const std = @import("std"); const io = @import("bus/io.zig"); const EventKind = @import("scheduler.zig").EventKind; const Scheduler = @import("scheduler.zig").Scheduler; const Arm7tdmi = @import("cpu.zig").Arm7tdmi; const Bit = @import("bitfield").Bit; const Bitfield = @import("bitfield").Bitfield; const Allocator = std.mem.Allocator; const log = std.log.scoped(.PPU); const pollDmaOnBlank = @import("bus/dma.zig").pollDmaOnBlank; /// This is used to generate byuu / Talurabi's Color Correction algorithm const COLOUR_LUT = genColourLut(); pub const width = 240; pub const height = 160; pub const framebuf_pitch = width * @sizeOf(u32); pub const Ppu = struct { const Self = @This(); // Registers win: Window, bg: [4]Background, aff_bg: [2]AffineBackground, dispcnt: io.DisplayControl, dispstat: io.DisplayStatus, vcount: io.VCount, bldcnt: io.BldCnt, bldalpha: io.BldAlpha, bldy: io.BldY, vram: Vram, palette: Palette, oam: Oam, sched: *Scheduler, framebuf: FrameBuffer, allocator: Allocator, scanline_sprites: *[128]?Sprite, scanline: Scanline, pub fn init(allocator: Allocator, sched: *Scheduler) !Self { // Queue first Hblank sched.push(.Draw, 240 * 4); const sprites = try allocator.create([128]?Sprite); sprites.* = [_]?Sprite{null} ** 128; return Self{ .vram = try Vram.init(allocator), .palette = try Palette.init(allocator), .oam = try Oam.init(allocator), .sched = sched, .framebuf = try FrameBuffer.init(allocator), .allocator = allocator, // Registers .win = Window.init(), .bg = [_]Background{Background.init()} ** 4, .aff_bg = [_]AffineBackground{AffineBackground.init()} ** 2, .dispcnt = .{ .raw = 0x0000 }, .dispstat = .{ .raw = 0x0000 }, .vcount = .{ .raw = 0x0000 }, .bldcnt = .{ .raw = 0x0000 }, .bldalpha = .{ .raw = 0x0000 }, .bldy = .{ .raw = 0x0000 }, .scanline = try Scanline.init(allocator), .scanline_sprites = sprites, }; } pub fn deinit(self: *Self) void { self.allocator.destroy(self.scanline_sprites); self.framebuf.deinit(); self.scanline.deinit(); self.vram.deinit(); self.palette.deinit(); self.oam.deinit(); self.* = undefined; } pub fn setBgOffsets(self: *Self, comptime n: u2, word: u32) void { self.bg[n].hofs.raw = @truncate(u16, word); self.bg[n].vofs.raw = @truncate(u16, word >> 16); } pub fn setAdjCnts(self: *Self, comptime n: u2, word: u32) void { self.bg[n].cnt.raw = @truncate(u16, word); self.bg[n + 1].cnt.raw = @truncate(u16, word >> 16); } /// Search OAM for Sprites that might be rendered on this scanline fn fetchSprites(self: *Self) void { const y = self.vcount.scanline.read(); var i: usize = 0; search: while (i < self.oam.buf.len) : (i += 8) { // Attributes in OAM are 6 bytes long, with 2 bytes of padding // Grab Attributes from OAM const attr0 = @bitCast(Attr0, self.oam.read(u16, i)); // Only consider enabled Sprites if (attr0.is_affine.read() or !attr0.disabled.read()) { const attr1 = @bitCast(Attr1, self.oam.read(u16, i + 2)); // When fetching sprites we only care about ones that could be rendered // on this scanline const iy = @bitCast(i8, y); const start = attr0.y.read(); const istart = @bitCast(i8, start); const end = start +% spriteDimensions(attr0.shape.read(), attr1.size.read())[1]; const iend = @bitCast(i8, end); // Sprites are expected to be able to wraparound, we perform the same check // for unsigned and signed values so that we handle all valid sprite positions if ((start <= y and y < end) or (istart <= iy and iy < iend)) { for (self.scanline_sprites) |*maybe_sprite| { if (maybe_sprite.* == null) { maybe_sprite.* = Sprite.init(attr0, attr1, @bitCast(Attr2, self.oam.read(u16, i + 4))); continue :search; } } log.err("Found more than 128 sprites in OAM Search", .{}); unreachable; // TODO: Is this truly unreachable? } } } } fn drawSprites(self: *Self, layer: u2) void { // Loop over every fetched sprite for (self.scanline_sprites) |maybe_sprite| { if (maybe_sprite) |sprite| { // Skip this sprite if it isn't on the current priority if (sprite.priority() != layer) continue; if (sprite.attr0.is_affine.read()) self.drawAffineSprite(AffineSprite.from(sprite)) else self.drawSprite(sprite); } else break; } } fn drawAffineSprite(self: *Self, sprite: AffineSprite) void { const iy = @bitCast(i8, self.vcount.scanline.read()); const is_8bpp = sprite.is8bpp(); const tile_id: u32 = sprite.tileId(); const obj_mapping = self.dispcnt.obj_mapping.read(); const tile_row_offset: u32 = if (is_8bpp) 8 else 4; const tile_len: u32 = if (is_8bpp) 0x40 else 0x20; const char_base = 0x4000 * 4; var i: u9 = 0; while (i < sprite.width) : (i += 1) { const x = (sprite.x() +% i) % width; const ix = @bitCast(i9, x); if (!shouldDrawSprite(self.bldcnt, &self.scanline, x)) continue; const sprite_start = sprite.x(); const isprite_start = @bitCast(i9, sprite_start); const sprite_end = sprite_start +% sprite.width; const isprite_end = @bitCast(i9, sprite_end); const condition = (sprite_start <= x and x < sprite_end) or (isprite_start <= ix and ix < isprite_end); if (!condition) continue; // Sprite is within bounds and therefore should be rendered // std.math.absInt is branchless const tile_x = @bitCast(u9, std.math.absInt(ix - @bitCast(i9, sprite.x())) catch unreachable); const tile_y = @bitCast(u8, std.math.absInt(iy -% @bitCast(i8, sprite.y())) catch unreachable); const row = @truncate(u3, tile_y); const col = @truncate(u3, tile_x); // TODO: Finish that 2D Sprites Test ROM const tile_base = char_base + (tile_id * 0x20) + (row * tile_row_offset) + if (is_8bpp) col else col >> 1; const mapping_offset = if (obj_mapping) sprite.width >> 3 else if (is_8bpp) @as(u32, 0x10) else 0x20; const tile_offset = (tile_x >> 3) * tile_len + (tile_y >> 3) * tile_len * mapping_offset; const tile = self.vram.buf[tile_base + tile_offset]; const pal_id: u16 = if (!is_8bpp) get4bppTilePalette(sprite.palBank(), col, tile) else tile; // Sprite Palette starts at 0x0500_0200 if (pal_id != 0) { const bgr555 = self.palette.read(u16, 0x200 + pal_id * 2); copyToSpriteBuffer(self.bldcnt, &self.scanline, x, bgr555); } } } fn drawSprite(self: *Self, sprite: Sprite) void { const iy = @bitCast(i8, self.vcount.scanline.read()); const is_8bpp = sprite.is8bpp(); const tile_id: u32 = sprite.tileId(); const obj_mapping = self.dispcnt.obj_mapping.read(); const tile_row_offset: u32 = if (is_8bpp) 8 else 4; const tile_len: u32 = if (is_8bpp) 0x40 else 0x20; const char_base = 0x4000 * 4; var i: u9 = 0; while (i < sprite.width) : (i += 1) { const x = (sprite.x() +% i) % width; const ix = @bitCast(i9, x); if (!shouldDrawSprite(self.bldcnt, &self.scanline, x)) continue; const sprite_start = sprite.x(); const isprite_start = @bitCast(i9, sprite_start); const sprite_end = sprite_start +% sprite.width; const isprite_end = @bitCast(i9, sprite_end); const condition = (sprite_start <= x and x < sprite_end) or (isprite_start <= ix and ix < isprite_end); if (!condition) continue; // Sprite is within bounds and therefore should be rendered // std.math.absInt is branchless const x_diff = @bitCast(u9, std.math.absInt(ix - @bitCast(i9, sprite.x())) catch unreachable); const y_diff = @bitCast(u8, std.math.absInt(iy -% @bitCast(i8, sprite.y())) catch unreachable); // Note that we flip the tile_pos not the (tile_pos % 8) like we do for // Background Tiles. By doing this we mirror the entire sprite instead of // just a specific tile (see how sprite.width and sprite.height are involved) const tile_y = y_diff ^ if (sprite.vFlip()) (sprite.height - 1) else 0; const tile_x = x_diff ^ if (sprite.hFlip()) (sprite.width - 1) else 0; const row = @truncate(u3, tile_y); const col = @truncate(u3, tile_x); // TODO: Finish that 2D Sprites Test ROM const tile_base = char_base + (tile_id * 0x20) + (row * tile_row_offset) + if (is_8bpp) col else col >> 1; const mapping_offset = if (obj_mapping) sprite.width >> 3 else if (is_8bpp) @as(u32, 0x10) else 0x20; const tile_offset = (tile_x >> 3) * tile_len + (tile_y >> 3) * tile_len * mapping_offset; const tile = self.vram.buf[tile_base + tile_offset]; const pal_id: u16 = if (!is_8bpp) get4bppTilePalette(sprite.palBank(), col, tile) else tile; // Sprite Palette starts at 0x0500_0200 if (pal_id != 0) { const bgr555 = self.palette.read(u16, 0x200 + pal_id * 2); copyToSpriteBuffer(self.bldcnt, &self.scanline, x, bgr555); } } } fn drawAffineBackground(self: *Self, comptime n: u2) void { comptime std.debug.assert(n == 2 or n == 3); // Only BG2 and BG3 can be affine const char_base = @as(u32, 0x4000) * self.bg[n].cnt.char_base.read(); const screen_base = @as(u32, 0x800) * self.bg[n].cnt.screen_base.read(); const size: u2 = self.bg[n].cnt.size.read(); const tile_width = @as(i32, 0x10) << size; const px_width = tile_width << 3; const px_height = px_width; var aff_x = self.aff_bg[n - 2].x_latch.?; var aff_y = self.aff_bg[n - 2].y_latch.?; var i: u32 = 0; while (i < width) : (i += 1) { var ix = aff_x >> 8; var iy = aff_y >> 8; aff_x += self.aff_bg[n - 2].pa; aff_y += self.aff_bg[n - 2].pc; if (!shouldDrawBackground(n, self.bldcnt, &self.scanline, i)) continue; if (self.bg[n].cnt.display_overflow.read()) { ix = if (ix > px_width) @rem(ix, px_width) else if (ix < 0) px_width + @rem(ix, px_width) else ix; iy = if (iy > px_height) @rem(iy, px_height) else if (iy < 0) px_height + @rem(iy, px_height) else iy; } else if (ix > px_width or iy > px_height or ix < 0 or iy < 0) continue; const x = @bitCast(u32, ix); const y = @bitCast(u32, iy); const tile_id: u32 = self.vram.read(u8, screen_base + ((y / 8) * @bitCast(u32, tile_width) + (x / 8))); const row = y & 7; const col = x & 7; const tile_addr = char_base + (tile_id * 0x40) + (row * 0x8) + col; const pal_id: u16 = self.vram.buf[tile_addr]; if (pal_id != 0) { const bgr555 = self.palette.read(u16, pal_id * 2); copyToBackgroundBuffer(n, self.bldcnt, &self.scanline, i, bgr555); } } // Update BGxX and BGxY self.aff_bg[n - 2].x_latch.? += self.aff_bg[n - 2].pb; // PB is added to BGxX self.aff_bg[n - 2].y_latch.? += self.aff_bg[n - 2].pd; // PD is added to BGxY } fn drawBackround(self: *Self, comptime n: u2) void { // A Tile in a charblock is a byte, while a Screen Entry is a halfword const char_base = 0x4000 * @as(u32, self.bg[n].cnt.char_base.read()); const screen_base = 0x800 * @as(u32, self.bg[n].cnt.screen_base.read()); const is_8bpp: bool = self.bg[n].cnt.colour_mode.read(); // Colour Mode const size: u2 = self.bg[n].cnt.size.read(); // Background Size // In 4bpp: 1 byte represents two pixels so the length is (8 x 8) / 2 // In 8bpp: 1 byte represents one pixel so the length is 8 x 8 const tile_len = if (is_8bpp) @as(u32, 0x40) else 0x20; const tile_row_offset = if (is_8bpp) @as(u32, 0x8) else 0x4; const vofs: u32 = self.bg[n].vofs.offset.read(); const hofs: u32 = self.bg[n].hofs.offset.read(); const y = vofs + self.vcount.scanline.read(); var i: u32 = 0; while (i < width) : (i += 1) { if (!shouldDrawBackground(n, self.bldcnt, &self.scanline, i)) continue; const x = hofs + i; // Grab the Screen Entry from VRAM const entry_addr = screen_base + tilemapOffset(size, x, y); const entry = @bitCast(ScreenEntry, self.vram.read(u16, entry_addr)); // Calculate the Address of the Tile in the designated Charblock // We also take this opportunity to flip tiles if necessary const tile_id: u32 = entry.tile_id.read(); // Calculate row and column offsets. Understand that // `tile_len`, `tile_row_offset` and `col` are subject to different // values depending on whether we are in 4bpp or 8bpp mode. const row = @truncate(u3, y) ^ if (entry.v_flip.read()) 7 else @as(u3, 0); const col = @truncate(u3, x) ^ if (entry.h_flip.read()) 7 else @as(u3, 0); const tile_addr = char_base + (tile_id * tile_len) + (row * tile_row_offset) + if (is_8bpp) col else col >> 1; const tile = self.vram.buf[tile_addr]; // If we're in 8bpp, then the tile value is an index into the palette, // If we're in 4bpp, we have to account for a pal bank value in the Screen entry // and then we can index the palette const pal_id: u16 = if (!is_8bpp) get4bppTilePalette(entry.pal_bank.read(), col, tile) else tile; if (pal_id != 0) { const bgr555 = self.palette.read(u16, pal_id * 2); copyToBackgroundBuffer(n, self.bldcnt, &self.scanline, i, bgr555); } } } inline fn get4bppTilePalette(pal_bank: u4, col: u3, tile: u8) u8 { const nybble_tile = tile >> ((col & 1) << 2) & 0xF; if (nybble_tile == 0) return 0; return (@as(u8, pal_bank) << 4) | nybble_tile; } pub fn drawScanline(self: *Self) void { const bg_mode = self.dispcnt.bg_mode.read(); const bg_enable = self.dispcnt.bg_enable.read(); const obj_enable = self.dispcnt.obj_enable.read(); const scanline = self.vcount.scanline.read(); switch (bg_mode) { 0x0 => { const fb_base = framebuf_pitch * @as(usize, scanline); if (obj_enable) self.fetchSprites(); var layer: usize = 0; while (layer < 4) : (layer += 1) { self.drawSprites(@truncate(u2, layer)); if (layer == self.bg[0].cnt.priority.read() and bg_enable & 1 == 1) self.drawBackround(0); if (layer == self.bg[1].cnt.priority.read() and bg_enable >> 1 & 1 == 1) self.drawBackround(1); if (layer == self.bg[2].cnt.priority.read() and bg_enable >> 2 & 1 == 1) self.drawBackround(2); if (layer == self.bg[3].cnt.priority.read() and bg_enable >> 3 & 1 == 1) self.drawBackround(3); } // Copy Drawn Scanline to Frame Buffer // If there are any nulls present in self.scanline it means that no background drew a pixel there, so draw backdrop for (self.scanline.top()) |maybe_px, i| { const maybe_top = maybe_px; const maybe_btm = self.scanline.btm()[i]; const bgr555 = self.getBgr555(maybe_top, maybe_btm); std.mem.writeIntNative(u32, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..@sizeOf(u32)], COLOUR_LUT[bgr555 & 0x7FFF]); } // Reset Current Scanline Pixel Buffer and list of fetched sprites // in prep for next scanline self.scanline.reset(); std.mem.set(?Sprite, self.scanline_sprites, null); }, 0x1 => { const fb_base = framebuf_pitch * @as(usize, scanline); if (obj_enable) self.fetchSprites(); var layer: usize = 0; while (layer < 4) : (layer += 1) { self.drawSprites(@truncate(u2, layer)); if (layer == self.bg[0].cnt.priority.read() and bg_enable & 1 == 1) self.drawBackround(0); if (layer == self.bg[1].cnt.priority.read() and bg_enable >> 1 & 1 == 1) self.drawBackround(1); if (layer == self.bg[2].cnt.priority.read() and bg_enable >> 2 & 1 == 1) self.drawAffineBackground(2); } // Copy Drawn Scanline to Frame Buffer // If there are any nulls present in self.scanline.top() it means that no background drew a pixel there, so draw backdrop for (self.scanline.top()) |maybe_px, i| { const maybe_top = maybe_px; const maybe_btm = self.scanline.btm()[i]; const bgr555 = self.getBgr555(maybe_top, maybe_btm); std.mem.writeIntNative(u32, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..@sizeOf(u32)], COLOUR_LUT[bgr555 & 0x7FFF]); } // Reset Current Scanline Pixel Buffer and list of fetched sprites // in prep for next scanline self.scanline.reset(); std.mem.set(?Sprite, self.scanline_sprites, null); }, 0x2 => { const fb_base = framebuf_pitch * @as(usize, scanline); if (obj_enable) self.fetchSprites(); var layer: usize = 0; while (layer < 4) : (layer += 1) { self.drawSprites(@truncate(u2, layer)); if (layer == self.bg[2].cnt.priority.read() and bg_enable >> 2 & 1 == 1) self.drawAffineBackground(2); if (layer == self.bg[3].cnt.priority.read() and bg_enable >> 3 & 1 == 1) self.drawAffineBackground(3); } // Copy Drawn Scanline to Frame Buffer // If there are any nulls present in self.scanline.top() it means that no background drew a pixel there, so draw backdrop for (self.scanline.top()) |maybe_px, i| { const maybe_top = maybe_px; const maybe_btm = self.scanline.btm()[i]; const bgr555 = self.getBgr555(maybe_top, maybe_btm); std.mem.writeIntNative(u32, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..@sizeOf(u32)], COLOUR_LUT[bgr555 & 0x7FFF]); } // Reset Current Scanline Pixel Buffer and list of fetched sprites // in prep for next scanline self.scanline.reset(); std.mem.set(?Sprite, self.scanline_sprites, null); }, 0x3 => { const vram_base = width * @sizeOf(u16) * @as(usize, scanline); const fb_base = framebuf_pitch * @as(usize, scanline); var i: usize = 0; while (i < width) : (i += 1) { const bgr555 = self.vram.read(u16, vram_base + i * @sizeOf(u16)); std.mem.writeIntNative(u32, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..@sizeOf(u32)], COLOUR_LUT[bgr555 & 0x7FFF]); } }, 0x4 => { const sel = self.dispcnt.frame_select.read(); const vram_base = width * @as(usize, scanline) + if (sel) 0xA000 else @as(usize, 0); const fb_base = framebuf_pitch * @as(usize, scanline); // Render Current Scanline for (self.vram.buf[vram_base .. vram_base + width]) |byte, i| { const bgr555 = self.palette.read(u16, @as(u16, byte) * @sizeOf(u16)); std.mem.writeIntNative(u32, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..@sizeOf(u32)], COLOUR_LUT[bgr555 & 0x7FFF]); } }, 0x5 => { const m5_width = 160; const m5_height = 128; const sel = self.dispcnt.frame_select.read(); const vram_base = m5_width * @sizeOf(u16) * @as(usize, scanline) + if (sel) 0xA000 else @as(usize, 0); const fb_base = framebuf_pitch * @as(usize, scanline); var i: usize = 0; while (i < width) : (i += 1) { // If we're outside of the bounds of mode 5, draw the background colour const bgr555 = if (scanline < m5_height and i < m5_width) self.vram.read(u16, vram_base + i * @sizeOf(u16)) else self.palette.getBackdrop(); std.mem.writeIntNative(u32, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..@sizeOf(u32)], COLOUR_LUT[bgr555 & 0x7FFF]); } }, else => std.debug.panic("[PPU] TODO: Implement BG Mode {}", .{bg_mode}), } } fn getBgr555(self: *Self, maybe_top: ?u16, maybe_btm: ?u16) u16 { if (maybe_btm) |btm| { return switch (self.bldcnt.mode.read()) { 0b00 => if (maybe_top) |top| top else btm, 0b01 => if (maybe_top) |top| alphaBlend(btm, top, self.bldalpha) else btm, 0b10 => blk: { const evy: u16 = self.bldy.evy.read(); const r = btm & 0x1F; const g = (btm >> 5) & 0x1F; const b = (btm >> 10) & 0x1F; const bld_r = r + (((31 - r) * evy) >> 4); const bld_g = g + (((31 - g) * evy) >> 4); const bld_b = b + (((31 - b) * evy) >> 4); break :blk (bld_b << 10) | (bld_g << 5) | bld_r; }, 0b11 => blk: { const evy: u16 = self.bldy.evy.read(); const btm_r = btm & 0x1F; const btm_g = (btm >> 5) & 0x1F; const btm_b = (btm >> 10) & 0x1F; const bld_r = btm_r - ((btm_r * evy) >> 4); const bld_g = btm_g - ((btm_g * evy) >> 4); const bld_b = btm_b - ((btm_b * evy) >> 4); break :blk (bld_b << 10) | (bld_g << 5) | bld_r; }, }; } if (maybe_top) |top| return top; return self.palette.getBackdrop(); } // TODO: Comment this + get a better understanding fn tilemapOffset(size: u2, x: u32, y: u32) u32 { // Current Row: (y % PIXEL_COUNT) / 8 // Current COlumn: (x % PIXEL_COUNT) / 8 // Length of 1 row of Screen Entries: 0x40 // Length of 1 Screen Entry: 0x2 is the size of a screen entry @setRuntimeSafety(false); return switch (size) { 0 => (x % 256 / 8) * 2 + (y % 256 / 8) * 0x40, // 256 x 256 1 => blk: { // 512 x 256 const offset: u32 = if (x & 0x1FF > 0xFF) 0x800 else 0; break :blk offset + (x % 256 / 8) * 2 + (y % 256 / 8) * 0x40; }, 2 => blk: { // 256 x 512 const offset: u32 = if (y & 0x1FF > 0xFF) 0x800 else 0; break :blk offset + (x % 256 / 8) * 2 + (y % 256 / 8) * 0x40; }, 3 => blk: { // 512 x 512 const offset: u32 = if (x & 0x1FF > 0xFF) 0x800 else 0; const offset_2: u32 = if (y & 0x1FF > 0xFF) 0x800 else 0; break :blk offset + offset_2 + (x % 256 / 8) * 2 + (y % 512 / 8) * 0x40; }, }; } pub fn onHdrawEnd(self: *Self, cpu: *Arm7tdmi, late: u64) void { // Transitioning to a Hblank if (self.dispstat.hblank_irq.read()) { cpu.bus.io.irq.hblank.set(); cpu.handleInterrupt(); } // See if HBlank DMA is present and not enabled if (!self.dispstat.vblank.read()) pollDmaOnBlank(cpu.bus, .HBlank); self.dispstat.hblank.set(); self.sched.push(.HBlank, 68 * 4 -| late); } pub fn onHblankEnd(self: *Self, cpu: *Arm7tdmi, late: u64) void { // The End of a Hblank (During Draw or Vblank) const old_scanline = self.vcount.scanline.read(); const scanline = (old_scanline + 1) % 228; self.vcount.scanline.write(scanline); self.dispstat.hblank.unset(); // Perform Vc == VcT check const coincidence = scanline == self.dispstat.vcount_trigger.read(); self.dispstat.coincidence.write(coincidence); if (coincidence and self.dispstat.vcount_irq.read()) { cpu.bus.io.irq.coincidence.set(); cpu.handleInterrupt(); } if (scanline < 160) { // Transitioning to another Draw self.sched.push(.Draw, 240 * 4 -| late); } else { // Transitioning to a Vblank if (scanline == 160) { self.framebuf.swap(); // Swap FrameBuffers self.dispstat.vblank.set(); if (self.dispstat.vblank_irq.read()) { cpu.bus.io.irq.vblank.set(); cpu.handleInterrupt(); } self.aff_bg[0].latchRefPoints(); self.aff_bg[1].latchRefPoints(); // See if Vblank DMA is present and not enabled pollDmaOnBlank(cpu.bus, .VBlank); } if (scanline == 227) self.dispstat.vblank.unset(); self.sched.push(.VBlank, 240 * 4 -| late); } } }; const Palette = struct { const palram_size = 0x400; const Self = @This(); buf: []u8, allocator: Allocator, fn init(allocator: Allocator) !Self { const buf = try allocator.alloc(u8, palram_size); std.mem.set(u8, buf, 0); return Self{ .buf = buf, .allocator = allocator, }; } fn deinit(self: *Self) void { self.allocator.free(self.buf); self.* = undefined; } pub fn read(self: *const Self, comptime T: type, address: usize) T { const addr = address & 0x3FF; return switch (T) { u32, u16, u8 => std.mem.readIntSliceLittle(T, self.buf[addr..][0..@sizeOf(T)]), else => @compileError("PALRAM: Unsupported read width"), }; } pub fn write(self: *Self, comptime T: type, address: usize, value: T) void { const addr = address & 0x3FF; switch (T) { u32, u16 => std.mem.writeIntSliceLittle(T, self.buf[addr..][0..@sizeOf(T)], value), u8 => { const align_addr = addr & ~@as(u32, 1); // Aligned to Halfword boundary std.mem.writeIntSliceLittle(u16, self.buf[align_addr..][0..@sizeOf(u16)], @as(u16, value) * 0x101); }, else => @compileError("PALRAM: Unsupported write width"), } } fn getBackdrop(self: *const Self) u16 { return self.read(u16, 0); } }; const Vram = struct { const vram_size = 0x18000; const Self = @This(); buf: []u8, allocator: Allocator, fn init(allocator: Allocator) !Self { const buf = try allocator.alloc(u8, vram_size); std.mem.set(u8, buf, 0); return Self{ .buf = buf, .allocator = allocator, }; } fn deinit(self: *Self) void { self.allocator.free(self.buf); self.* = undefined; } pub fn read(self: *const Self, comptime T: type, address: usize) T { const addr = Self.mirror(address); return switch (T) { u32, u16, u8 => std.mem.readIntSliceLittle(T, self.buf[addr..][0..@sizeOf(T)]), else => @compileError("VRAM: Unsupported read width"), }; } pub fn write(self: *Self, comptime T: type, dispcnt: io.DisplayControl, address: usize, value: T) void { const mode: u3 = dispcnt.bg_mode.read(); const idx = Self.mirror(address); switch (T) { u32, u16 => std.mem.writeIntSliceLittle(T, self.buf[idx..][0..@sizeOf(T)], value), u8 => { // Ignore write if it falls within the boundaries of OBJ VRAM switch (mode) { 0, 1, 2 => if (0x0001_0000 <= idx) return, else => if (0x0001_4000 <= idx) return, } const align_idx = idx & ~@as(u32, 1); // Aligned to a halfword boundary std.mem.writeIntSliceLittle(u16, self.buf[align_idx..][0..@sizeOf(u16)], @as(u16, value) * 0x101); }, else => @compileError("VRAM: Unsupported write width"), } } fn mirror(address: usize) usize { // Mirrored in steps of 128K (64K + 32K + 32K) (abcc) const addr = address & 0x1FFFF; // If the address is within 96K we don't do anything, // otherwise we want to mirror the last 32K (addresses between 64K and 96K) return if (addr < vram_size) addr else 0x10000 + (addr & 0x7FFF); } }; const Oam = struct { const oam_size = 0x400; const Self = @This(); buf: []u8, allocator: Allocator, fn init(allocator: Allocator) !Self { const buf = try allocator.alloc(u8, oam_size); std.mem.set(u8, buf, 0); return Self{ .buf = buf, .allocator = allocator, }; } fn deinit(self: *Self) void { self.allocator.free(self.buf); self.* = undefined; } pub fn read(self: *const Self, comptime T: type, address: usize) T { const addr = address & 0x3FF; return switch (T) { u32, u16, u8 => std.mem.readIntSliceLittle(T, self.buf[addr..][0..@sizeOf(T)]), else => @compileError("OAM: Unsupported read width"), }; } pub fn write(self: *Self, comptime T: type, address: usize, value: T) void { const addr = address & 0x3FF; switch (T) { u32, u16 => std.mem.writeIntSliceLittle(T, self.buf[addr..][0..@sizeOf(T)], value), u8 => return, // 8-bit writes are explicitly ignored else => @compileError("OAM: Unsupported write width"), } } }; const Window = struct { const Self = @This(); h: [2]io.WinH, v: [2]io.WinV, out: io.WinOut, in: io.WinIn, fn init() Self { return .{ .h = [_]io.WinH{.{ .raw = 0 }} ** 2, .v = [_]io.WinV{.{ .raw = 0 }} ** 2, .out = .{ .raw = 0 }, .in = .{ .raw = 0 }, }; } pub fn setH(self: *Self, value: u32) void { self.h[0].raw = @truncate(u16, value); self.h[1].raw = @truncate(u16, value >> 16); } pub fn setV(self: *Self, value: u32) void { self.v[0].raw = @truncate(u16, value); self.v[1].raw = @truncate(u16, value >> 16); } pub fn setIo(self: *Self, value: u32) void { self.in.raw = @truncate(u16, value); self.out.raw = @truncate(u16, value >> 16); } }; const Background = struct { const Self = @This(); /// Read / Write cnt: io.BackgroundControl, /// Write Only hofs: io.BackgroundOffset, /// Write Only vofs: io.BackgroundOffset, fn init() Self { return .{ .cnt = .{ .raw = 0x0000 }, .hofs = .{ .raw = 0x0000 }, .vofs = .{ .raw = 0x0000 }, }; } }; const AffineBackground = struct { const Self = @This(); x: i32, y: i32, pa: i16, pb: i16, pc: i16, pd: i16, x_latch: ?i32, y_latch: ?i32, fn init() Self { return .{ .x = 0, .y = 0, .pa = 0, .pb = 0, .pc = 0, .pd = 0, .x_latch = null, .y_latch = null, }; } pub fn setX(self: *Self, is_vblank: bool, value: u32) void { self.x = @bitCast(i32, value); if (!is_vblank) self.x_latch = @bitCast(i32, value); } pub fn setY(self: *Self, is_vblank: bool, value: u32) void { self.y = @bitCast(i32, value); if (!is_vblank) self.y_latch = @bitCast(i32, value); } pub fn writePaPb(self: *Self, value: u32) void { self.pa = @bitCast(i16, @truncate(u16, value)); self.pb = @bitCast(i16, @truncate(u16, value >> 16)); } pub fn writePcPd(self: *Self, value: u32) void { self.pc = @bitCast(i16, @truncate(u16, value)); self.pd = @bitCast(i16, @truncate(u16, value >> 16)); } // Every Vblank BG?X/Y registers are latched fn latchRefPoints(self: *Self) void { self.x_latch = self.x; self.y_latch = self.y; } }; const ScreenEntry = extern union { tile_id: Bitfield(u16, 0, 10), h_flip: Bit(u16, 10), v_flip: Bit(u16, 11), pal_bank: Bitfield(u16, 12, 4), raw: u16, }; const Sprite = struct { const Self = @This(); attr0: Attr0, attr1: Attr1, attr2: Attr2, width: u8, height: u8, fn init(attr0: Attr0, attr1: Attr1, attr2: Attr2) Self { const d = spriteDimensions(attr0.shape.read(), attr1.size.read()); return .{ .attr0 = attr0, .attr1 = attr1, .attr2 = attr2, .width = d[0], .height = d[1], }; } fn x(self: *const Self) u9 { return self.attr1.x.read(); } fn y(self: *const Self) u8 { return self.attr0.y.read(); } fn is8bpp(self: *const Self) bool { return self.attr0.is_8bpp.read(); } fn tileId(self: *const Self) u10 { return self.attr2.tile_id.read(); } fn palBank(self: *const Self) u4 { return self.attr2.pal_bank.read(); } fn hFlip(self: *const Self) bool { return self.attr1.h_flip.read(); } fn vFlip(self: *const Self) bool { return self.attr1.v_flip.read(); } fn priority(self: *const Self) u2 { return self.attr2.rel_prio.read(); } }; const AffineSprite = struct { const Self = @This(); attr0: AffineAttr0, attr1: AffineAttr1, attr2: Attr2, width: u8, height: u8, fn from(sprite: Sprite) AffineSprite { return .{ .attr0 = .{ .raw = sprite.attr0.raw }, .attr1 = .{ .raw = sprite.attr1.raw }, .attr2 = sprite.attr2, .width = sprite.width, .height = sprite.height, }; } fn x(self: *const Self) u9 { return self.attr1.x.read(); } fn y(self: *const Self) u8 { return self.attr0.y.read(); } fn is8bpp(self: *const Self) bool { return self.attr0.is_8bpp.read(); } fn tileId(self: *const Self) u10 { return self.attr2.tile_id.read(); } fn palBank(self: *const Self) u4 { return self.attr2.pal_bank.read(); } fn matrixId(self: *const Self) u5 { return self.attr1.aff_sel.read(); } }; const Attr0 = extern union { y: Bitfield(u16, 0, 8), is_affine: Bit(u16, 8), // This SBZ disabled: Bit(u16, 9), mode: Bitfield(u16, 10, 2), mosaic: Bit(u16, 12), is_8bpp: Bit(u16, 13), shape: Bitfield(u16, 14, 2), raw: u16, }; const AffineAttr0 = extern union { y: Bitfield(u16, 0, 8), rot_scaling: Bit(u16, 8), // This SB1 double_size: Bit(u16, 9), mode: Bitfield(u16, 10, 2), mosaic: Bit(u16, 12), is_8bpp: Bit(u16, 13), shape: Bitfield(u16, 14, 2), raw: u16, }; const Attr1 = extern union { x: Bitfield(u16, 0, 9), h_flip: Bit(u16, 12), v_flip: Bit(u16, 13), size: Bitfield(u16, 14, 2), raw: u16, }; const AffineAttr1 = extern union { x: Bitfield(u16, 0, 9), aff_sel: Bitfield(u16, 9, 5), size: Bitfield(u16, 14, 2), raw: u16, }; const Attr2 = extern union { tile_id: Bitfield(u16, 0, 10), rel_prio: Bitfield(u16, 10, 2), pal_bank: Bitfield(u16, 12, 4), raw: u16, }; fn spriteDimensions(shape: u2, size: u2) [2]u8 { @setRuntimeSafety(false); return switch (shape) { 0b00 => switch (size) { // Square 0b00 => [_]u8{ 8, 8 }, 0b01 => [_]u8{ 16, 16 }, 0b10 => [_]u8{ 32, 32 }, 0b11 => [_]u8{ 64, 64 }, }, 0b01 => switch (size) { 0b00 => [_]u8{ 16, 8 }, 0b01 => [_]u8{ 32, 8 }, 0b10 => [_]u8{ 32, 16 }, 0b11 => [_]u8{ 64, 32 }, }, 0b10 => switch (size) { 0b00 => [_]u8{ 8, 16 }, 0b01 => [_]u8{ 8, 32 }, 0b10 => [_]u8{ 16, 32 }, 0b11 => [_]u8{ 32, 64 }, }, else => std.debug.panic("{} is an invalid sprite shape", .{shape}), }; } fn toRgba8888(bgr555: u16) u32 { const b = @as(u32, bgr555 >> 10 & 0x1F); const g = @as(u32, bgr555 >> 5 & 0x1F); const r = @as(u32, bgr555 & 0x1F); return (r << 3 | r >> 2) << 24 | (g << 3 | g >> 2) << 16 | (b << 3 | b >> 2) << 8 | 0xFF; } fn genColourLut() [0x8000]u32 { return comptime { @setEvalBranchQuota(0x10001); var lut: [0x8000]u32 = undefined; for (lut) |*px, i| px.* = toRgba8888(i); return lut; }; } // FIXME: The implementation is incorrect and using it in the LUT crashes the compiler (OOM) /// Implementation courtesy of byuu and Talarubi at https://near.sh/articles/video/color-emulation fn toRgba8888Talarubi(bgr555: u16) u32 { @setRuntimeSafety(false); const lcd_gamma: f64 = 4; const out_gamma: f64 = 2.2; const b = @as(u32, bgr555 >> 10 & 0x1F); const g = @as(u32, bgr555 >> 5 & 0x1F); const r = @as(u32, bgr555 & 0x1F); const lb = std.math.pow(f64, @intToFloat(f64, b << 3 | b >> 2) / 31, lcd_gamma); const lg = std.math.pow(f64, @intToFloat(f64, g << 3 | g >> 2) / 31, lcd_gamma); const lr = std.math.pow(f64, @intToFloat(f64, r << 3 | r >> 2) / 31, lcd_gamma); const out_b = std.math.pow(f64, (220 * lb + 10 * lg + 50 * lr) / 255, 1 / out_gamma); const out_g = std.math.pow(f64, (30 * lb + 230 * lg + 10 * lr) / 255, 1 / out_gamma); const out_r = std.math.pow(f64, (0 * lb + 50 * lg + 255 * lr) / 255, 1 / out_gamma); return @floatToInt(u32, out_r) << 24 | @floatToInt(u32, out_g) << 16 | @floatToInt(u32, out_b) << 8 | 0xFF; } fn alphaBlend(top: u16, btm: u16, bldalpha: io.BldAlpha) u16 { const eva: u16 = bldalpha.eva.read(); const evb: u16 = bldalpha.evb.read(); const top_r = top & 0x1F; const top_g = (top >> 5) & 0x1F; const top_b = (top >> 10) & 0x1F; const btm_r = btm & 0x1F; const btm_g = (btm >> 5) & 0x1F; const btm_b = (btm >> 10) & 0x1F; const bld_r = std.math.min(31, (top_r * eva + btm_r * evb) >> 4); const bld_g = std.math.min(31, (top_g * eva + btm_g * evb) >> 4); const bld_b = std.math.min(31, (top_b * eva + btm_b * evb) >> 4); return (bld_b << 10) | (bld_g << 5) | bld_r; } fn shouldDrawBackground(comptime n: u2, bldcnt: io.BldCnt, scanline: *Scanline, i: usize) bool { // If a pixel has been drawn on the top layer, it's because // Either the pixel is to be blended with a pixel on the bottom layer // or the pixel is not to be blended at all // Consequentially, if we find a pixel on the top layer, there's no need // to render anything I think? if (scanline.top()[i] != null) return false; if (scanline.btm()[i] != null) { // The Pixel found in the Bottom layer is // 1. From a higher priority // 2. From a Backround that is marked for Blending (Pixel A) // // We now have to confirm whether this current Background can be used // as Pixel B or not. // If Alpha Blending isn't enabled, we've aready found a higher // priority pixel to render. Move on if (bldcnt.mode.read() != 0b01) return false; const b_layers = bldcnt.layer_b.read(); const is_blend_enabled = (b_layers >> n) & 1 == 1; // If the Background is not marked for blending, we've already found // a higher priority pixel, move on. if (!is_blend_enabled) return false; } return true; } fn shouldDrawSprite(bldcnt: io.BldCnt, scanline: *Scanline, x: u9) bool { if (scanline.top()[x] != null) return false; if (scanline.btm()[x] != null) { if (bldcnt.mode.read() != 0b01) return false; const b_layers = bldcnt.layer_b.read(); const is_blend_enabled = (b_layers >> 4) & 1 == 1; if (!is_blend_enabled) return false; } return true; } fn copyToBackgroundBuffer(comptime n: u2, bldcnt: io.BldCnt, scanline: *Scanline, i: usize, bgr555: u16) void { if (bldcnt.mode.read() != 0b00) { // Standard Alpha Blending const a_layers = bldcnt.layer_a.read(); const is_blend_enabled = (a_layers >> n) & 1 == 1; // If Alpha Blending is enabled and we've found an eligible layer for // Pixel A, store the pixel in the bottom pixel buffer if (is_blend_enabled) { scanline.btm()[i] = bgr555; return; } } scanline.top()[i] = bgr555; } fn copyToSpriteBuffer(bldcnt: io.BldCnt, scanline: *Scanline, x: u9, bgr555: u16) void { if (bldcnt.mode.read() != 0b00) { // Alpha Blending const a_layers = bldcnt.layer_a.read(); const is_blend_enabled = (a_layers >> 4) & 1 == 1; if (is_blend_enabled) { scanline.btm()[x] = bgr555; return; } } scanline.top()[x] = bgr555; } const Scanline = struct { const Self = @This(); layers: [2][]?u16, buf: []?u16, allocator: Allocator, fn init(allocator: Allocator) !Self { const buf = try allocator.alloc(?u16, width * 2); // Top & Bottom Scanline std.mem.set(?u16, buf, null); return .{ // Top & Bototm Layers .layers = [_][]?u16{ buf[0..][0..width], buf[width..][0..width] }, .buf = buf, .allocator = allocator, }; } fn reset(self: *Self) void { std.mem.set(?u16, self.buf, null); } fn deinit(self: *Self) void { self.allocator.free(self.buf); self.* = undefined; } fn top(self: *Self) []?u16 { return self.layers[0]; } fn btm(self: *Self) []?u16 { return self.layers[1]; } }; // Double Buffering Implementation const FrameBuffer = struct { const Self = @This(); layers: [2][]u8, buf: []u8, current: u1, allocator: Allocator, // TODO: Rename const Device = enum { Emulator, Renderer, }; pub fn init(allocator: Allocator) !Self { const framebuf_len = framebuf_pitch * height; const buf = try allocator.alloc(u8, framebuf_len * 2); std.mem.set(u8, buf, 0); return .{ // Front and Back Framebuffers .layers = [_][]u8{ buf[0..][0..framebuf_len], buf[framebuf_len..][0..framebuf_len] }, .buf = buf, .current = 0, .allocator = allocator, }; } fn deinit(self: *Self) void { self.allocator.free(self.buf); self.* = undefined; } pub fn swap(self: *Self) void { self.current = ~self.current; } pub fn get(self: *Self, comptime dev: Device) []u8 { return self.layers[if (dev == .Emulator) self.current else ~self.current]; } };