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https://github.com/RetroDECK/Supermodel.git
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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.
430 lines
12 KiB
C++
430 lines
12 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.cpp
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*
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* Implementation of the CTileGen class: 2D tile generator. Palette decoding
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* and synchronization with the renderer (which may run in a separate thread)
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* are performed here as well. For a description of the tile generator
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* hardware, please refer to the 2D rendering engine source code.
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*
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* Palettes
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* --------
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*
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* Multiple copies of the 32K-color palette data are maintained. The first is
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* the raw data as written to the VRAM. Two copies are computed, one for layers
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* A/A' and the other for layers B/B'. These pairs of layers have independent
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* color offset registers associated with them. The renderer uses these
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* "computed" palettes.
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*
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* The computed palettes are updated whenever the real palette is modified, a
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* single color entry at a time. If the color register is modified, the entire
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* palette has to be recomputed accordingly.
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*
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* The read-only copy of the palette, which is generated for the renderer, only
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* stores the two computed palettes.
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*
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* TO-DO List:
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* -----------
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* - For consistency, the registers should probably be byte reversed (this is a
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* little endian device), forcing the Model3 Read32/Write32 handlers to
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* manually reverse the data. This keeps with the convention for VRAM.
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* Need to finish ripping out code that no longer does anything. Removed a lot but there's still more.
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*/
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#include "TileGen.h"
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#include <cstring>
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#include "Supermodel.h"
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// Macros that divide memory regions into pages and mark them as dirty when they are written to
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#define PAGE_WIDTH 10
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#define PAGE_SIZE (1<<PAGE_WIDTH)
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#define DIRTY_SIZE(arraySize) (1+(arraySize-1)/(8*PAGE_SIZE))
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#define MARK_DIRTY(dirtyArray, addr) dirtyArray[addr>>(PAGE_WIDTH+3)] |= 1<<((addr>>PAGE_WIDTH)&7)
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// Offsets of memory regions within TileGen memory pool
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#define OFFSET_VRAM 0x000000 // VRAM and palette data
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#define OFFSET_PAL_A 0x120000 // computed A/A' palette
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#define OFFSET_PAL_B 0x140000 // computed B/B' palette
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#define MEM_POOL_SIZE_RW (0x120000+0x040000)
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#define OFFSET_VRAM_RO 0x160000 // [read-only snapshot]
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#define OFFSET_PAL_RO_A 0x280000 // [read-only snapshot]
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#define OFFSET_PAL_RO_B 0x2A0000
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#define MEM_POOL_SIZE_RO (0x120000+0x040000)
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#define OFFSET_VRAM_DIRTY 0x2C0000
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#define OFFSET_PAL_A_DIRTY (OFFSET_VRAM_DIRTY+DIRTY_SIZE(0x120000))
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#define OFFSET_PAL_B_DIRTY (OFFSET_PAL_A_DIRTY+DIRTY_SIZE(0x20000))
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#define MEM_POOL_SIZE_DIRTY (DIRTY_SIZE(0x120000)+2*DIRTY_SIZE(0x20000)) // VRAM + 2 palette dirty buffers
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#define MEMORY_POOL_SIZE (MEM_POOL_SIZE_RW+MEM_POOL_SIZE_RO+MEM_POOL_SIZE_DIRTY)
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/******************************************************************************
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Save States
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******************************************************************************/
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void CTileGen::SaveState(CBlockFile *SaveState)
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{
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SaveState->NewBlock("Tile Generator", __FILE__);
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SaveState->Write(vram, 0x120000); // Don't write out palette, read-only snapshots or dirty page arrays, just VRAM
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SaveState->Write(regs, sizeof(regs));
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}
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void CTileGen::LoadState(CBlockFile *SaveState)
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{
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if (OKAY != SaveState->FindBlock("Tile Generator"))
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{
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ErrorLog("Unable to load tile generator state. Save state file is corrupt.");
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return;
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}
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// Load memory one word at a time
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for (int i = 0; i < 0x120000; i += 4)
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{
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UINT32 data;
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SaveState->Read(&data, sizeof(data));
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WriteRAM32(i, data);
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}
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SaveState->Read(regs, sizeof(regs));
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// If multi-threaded, update read-only snapshots too
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if (m_gpuMultiThreaded)
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UpdateSnapshots(true);
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}
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/******************************************************************************
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Rendering
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******************************************************************************/
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void CTileGen::BeginVBlank(void)
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{
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/*
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printf("08: %X\n", regs[0x08/4]);
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printf("0C: %X\n", regs[0x0C/4]);
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printf("20: %X\n", regs[0x20/4]);
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printf("40: %X\n", regs[0x40/4]);
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printf("44: %X\n", regs[0x44/4]);
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printf("60: %08X\n", regs[0x60/4]);
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printf("64: %08X\n", regs[0x64/4]);
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printf("68: %08X\n", regs[0x68/4]);
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printf("6C: %08X\n", regs[0x6C/4]);
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printf("\n");
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*/
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}
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void CTileGen::EndVBlank(void)
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{
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//
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}
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UINT32 CTileGen::SyncSnapshots(void)
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{
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if (!m_gpuMultiThreaded)
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return 0;
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// Update read-only snapshots
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return UpdateSnapshots(false);
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}
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UINT32 CTileGen::UpdateSnapshot(bool copyWhole, UINT8 *src, UINT8 *dst, unsigned size, UINT8 *dirty)
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{
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unsigned dirtySize = DIRTY_SIZE(size);
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if (copyWhole)
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{
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// If updating whole region, then just copy all data in one go
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memcpy(dst, src, size);
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memset(dirty, 0, dirtySize);
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return size;
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}
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else
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{
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// Otherwise, loop through dirty pages array to find out what needs to be updated and copy only those parts
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UINT32 copied = 0;
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UINT8 *pSrc = src;
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UINT8 *pDst = dst;
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for (unsigned i = 0; i < dirtySize; i++)
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{
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UINT8 d = dirty[i];
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if (d)
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{
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for (unsigned j = 0; j < 8; j++)
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{
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if (d&1)
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{
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// If not at very end of region, then copy an extra 4 bytes to allow for a possible 32-bit overlap
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UINT32 toCopy = (i < dirtySize - 1 || j < 7 ? PAGE_SIZE + 4 : PAGE_SIZE);
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memcpy(pDst, pSrc, toCopy);
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copied += toCopy;
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}
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d >>= 1;
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pSrc += PAGE_SIZE;
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pDst += PAGE_SIZE;
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}
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dirty[i] = 0;
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}
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else
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{
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pSrc += 8 * PAGE_SIZE;
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pDst += 8 * PAGE_SIZE;
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}
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}
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return copied;
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}
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}
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UINT32 CTileGen::UpdateSnapshots(bool copyWhole)
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{
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// Update all memory region snapshots
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UINT32 palACopied = UpdateSnapshot(copyWhole, (UINT8*)pal[0], (UINT8*)palRO[0], 0x020000, palDirty[0]);
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UINT32 palBCopied = UpdateSnapshot(copyWhole, (UINT8*)pal[1], (UINT8*)palRO[1], 0x020000, palDirty[1]);
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UINT32 vramCopied = UpdateSnapshot(copyWhole, (UINT8*)vram, (UINT8*)vramRO, 0x120000, vramDirty);
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memcpy(regsRO, regs, sizeof(regs)); // Always copy whole of regs buffer
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//printf("TileGen copied - palA:%4uK, palB:%4uK, vram:%4uK, regs:%uK\n", palACopied / 1024, palBCopied / 1024, vramCopied / 1024, sizeof(regs) / 1024);
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return palACopied + palBCopied + vramCopied + sizeof(regs);
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}
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void CTileGen::BeginFrame(void)
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{
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// NOTE: Render2D->WriteVRAM(addr, data) is no longer being called for RAM addresses that are written
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// to and instead this class relies upon the fact that Render2D currently marks everything as dirty
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// with every frame. If this were to change in the future then code to handle marking the correct
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// parts of the renderer as dirty would need to be added here.
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Render2D->BeginFrame();
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}
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void CTileGen::PreRenderFrame(void)
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{
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Render2D->PreRenderFrame();
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}
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void CTileGen::RenderFrameBottom(void)
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{
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Render2D->RenderFrameBottom();
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}
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void CTileGen::RenderFrameTop(void)
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{
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Render2D->RenderFrameTop();
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}
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void CTileGen::EndFrame(void)
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{
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Render2D->EndFrame();
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}
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/******************************************************************************
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Emulation Functions
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******************************************************************************/
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UINT32 CTileGen::ReadRAM32(unsigned addr)
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{
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return *(UINT32 *) &vram[addr];
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}
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void CTileGen::WriteRAM32(unsigned addr, UINT32 data)
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{
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if (m_gpuMultiThreaded)
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MARK_DIRTY(vramDirty, addr);
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*(UINT32 *) &vram[addr] = data;
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}
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//TODO: 8- and 16-bit handlers have not been thoroughly tested
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uint8_t CTileGen::ReadRAM8(unsigned addr)
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{
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return vram[addr];
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}
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void CTileGen::WriteRAM8(unsigned addr, uint8_t data)
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{
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uint32_t tmp = ReadRAM32(addr & ~3);
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uint32_t shift = (addr & 3) * 8;
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uint32_t mask = 0xff << shift;
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tmp &= ~mask;
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tmp |= uint32_t(data) << shift;
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WriteRAM32(addr & ~3, tmp);
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}
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// Star Wars Trilogy uses this
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uint16_t CTileGen::ReadRAM16(unsigned addr)
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{
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return *((uint16_t *) &vram[addr]);
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}
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void CTileGen::WriteRAM16(unsigned addr, uint16_t data)
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{
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uint32_t tmp = ReadRAM32(addr & ~1);
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uint32_t shift = (addr & 1) * 16;
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uint32_t mask = 0xffff << shift;
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tmp &= ~mask;
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tmp |= uint32_t(data) << shift;
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WriteRAM32(addr & ~1, tmp);
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}
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UINT32 CTileGen::ReadRegister(unsigned reg)
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{
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reg &= 0xFF;
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return regs[reg/4];
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}
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void CTileGen::WriteRegister(unsigned reg, UINT32 data)
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{
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reg &= 0xFF;
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switch (reg)
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{
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case 0x00:
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case 0x08:
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case 0x0C:
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case 0x20:
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case 0x60:
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case 0x64:
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case 0x68:
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case 0x6C:
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break;
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case 0x40: // layer A/A' color offset
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case 0x44: // layer B/B' color offset
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break;
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case 0x10: // IRQ acknowledge
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IRQ->Deassert(data&0xFF);
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// MAME believes only lower 4 bits should be cleared
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//IRQ->Deassert(data & 0x0F);
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break;
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default:
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DebugLog("Tile Generator reg %02X = %08X\n", reg, data);
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//printf("%02X = %08X\n", reg, data);
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break;
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}
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// Modify register
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regs[reg/4] = data;
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}
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void CTileGen::Reset(void)
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{
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unsigned memSize = (m_gpuMultiThreaded ? MEMORY_POOL_SIZE : MEM_POOL_SIZE_RW);
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memset(memoryPool, 0, memSize);
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memset(regs, 0, sizeof(regs));
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memset(regsRO, 0, sizeof(regsRO));
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DebugLog("Tile Generator reset\n");
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}
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/******************************************************************************
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Configuration, Initialization, and Shutdown
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******************************************************************************/
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void CTileGen::AttachRenderer(CRender2D *Render2DPtr)
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{
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Render2D = Render2DPtr;
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// If multi-threaded, attach read-only snapshots to renderer instead of real ones
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if (m_gpuMultiThreaded)
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{
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Render2D->AttachVRAM(vramRO);
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Render2D->AttachPalette((const UINT32 **)palRO);
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Render2D->AttachRegisters(regsRO);
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}
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else
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{
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Render2D->AttachVRAM(vram);
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Render2D->AttachPalette((const UINT32 **)pal);
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Render2D->AttachRegisters(regs);
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}
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DebugLog("Tile Generator attached a Render2D object\n");
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}
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bool CTileGen::Init(CIRQ *IRQObjectPtr)
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{
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unsigned memSize = (m_gpuMultiThreaded ? MEMORY_POOL_SIZE : MEM_POOL_SIZE_RW);
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float memSizeMB = (float)memSize/(float)0x100000;
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// Allocate all memory for all TileGen RAM regions
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memoryPool = new(std::nothrow) UINT8[memSize];
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if (NULL == memoryPool)
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return ErrorLog("Insufficient memory for tile generator object (needs %1.1f MB).", memSizeMB);
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// Set up main pointers
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vram = (UINT8 *) &memoryPool[OFFSET_VRAM];
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pal[0] = (UINT32 *) &memoryPool[OFFSET_PAL_A];
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pal[1] = (UINT32 *) &memoryPool[OFFSET_PAL_B];
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// If multi-threaded, set up pointers for read-only snapshots and dirty page arrays too
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if (m_gpuMultiThreaded)
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{
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vramRO = (UINT8 *) &memoryPool[OFFSET_VRAM_RO];
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palRO[0] = (UINT32 *) &memoryPool[OFFSET_PAL_RO_A];
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palRO[1] = (UINT32 *) &memoryPool[OFFSET_PAL_RO_B];
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vramDirty = (UINT8 *) &memoryPool[OFFSET_VRAM_DIRTY];
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palDirty[0] = (UINT8 *) &memoryPool[OFFSET_PAL_A_DIRTY];
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palDirty[1] = (UINT8 *) &memoryPool[OFFSET_PAL_B_DIRTY];
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}
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// Hook up the IRQ controller
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IRQ = IRQObjectPtr;
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DebugLog("Initialized Tile Generator (allocated %1.1f MB and connected to IRQ controller)\n", memSizeMB);
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return OKAY;
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}
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CTileGen::CTileGen(const Util::Config::Node &config)
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: m_config(config),
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m_gpuMultiThreaded(config["GPUMultiThreaded"].ValueAs<bool>())
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{
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IRQ = NULL;
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memoryPool = NULL;
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DebugLog("Built Tile Generator\n");
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}
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CTileGen::~CTileGen(void)
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{
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// Dump tile generator RAM
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#if 0
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FILE *fp;
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fp = fopen("tileram", "wb");
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if (NULL != fp)
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{
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fwrite(memoryPool, sizeof(UINT8), 0x120000, fp);
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fclose(fp);
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printf("dumped %s\n", "tileram");
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}
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else
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printf("unable to dump %s\n", "tileram");
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#endif
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IRQ = NULL;
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if (memoryPool != NULL)
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{
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delete [] memoryPool;
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memoryPool = NULL;
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}
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DebugLog("Destroyed Tile Generator\n");
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}
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