diff --git a/src/gpu/states.rs b/src/gpu/states.rs index 480ae7a..a625559 100644 --- a/src/gpu/states.rs +++ b/src/gpu/states.rs @@ -2,14 +2,14 @@ use crate::{ common::Bit, consts::{ display::{DISPLAY_SIZE_X, DISPLAY_SIZE_Y}, - gpu::{LY, SCX, SCY}, + gpu::{LCDC, LY, SCX, SCY}, }, GameBoy, }; use super::{sprite_parser::SpriteData, Color}; -#[derive(PartialEq)] +#[derive(PartialEq, Debug)] pub enum GPUState { OAMSearch, PixelTransfer, @@ -22,6 +22,11 @@ pub struct Gpu { pub screen: [[Color; DISPLAY_SIZE_X]; DISPLAY_SIZE_Y], pub(crate) sprites: Vec, + /// When the screen is off, the GPU is in a state of hybernation, as soon as this is + /// flipped back, the GPU will reset itself. During this state, the screen will be + /// blank + pub hybernated: bool, + /// We need to keep track of how many sprites we have rendered because there is a /// maximum of 10 sprites, after that, no more sprites can be rendered on a line rendered_sprites_on_line: u8, @@ -33,8 +38,8 @@ pub struct Gpu { /// This is the offset to add to the tile map address i: u16, - /// A tick is 1/4 of a CPU cycle - ticks: u32, + /// A dot is 1/4 of a CPU cycle + dots: u16, } impl Gpu { @@ -43,11 +48,12 @@ impl Gpu { state: GPUState::OAMSearch, screen: [[Color::Light; DISPLAY_SIZE_X]; DISPLAY_SIZE_Y], sprites: Vec::new(), + hybernated: false, rendered_sprites_on_line: 0, x: 0, y: 0, i: 0, - ticks: 0, + dots: 0, } } } @@ -68,8 +74,15 @@ impl GameBoy { self.gpu.sprites.push(self.get_sprite_data(i)); } - if self.gpu.ticks == 40 { + if self.gpu.dots == 0 { + self.bus[LY] = 0; + } + + if self.gpu.dots == 80 { self.gpu.state = GPUState::PixelTransfer; + self.gpu.dots = 0; + } else { + self.gpu.dots += 1; } } @@ -79,6 +92,12 @@ impl GameBoy { true => 0x9C00, }; + // There's a delay of 12 dots at the beginning of this mode due to the tile + // fetching below + if self.gpu.dots == 0 { + self.gpu.dots += 12; + } + // Y Scrolling // The gameboy tilemap is 32x32 tiles, both `SCX` and `SCY` use pixels, not tiles // so we have to divide them by 8, skipping 32 tiles just means to set the @@ -126,9 +145,17 @@ impl GameBoy { self.gpu.i -= 20; } - self.gpu.rendered_sprites_on_line = 0; self.gpu.y += 1; + } + + // TODO: Implement the OBJ penalty algorithm, relevant link: + // https://gbdev.io/pandocs/Rendering.html + if self.gpu.dots >= 160 { self.gpu.state = GPUState::HBlank; + self.gpu.dots = 0; + } else { + // Because one dot = one pixel + self.gpu.dots += 8; } } @@ -136,18 +163,24 @@ impl GameBoy { /// VBlank if all the lines have been rendered, or OAM Search if there's another /// line we need to render fn hblank(&mut self) { - if self.gpu.ticks != 456 { - return; + if self.gpu.dots == 0 { + self.gpu.x = 0; + self.gpu.rendered_sprites_on_line = 0; + self.bus[LY] = self.bus[LY].wrapping_add(1); } - self.gpu.ticks = 0; - self.gpu.x = 0; - self.bus[LY] = self.bus[LY].wrapping_add(1); + // This should be 376 - the duration of the pixel transfer, but pixel transfer is + // hard-coded to 160 as of now + if self.gpu.dots == 376 - 160 { + self.gpu.state = if self.bus[LY] == 144 { + GPUState::VBlank + } else { + GPUState::PixelTransfer + }; - self.gpu.state = if self.bus[LY] == DISPLAY_SIZE_Y as u8 { - GPUState::VBlank + self.gpu.dots = 0; } else { - GPUState::OAMSearch + self.gpu.dots += 1; } } @@ -155,29 +188,53 @@ impl GameBoy { /// "invisible" lines that are not seen on the screen, while we loop over this lines /// we are in VBlank territory fn vblank(&mut self) { - if self.gpu.ticks != 456 { - return; - } - - self.gpu.ticks = 0; - self.bus[LY] = self.bus[LY].wrapping_add(1); + const VBLANK_LINE_DOTS: u16 = 456; - if self.bus[LY] == 153 { - self.bus[LY] = 0; + if self.gpu.dots == 0 { self.gpu.y = 0; self.gpu.i = 0; + } + + // After every line + if self.gpu.dots % VBLANK_LINE_DOTS == 0 { + self.bus[LY] = self.bus[LY].wrapping_add(1); + } + + // There are 10 lines of VBlank + if self.gpu.dots == VBLANK_LINE_DOTS * 10 { self.gpu.state = GPUState::OAMSearch; + self.gpu.dots = 0; + } else { + self.gpu.dots += 1; } } pub(crate) fn tick(&mut self) { + // The seventh bith of LCDC controls wheter or not the display is on. If it is off + // we reset the gpu state + if !self.bus[LCDC].get_bit(7) { + self.gpu.hybernated = true; + } + + // Resetting the GPU at every tick is *very* expensive, so we reset LY, + // because programs might need LY, and also the GPU state, otherwise the GPU will + // be stuck at hblank, making the program crash because of addition overflow. + if self.gpu.hybernated { + self.bus[LY] = 0; + self.gpu.state = GPUState::OAMSearch; + } + + // We reset the GPU only when + if self.gpu.hybernated && self.bus[LCDC].get_bit(7) { + self.gpu.hybernated = false; + self.gpu = Gpu::new(); + } + match self.gpu.state { GPUState::OAMSearch => self.oam_search(), GPUState::PixelTransfer => self.pixel_transfer(), GPUState::HBlank => self.hblank(), GPUState::VBlank => self.vblank(), } - - self.gpu.ticks += 1; } }