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ppu.go
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ppu.go
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package main
import (
"fmt"
)
type Ppu struct {
nes *Nes
mem Memory
// drawing interfaces
funcPushPixel func(int, int, color)
funcPushFrame func()
vram [2048]byte
oam [256]byte
secondary_oam [32]byte
palette [32]byte
colors [64]color
warmupRemaining int
scanlineCounter int
tickCounter int
frameCounter int
cycles uint64
status_rendering bool
flag_vBlank byte
flag_sprite0Hit byte
flag_spriteOverflow byte
// etc.
ppuDataBuffer byte
// scrolling / internal registers
ppuLatch byte
v uint16
t uint16
x byte
w byte
backgroundBitmapData uint64
// sprite rendering
spriteEvaluationN int
spriteEvaluationM int
spriteEvaluationRead byte
pendingNumScanlineSprites int
numScanlineSprites int
spriteXPositions [8]int
spriteAttributes [8]byte
spriteBitmapDataLo [8]byte
spriteBitmapDataHi [8]byte
spriteZeroAt int
spriteZeroAtNext int
// PPUCTRL
flag_baseNametable byte
flag_incrementVram byte
flag_spriteTableAddress byte
flag_backgroundTableAddress byte
flag_spriteSize byte
flag_masterSlave byte
flag_generateNMIs byte
// PPUMASK
flag_grayscale byte
flag_showSpritesLeft byte
flag_showBackgroundLeft byte
flag_renderSprites byte
flag_renderBackground byte
flag_emphasizeRed byte
flag_emphasizeGreen byte
flag_emphasizeBlue byte
oamAddr byte
}
func NewPpu(nes *Nes) *Ppu {
fmt.Println("...")
return &Ppu{
nes: nes,
mem: &PPUMemory{nes: nes},
warmupRemaining: 29658 * 3,
scanlineCounter: 0, // counts scanlines in a frame ( https://wiki.nesdev.com/w/index.php/PPU_rendering#Line-by-line_timing )
tickCounter: 0, // counts clock cycle ticks in a scanline
frameCounter: 0, // counts total frames (vblanks)
flag_vBlank: 0,
colors: [64]color{84*256*256 + 84*256 + 84, 0*256*256 + 30*256 + 116, 8*256*256 + 16*256 + 144, 48*256*256 + 0*256 + 136, 68*256*256 + 0*256 + 100, 92*256*256 + 0*256 + 48, 84*256*256 + 4*256 + 0, 60*256*256 + 24*256 + 0, 32*256*256 + 42*256 + 0, 8*256*256 + 58*256 + 0, 0*256*256 + 64*256 + 0, 0*256*256 + 60*256 + 0, 0*256*256 + 50*256 + 60, 0*256*256 + 0*256 + 0, 0*256*256 + 0*256 + 0, 0*256*256 + 0*256 + 0, 152*256*256 + 150*256 + 152, 8*256*256 + 76*256 + 196, 48*256*256 + 50*256 + 236, 92*256*256 + 30*256 + 228, 136*256*256 + 20*256 + 176, 160*256*256 + 20*256 + 100, 152*256*256 + 34*256 + 32, 120*256*256 + 60*256 + 0, 84*256*256 + 90*256 + 0, 40*256*256 + 114*256 + 0, 8*256*256 + 124*256 + 0, 0*256*256 + 118*256 + 40, 0*256*256 + 102*256 + 120, 0*256*256 + 0*256 + 0, 0*256*256 + 0*256 + 0, 0*256*256 + 0*256 + 0, 236*256*256 + 238*256 + 236, 76*256*256 + 154*256 + 236, 120*256*256 + 124*256 + 236, 176*256*256 + 98*256 + 236, 228*256*256 + 84*256 + 236, 236*256*256 + 88*256 + 180, 236*256*256 + 106*256 + 100, 212*256*256 + 136*256 + 32, 160*256*256 + 170*256 + 0, 116*256*256 + 196*256 + 0, 76*256*256 + 208*256 + 32, 56*256*256 + 204*256 + 108, 56*256*256 + 180*256 + 204, 60*256*256 + 60*256 + 60, 0*256*256 + 0*256 + 0, 0*256*256 + 0*256 + 0, 236*256*256 + 238*256 + 236, 168*256*256 + 204*256 + 236, 188*256*256 + 188*256 + 236, 212*256*256 + 178*256 + 236, 236*256*256 + 174*256 + 236, 236*256*256 + 174*256 + 212, 236*256*256 + 180*256 + 176, 228*256*256 + 196*256 + 144, 204*256*256 + 210*256 + 120, 180*256*256 + 222*256 + 120, 168*256*256 + 226*256 + 144, 152*256*256 + 226*256 + 180, 160*256*256 + 214*256 + 228, 160*256*256 + 162*256 + 160, 0*256*256 + 0*256 + 0, 0*256*256 + 0*256 + 0},
}
}
func (ppu *Ppu) ReadRegister(register int) byte {
switch register {
case 2:
// PPUSTATUS
var status byte = ppu.ppuLatch & 0x1F
status |= ppu.flag_spriteOverflow << 5
status |= ppu.flag_sprite0Hit << 6
status |= ppu.flag_vBlank << 7
ppu.flag_vBlank = 0
ppu.ppuLatch = status
ppu.w = 0
return status
case 4:
// OAMDATA
// TODO if visible scanline and cycle between 1-64, return 0xFF
return ppu.oam[ppu.oamAddr]
// XXX increment after read during rendering?
case 7:
// PPUDATA
var data byte
if ppu.v <= 0x3EFF {
// buffer this read
data = ppu.mem.Read(address(ppu.v))
ppu.ppuDataBuffer, data = data, ppu.ppuDataBuffer
} else {
ppu.ppuDataBuffer = ppu.mem.Read(address(ppu.v - 0x1000))
}
// fmt.Printf("read PPUDATA: $%.4X (got $%.2X) | PC: $%.4X\n", ppu.v, data, nes.cpu.PC)
if ppu.flag_incrementVram == 0 {
ppu.v += 1
} else {
ppu.v += 32
}
return data
default:
return ppu.ppuLatch
}
}
func (ppu *Ppu) WriteRegister(register int, data byte) {
ppu.ppuLatch = data
switch register {
case 0:
// PPUCTRL
if ppu.cycles > 29658*3 {
ppu.flag_baseNametable = data & 0x3
ppu.flag_incrementVram = data & 0x4 >> 2
ppu.flag_spriteTableAddress = data & 0x8 >> 3
ppu.flag_backgroundTableAddress = data & 0x10 >> 4
ppu.flag_spriteSize = data & 0x20 >> 5
ppu.flag_masterSlave = data & 0x40 >> 6
ppu.flag_generateNMIs = data & 0x80 >> 7
ppu.t = (ppu.t & 0xF3FF) | ((uint16(data) & 0x03) << 10)
}
case 1:
// PPUMASK
ppu.flag_grayscale = data & 0x1 >> 0
ppu.flag_showBackgroundLeft = data & 0x2 >> 1
ppu.flag_showSpritesLeft = data & 0x4 >> 2
ppu.flag_renderBackground = data & 0x8 >> 3
ppu.flag_renderSprites = data & 0x10 >> 4
ppu.flag_emphasizeRed = data & 0x20 >> 5
ppu.flag_emphasizeGreen = data & 0x40 >> 6
ppu.flag_emphasizeBlue = data & 0x80 >> 7
case 3:
// OAMADDR
ppu.oamAddr = data
case 4:
// OAMDATA
if !ppu.status_rendering {
ppu.oam[ppu.oamAddr] = data
ppu.oamAddr++
}
case 5:
// PPUSCROLL
// https://wiki.nesdev.com/w/index.php/PPU_scrolling#Register_controls
if ppu.w == 0 {
ppu.t = (ppu.t & 0xFFE0) | (uint16(data) >> 3)
ppu.x = data & 0x7
ppu.w = 1
} else {
ppu.t = (ppu.t & 0x8C1F) | ((uint16(data) & 0xF8) << 2) | ((uint16(data) & 0x7) << 12)
ppu.w = 0
}
case 6:
// PPUADDR
if ppu.w == 0 {
ppu.t = (ppu.t & 0x80FF) | ((uint16(data) & 0x3F) << 8)
ppu.w = 1
} else {
ppu.t = (ppu.t & 0xFF00) | uint16(data)
ppu.v = ppu.t
ppu.w = 0
}
// fmt.Printf("PPUADDR : %.2X %d = (%.4X) %.4X (via %.4X)\n", data, ppu.w, ppu.t, ppu.v, nes.cpu.PC)
case 7:
// PPUDATA
//fmt.Printf("PPUDATA : %.2X %d\n", data, ppu.flag_incrementVram)
ppu.mem.Write(address(ppu.v), data)
if ppu.flag_incrementVram == 0 {
ppu.v += 1
} else {
ppu.v += 32
}
case 0x4014:
// OAMDMA
nes.cpu.suspended = 513
if nes.cpu.totalCycles%2 == 1 {
nes.cpu.suspended += 1
}
addr := address(data) << 8
for i := 0; i < 256; i++ {
addr2 := addr + address(i)
data := nes.cpu.mem.Read(addr2)
ppu.oam[(ppu.oamAddr+byte(i))&0xFF] = data
}
}
}
func (ppu *Ppu) Emulate(cycles int) {
cycles_left := cycles
for cycles_left > 0 {
ppu.cycles++
ppu.tickCounter++
if ppu.tickCounter == 341 || (ppu.tickCounter == 340 && ppu.scanlineCounter == -1 && ppu.frameCounter%2 == 1) {
ppu.tickCounter = 0
ppu.scanlineCounter++
if ppu.scanlineCounter > 260 {
ppu.scanlineCounter = -1
}
}
if ppu.scanlineCounter == 241 && ppu.tickCounter == 1 {
// VBLANK
ppu.funcPushFrame()
if ppu.flag_generateNMIs == 1 {
ppu.nes.cpu.triggerInterruptNMI()
}
ppu.flag_vBlank = 1
ppu.frameCounter += 1
ppu.status_rendering = false
}
cycles_left--
renderingEnabled := ppu.flag_renderBackground != 0 || ppu.flag_renderSprites != 0
if ppu.scanlineCounter == -1 {
if ppu.tickCounter == 1 {
// prerender
ppu.flag_sprite0Hit = 0
ppu.flag_vBlank = 0
ppu.flag_spriteOverflow = 0
ppu.status_rendering = true
}
if ppu.tickCounter == 304 && renderingEnabled {
// copy vertical scroll bits
// v: IHGF.ED CBA..... = t: IHGF.ED CBA.....
ppu.v = (ppu.v & 0x841F) | (ppu.t & 0x7BE0)
}
}
// visible rendered scanlines
if ppu.scanlineCounter >= 0 && ppu.scanlineCounter < 240 && renderingEnabled {
/* ***** SPRITE EVALUATION ***** */
if ppu.tickCounter >= 1 && ppu.tickCounter <= 64 {
// https://wiki.nesdev.com/w/index.php/PPU_sprite_evaluation
// Sprite Evaluation Stage 1: Clearing the Secondary OAM
if ppu.tickCounter%2 == 0 {
ppu.secondary_oam[(ppu.tickCounter-1)/2] = 0xFF
}
}
if ppu.tickCounter == 65 {
ppu.spriteEvaluationN = 0
ppu.spriteEvaluationM = 0
ppu.pendingNumScanlineSprites = 0
ppu.spriteZeroAtNext = 0
}
if ppu.tickCounter >= 65 && ppu.tickCounter <= 256 {
// Sprite Evaluation Stage 2: Loading the Secondary OAM
spriteHeight := byte(8)
if ppu.flag_spriteSize != 0 {
spriteHeight = 16
}
if ppu.spriteEvaluationN < 64 && ppu.pendingNumScanlineSprites < 8 {
if ppu.tickCounter%2 == 1 {
// read from primary
ppu.spriteEvaluationRead = ppu.oam[4*ppu.spriteEvaluationN+ppu.spriteEvaluationM]
} else {
// write to secondary
ppu.secondary_oam[4*ppu.pendingNumScanlineSprites+ppu.spriteEvaluationM] = ppu.spriteEvaluationRead
if ppu.spriteEvaluationM == 0 {
// check to see if it's in range
if byte(ppu.scanlineCounter) >= ppu.spriteEvaluationRead && byte(ppu.scanlineCounter) < ppu.spriteEvaluationRead+spriteHeight {
// it's in range!
} else {
// not in range.
ppu.spriteEvaluationM--
ppu.spriteEvaluationN++
}
}
if ppu.spriteEvaluationM == 3 {
if ppu.spriteEvaluationN == 0 {
ppu.spriteZeroAt = ppu.pendingNumScanlineSprites
}
ppu.spriteEvaluationN++
ppu.spriteEvaluationM = 0
ppu.pendingNumScanlineSprites += 1
} else {
ppu.spriteEvaluationM++
}
}
}
}
if ppu.tickCounter >= 257 && ppu.tickCounter <= 320 {
ppu.spriteEvaluationN = (ppu.tickCounter - 257) / 8
ppu.numScanlineSprites = ppu.pendingNumScanlineSprites
ppu.spriteZeroAt = ppu.spriteZeroAtNext
if (ppu.tickCounter-257)%8 == 0 {
// fetch x position, attribute into temporary latches and counters
var ypos, tile, attribute, xpos byte
if ppu.spriteEvaluationN < ppu.numScanlineSprites {
ypos = ppu.secondary_oam[ppu.spriteEvaluationN*4+0]
tile = ppu.secondary_oam[ppu.spriteEvaluationN*4+1]
attribute = ppu.secondary_oam[ppu.spriteEvaluationN*4+2]
xpos = ppu.secondary_oam[ppu.spriteEvaluationN*4+3]
} else {
ypos, tile, attribute, xpos = 0xFF, 0xFF, 0xFF, 0xFF
}
ppu.spriteXPositions[ppu.spriteEvaluationN], ppu.spriteAttributes[ppu.spriteEvaluationN] = int(xpos), attribute
spriteTable := ppu.flag_spriteTableAddress
tileRow := ppu.scanlineCounter - int(ypos)
if ppu.flag_spriteSize != 0 {
// 8x16 sprites
spriteTable = tile & 0x1
tile = tile & 0xFE
if tileRow >= 8 {
tile |= 1 - (attribute & 0x80 >> 7)
tileRow += 8
} else {
tile |= attribute & 0x80 >> 7
}
}
// fetch bitmap data into shift registers
if attribute&0x80 > 0 {
// flip sprite vertically
tileRow = 7 - tileRow
}
var patternAddr address = 0
patternAddr |= address(tileRow)
patternAddr |= address(tile) << 4
patternAddr |= address(spriteTable) << 12
lo, hi := ppu.mem.Read(patternAddr), ppu.mem.Read(patternAddr+8)
if attribute&0x40 > 0 {
// flip sprite horizontally
var hi2, lo2 byte
for i := 0; i < 8; i++ {
hi2 = (hi2 << 1) | (hi & 1)
lo2 = (lo2 << 1) | (lo & 1)
hi >>= 1
lo >>= 1
}
lo, hi = lo2, hi2
}
ppu.spriteBitmapDataLo[ppu.spriteEvaluationN] = lo
ppu.spriteBitmapDataHi[ppu.spriteEvaluationN] = hi
}
}
/* ***** END SPRITE EVALUATION ***** */
/* ***** DRAWING ! ***************** */
if ppu.tickCounter >= 1 && ppu.tickCounter <= 256 {
ppu.renderPixel()
}
// fetching tile data
if ppu.scanlineCounter < 240 {
if (ppu.tickCounter >= 1 && ppu.tickCounter <= 256) || (ppu.tickCounter >= 321 && ppu.tickCounter <= 336) {
ppu.backgroundBitmapData <<= 4
if ppu.tickCounter%8 == 0 {
ppu.fetchTileData()
}
}
}
/* ***** UPDATE SCROLLING ********** */
if ppu.tickCounter == 256 {
ppu.incrementScrollY()
}
if ppu.tickCounter == 257 {
// copy horizontal bits from t to v
// v: ....F.. ...EDCBA = t: ....F.. ...EDCBA
ppu.v = (ppu.v & 0xFBE0) | (ppu.t & 0x41F)
}
if ((ppu.tickCounter >= 321 && ppu.tickCounter <= 336) || (ppu.tickCounter >= 1 && ppu.tickCounter <= 256)) && (ppu.tickCounter%8 == 0) {
ppu.incrementScrollX()
}
}
}
}
func (ppu *Ppu) renderPixel() {
x, y := ppu.tickCounter-1, ppu.scanlineCounter
// background pixel
backgroundPixel := byte(ppu.backgroundBitmapData >> (32 + ((7 - ppu.x) * 4)) & 0xF)
// sprite pixel
var spritePixel byte = 0
var spriteIndex = 0
for n := 0; n < ppu.numScanlineSprites; n++ {
offset := x - int(ppu.spriteXPositions[n])
if offset >= 0 && offset < 8 {
attributes := ppu.spriteAttributes[n]
data := ((ppu.spriteBitmapDataHi[n] & 0x80) >> 6) | ((ppu.spriteBitmapDataLo[n] & 0x80) >> 7)
ppu.spriteBitmapDataHi[n] <<= 1
ppu.spriteBitmapDataLo[n] <<= 1
if data != 0 {
spritePixel = 0x10 + data + 4*(attributes&0x3)
spriteIndex = n
break
}
}
}
// left screen hiding
if x < 8 {
if ppu.flag_showBackgroundLeft == 0 {
backgroundPixel = 0
}
if ppu.flag_showSpritesLeft == 0 {
spritePixel = 0
}
}
var output byte = 0
bgVisible, spVisible := backgroundPixel%4 != 0, spritePixel%4 != 0
if !bgVisible && !spVisible {
output = 0
} else if !bgVisible {
output = spritePixel
} else if !spVisible {
output = backgroundPixel
} else {
if spriteIndex == ppu.spriteZeroAt {
ppu.flag_sprite0Hit = 1
}
spriteHasPriority := ppu.spriteAttributes[spriteIndex]&0x20 == 0
if spriteHasPriority {
output = spritePixel
} else {
output = backgroundPixel
}
}
ppu.funcPushPixel(x, y, ppu.FetchColor(output))
}
func (ppu *Ppu) fetchTileData() {
// run on (_ % 8 == 1) ticks in prerender and render scanlines
// we need to fetch a tile AND the attribute data, combine them, and
// shove them onto our queue of uh, stuff
nametableAddress := 0x2000 | (ppu.v & 0x0FFF)
nametableData := ppu.mem.Read(address(nametableAddress))
attributeAddress := 0x23C0 | (ppu.v & 0x0C00) | ((ppu.v >> 4) & 0x38) | ((ppu.v >> 2) & 0x07)
attributeData := ppu.mem.Read(address(attributeAddress))
// process attribute data to select correct tile
attributeData = ((attributeData >> (((ppu.v >> 4) & 4) | (ppu.v & 2))) & 3) << 2
var patternAddr address = 0
patternAddr |= address((ppu.v >> 12) & 0x7)
patternAddr |= address(nametableData) << 4
patternAddr |= address(ppu.flag_backgroundTableAddress) << 12
patternLo, patternHi := ppu.mem.Read(patternAddr), ppu.mem.Read(patternAddr+8)
var bitmap uint32 = 0
for i := 0; i < 8; i++ {
// shift on the data
pixelData := attributeData | ((patternLo & 0x80) >> 7) | ((patternHi & 0x80) >> 6)
patternLo <<= 1
patternHi <<= 1
bitmap = (bitmap << 4) | uint32(pixelData)
}
ppu.backgroundBitmapData |= uint64(bitmap)
}
func (ppu *Ppu) incrementScrollY() {
if ppu.v&0x7000 != 0x7000 {
ppu.v += 0x1000
} else {
ppu.v &= 0x8FFF
y := (ppu.v & 0x03E0) >> 5
if y == 29 {
y = 0
ppu.v ^= 0x0800
} else if y == 31 {
y = 0
} else {
y += 1
}
ppu.v = (ppu.v & 0xFC1F) | (y << 5)
}
}
func (ppu *Ppu) incrementScrollX() {
if ppu.v&0x001F == 31 {
ppu.v &= 0xFFE0
ppu.v ^= 0x0400
} else {
ppu.v += 1
}
}
func (ppu *Ppu) FetchColor(index byte) color {
return ppu.colors[ppu.palette[index&0x1F]]
}