NESemu/src/PPU.hpp

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#pragma once
#include "Types.hpp"
class Bus;
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/**
* @brief The PPU of the NES.
*/
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class PPU
{
friend class PPUWatcher;
public:
PPU(Bus* bus);
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/**
* @brief Powerup PPU.
* Internal state corresponds to powerup state
*/
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void Powerup();
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/**
* @brief Powerup PPU.
* Internal state corresponds to reset state
*/
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void Reset();
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/**
* @brief Tick PPU forward once.
*/
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void Tick();
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/**
* @brief Read from memory mapped PPU regs.
*/
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Byte ReadRegister(Byte id);
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/**
* @brief Write to memory mapped PPU regs.
*/
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void WriteRegister(Byte id, Byte val);
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/**
* @brief Check whether the PPU finished rendering a frame.
* Returns true if the VBlankStart cycle was hit previously. The function resets
* the boolearn when it is called
*/
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inline bool IsFrameDone() { bool returnVal = isFrameDone; isFrameDone = false; return returnVal; }
private:
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/**
* @brief Wraps Bus::ReadPPU.
*/
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Byte Read(Word addr);
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/**
* @brief Wraps Bus::WritePPU.
*/
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void Write(Word addr, Byte val);
private: // Registers
union
{
struct
{
Byte BaseNametableAddr : 2;
Byte VRAMAddrIncrement : 1;
Byte SpritePatternTableAddr : 1;
Byte BackgrPatternTableAddr : 1;
Byte SpriteSize : 1;
Byte MasterSlaveSelect : 1;
Byte VBlankNMI : 1;
} Flag;
Byte Raw;
} ppuctrl;
union
{
struct
{
Byte Greyscale : 1;
Byte BackgroundOnLeft : 1;
Byte SpriteOnLeft : 1;
Byte ShowBackground : 1;
Byte ShowSprites : 1;
Byte EmphasizeRed : 1;
Byte EmphasizeGreen : 1;
Byte EmphasizeBlue : 1;
} Flag;
Byte Raw;
} ppumask;
union
{
struct
{
Byte Unused : 5;
Byte SpriteOverflow : 1;
Byte SpriteZeroHit : 1;
Byte VBlankStarted : 1;
} Flag;
Byte Raw;
} ppustatus;
struct
{
Byte x;
Byte y;
} ppuscroll;
Address ppuaddr;
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// Current x, y position the PPU operates on
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uint16_t x, y;
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Byte latch = 0;
bool addressLatch = false;
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private:
bool isFrameDone = false;
Bus* bus;
};