Commit graph

48 commits

Author SHA1 Message Date
Michel Heily b21cd1e3d9 Refactor project workspace and fix build
Former-commit-id: 8e264cdbc9e5290654c29e6893a121bce73c29c9
2020-04-10 00:53:41 +03:00
Michel Heily 2aa0eec95e android: Putting in work
- Landscape layout.
- Snapshot viewer is now a fragment for future re-use.
- Bugfixes
- Etc'


Former-commit-id: 34365fd143cefdc2b1bb3b68a62f62849f442fa1
2020-04-10 00:39:28 +03:00
Michel Heily fc8b066191 jni: Render directly to the java frame buffer
Former-commit-id: 1647ad7859ad4558ba9626a1ef7afe2ceb1967f4
2020-04-10 00:39:32 +03:00
Michel Heily 8f8204a52b Optimize emulator frame loop
Syncronize to number of cycles performed instead of VCOUNT when
emulating a frame


Former-commit-id: 0f9afe6a95a576dbb7a15cd1bf6bfb7d7ce02fff
2020-04-10 00:35:59 +03:00
Michel Heily 8f11bebd2b fix/performance/accuracy: Reimplement sysbus stall cycle counting.
Previously I did not account for gamepak 32-bit accesses being two 16bit (NSEQ+SEQ or SEQ+SEQ) accesses,
This resulted in less cycles being accounted for, resulting in more wasted CPU cycles per frame and was a huge performance hit.

I re-implemented this with look-up-tables also to speed up the cycle
count routing `SysBus::get_cycles` and also account for 32bit gamepak memory access.


Former-commit-id: fe6a9a570c843d40e38971a2a36e6511df1b8894
2020-04-04 13:55:40 +03:00
Michel Heily 84db854a06 chore: Make GameBoyAdvance the the bios argument as boxed slice rather then a Vec
On windows, the Vec may sit on the stack..


Former-commit-id: b8aa77858291c1b7ee6bfbfbec92646f18e819de
2020-02-28 15:11:02 +02:00
Michel Heily c5b9c68d5e feat/jni: Cleanup & Improve jni bindings
- Wrap static globals with a mutex.
- Implement InputInterface

Testing this on a standalone Java Console Application (without
rendering) shows sufficiant performanse for now (AVG fps of 180 in the bios)


Former-commit-id: cfbb9abb7e91b04258c41fc20e8a22c16d797386
2020-02-28 15:11:02 +02:00
Michel Heily c50ab1ecd8 feat: Add basic gdbserver feature
Initially I began implementing the gdb protocol on my own, but I then found a
nice work-in-progress crate on https://github.com/daniel5151/gdbstub
that suited my needs.


Former-commit-id: f77557cbbd8652c2ed05ac439efc1956d8e99729
2020-02-21 22:12:58 +02:00
Michel Heily b03fe3567e Fix all warnings during build
Ran cargo-fix to automatically fix most of the build warnings,
Cleaned up dead code, and fix the rest manually


Former-commit-id: f35faba46b40eaf9c047efb8ab1e77ffa24d41b6
2020-02-14 14:21:45 +02:00
Michel Heily 69aadb9d92 Fix broken tests due to recent arm7tdmi changes
Former-commit-id: e1a5ec4ce3cb4c61bf6f511babfa8da8efd7321f
2020-02-14 13:02:56 +02:00
Michel Heily 6beec306c2 optimize: CPU Pipeline optimization part 2
Optimize redundent pipeline stages
About 5% performance gain.

Also rustfmt..


Former-commit-id: 2f5fc95798e97eb963fea976866bbeaf637084b0
2020-02-11 02:26:17 +02:00
Michel Heily c7a484fda5 Move creation of arm7tdmi core into the GameBoyAdvance
Former-commit-id: d4a43df2ea3d737cc8284b84cea0285c8818ef32
2020-02-11 02:26:17 +02:00
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 5fc38546ce refactor(core/cartridge): Refactor cartridge module to make it easier to configure savetypes
Former-commit-id: 2e8dd8c3f60c7de8c55bd4c38eaa0630af73c1cc
2020-01-31 16:15:29 +02:00
Michel Heily 23a6bf1637 feat(sram): Implement SRAM save type
Tested to work on Kirby.
Fixes #8


Former-commit-id: 90aa60b901a4ef790592c34c2350a7349939d612
2020-01-26 02:06:44 +02:00
Michel Heily 6dbc3d5cf0 tests: Add test for the bug fixed in cca16c52fd838b34c759913a41ff28c4e04735d0 [formerly 453e7c03ab48f1bcf72cd9d4b1aae012eb08c697]
Updated gba-suite submodule


Former-commit-id: 97bccebd0a9bf60ed6da1cf3f853b98d114631af
2020-01-19 00:45:46 +02:00
Michel Heily 8755013ec6 tests: Wrap gba-suite by jsmolka
Former-commit-id: 511f08470520c712b3b5a5bd9e33ac590939c315
2020-01-17 01:33:21 +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 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 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 ab731679ef core: gba: Get rid of usesless RcRefcells in main object
Former-commit-id: 55beb34c529a8c8f19d0dffcef33584fb4c97e7a
2019-12-29 23:44:34 +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 cb54f4d1a3 cosmetic: Notify vblank/hblank DMA inside of Gpu
Former-commit-id: de53e1ed3e2c1df19ef878c4b84893b92ee46064
2019-12-27 16:31:18 +02:00
Michel Heily c2ac3c5a10 Improve DMA code
Former-commit-id: 8fdb6195ceb323aebd8a26da98fe286d89ef8363
2019-12-27 12:37:32 +02:00
Michel Heily b026ad4ed3 Add simple resampling using cosine interpolation, seems to work~ish.
Still have clicks & delays in my audio output.


Former-commit-id: 46707fc773d8083fbba1ec614e3e0a3e53866b98
2019-12-23 01:37:45 +02:00
Michel Heily 10d0934f82 GameBoyAdvance: Use dyn traits instead of generic types
"Performance hit" is not significient


Former-commit-id: 809dea4cdbf9579d8e9d18de95b3c9a05723c68f
2019-12-23 01:37:45 +02:00
Michel Heily 398e66b723 More work. DMA sound seems to work, but sounds very crappy.
Former-commit-id: cc9f2877f9ccc1b05163af3fd35ff07efa8e3067
2019-12-23 01:37:45 +02:00
Michel Heily fefeddbc40 Continue working on DMA sound.
Cleanup timer.rs
run cargo fmt
restore debugging continue&frame commands
Fix bug introduced in previous commit causing the bios animation to
hang


Former-commit-id: 188acaa1121503a97f2d3be816f6f57835e17fe1
2019-12-23 01:37:45 +02:00
Michel Heily 70cb99161d Start working on DMA sound
Former-commit-id: 066210a86a7836b6ae1dfd5ce229d050cbe00ca4
2019-12-23 01:37:45 +02:00
Michel Heily 385016f24a Use Rc<RefCell<T>> to have the GameboyAdvance struct hold references to platform video,audio,input combo
Former-commit-id: bfe233a333790fe1bad1038bd553a3fe244e57fa
2019-12-20 15:11:26 +02:00
Michel Heily 04d2edfc01 Refactor "backend" concept
See plat/sdl2


Former-commit-id: 5f7c9625467003d5b73307959095eb5365db523e
2019-12-20 15:11:26 +02:00
Yonatan Goldschmidt 763ee217d8 Add WIP sound controller and backend
Former-commit-id: 50e5bb71a620ac138a880872ae1f13f1c0c0604c
2019-12-20 15:11:26 +02:00
Michel Heily b9d0857acc Don't allow IRQs when pipeline is reloading
Former-commit-id: a51d3671dfabab422f2ad880b3cbe1bac65d442b
2019-11-16 18:17:53 +02:00
Michel Heily b288625b9a Improve the debugger
- Add tracing of opcodes and potentially more stuff
- Add option to run a script file at the beginnig (I use it to redirect
traces to a file)
- Support breakpoints again


Former-commit-id: 4e988d6bc1a59456c96547f0320a6d9abedcae00
2019-11-16 18:17:53 +02:00
Michel Heily 88b908f2a0 Implemenet GBA Halt control
Former-commit-id: 1b09cb881b4e68f410abe6e1f6a161cd55a4626a
2019-11-12 18:55:26 +02:00
Michel Heily 1d088accb8 mGBA test suite now boots!
Fix tons of bug and reimplemented some of the core code.
Add a neat feature for debug builds:
When the cpu "swi 0x55" instruction, a breakpoint is triggered on the
host.


Former-commit-id: 959249df4374327d90b2503d7a45f8d5d27995a6
2019-11-12 18:22:00 +02:00
Michel Heily c117cbe924 Make the debugger work again, but currently breakpoints are not supported.
Added memory write command and the ability to pause the debugger with Ctrl-C


Former-commit-id: 83d141fa191dadefb84f7c9de163631a69af8324
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 639993edd7 Add blending and mosaic SFX, and cleanup code.
Former-commit-id: b9f0ccaf1820da61f49ebeb2af5beff5cccd722f
2019-08-13 22:15:36 +03:00
Michel Heily acd0e4f338 cpu: Refactor instructions to use explicit cycle counting.
The way cycles were counted up untill now was not accurate enough,
I've avoided doing so because the instruction implementation looks
bloated this way, but I've had problems with cycle accuracy with tonc's
timer demo.

This is not entirely correct though, and I'm 100% sure there are some
mistakes, but works good enough for now.


Former-commit-id: 748faaf99fe2f42925c0a2110192c6a01e5d27d4
2019-08-08 20:05:09 +03:00
Michel Heily c72bbb96fd [WIP] Timers
Seems to work, but the cycle's are not accurate so they run slowly


Former-commit-id: a0b80acb4b68ed64caa535a0ec9f75a081d3aed4
2019-08-05 09:53:41 +03:00
Michel Heily c7dd713605 The big ioregs refactoring.
This commit refactors the ioregs:
* Use bitfield crate to implement the GPU ioregs.
* IoRegs are stored in their own variables bindings (i.e, Gpu related ioregs are now fields of the Gpu struct)
  - This optimize performance quiet alot from my testings - since every scanline was accessing deseralizing ioregs from sysbus. (Getting constant 59fps now)
* For now, comment out DMA model

Also, cleaned the code up to eliminate rustc warnings.


Former-commit-id: 9077695c446ebd1a71783acfdd9819245aa02d7a
2019-08-03 00:24:15 +03:00
Michel Heily eb2a1a02fe Implement background scrolling!
tonc's brin_demo.gba now works as intended :)


Former-commit-id: 596c063c5968534f42e42f52203c85262b9c6fa2
2019-07-31 00:52:46 +03:00
Michel Heily e962150aaf Start working on Interrupts.
it kinda works now, but needs testing.


Former-commit-id: 8510314cce248a737d492d935cf5b48f86d920ed
2019-07-29 01:28:22 +03:00
Michel Heily 7e9c0e31da Add minifb backend - Armwrestler now plays !
Former-commit-id: d72ea9139e04624322cf3bc4a8ab330f6bb133a4
2019-07-20 23:02:18 +03:00
Michel Heily 53115a9a58 Refactor core functionality into a separate module
Former-commit-id: 5d55b9eb0b63ed7c61465b4e814782165caa5002
2019-07-20 16:46:00 +03:00
Renamed from src/gba.rs (Browse further)