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 = match self.get_spritesize() { 0 => 8, _ => 16 }; self.sp_zero_insight = false; for (i, s) in self.oam.iter().enumerate() { let y = s.y as u16; if y <= self.scanline && self.scanline < y + h { if nidx == 0 { self.sp_zero_insight = true; } self.oam2[nidx] = *s; nidx += 1; if nidx == 8 { n = i + 1; break; } } } let mut m = 0; unsafe { let oam_raw = transmute::<[Sprite; 64], [[u8; 4]; 64]>(self.oam); while n < 64 { let y = oam_raw[n][m] as u16; if y <= self.scanline && self.scanline < y + h { self.ppustatus |= 1 << 5; /* set overflow */ } else { m = (m + 1) & 3; /* emulates hardware bug */ } n += 1; } } } fn reverse_byte(mut x: u8) -> u8 { x = ((x & 0xaa) >> 1) | ((x & 0x55) << 1); x = ((x & 0xcc) >> 2) | ((x & 0x33) << 2); x = ((x & 0xf0) >> 4) | ((x & 0x0f) << 4); x } fn fetch_sprite(&mut self) { /* we use scanline here because s.y is the (actual y) - 1 */ for (i, v) in self.oam2.iter().enumerate() { let vflip = (v.attr & 0x80) == 0x80; let y0 = self.scanline - v.y as u16; let (ptable, tidx, y) = match self.get_spritesize() { 0 => { let y = if vflip {7 - y0 as u8} else {y0 as u8}; ((self.ppuctl as u16 & 0x08) << 9, v.tile, y) }, _ => { let y = if vflip {15 - y0 as u8} else {y0 as u8}; ((v.tile as u16 & 1) << 12, (v.tile & !1u8) | (y >> 3), y & 0x7) } }; self.sp_cnt[i] = v.x; let mut low = self.mem.read(ptable | ((tidx as u16) << 4) | 0x0 | y as u16); let mut high = self.mem.read(ptable | ((tidx as u16) << 4) | 0x8 | y as u16); if (v.attr & 0x40) == 0x40 { low = PPU::reverse_byte(low); high = PPU::reverse_byte(high); } self.sp_bitmap[i][0] = low; self.sp_bitmap[i][1] = high; } } fn render_pixel(&mut self) { let bg_pidx = ((self.bg_bitmap[1] & 1) << 1) | (self.bg_bitmap[0] & 1); let mut sp_pidx = 0x0; let mut sp_idx = 0; let mut pri = 0x1; for i in 0..8 { if self.sp_cnt[i] != 0 { continue; } /* not active */ match ((self.sp_bitmap[i][1] & 1) << 1) | (self.sp_bitmap[i][0] & 1) { 0x0 => (), pidx => { if self.sp_zero_insight && bg_pidx != 0 && i == 0 { self.ppustatus |= 1 << 6; /* set sprite zero hit */ } sp_pidx = pidx; sp_idx = i; pri = (self.oam2[i].attr >> 5) & 1; break; } } } assert!(0 < self.cycle && self.cycle < 257); assert!(self.scanline < 240); self.scr.put(self.cycle as u8 - 1, self.scanline as u8, if (pri == 0 || bg_pidx == 0) && sp_pidx != 0 { self.mem.read(0x3f10 | ((self.oam2[sp_idx].attr & 3) << 2) as u16 | sp_pidx as u16) } else { self.mem.read(0x3f00 | (((self.bg_palette[1] & 1) << 3) | ((self.bg_palette[0] & 1) << 2)) as u16 | bg_pidx as u16) }); } pub fn tick(&mut self) -> bool { let cycle = self.cycle; if cycle == 0 { self.cycle = cycle + 1; return false; } let visible = self.scanline < 240; let pre_render = self.scanline == 261; let fill = pre_render || visible; if pre_render { if cycle == 1 { self.vblank = false; /* clear sprite zero hit & overflow */ self.ppustatus &= !((1 << 6) | (1 << 5)); } else if 279 < cycle && cycle < 305 { self.reset_y(); } } if fill { let shifting = 0 < cycle && cycle < 257; /* 1..256 */ let fetch = shifting || (320 < cycle && cycle < 337); if fetch { /* 1..256 and 321..336 */ match cycle & 0x7 { 1 => { self.load_bgtile(); self.fetch_nametable_byte(); }, 3 => self.fetch_attrtable_byte(), 5 => self.fetch_low_bgtile_byte(), 7 => self.fetch_high_bgtile_byte(), 0 => self.wrapping_inc_cx(), _ => () } if !pre_render { match cycle { 1 => self.clear_sprite(), /* clear secondary OAM */ 65 => self.eval_sprite(), /* sprite evaluation */ _ => () } } match cycle { 256 => self.wrapping_inc_y(), 328 => self.shift_bgtile(8), _ => () } } else if cycle > 336 { /* 337..340 */ if cycle & 1 == 1 { self.fetch_nametable_byte(); } } else { /* 257..320 */ if cycle == 257 { /* we don't emulate fetch to per cycle precision because all data are fetched * from the secondary OAM which is not subject to any change during this * scanline */ self.reset_cx(); self.fetch_sprite(); } } if shifting { if visible { self.render_pixel(); } self.shift_bgtile(1); self.shift_sprites(); } } else if self.scanline == 241 && cycle == 1 { self.vblank = true; self.cycle += 1; return true /* trigger cpu's NMI */ } self.cycle += 1; if self.cycle > 340 { self.cycle = 0; self.scanline += 1; if self.scanline > 261 { self.scanline = 0; } } false } }