mirror of
https://github.com/RetroDECK/Supermodel.git
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293 lines
8.2 KiB
C++
293 lines
8.2 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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/*
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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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void RecomputePalettes(void);
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void InitPalette(void);
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void WritePalette(unsigned color, UINT32 data);
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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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bool recomputePalettes; // whether to recompute palettes A/A' and B/B' during sync
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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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