Pixel write
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7bd08d65de
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a731616146
1 changed files with 83 additions and 22 deletions
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@ -1,3 +1,5 @@
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use std::{cell::RefCell, rc::Rc};
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use crate::{
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device::{Device, DeviceError},
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vm::Uxn,
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@ -26,13 +28,14 @@ pub struct Sdl2VideoDevice {
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pixels: Vec<u32>,
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width: u16,
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height: u16,
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fg: Layer,
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bg: Layer,
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mono: u8,
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fg: Rc<RefCell<Layer>>,
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bg: Rc<RefCell<Layer>>,
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mono: bool,
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x_cur: u16, // x8, x9
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y_cur: u16, // xa, xb
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auto: bool, // x6
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auto_x: bool, // x6
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auto_y: bool, // x6
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sprite_addr: u16, // xc, xd
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}
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@ -42,10 +45,17 @@ impl Sdl2VideoDevice {
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}
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fn clear(&mut self) {
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{
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let fg = self.fg.borrow_mut();
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for i in 0..(self.width * self.height) as usize {
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// FIXME: Is there some clear/set operation on vector? You can write your own seemingly, but it's this loop.
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self.fg.pixels[i] = 0x00;
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self.bg.pixels[i] = 0x00;
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fg.pixels[i] = 0x00;
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}
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}
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{
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let bg = self.bg.borrow_mut();
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for i in 0..(self.width * self.height) as usize {
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bg.pixels[i] = 0x00;
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}
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}
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}
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@ -53,7 +63,11 @@ impl Sdl2VideoDevice {
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* Update an entry in either the foreground or background buffers, marking the buffer as dirty.
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*/
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fn write_pixel(&mut self, layer: bool, x: u16, y: u16, color: u8) {
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let layer = if layer { &mut self.fg } else { &mut self.bg };
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let layer = if layer {
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self.fg.borrow_mut()
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} else {
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self.bg.borrow_mut()
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};
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if x < self.width && y < self.height {
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let idx = (x + (y * self.height)) as usize;
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if color != layer.pixels[idx] {
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@ -121,8 +135,8 @@ impl Sdl2VideoDevice {
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}
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// Both layers are now dirty
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self.fg.changed |= true;
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self.bg.changed |= true;
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self.fg.borrow_mut().changed |= true;
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self.bg.borrow_mut().changed |= true;
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}
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fn redraw(&mut self) {
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@ -132,22 +146,36 @@ impl Sdl2VideoDevice {
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let idx = if (i >> 2) != 0 { i >> 2 } else { i & 3 };
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palette[i] = self.palette[idx];
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}
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if self.mono != 0 {
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if self.mono {
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for i in 0..size as usize {
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let idx = (if self.fg.pixels[i] != 0 {
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self.fg.pixels[i]
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let idx = (if self.fg.borrow().pixels[i] != 0 {
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self.fg.borrow().pixels[i]
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} else {
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self.bg.pixels[i]
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self.bg.borrow().pixels[i]
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}) & 0x1;
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self.pixels[i] = PALETTE_MONO[idx as usize];
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}
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} else {
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for i in 0..size as usize {
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self.pixels[i] = palette[(self.fg.pixels[i] << 2 | self.bg.pixels[i]) as usize];
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self.pixels[i] = palette
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[(self.fg.borrow().pixels[i] << 2 | self.bg.borrow().pixels[i]) as usize];
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}
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}
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self.fg.changed = false;
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self.bg.changed = false;
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self.fg.borrow_mut().changed = false;
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self.bg.borrow_mut().changed = false;
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}
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fn resize(&mut self) {
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()
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}
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fn auto_increment(&mut self, d: u8) {
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if self.auto_x {
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self.x_cur += d as u16;
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}
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if self.auto_y {
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self.y_cur += d as u16;
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}
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}
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}
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@ -158,10 +186,21 @@ impl Device for Sdl2VideoDevice {
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match slot {
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0x0 => Ok((self.vector >> 8) as u8),
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0x1 => Ok((self.vector & 0xFF) as u8),
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0x2 => Ok((self.width >> 8) as u8),
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0x3 => Ok((self.width & 0xFF) as u8),
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0x4 => Ok((self.height >> 8) as u8),
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0x5 => Ok((self.height & 0xFF) as u8),
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0x6 => Ok((if self.auto_y { 1 } else { 0 }) << 1 | (if self.auto_x { 1 } else { 0 })),
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0x8 => Ok((self.x_cur >> 8) as u8),
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0x9 => Ok((self.x_cur & 0xFF) as u8),
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0xa => Ok((self.y_cur >> 8) as u8),
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0xb => Ok((self.y_cur & 0xFF) as u8),
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_ => Ok(0),
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}
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}
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@ -177,18 +216,40 @@ impl Device for Sdl2VideoDevice {
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0x1 => self.vector = self.vector & 0xFF00 | (val as u16),
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// Writing to the device width port.
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// Note that the reference implementation triggers resizing on the lower byte
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0x2 | 0x3 => (),
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0x2 => self.width = self.width & 0x00FF | ((val as u16) << 8),
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0x3 => {
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self.width = self.width & 0xFF00 | (val as u16);
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self.resize();
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}
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// Writing to the device height port
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// Note that the reference implementation triggers resizing on the lower byte
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0x4 | 0x5 => (),
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0x4 => self.height = self.height & 0x00FF | ((val as u16) << 8),
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0x5 => {
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self.height = self.height & 0xFF00 | (val as u16);
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self.resize();
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}
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// FIXME: Writing to all the settings words (auto, x, y, addr)
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// Write the auto word
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0x6 => {
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self.auto_x = val & 0x1 != 0;
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self.auto_y = val & 0x2 != 0;
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}
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// Write a pixel word
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0xe => (),
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0xe => {
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let layer = val & 0x40 != 0;
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self.write_pixel(layer, self.x_cur, self.y_cur, val & 0x3);
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self.auto_increment(1);
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}
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// Write a sprite word
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0xf => (),
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0xf => {
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let layer = val & 0x40 != 0;
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let n = val & 0xF >> 4;
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self.auto_increment(8); // sprites are always 8x8, although we may do many at once.
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}
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_ => (),
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}
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