bsnes-plus/bsnes/snes/ppu/counter/counter.hpp

49 lines
1.6 KiB
C++

//PPUcounter emulates the H/V latch counters of the S-PPU2.
//
//real hardware has the S-CPU maintain its own copy of these counters that are
//updated based on the state of the S-PPU Vblank and Hblank pins. emulating this
//would require full lock-step synchronization for every clock tick.
//to bypass this and allow the two to run out-of-order, both the CPU and PPU
//classes inherit PPUcounter and keep their own counters.
//the timers are kept in sync, as the only differences occur on V=240 and V=261,
//based on interlace. thus, we need only synchronize and fetch interlace at any
//point before this in the frame, which is handled internally by this class at
//V=128.
class PPUcounter {
public:
alwaysinline void tick();
alwaysinline void tick(unsigned clocks);
alwaysinline bool field () const;
alwaysinline uint16 vcounter() const;
alwaysinline uint16 hcounter() const;
alwaysinline uint8 framecounter() const;
alwaysinline uint16 lineclocks() const;
alwaysinline uint16 prev_lineclocks() const;
alwaysinline uint16 fieldlines() const;
inline uint16 hdot() const;
alwaysinline uint16 vcounter_future(unsigned offset) const;
alwaysinline uint16 vcounter_past(unsigned offset) const;
alwaysinline uint16 hcounter_past(unsigned offset) const;
inline void reset();
function<void ()> scanline;
void serialize(serializer&);
private:
inline void vcounter_tick();
inline void frame_tick();
struct {
uint16 hcounter;
uint16 vcounter;
uint8 frame;
uint16 lineclocks;
uint16 prev_lineclocks;
uint16 fieldlines[2];
bool field;
} status;
};