SameBoy/Core/display.c

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#include <stdbool.h>
#include <unistd.h>
#include <sys/time.h>
#include <stdlib.h>
#include <assert.h>
#include <string.h>
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#include "gb.h"
#include "display.h"
#pragma pack(push, 1)
typedef struct {
unsigned char y;
unsigned char x;
unsigned char tile;
unsigned char flags;
} GB_sprite_t;
#pragma pack(pop)
static uint32_t get_pixel(GB_gameboy_t *gb, unsigned char x, unsigned char y)
{
/*
Bit 7 - LCD Display Enable (0=Off, 1=On)
Bit 6 - Window Tile Map Display Select (0=9800-9BFF, 1=9C00-9FFF)
Bit 5 - Window Display Enable (0=Off, 1=On)
Bit 4 - BG & Window Tile Data Select (0=8800-97FF, 1=8000-8FFF)
Bit 3 - BG Tile Map Display Select (0=9800-9BFF, 1=9C00-9FFF)
Bit 2 - OBJ (Sprite) Size (0=8x8, 1=8x16)
Bit 1 - OBJ (Sprite) Display Enable (0=Off, 1=On)
Bit 0 - BG Display (for CGB see below) (0=Off, 1=On)
*/
unsigned short map = 0x1800;
unsigned char tile = 0;
unsigned char attributes = 0;
unsigned char sprite_palette = 0;
unsigned short tile_address = 0;
unsigned char background_pixel = 0, sprite_pixel = 0;
GB_sprite_t *sprite = (GB_sprite_t *) &gb->oam;
unsigned char sprites_in_line = 0;
bool lcd_8_16_mode = (gb->io_registers[GB_IO_LCDC] & 4) != 0;
bool sprites_enabled = (gb->io_registers[GB_IO_LCDC] & 2) != 0;
unsigned char lowest_sprite_x = 0xFF;
bool use_obp1 = false, priority = false;
bool in_window = false;
if (gb->effective_window_enabled && (gb->io_registers[GB_IO_LCDC] & 0x20)) { /* Window Enabled */
if (y >= gb->effective_window_y && x + 7 >= gb->io_registers[GB_IO_WX]) {
in_window = true;
}
}
if (sprites_enabled) {
// Loop all sprites
for (unsigned char i = 40; i--; sprite++) {
int sprite_y = sprite->y - 16;
int sprite_x = sprite->x - 8;
// Is sprite in our line?
if (sprite_y <= y && sprite_y + (lcd_8_16_mode? 16:8) > y) {
unsigned char tile_x, tile_y, current_sprite_pixel;
unsigned short line_address;
// Limit to 10 sprites in one scan line.
if (++sprites_in_line == 11) break;
// Does not overlap our pixel.
if (sprite_x > x || sprite_x + 8 <= x) continue;
tile_x = x - sprite_x;
tile_y = y - sprite_y;
if (sprite->flags & 0x20) tile_x = 7 - tile_x;
if (sprite->flags & 0x40) tile_y = (lcd_8_16_mode? 15:7) - tile_y;
line_address = (lcd_8_16_mode? sprite->tile & 0xFE : sprite->tile) * 0x10 + tile_y * 2;
if (gb->cgb_mode && (sprite->flags & 0x8)) {
line_address += 0x2000;
}
current_sprite_pixel = (((gb->vram[line_address ] >> ((~tile_x)&7)) & 1 ) |
((gb->vram[line_address + 1] >> ((~tile_x)&7)) & 1) << 1 );
/* From Pandocs:
When sprites with different x coordinate values overlap, the one with the smaller x coordinate
(closer to the left) will have priority and appear above any others. This applies in Non CGB Mode
only. When sprites with the same x coordinate values overlap, they have priority according to table
ordering. (i.e. $FE00 - highest, $FE04 - next highest, etc.) In CGB Mode priorities are always
assigned like this.
*/
if (current_sprite_pixel != 0) {
if (!gb->cgb_mode && sprite->x >= lowest_sprite_x) {
break;
}
sprite_pixel = current_sprite_pixel;
lowest_sprite_x = sprite->x;
use_obp1 = (sprite->flags & 0x10) != 0;
sprite_palette = sprite->flags & 7;
priority = (sprite->flags & 0x80) != 0;
if (gb->cgb_mode) {
break;
}
}
}
}
}
if (in_window) {
x -= gb->io_registers[GB_IO_WX] - 7;
y -= gb->effective_window_y;
}
else {
x += gb->effective_scx;
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y += gb->io_registers[GB_IO_SCY];
}
if (gb->io_registers[GB_IO_LCDC] & 0x08 && !in_window) {
map = 0x1C00;
}
else if (gb->io_registers[GB_IO_LCDC] & 0x40 && in_window) {
map = 0x1C00;
}
tile = gb->vram[map + x/8 + y/8 * 32];
if (gb->cgb_mode) {
attributes = gb->vram[map + x/8 + y/8 * 32 + 0x2000];
}
if (attributes & 0x80) {
priority = true;
}
if (!priority && sprite_pixel) {
if (!gb->cgb_mode) {
sprite_pixel = (gb->io_registers[use_obp1? GB_IO_OBP1:GB_IO_OBP0] >> (sprite_pixel << 1)) & 3;
sprite_palette = use_obp1;
}
return gb->sprite_palletes_rgb[sprite_palette * 4 + sprite_pixel];
}
if (gb->io_registers[GB_IO_LCDC] & 0x10) {
tile_address = tile * 0x10;
}
else {
tile_address = (signed char) tile * 0x10 + 0x1000;
}
if (attributes & 0x8) {
tile_address += 0x2000;
}
if (attributes & 0x20) {
x = ~x;
}
if (attributes & 0x40) {
y = ~y;
}
background_pixel = (((gb->vram[tile_address + (y & 7) * 2 ] >> ((~x)&7)) & 1 ) |
((gb->vram[tile_address + (y & 7) * 2 + 1] >> ((~x)&7)) & 1) << 1 );
if (priority && sprite_pixel && !background_pixel) {
if (!gb->cgb_mode) {
sprite_pixel = (gb->io_registers[use_obp1? GB_IO_OBP1:GB_IO_OBP0] >> (sprite_pixel << 1)) & 3;
sprite_palette = use_obp1;
}
return gb->sprite_palletes_rgb[sprite_palette * 4 + sprite_pixel];
}
if (!gb->cgb_mode) {
background_pixel = ((gb->io_registers[GB_IO_BGP] >> (background_pixel << 1)) & 3);
}
return gb->background_palletes_rgb[(attributes & 7) * 4 + background_pixel];
}
// Todo: FPS capping should not be related to vblank, as the display is not always on, and this causes "jumps"
// when switching the display on and off.
void display_vblank(GB_gameboy_t *gb)
{
_Static_assert(CLOCKS_PER_SEC == 1000000, "CLOCKS_PER_SEC != 1000000");
/* Called every Gameboy vblank. Does FPS-capping and calls user's vblank callback if Turbo Mode allows. */
if (gb->turbo) {
struct timeval now;
gettimeofday(&now, NULL);
signed long nanoseconds = (now.tv_usec) * 1000 + now.tv_sec * 1000000000L;
if (nanoseconds <= gb->last_vblank + FRAME_LENGTH) {
return;
}
gb->last_vblank = nanoseconds;
}
/*
static long start = 0;
static long last = 0;
static long frames = 0;
if (last == 0) {
last = time(NULL);
}
if (last != time(NULL)) {
last = time(NULL);
if (start == 0) {
start = last;
frames = 0;
}
printf("Average FPS: %f\n", frames / (double)(last - start));
}
frames++;
*/
if (!(gb->io_registers[GB_IO_LCDC] & 0x80) || gb->stopped) {
/* LCD is off, memset screen to white */
memset(gb->screen, 0xFF, 160 * 144 * 4);
}
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gb->vblank_callback(gb);
if (!gb->turbo) {
struct timeval now;
struct timespec sleep = {0,};
gettimeofday(&now, NULL);
signed long nanoseconds = (now.tv_usec) * 1000 + now.tv_sec * 1000000000L;
if (labs(nanoseconds - gb->last_vblank) < FRAME_LENGTH ) {
sleep.tv_nsec = (FRAME_LENGTH + gb->last_vblank - nanoseconds);
nanosleep(&sleep, NULL);
gb->last_vblank += FRAME_LENGTH;
}
else {
gb->last_vblank = nanoseconds;
}
}
}
static inline unsigned char scale_channel(unsigned char x)
{
x &= 0x1f;
return (x << 3) | (x >> 2);
}
void palette_changed(GB_gameboy_t *gb, bool background_palette, unsigned char index)
{
unsigned char *palette_data = background_palette? gb->background_palletes_data : gb->sprite_palletes_data;
unsigned short color = palette_data[index & ~1] | (palette_data[index | 1] << 8);
// No need to &, scale channel does that.
unsigned char r = scale_channel(color);
unsigned char g = scale_channel(color >> 5);
unsigned char b = scale_channel(color >> 10);
assert (gb->rgb_encode_callback);
(background_palette? gb->background_palletes_rgb : gb->sprite_palletes_rgb)[index / 2] = gb->rgb_encode_callback(gb, r, g, b);
}
/*
Each line is 456 cycles, approximately:
Mode 2 - 80 cycles / OAM Transfer
Mode 3 - 172 cycles / Rendering
Mode 0 - 204 cycles / HBlank
Mode 1 is VBlank
Todo: Mode lengths are not constants, see http://blog.kevtris.org/blogfiles/Nitty%20Gritty%20Gameboy%20VRAM%20Timing.txt
*/
#define MODE2_LENGTH 80
#define MODE3_LENGTH 172
#define MODE1_LENGTH 204
#define LINE_LENGTH (MODE2_LENGTH + MODE3_LENGTH + MODE1_LENGTH) // = 456
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void display_run(GB_gameboy_t *gb)
{
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/*
Display controller bug: For some reason, the OAM STAT interrupt is called, as expected, for LY = 0..143.
However, it is also called from LY = 144.
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See http://forums.nesdev.com/viewtopic.php?f=20&t=13727
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*/
/*
STAT interrupt is implemented based on this finding:
http://board.byuu.org/phpbb3/viewtopic.php?p=25527#p25531
*/
unsigned char previous_stat_interrupt_line = gb->stat_interrupt_line;
gb->stat_interrupt_line = false;
unsigned char last_mode = gb->io_registers[GB_IO_STAT] & 3;
gb->io_registers[GB_IO_STAT] &= ~3;
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if (gb->display_cycles >= LCDC_PERIOD) {
/* VBlank! */
gb->display_cycles -= LCDC_PERIOD;
display_vblank(gb);
}
if (!(gb->io_registers[GB_IO_LCDC] & 0x80)) {
/* LCD is disabled, do nothing */
/* Some games expect LY to be zero when the LCD is off.
Todo: Verify this behavior.
Keep in mind that this only affects the value being read from the Gameboy, not the actualy display state.
This also explains why the coincidence interrupt triggers when LYC = 0 and LY = 153. */
gb->io_registers[GB_IO_LY] = 0;
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return;
}
gb->io_registers[GB_IO_LY] = gb->display_cycles / LINE_LENGTH;
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/* Todo: This behavior is seen in BGB and it fixes some ROMs with delicate timing, such as Hitman's 8bit.
This should be verified to be correct on a real gameboy. */
if (gb->io_registers[GB_IO_LY] == 153 && gb->display_cycles % LINE_LENGTH > 8) {
gb->io_registers[GB_IO_LY] = 0;
}
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gb->io_registers[GB_IO_STAT] &= ~4;
if (gb->io_registers[GB_IO_LY] == gb->io_registers[GB_IO_LYC]) {
gb->io_registers[GB_IO_STAT] |= 4;
if (gb->io_registers[GB_IO_STAT] & 0x40) {
/* User requests LYC interrupt. */
gb->stat_interrupt_line = true;
}
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}
if (gb->display_cycles >= LINE_LENGTH * 144) { /* VBlank */
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gb->io_registers[GB_IO_STAT] |= 1; /* Set mode to 1 */
gb->effective_window_enabled = false;
gb->effective_window_y = 0xFF;
if (gb->io_registers[GB_IO_STAT] & 16) { /* User requests an interrupt on VBlank*/
gb->stat_interrupt_line = true;
}
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if (last_mode != 1) {
gb->io_registers[GB_IO_IF] |= 1;
}
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// LY = 144 interrupt bug
if (gb->io_registers[GB_IO_LY] == 144) {
/* User requests an interrupt on Mode 2 */
if (gb->display_cycles % LINE_LENGTH < MODE2_LENGTH && gb->io_registers[GB_IO_STAT] & 0x20) { // Mode 2
gb->stat_interrupt_line = true;
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}
}
goto updateSTAT;
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}
// Todo: verify this window behavior. It is assumed from the expected behavior of 007 - The World Is Not Enough.
if ((gb->io_registers[GB_IO_LCDC] & 0x20) && gb->io_registers[GB_IO_LY] == gb->io_registers[GB_IO_WY]) {
gb->effective_window_enabled = true;
}
if (gb->display_cycles % LINE_LENGTH < MODE2_LENGTH) { /* Mode 2 */
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gb->io_registers[GB_IO_STAT] |= 2; /* Set mode to 2 */
if (gb->io_registers[GB_IO_STAT] & 0x20) { /* User requests an interrupt on Mode 2 */
gb->stat_interrupt_line = true;
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}
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/* See above comment about window behavior. */
if (gb->effective_window_enabled && gb->effective_window_y == 0xFF) {
gb->effective_window_y = gb->io_registers[GB_IO_LY];
}
gb->effective_scx = gb->io_registers[GB_IO_SCX];
gb->previous_lcdc_x = - (gb->effective_scx & 0x7);
goto updateSTAT;
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}
/* Render. This chunk is outside the Mode 3 if, because otherwise we might not render some pixels, since this
function only runs between atomic CPU changes, and not every clock. */
signed short current_lcdc_x = ((gb->display_cycles % LINE_LENGTH - MODE2_LENGTH) & ~7) - (gb->effective_scx & 0x7);
for (;gb->previous_lcdc_x < current_lcdc_x; gb->previous_lcdc_x++) {
if (gb->previous_lcdc_x >= 160) {
continue;
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}
if (gb->previous_lcdc_x < 0) {
continue;
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}
gb->screen[gb->io_registers[GB_IO_LY] * 160 + gb->previous_lcdc_x] =
get_pixel(gb, gb->previous_lcdc_x, gb->io_registers[GB_IO_LY]);
}
if (gb->display_cycles % LINE_LENGTH < MODE2_LENGTH + MODE3_LENGTH) { /* Mode 3 */
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gb->io_registers[GB_IO_STAT] |= 3; /* Set mode to 3 */
goto updateSTAT;
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}
/* Mode 0*/
if (gb->io_registers[GB_IO_STAT] & 8) { /* User requests an interrupt on Mode 0 */
gb->stat_interrupt_line = true;
}
if (last_mode != 0) {
if (gb->hdma_on_hblank) {
gb->hdma_on = true;
gb->hdma_cycles = 0;
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}
}
updateSTAT:
if (gb->stat_interrupt_line && !previous_stat_interrupt_line) {
gb->io_registers[GB_IO_IF] |= 2;
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}
}