Commit graph

28 commits

Author SHA1 Message Date
Michel Heily
17560eeb0c fix: Completly refactor GPU scanline composition code.
This change fixes #9 and emulates:
- Correct layer ordering
- Correct emulation of blending sfx
- Correct emulation of the object window (BIOS boot animation is now fixed)


Former-commit-id: caf46fe4b62cc54e6f2c02a8001da552f8e6b54a
2020-02-07 16:11:16 +02:00
Michel Heily
f4460b2740 feat/savestates: Implement save/load state API for GameBoyAdvance
Using serde & bincode encoding


Former-commit-id: f5e4c599497f6bdf3096fa99f8b2d6ce89278ef7
2020-01-16 20:18:32 +02:00
Michel Heily
16142ee99d core: gba: Move VideoInterface & AudioInterface to GameBoyAdvance
In preparation for savestates, this is needed to avoid (de)serializing Rc<RefCell>'s


Former-commit-id: c6dfe189d4f6104fc4b1b567529ec50714a2d74e
2020-01-16 19:56:05 +02:00
Michel Heily
236dd601a9 core: gpu: Use Vec<> instead of fix size arrays
Resorting to this since big arrays tend to overflow the stack on windows


Former-commit-id: e792a9c844d8f87075ee02323cf0a58d083e9f63
2020-01-16 19:53:09 +02:00
Michel Heily
0e0f1764e8 fix: Set BG2/3 affine parametersr to default on bios skip
Former-commit-id: e6e3016f85230af3aa495b120a3d3abb385ba463
2020-01-16 19:47:05 +02:00
Michel Heily
d97d07774f core: gpu: Implement rotation/scale background rendering
Displaying sbb_aff.gba and rsbin demos correctly.

Problems in mode7:
* Incorrect first scanline in m7_demo.gba
* Mariokart scaling is off


Former-commit-id: 27655a7a3cde0e9cdabd727a6ec9c99270a99b35
2020-01-16 19:46:36 +02:00
Michel Heily
c6feb5d500 core: Optimizing GameBoyAdvance::frame
Profiling GameBoyAdvance::frame shows that it spends way too much time idleing
on SoundController::update & Gpu::step waiting for the cycle count to
reach to the next event, Consuming cpu time for the Arm7tdmi core.

This commit changes the implementation of the main loop functions so
that the CPU will run as many cycles as possible and the peripherals
will only be updated when needed.
The is a performance improvement of roughly 50% in fps in some games!


Former-commit-id: 937e097f958423934c70b7face6b6b02926b7a51
2020-01-11 16:12:54 +02:00
Michel Heily
b00fbfb38c gpu: refactor: Big refactor preparations
1) Decouple SysBus from Gpu
2) Split Gpu rendering function into separate modules
3) Cleanup


Former-commit-id: 0435ad1c9c1de72ed50769fabfea7c5f33b670e0
2019-12-29 23:44:34 +02:00
Michel Heily
885bce2aa4 gpu: refactor: Give the Gpu a handle to the video device.
Use it to render to the screen instead of doing it in the outer Gba


Former-commit-id: ea1ed5f4d7b00d1542ce1130f96ccb1bdb87cb3e
2019-12-29 21:32:53 +02:00
Michel Heily
118beeb4b7 gpu: refactor: Move Rgb15 to its own module
Former-commit-id: d83748802435594573255171ae888efd6f406ad3
2019-12-29 21:32:53 +02:00
Michel Heily
b22388252b gpu: Cleanup #1
Former-commit-id: a40fca25eae76afb4d581d8da1404a5d52c9efab
2019-12-28 21:13:44 +02:00
Michel Heily
b13c3026c8 gpu: Refactor Gpu::current_scanline -> Gpu::vcount
Former-commit-id: fe17235bd7e953195e6348e4670bf0520a78270a
2019-12-28 20:25:27 +02:00
Michel Heily
d8545dd8cd sdl2: Use callbacks with ring buffer instead of audio queue.
Better latencies, and also fast-forward (aka Turbo mode) sounds normal
this way.


Former-commit-id: d1075087e847c765a871157a7973c897575ef4d7
2019-12-28 17:03:59 +02:00
Michel Heily
cb54f4d1a3 cosmetic: Notify vblank/hblank DMA inside of Gpu
Former-commit-id: de53e1ed3e2c1df19ef878c4b84893b92ee46064
2019-12-27 16:31:18 +02:00
Michel Heily
5acd7ddd71 Solve the sound clicking issue in Kirby!
The symptom of the problem was in the form of a rythmic click sound popping in the left channel.

Diving deep into Kirby's binary, I found out that channel B and channel
A are playing too different pcm buffers simultationsly: A is enabled for
the right channel and B is enabled for the left.

I found out that the game's sound driver was using VCOUNT in order to syncornize the audio,
but in some occassions the fifo DMA was not disabled in time, causing the DMA to
fill the fifo in additional 16 bytes of garbage residing next to channel
B's pcmBuffer.

After a thorough check-up of the GPU state machine, I find out that I
stay in VBLANK for 1 line too long, and that's what caused the audio
buffer to de-sync with the gpu emulation.

This commit fixes this issue.


Former-commit-id: e0f20bd01b8abf62da486e2501cff197a9a22763
2019-12-27 15:28:06 +02:00
Michel Heily
11219dab7e tmpfix: Reset scanline in scanline_aff_bg placeholder
Former-commit-id: a4f910210bfa186611d771202a4ef96e97fe75b7
2019-11-21 17:46:51 +02:00
Michel Heily
64a877369d Reorganize sprite rendering code
This commit contains changes I forgot to push way earlier.


Former-commit-id: 793bfc2bde25f2299136e6b196f2770ee1db8d19
2019-11-20 05:33:51 +02:00
Michel Heily
4c3862543e Fix bug in MODE0 where BG3 would not be rendered due to inconclusive range, thank you Rust.
Former-commit-id: 6dd8ce110d212083cba394f08488d4fffdf6d015
2019-11-16 18:17:53 +02:00
Michel Heily
dcab1e6328 Improve GPU state machine.
This fixes the glitch in dma_demo.gba where the rendering of the circle
was off by a scanline.


Former-commit-id: 907fefd548b6557ce46e06a99d0bc6ab83a8f332
2019-11-12 18:22:00 +02:00
Michel Heily
c78a111ad4 Implement DMA, WIP
I have fought very hard against the rust ownership model,
In the end for DMA to play nice with my code, I had to resort to use
unsafe code for now..

The DMA implementation itself is not accurate to say the least, but will
have to do for now.

Tonc's dma_demo.gba plays but with a visual glitch.


Former-commit-id: 3b9cdcb2d09c78701290f2c48b77f9f3487e85c9
2019-11-09 19:44:55 +02:00
Michel Heily
3a1d5c10ce Fix many bugs, refactor many things..
Passing: Armwrestler, cpu_test by Dead_Body

Former-commit-id: 80d815d110c5341515dd01c476a0d7e25ecb66a8
2019-11-09 01:06:24 +02:00
Michel Heily
9ebb0d3d2d Fix OBJ priorities (tonc prio_demo.gba works)
Former-commit-id: a55b3be7688ef7e1446a54c38fc5ddb5034cb4b9
2019-08-31 14:13:21 +02:00
Michel Heily
eab08992b9 Add normal sprite rendering support.
Former-commit-id: 04c3d7ec3051ce4c5aeacb552688c0217b3b3d3b
2019-08-27 23:15:22 +03:00
Michel Heily
8abebbe844 Implement Window special effect (win_demo.gba works, excpet the sprite)
Former-commit-id: 511d04045bbb678ceec39e34c483f04db154997b
2019-08-24 00:36:48 +03:00
Michel Heily
4a72a1035f Fix Rgb15::is_transparent bug
Former-commit-id: f12729b993ec9bef94a58a4d48982c7d3939c45b
2019-08-17 21:27:36 +03:00
Michel Heily
639993edd7 Add blending and mosaic SFX, and cleanup code.
Former-commit-id: b9f0ccaf1820da61f49ebeb2af5beff5cccd722f
2019-08-13 22:15:36 +03:00
Michel Heily
c4b24fde02 Refactor GPU registers wrappers to a separate module
Former-commit-id: 3e7c6326232cd761674061ceed758a56412da17f
2019-08-11 22:35:32 +03:00
Michel Heily
52ef793759 Move gpu module to a separate folder, to allow for later cleanup.
Also, get rid of "render" command


Former-commit-id: 7dd004f3ff8f55686665adead497ebae4f873379
2019-08-11 22:28:52 +03:00
Renamed from src/core/gpu.rs (Browse further)