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6595b9320e
Some games update the tilegen after the ping_ping bit has flipped at 66% of the frame, so we need to split the tilegen drawing up into two stages to get some effects to work. So having the tilegen draw independantly of the 3d chip can make this happen.
291 lines
8.1 KiB
C++
291 lines
8.1 KiB
C++
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* TileGen.h
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*
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* Header file defining the CTileGen (tile generator device) class.
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*/
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#ifndef INCLUDED_TILEGEN_H
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#define INCLUDED_TILEGEN_H
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#include "IRQ.h"
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#include "Graphics/Render2D.h"
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/*
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* CTileGen:
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*
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* Tile generator device. The Model 3's tile generator handles not only the 2D
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* tile map layers but also seems to control video output and VBL IRQs.
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*/
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class CTileGen
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{
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public:
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/*
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* SaveState(SaveState):
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*
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* Saves an image of the current device state.
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*
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* Parameters:
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* SaveState Block file to save state information to.
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*/
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void SaveState(CBlockFile *SaveState);
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/*
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* LoadState(SaveState):
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*
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* Loads and a state image.
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*
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* Parameters:
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* SaveState Block file to load state information from.
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*/
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void LoadState(CBlockFile *SaveState);
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/*
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* BeginVBlank(void):
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*
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* Must be called before the VBlank starts.
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*/
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void BeginVBlank(void);
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/*
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* EndVBlank(void)
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*
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* Must be called after the VBlank finishes.
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*/
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void EndVBlank(void);
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/*
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* SyncSnapshots(void):
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*
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* Syncs the read-only memory snapshots with the real ones so that rendering
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* of the current frame can begin in the render thread. Must be called at the
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* end of each frame when both the render thread and the PPC thread have finished
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* their work. If multi-threaded rendering is not enabled, then this method does
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* nothing.
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*/
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UINT32 SyncSnapshots(void);
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/*
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* BeginFrame(void):
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*
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* Prepares to render a new frame. Must be called once per frame prior to
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* drawing anything and must only access read-only snapshots and variables
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* since it may be running in a separate thread.
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*
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* Invokes the underlying 2D renderer.
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*/
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void BeginFrame(void);
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/*
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* PreRenderFrame(void):
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*
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* Draws the all top layers (above 3D graphics) and bottom layers (below 3D
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* graphics) but does not yet display them. May send data to the GPU.
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*
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* Invokes the equivalent method in the underlying 2D renderer.
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*/
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void PreRenderFrame(void);
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/*
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* RenderFrameBottom(void):
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*
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* Overwrites the color buffer with bottom surface that was pre-rendered by
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* the last call to PreRenderFrame().
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*
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* Invokes the equivalent method in the underlying 2D renderer.
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*/
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void RenderFrameBottom(void);
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/*
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* RenderFrameTop(void):
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*
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* Draws the top surface (if it exists) that was pre-rendered by the last
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* call to PreRenderFrame(). Previously drawn graphics layers will be visible
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* through transparent regions.
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*
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* Invokes the equivalent method in the underlying 2D renderer.
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*/
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void RenderFrameTop(void);
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/*
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* EndFrame(void):
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*
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* Signals the end of rendering for this frame. Must be called last during
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* the frame and must only access read-only snapshots and variables since it
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* may be running in a separate thread.
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*
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* Invokes the equivalent method in the underlying 2D renderer.
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*/
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void EndFrame(void);
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/*
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* ReadRAM8(addr):
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* ReadRAM16(addr):
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* ReadRAM32(addr):
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*
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* Reads the tile generator's little endian RAM (the word is returned with
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* the MSB read from addr+3). If a big endian device is reading (PowerPC),
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* the result must be manually adjusted.
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*
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* Parameters:
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* addr Address in tile generator RAM. Caller must ensure it is
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* clamped to the range 0x000000 to 0x11FFFF because this
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* function does not.
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*
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* Returns:
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* Data from the RAM address.
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*/
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uint8_t ReadRAM8(unsigned addr);
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uint16_t ReadRAM16(unsigned addr);
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uint32_t ReadRAM32(unsigned addr);
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/*
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* WriteRAM8(addr, data):
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* WriteRAM16(addr, data):
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* WriteRAM32(addr, data):
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*
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* Writes to the tile generator's little endian RAM (the word's MSB is
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* written to addr+3). If a big endian device is writing, the address and
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* data must be adjusted manually before passing it to this function.
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*
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* Parameters:
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* addr Address in tile generator RAM. Caller must ensure it is
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* clamped to the range 0x000000 to 0x11FFFF because this
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* function does not.
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* data The data to write.
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*/
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void WriteRAM8(unsigned addr, uint8_t data);
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void WriteRAM16(unsigned addr, uint16_t data);
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void WriteRAM32(unsigned addr, uint32_t data);
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/*
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* ReadRegister(reg):
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*
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* Reads 32 bits of data from a (little endian) register. If a big endian
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* device is reading, the word must be flipped.
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*
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* Parameters:
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* reg Aligned (32 bits) register offset (0x00-0xFC).
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*
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* Returns:
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* Data read as little endian from the register.
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*/
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UINT32 ReadRegister(unsigned reg);
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/*
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* WriteRegister(reg, data):
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*
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* Writes 32 bits of data to a (little endian) register. If a big endian
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* device is writing, the word must be flipped.
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*
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* Parameters:
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* reg Aligned (32 bits) register offset (0x00-0xFC).
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* data Data to write.
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*/
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void WriteRegister(unsigned reg, UINT32 data);
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/*
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* Reset(void):
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*
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* Resets the device.
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*/
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void Reset(void);
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/*
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* AttachRenderer(render2DPtr):
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*
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* Attaches a 2D renderer for the tile generator to use. This function will
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* immediately pass along the information that a CRender2D object needs to
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* work with.
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*
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* Parameters:
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* Render2DPtr Pointer to a 2D renderer object.
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*/
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void AttachRenderer(CRender2D *Render2DPtr);
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/*
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* Init(IRQObjectPtr):
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*
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* One-time initialization of the context. Must be called prior to all
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* other members. Links the tile generator to an IRQ controller and
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* allocates memory for tile generator RAM.
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*
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* Parameters:
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* IRQObjectPtr Pointer to the IRQ controller object.
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*
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* Returns:
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* OKAY is successful, otherwise FAILED if a non-recoverable error
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* occurred. Prints own error messages.
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*/
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bool Init(CIRQ *IRQObjectPtr);
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/*
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* CTileGen(config):
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* ~CTileGen(void):
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*
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* Constructor and destructor.
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*
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* Paramters:
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* config Run-time configuration. The reference should be held because
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* this changes at run-time.
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*/
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CTileGen(const Util::Config::Node &config);
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~CTileGen(void);
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private:
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// Private member functions
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UINT32 UpdateSnapshots(bool copyWhole);
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UINT32 UpdateSnapshot(bool copyWhole, UINT8 *src, UINT8 *dst, unsigned size, UINT8 *dirty);
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const Util::Config::Node &m_config;
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const bool m_gpuMultiThreaded;
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CIRQ *IRQ; // IRQ controller the tile generator is attached to
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CRender2D *Render2D; // 2D renderer the tile generator is attached to
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/*
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* Tile generator VRAM. The upper 128KB of VRAM stores the palette data.
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* Two palettes are computed from this based on the color offset registers:
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* A/A' and B/B'.
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*/
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UINT8 *memoryPool; // all memory allocated here
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UINT8 *vram; // 1.125MB of VRAM
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UINT32 *pal[2]; // 2 x 0x20000 byte (32K colors) palette
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// Read-only snapshots
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UINT8 *vramRO; // 1.125MB of VRAM [read-only snapshot]
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UINT32 *palRO[2]; // 2 x 0x20000 byte (32K colors) palette [read-only snapshot]
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// Arrays to keep track of dirty pages in memory regions
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UINT8 *vramDirty;
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UINT8 *palDirty[2]; // one for each palette
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// Registers
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UINT32 regs[64];
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UINT32 regsRO[64]; // Read-only copy of registers
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};
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#endif // INCLUDED_TILEGEN_H
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