Files
bsnes/bsnes/snes/alternative/ppu/debugger/debugger.hpp
Tim Allen c434e8a0d5 Update to v068r04 release.
(there was no r03 release posted to the WIP thread)

byuu says:

This should provide hardware-accurate mosaic support in the accurate
renderer, with the exception that I'm still not sure what mid-frame
vertical mosaic or mid-scanline horizontal mosaic writes do. Either the
code I have is correct, or it bypasses the mosaic adjust and gives the
exact H/V positions.

I've also renamed the fast folder to alternative (thinking about naming
it simply alt instead), and started on a brand new PPU renderer. So far
it's just a barebones setup with some MMIO support and VRAM/OAM/CGRAM
writing. I'm not even confident that I can get this to be faster than
the current scanline renderer, but it's the only avenue that we have
left for any kind of significant bsnes speedup, so I have to try. I'm
going to finish up the MMIO stuff first, that way we have a clean slate
with no actual rendering. And then from here we can try various
different approaches.
2010-10-20 22:30:35 +11:00

31 lines
744 B
C++
Executable File

class PPUDebugger : public PPU, public ChipDebugger {
public:
bool property(unsigned id, string &name, string &value);
bool bg1_enabled[2];
bool bg2_enabled[2];
bool bg3_enabled[2];
bool bg4_enabled[2];
bool oam_enabled[4];
uint8 vram_mmio_read(uint16 addr);
void vram_mmio_write(uint16 addr, uint8 data);
uint8 oam_mmio_read(uint16 addr);
void oam_mmio_write(uint16 addr, uint8 data);
uint8 cgram_mmio_read(uint16 addr);
void cgram_mmio_write(uint16 addr, uint8 data);
void render_line_mode0();
void render_line_mode1();
void render_line_mode2();
void render_line_mode3();
void render_line_mode4();
void render_line_mode5();
void render_line_mode6();
void render_line_mode7();
PPUDebugger();
};