mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2024-11-14 13:27:41 -07:00
d7c1d2a2cd
* fix a few DMA bugs. * fix a bug where some code could still run right after a halt instruction. * fix VRAM mapping, too. I'm an idiot.
267 lines
5.8 KiB
C++
267 lines
5.8 KiB
C++
/*
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Copyright 2016-2017 StapleButter
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This file is part of melonDS.
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melonDS 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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melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with melonDS. If not, see http://www.gnu.org/licenses/.
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*/
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#include <stdio.h>
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#include <string.h>
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#include "NDS.h"
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#include "GPU.h"
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GPU2D::GPU2D(u32 num)
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{
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Num = num;
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}
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GPU2D::~GPU2D()
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{
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}
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void GPU2D::Reset()
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{
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DispCnt = 0;
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memset(BGCnt, 0, 4*2);
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}
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void GPU2D::SetFramebuffer(u16* buf)
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{
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// framebuffer is 256x192 16bit.
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// might eventually support other framebuffer types/sizes
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Framebuffer = buf;
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}
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u8 GPU2D::Read8(u32 addr)
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{
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printf("!! GPU2D READ8 %08X\n", addr);
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return 0;
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}
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u16 GPU2D::Read16(u32 addr)
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{
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switch (addr & 0x00000FFF)
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{
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case 0x000: return DispCnt&0xFFFF;
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case 0x002: return DispCnt>>16;
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case 0x008: return BGCnt[0];
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case 0x00A: return BGCnt[1];
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case 0x00C: return BGCnt[2];
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case 0x00E: return BGCnt[3];
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}
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printf("unknown GPU read16 %08X\n", addr);
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return 0;
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}
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u32 GPU2D::Read32(u32 addr)
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{
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switch (addr & 0x00000FFF)
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{
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case 0x000: return DispCnt;
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}
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return Read16(addr) | (Read16(addr+2) << 16);
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}
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void GPU2D::Write8(u32 addr, u8 val)
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{
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printf("!! GPU2D WRITE8 %08X %02X\n", addr, val);
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}
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void GPU2D::Write16(u32 addr, u16 val)
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{
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switch (addr & 0x00000FFF)
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{
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case 0x000:
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DispCnt = (DispCnt & 0xFFFF0000) | val;
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return;
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case 0x002:
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DispCnt = (DispCnt & 0x0000FFFF) | (val << 16);
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return;
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case 0x008: BGCnt[0] = val; return;
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case 0x00A: BGCnt[1] = val; return;
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case 0x00C: BGCnt[2] = val; return;
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case 0x00E: BGCnt[3] = val; return;
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}
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printf("unknown GPU write16 %08X %04X\n", addr, val);
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}
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void GPU2D::Write32(u32 addr, u32 val)
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{
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switch (addr & 0x00000FFF)
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{
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case 0x000:
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DispCnt = val;
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return;
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}
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Write16(addr, val&0xFFFF);
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Write16(addr+2, val>>16);
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}
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void GPU2D::DrawScanline(u32 line)
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{
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u16* dst = &Framebuffer[256*line];
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u32 dispmode = DispCnt >> 16;
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dispmode &= (Num ? 0x1 : 0x3);
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switch (dispmode)
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{
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case 0: // screen off
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{
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for (int i = 0; i < 256>>1; i++)
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((u32*)dst)[i] = 0x7FFF7FFF;
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}
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break;
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case 1: // regular display
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{
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DrawScanline_Mode1(line, dst);
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}
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break;
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case 2: // VRAM display
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{
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u32* vram = (u32*)GPU::VRAM[(DispCnt >> 18) & 0x3];
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vram = &vram[line << 7];
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for (int i = 0; i < 256>>1; i++)
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((u32*)dst)[i] = vram[i];
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}
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break;
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case 3: // FIFO display
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{
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// uh, is there even anything that uses this?
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}
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break;
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}
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}
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void GPU2D::DrawScanline_Mode1(u32 line, u16* dst)
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{
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for (int i = 0; i < 256>>1; i++)
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((u32*)dst)[i] = 0; // TODO: backdrop
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switch (DispCnt & 0x7)
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{
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case 0:
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for (int i = 3; i >= 0; i--)
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{
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// TODO other BGs
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if ((BGCnt[0] & 0x3) == i)
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{
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DrawBG_Text_4bpp(line, dst, 0);
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// todo: sprites
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}
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}
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break;
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}
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}
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// char 06218000
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// screen 06208000
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void GPU2D::DrawBG_Text_4bpp(u32 line, u16* dst, u32 bgnum)
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{
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u16 bgcnt = BGCnt[bgnum];
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u8* tileset;
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u16* tilemap;
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u16* pal;
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// TODO scroll
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u16 xoff = 0;
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u16 yoff = line;
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u32 widexmask = (bgcnt & 0x4000) ? 0x100 : 0;
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//u32 ymask = (bgcnt & 0x8000) ? 0x1FF : 0xFF;
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if (Num)
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{
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tileset = (u8*)GPU::VRAM_BBG[((bgcnt & 0x000C) >> 2)];
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tilemap = (u16*)GPU::VRAM_BBG[((bgcnt & 0x1800) >> 11)];
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tilemap += ((bgcnt & 0x0700) << 2);
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pal = (u16*)&GPU::Palette[0x400];
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}
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else
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{
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tileset = (u8*)GPU::VRAM_ABG[((DispCnt & 0x07000000) >> 22) + ((bgcnt & 0x003C) >> 2)];
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tilemap = (u16*)GPU::VRAM_ABG[((DispCnt & 0x38000000) >> 27) + ((bgcnt & 0x1800) >> 11)];
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tilemap += ((bgcnt & 0x0700) << 2);
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pal = (u16*)&GPU::Palette[0];
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}
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// adjust Y position in tilemap
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if (bgcnt & 0x8000)
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{
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tilemap += ((yoff & 0x1F8) << 2);
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if (bgcnt & 0x4000)
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tilemap += ((yoff & 0x100) << 2);
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}
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else
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tilemap += ((yoff & 0xF8) << 2);
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u16 curtile;
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u16* curpal;
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u8* pixels;
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// preload shit as needed
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if (xoff & 0x7)
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{
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// load a new tile
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curtile = tilemap[((xoff & 0xFF) >> 3) + ((xoff & widexmask) << 2)];
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curpal = pal + ((curtile & 0xF000) >> 8);
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pixels = tileset + ((curtile & 0x01FF) << 5) + ((yoff & 0x7) << 2);
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pixels += ((xoff & 0x7) >> 1);
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}
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for (int i = 0; i < 256; i++)
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{
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if (!(xoff & 0x7))
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{
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// load a new tile
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curtile = tilemap[((xoff & 0xFF) >> 3) + ((xoff & widexmask) << 2)];
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curpal = pal + ((curtile & 0xF000) >> 8);
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pixels = tileset + ((curtile & 0x01FF) << 5) + ((yoff & 0x7) << 2);
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}
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// draw pixel
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u8 color;
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if (xoff & 0x1)
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{
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color = *pixels >> 4;
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pixels++;
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}
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else
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{
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color = *pixels & 0x0F;
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}
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//color = (i >> 4) + ((line >> 4) << 4);
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//if (Num) color = 0;
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dst[i] = curpal[color];
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xoff++;
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}
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}
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