use memory::VMem;
use core::intrinsics::transmute;
pub trait Screen {
fn put(&mut self, x: u8, y: u8, color: u8);
fn render(&self);
}
#[repr(C, packed)]
#[derive(Copy, Clone)]
struct Sprite {
y: u8, /* is the (actualy y) - 1 */
tile: u8,
attr: u8,
x: u8
}
struct PPU<'a, 'b> {
/* internal srams */
nametable_ram: [u8; 2048],
palette_ram: [u8; 32],
scanline: u16,
/* registers */
ppuctl: u8,
ppumask: u8,
ppustatus: u8,
x: u8, /* fine x scroll */
v: u16, /* current vram addr */
t: u16, /* temporary vram addr */
w: bool, /* first/second write toggle */
vblank: bool,
cycle: u16, /* cycle in the current scanline */
/* rendering regs & latches */
/* background registers */
bg_bitmap: [u16; 2],
bg_palette: [u8; 2],
/* background latches */
bg_nt: u8,
bg_attr: u8,
bg_bit_low: u8,
bg_bit_high: u8,
/* sprites */
oam: [Sprite; 64],
oam2: [Sprite; 8],
sp_bitmap: [[u8; 2]; 8],
sp_cnt: [u8; 8],
sp_zero_insight: bool,
/* IO */
mem: &'a mut VMem,
scr: &'b mut Screen
}
impl<'a, 'b> PPU<'a, 'b> {
#[inline(always)] fn get_spritesize(&self) -> u8 {(self.ppuctl >> 5) & 1}
#[inline(always)]
fn fetch_nametable_byte(&mut self) {
self.bg_nt = self.mem.read(0x2000 | (self.v & 0x0fff));
}
#[inline(always)]
fn fetch_attrtable_byte(&mut self) {
let v = self.v;
/* the byte representing 4x4 tiles */
let b = self.mem.read(0x23c0 | (v & 0x0c00) |
((v >> 4) & 0x38) | ((v >> 2) & 0x07));
self.bg_attr = (b >> ((v & 2) | ((v & 0x40) >> 4))) & 3;
}
#[inline(always)]
fn fetch_low_bgtile_byte(&mut self) {
/* 0x?000 */
self.bg_bit_low = self.mem.read(((self.ppuctl as u16 & 0x10) << 8) |
/* 0x-??0 */
((self.bg_nt as u16) << 4) |
/* 0x---? (0 - 7) */
(self.v >> 12) | 0x0);
}
#[inline(always)]
fn fetch_high_bgtile_byte(&mut self) {
/* 0x?000 */
self.bg_bit_high = self.mem.read(((self.ppuctl as u16 & 0x10) << 8) |
/* 0x-??0 */
((self.bg_nt as u16) << 4) |
/* 0x---? (8 - f) */
(self.v >> 12) | 0x8);
}
fn load_bgtile(&mut self) {
/* load the tile bitmap to high 8 bits of bitmap,
* assume the high 8 bits are zeros */
assert!(self.bg_bitmap[0] >> 8 == 0 &&
self.bg_bitmap[1] >> 8 == 0);
self.bg_bitmap[0] |= (self.bg_bit_low as u16) << 8;
self.bg_bitmap[1] |= (self.bg_bit_high as u16) << 8;
self.bg_palette[0] |= (self.bg_attr & 1) * 0xff;
self.bg_palette[1] |= ((self.bg_attr >> 1) & 1) * 0xff;
}
#[inline(always)]
fn shift_sprites(&mut self) {
for (i, c) in self.sp_cnt.iter_mut().enumerate() {
let c0 = *c;
match c0 {
0 => {
self.sp_bitmap[i][0] >>= 1;
self.sp_bitmap[i][1] >>= 1;
},
_ => *c = c0 - 1
}
}
}
#[inline(always)]
fn shift_bgtile(&mut self, d: u8) {
self.bg_bitmap[0] >>= d;
self.bg_bitmap[1] >>= d;
self.bg_palette[0] >>= d;
self.bg_palette[1] >>= d;
}
fn wrapping_inc_cx(&mut self) {
match self.v & 0x001f {
31 => {
self.v &= !0x001fu16; /* reset coarse x */
self.v ^= 0x0400; /* switch horizontal nametable */
}
_ => self.v += 1
}
}
fn wrapping_inc_y(&mut self) {
match (self.v & 0x7000) == 0x7000 {
false => self.v += 0x1000, /* fine y < 7 */
true => {
self.v &= !0x7000u16; /* fine y <- 0 */
self.v = (self.v & !0x03e0u16) |
(match (self.v & 0x03e0) >> 5 {
29 => {self.v ^= 0x0800; 0}, /* at bottom of scanline */
31 => 0, /* do not switch nt */
y => y + 1
}) << 5;
}
}
}
#[inline(always)]
fn reset_cx(&mut self) {
self.v = (self.v & !0x041fu16) | (self.t & 0x041f);
}
#[inline(always)]
fn reset_y(&mut self) {
self.v = (self.v & !0x7be0u16) | (self.t & 0x7be0);
}
fn clear_sprite(&mut self) {
self.oam2 = [Sprite{y: 0xff, tile: 0xff, attr: 0xff, x: 0xff}; 8];
}
fn eval_sprite(&mut self) {
/* we use scanline here because s.y is the (actual y) - 1 */
let mut nidx = 0;
let mut n = 0;
let h =