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/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson
**
** This file is part of Supermodel.
**
** Supermodel is free software: you can redistribute it and/or modify it under
** the terms of the GNU General Public License as published by the Free
** Software Foundation, either version 3 of the License, or (at your option)
** any later version.
**
** Supermodel is distributed in the hope that it will be useful, but WITHOUT
** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
** more details.
**
** You should have received a copy of the GNU General Public License along
** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
**/
/*
* TileGen.cpp
*
* Implementation of the CTileGen class: 2D tile generator. Palette decoding
* and synchronization with the renderer (which may run in a separate thread)
* are performed here as well. For a description of the tile generator
* hardware, please refer to the 2D rendering engine source code.
*
* Palettes
* --------
*
* Multiple copies of the 32K-color palette data are maintained. The first is
* the raw data as written to the VRAM. Two copies are computed, one for layers
* A/A' and the other for layers B/B'. These pairs of layers have independent
* color offset registers associated with them. The renderer uses these
* "computed" palettes.
*
* The computed palettes are updated whenever the real palette is modified, a
* single color entry at a time. If the color register is modified, the entire
* palette has to be recomputed accordingly.
*
* The read-only copy of the palette, which is generated for the renderer, only
* stores the two computed palettes.
*
* TO-DO List:
* -----------
* - For consistency, the registers should probably be byte reversed (this is a
* little endian device), forcing the Model3 Read32/Write32 handlers to
* manually reverse the data. This keeps with the convention for VRAM.
* Need to finish ripping out code that no longer does anything. Removed a lot but there's still more.
*/
#include "TileGen.h"
#include <cstring>
#include <algorithm>
#include "Supermodel.h"
// Offsets of memory regions within TileGen memory pool
#define OFFSET_VRAM 0x000000 // VRAM and palette data
#define MEM_POOL_SIZE_RW (0x120000)
#define MEMORY_POOL_SIZE (MEM_POOL_SIZE_RW)
/******************************************************************************
Save States
******************************************************************************/
void CTileGen::SaveState(CBlockFile *SaveState)
{
SaveState->NewBlock("Tile Generator", __FILE__);
SaveState->Write(m_vram, 0x120000); // Don't write out palette, read-only snapshots or dirty page arrays, just VRAM
SaveState->Write(m_regs, sizeof(m_regs));
}
void CTileGen::LoadState(CBlockFile *SaveState)
{
if (Result::OKAY != SaveState->FindBlock("Tile Generator"))
{
ErrorLog("Unable to load tile generator state. Save state file is corrupt.");
return;
}
// Load memory one word at a time
for (int i = 0; i < 0x120000; i += 4)
{
UINT32 data;
SaveState->Read(&data, sizeof(data));
WriteRAM32(i, data);
}
SaveState->Read(m_regs, sizeof(m_regs));
m_colourOffsetRegs[0].Update(m_regs[0x40 / 4]);
RecomputePalettes(0); // layer 0 & 1
m_colourOffsetRegs[1].Update(m_regs[0x44 / 4]);
RecomputePalettes(1); // layer 2 & 3
// clear surfaces
for (auto& s : m_drawSurface) {
s->Clear();
}
// draw buffers
for (int i = 0; i < 384; i++) {
DrawLine(i);
}
SyncSnapshots();
}
/******************************************************************************
Rendering
******************************************************************************/
void CTileGen::BeginVBlank(void)
{
/*
printf("08: %X\n", regs[0x08/4]);
printf("0C: %X\n", regs[0x0C/4]);
printf("20: %X\n", regs[0x20/4]);
printf("40: %X\n", regs[0x40/4]);
printf("44: %X\n", regs[0x44/4]);
printf("60: %08X\n", regs[0x60/4]);
printf("64: %08X\n", regs[0x64/4]);
printf("68: %08X\n", regs[0x68/4]);
printf("6C: %08X\n", regs[0x6C/4]);
printf("\n");
*/
// clear surfaces
for (auto& s : m_drawSurface) {
s->Clear();
}
}
void CTileGen::EndVBlank(void)
{
}
UINT32 CTileGen::SyncSnapshots(void)
{
// swap buffers
for (int i = 0; i < 2; i++) {
std::swap(m_drawSurface[i], m_drawSurfaceRO[i]);
}
Render2D->AttachDrawBuffers(m_drawSurfaceRO[0], m_drawSurfaceRO[1]);
return UINT32(0);
}
void CTileGen::BeginFrame(void)
{
Render2D->BeginFrame();
}
void CTileGen::PreRenderFrame(void)
{
Render2D->PreRenderFrame();
}
void CTileGen::RenderFrameBottom(void)
{
Render2D->RenderFrameBottom();
}
void CTileGen::RenderFrameTop(void)
{
Render2D->RenderFrameTop();
}
void CTileGen::EndFrame(void)
{
Render2D->EndFrame();
}
/******************************************************************************
Emulation Functions
******************************************************************************/
UINT32 CTileGen::ReadRAM32(unsigned addr) const
{
return *(UINT32 *) &m_vram[addr];
}
void CTileGen::WriteRAM32(unsigned addr, UINT32 data)
{
*(UINT32 *) &m_vram[addr] = data;
if (addr >= 0x100000) {
addr -= 0x100000;
unsigned color = addr / 4; // color index
// Both palettes will be modified simultaneously
WritePalette(0, color, data);
WritePalette(1, color, data);
}
}
//TODO: 8- and 16-bit handlers have not been thoroughly tested
uint8_t CTileGen::ReadRAM8(unsigned addr) const
{
return m_vram[addr];
}
void CTileGen::WriteRAM8(unsigned addr, uint8_t data)
{
uint32_t tmp = ReadRAM32(addr & ~3);
uint32_t shift = (addr & 3) * 8;
uint32_t mask = 0xff << shift;
tmp &= ~mask;
tmp |= uint32_t(data) << shift;
WriteRAM32(addr & ~3, tmp);
}
// Star Wars Trilogy uses this
uint16_t CTileGen::ReadRAM16(unsigned addr) const
{
return *((uint16_t *) &m_vram[addr]);
}
void CTileGen::WriteRAM16(unsigned addr, uint16_t data)
{
uint32_t tmp = ReadRAM32(addr & ~1);
uint32_t shift = (addr & 1) * 16;
uint32_t mask = 0xffff << shift;
tmp &= ~mask;
tmp |= uint32_t(data) << shift;
WriteRAM32(addr & ~1, tmp);
}
UINT32 CTileGen::ReadRegister(unsigned reg) const
{
reg &= 0xFF;
return m_regs[reg/4];
}
void CTileGen::WriteRegister(unsigned reg, UINT32 data)
{
reg &= 0xFF;
switch (reg)
{
case 0x00:
case 0x08:
case 0x0C:
//end of frame
case 0x20:
case 0x60:
case 0x64:
case 0x68:
case 0x6C:
break;
case 0x40: // layer A/A' color offset
if (m_regs[reg / 4] != data) {
m_colourOffsetRegs[0].Update(data);
RecomputePalettes(0);
}
break;
case 0x44: // layer B/B' color offset
if (m_regs[reg / 4] != data) {
m_colourOffsetRegs[1].Update(data);
RecomputePalettes(1);
}
break;
case 0x10: // IRQ acknowledge
IRQ->Deassert(data&0xFF);
// MAME believes only lower 4 bits should be cleared
//IRQ->Deassert(data & 0x0F);
break;
default:
DebugLog("Tile Generator reg %02X = %08X\n", reg, data);
//printf("%02X = %08X\n", reg, data);
break;
}
// Modify register
m_regs[reg/4] = data;
}
void CTileGen::Reset(void)
{
unsigned memSize = (m_gpuMultiThreaded ? MEMORY_POOL_SIZE : MEM_POOL_SIZE_RW);
memset(memoryPool, 0, memSize);
memset(m_regs, 0, sizeof(m_regs));
DebugLog("Tile Generator reset\n");
}
/******************************************************************************
Configuration, Initialization, and Shutdown
******************************************************************************/
void CTileGen::AttachRenderer(CRender2D *Render2DPtr)
{
Render2D = Render2DPtr;
Render2D->AttachVRAM(m_vram);
Render2D->AttachRegisters(m_regs);
DebugLog("Tile Generator attached a Render2D object\n");
}
Result CTileGen::Init(CIRQ *IRQObjectPtr)
{
unsigned memSize = (m_gpuMultiThreaded ? MEMORY_POOL_SIZE : MEM_POOL_SIZE_RW);
float memSizeMB = (float)memSize/(float)0x100000;
// Allocate all memory for all TileGen RAM regions
memoryPool = new(std::nothrow) UINT8[memSize];
if (NULL == memoryPool)
return ErrorLog("Insufficient memory for tile generator object (needs %1.1f MB).", memSizeMB);
// Set up main pointers
m_vram = (UINT8 *) &memoryPool[OFFSET_VRAM];
m_vramP = (UINT32*)m_vram;
m_palP = m_vramP + 0x40000;
// Hook up the IRQ controller
IRQ = IRQObjectPtr;
DebugLog("Initialized Tile Generator (allocated %1.1f MB and connected to IRQ controller)\n", memSizeMB);
return Result::OKAY;
}
CTileGen::CTileGen(const Util::Config::Node& config)
: //m_config(config),
m_gpuMultiThreaded(config["GPUMultiThreaded"].ValueAs<bool>()),
IRQ(nullptr),
Render2D(nullptr),
memoryPool(nullptr),
m_vram(nullptr),
m_vramP(nullptr),
m_palP(nullptr),
m_pal{nullptr},
m_regs{}
{
for (auto& s : m_drawSurface) {
s = std::make_shared<TileGenBuffer>();
}
for (auto& s : m_drawSurfaceRO) {
s = std::make_shared<TileGenBuffer>();
}
for (auto& p : m_pal) {
p = new UINT32[0x8000];
memset(p, 0, 0x8000 * sizeof(UINT32));
}
DebugLog("Built Tile Generator\n");
}
CTileGen::~CTileGen(void)
{
// Dump tile generator RAM
#if 0
FILE *fp;
fp = fopen("tileram", "wb");
if (NULL != fp)
{
fwrite(memoryPool, sizeof(UINT8), 0x120000, fp);
fclose(fp);
printf("dumped %s\n", "tileram");
}
else
printf("unable to dump %s\n", "tileram");
#endif
IRQ = nullptr;
delete [] memoryPool;
memoryPool = nullptr;
m_vram = nullptr; // all allocated in mem pool
m_vramP = nullptr;
m_palP = nullptr;
for (auto& p : m_pal) {
delete[] p;
p = nullptr;
}
DebugLog("Destroyed Tile Generator\n");
}
bool CTileGen::IsEnabled(int layerNumber) const
{
return (m_regs[0x60 / 4 + layerNumber] & 0x80000000) > 0;
}
bool CTileGen::Above3D(int layerNumber) const
{
return (m_regs[0x20 / 4] >> (8 + layerNumber)) & 0x1;
}
bool CTileGen::Is4Bit(int layerNumber) const
{
return (m_regs[0x20 / 4] & (1 << (12 + layerNumber))) != 0;
}
int CTileGen::GetYScroll(int layerNumber) const
{
return (m_regs[0x60 / 4 + layerNumber] >> 16) & 0x1FF;
}
int CTileGen::GetXScroll(int layerNumber) const
{
return m_regs[0x60 / 4 + layerNumber] & 0x3FF;
}
bool CTileGen::LineScrollMode(int layerNumber) const
{
return (m_regs[0x60 / 4 + layerNumber] & 0x8000) != 0;
}
int CTileGen::GetLineScroll(int layerNumber, int yCoord) const
{
int index = ((0xF6000 + (layerNumber * 0x400)) / 4) + (yCoord / 2);
int shift = (1 - (yCoord % 2)) * 16;
return (m_vramP[index] >> shift) & 0xFFFFu;
}
int CTileGen::GetTilePairNumber(int xCoord, int yCoord, int xScroll, int yScroll) const
{
int xIndex = ((xCoord + xScroll) / 16) & 0x1F;
int yIndex = ((yCoord + yScroll) / 8) & 0x3F;
return (yIndex * 32) + xIndex;
}
int CTileGen::GetTileData(int layerNum, int tilePairNumber) const
{
int addressBase = (0xF8000 + (layerNum * 0x2000)) / 4;
return m_vramP[addressBase + tilePairNumber];
}
int CTileGen::GetVFine(int yCoord, int yScroll) const
{
return (yCoord + yScroll) & 7;
}
int CTileGen::GetHFine(int xCoord, int xScroll) const
{
return (xCoord + xScroll) & 15;
}
int CTileGen::GetLineMask(int layerNumber, int yCoord) const
{
auto shift = (layerNumber < 2) ? 16u : 0u;
int index = (0xF7000 / 4) + yCoord;
return ((m_vramP[index] >> shift) & 0xFFFFu);
}
int CTileGen::GetPixelMask(int lineMask, int xCoord) const
{
int maskTest = 1 << (15 - (xCoord / 32));
return (lineMask & maskTest) != 0; // zero means alt layer
}
UINT32 CTileGen::GetColour32(int layer, UINT32 data) const
{
int a = (((data >> 15) +1) & 1) * 255;
int b = ((((data >> 10) & 0x1F) * 255) / 31) & a;
int g = ((((data >> 5 ) & 0x1F) * 255) / 31) & a;
int r = (((data & 0x1F) * 255) / 31) & a;
auto rr = m_colourOffsetRegs[layer].r + r;
auto gg = m_colourOffsetRegs[layer].g + g;
auto bb = m_colourOffsetRegs[layer].b + b;
//std::clamp is embarassingly slow in debug mode ..
if (rr > 255) rr = 255;
else if (rr < 0) rr = 0;
if (gg > 255) gg = 255;
else if (gg < 0) gg = 0;
if (bb > 255) bb = 255;
else if (bb < 0) bb = 0;
return (a << 24) | (bb << 16) | (gg << 8) | rr;
}
void CTileGen::Draw4BitTilePair(int tileData, int hStart, int hEnd, int vFine, UINT32* const lineBuffer, const UINT32* const pal, int& x) const
{
// Tile pattern offset: each tile occupies 32 bytes when using 4-bit pixels (offset of tile pattern within VRAM)
int patternOffset[2];
patternOffset[0] = (((tileData >> 16) & 0x3FFF) << 1) | ((tileData >> 31) & 1);
patternOffset[0] *= 32;
patternOffset[0] /= 4;
patternOffset[1] = ((tileData & 0x3FFF) << 1) | ((tileData >> 15) & 1);
patternOffset[1] *= 32;
patternOffset[1] /= 4;
// Upper color bits; the lower 4 bits come from the tile pattern
int paletteIndex[] = { (tileData >> 16) & 0x7FF0, tileData & 0x7FF0 };
uint32_t patterns[] = { m_vramP[patternOffset[0] + vFine], m_vramP[patternOffset[1] + vFine] };
for (int i = hStart; i < hEnd; i++, x++) {
auto pattern = patterns[i / 8]; // first 8 pixels use pattern 1, next 8 pattern 2
auto p = (pattern >> ((7 - (i % 8)) * 4)) & 0xFu;
auto colour32 = pal[paletteIndex[i / 8] | p];
if (colour32 >= 0x1000000) { // if not transparent write pixel colour
lineBuffer[x] = colour32;
}
}
}
/*
the code above looks hard to understand but unrolled looks something like this
each line decodes 1 pixel (8 pixels make 1 tile)
pattern = vram[tileOffset + tileLine];
*colour16++ = pal[ paletteIndex | ((pattern >> 28) & 0xF) ];
*colour16++ = pal[ paletteIndex | ((pattern >> 24) & 0xF) ];
*colour16++ = pal[ paletteIndex | ((pattern >> 20) & 0xF) ];
*colour16++ = pal[ paletteIndex | ((pattern >> 16) & 0xF) ];
*colour16++ = pal[ paletteIndex | ((pattern >> 12) & 0xF) ];
*colour16++ = pal[ paletteIndex | ((pattern >> 8) & 0xF) ];
*colour16++ = pal[ paletteIndex | ((pattern >> 4) & 0xF) ];
*colour16++ = pal[ paletteIndex | ((pattern >> 0) & 0xF) ];
*/
void CTileGen::Draw8BitTilePair(int tileData, int hStart, int hEnd, int vFine, UINT32* const lineBuffer, const UINT32* const pal, int& x) const
{
// Tile pattern offset: each tile occupies 64 bytes when using 8-bit pixels
int patternOffset[2];
patternOffset[0] = (tileData >> 16) & 0x3FFF;
patternOffset[0] *= 64;
patternOffset[0] /= 4;
patternOffset[1] = tileData & 0x3FFF;
patternOffset[1] *= 64;
patternOffset[1] /= 4;
// Upper color bits
int paletteIndex[2] = { (tileData >> 16) & 0x7F00, tileData & 0x7F00 };
uint32_t patterns[] = { m_vramP[patternOffset[0] + (vFine * 2)], m_vramP[patternOffset[0] + (vFine * 2) + 1],
m_vramP[patternOffset[1] + (vFine * 2)], m_vramP[patternOffset[1] + (vFine * 2) + 1]};
for (int i = hStart; i < hEnd; i++, x++) {
auto pattern = patterns[i / 4]; // each pattern contains 4 pixels
auto p = (pattern >> ((3 - (i % 4)) * 8)) & 0xFFu;
auto colour32 = pal[paletteIndex[i / 8] | p];
if (colour32 >= 0x1000000) { // if not transparent write pixel colour
lineBuffer[x] = colour32;
}
}
}
void CTileGen::WritePalette(int layer, int address, UINT32 data)
{
m_pal[layer][address] = GetColour32(layer, data);
}
void CTileGen::RecomputePalettes(int layer)
{
for (int i = 0; i < 32768; i++) {
WritePalette(layer, i, m_palP[i]);
}
}
void CTileGen::DrawLine(int line)
{
for (int i = 2; i-- > 0;) {
const int primaryIndex = i * 2;
const int altIndex = (i * 2) + 1;
bool hasLayer[2] = { IsEnabled(primaryIndex), IsEnabled(altIndex) };
if (!hasLayer[0] && !hasLayer[1]) {
continue; // both disabled let's try next pair
}
UINT32* drawLayers[2] = { m_drawSurface[Above3D(primaryIndex)]->GetLine(line),
m_drawSurface[Above3D(altIndex)]->GetLine(line) };
int lineMask = GetLineMask(primaryIndex, line);
int scrollX[2] = { LineScrollMode(primaryIndex) ? GetLineScroll(primaryIndex,line) : GetXScroll(primaryIndex),
LineScrollMode(altIndex) ? GetLineScroll(altIndex,line) : GetXScroll(altIndex) };
int scrollY[2] = { GetYScroll(primaryIndex),GetYScroll(altIndex) };
for (int x = 0; x < 496; ) {
int layer = (GetPixelMask(lineMask, x) + 1) & 1; // 1 means primary layer, so we flip so it's zero
bool maskSwitch = GetPixelMask(lineMask, x) != GetPixelMask(lineMask, x + 15);
if (hasLayer[layer]) {
const auto index = primaryIndex + layer;
// tiles are loaded in pairs, since the RAM is 32-bit and each name table entry is 16-bit
// if the mask will change before we can draw all 16 pixels of the next tile pair, we reuse the previous tile pair
int tilePairNumber = GetTilePairNumber(maskSwitch ? (x - 16) : x, line, scrollX[layer], scrollY[layer]);
int hStart = GetHFine(x, scrollX[layer]);
int hEnd = maskSwitch ? 16 - (x & 15) : 16;
int vFine = GetVFine(line, scrollY[layer]);
int tileData = GetTileData(index, tilePairNumber);
if (Is4Bit(index)) {
Draw4BitTilePair(tileData, hStart, hEnd, vFine, drawLayers[layer], m_pal[index / 2], x);
}
else {
Draw8BitTilePair(tileData, hStart, hEnd, vFine, drawLayers[layer], m_pal[index / 2], x);
}
}
else {
int hFine = GetHFine(x, 0);
x += 32 - hFine;
}
}
}
}