POOL_SIZE_RW);
float memSizeMB = (float)memSize/(float)0x100000;
// Allocate all memory for all TileGen RAM regions
memoryPool = new(std::nothrow) UINT8[memSize];
if (NULL == memoryPool)
return ErrorLog("Insufficient memory for tile generator object (needs %1.1f MB).", memSizeMB);
// Set up main pointers
vram = (UINT8 *) &memoryPool[OFFSET_VRAM];
pal[0] = (UINT32 *) &memoryPool[OFFSET_PAL_A];
pal[1] = (UINT32 *) &memoryPool[OFFSET_PAL_B];
// If multi-threaded, set up pointers for read-only snapshots and dirty page arrays too
if (g_Config.gpuMultiThreaded)
{
vramRO = (UINT8 *) &memoryPool[OFFSET_VRAM_RO];
palRO[0] = (UINT32 *) &memoryPool[OFFSET_PAL_RO_A];
palRO[1] = (UINT32 *) &memoryPool[OFFSET_PAL_RO_B];
vramDirty = (UINT8 *) &memoryPool[OFFSET_VRAM_DIRTY];
palDirty[0] = (UINT8 *) &memoryPool[OFFSET_PAL_A_DIRTY];
palDirty[1] = (UINT8 *) &memoryPool[OFFSET_PAL_B_DIRTY];
}
// Hook up the IRQ controller
IRQ = IRQObjectPtr;
DebugLog("Initialized Tile Generator (allocated %1.1f MB and connected to IRQ controller)\n", memSizeMB);
return OKAY;
}
CTileGen::CTileGen(void)
{
IRQ = NULL;
memoryPool = NULL;
DebugLog("Built Tile Generator\n");
}
CTileGen::~CTileGen(void)
{
// Dump tile generator RAM
#if 0
FILE *fp;
fp = fopen("tileram", "wb");
if (NULL != fp)
{
fwrite(memoryPool, sizeof(UINT8), 0x120000, fp);
fclose(fp);
printf("dumped %s\n", "tileram");
}
else
printf("unable to dump %s\n", "tileram");
#endif
IRQ = NULL;
if (memoryPool != NULL)
{
delete [] memoryPool;
memoryPool = NULL;
}
DebugLog("Destroyed Tile Generator\n");
}