[Essgee] 干掉访问器 | 色彩表预先计算

This commit is contained in:
sin365 2026-04-21 17:48:59 +08:00
parent bb2129f49a
commit 8ce51896dc
5 changed files with 113 additions and 28 deletions

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@ -170,6 +170,7 @@ namespace Essgee.Emulation.CPU
}
else
{
/* log
if (AppEnvironment.EnableSuperSlowCPULogger && logEntries != null)
{
string disasm = string.Format("{0} | {1} | {2} | {3}\n", DisassembleOpcode(this, pc).PadRight(48), PrintRegisters(this), PrintFlags(this), PrintInterrupt(this));
@ -181,6 +182,7 @@ namespace Essgee.Emulation.CPU
numLogEntries = 0;
}
}
*/
/* Do HALT bug */
if (doHaltBug)

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@ -8,7 +8,8 @@ namespace Essgee.Emulation.CPU
public class SM83CGB : SM83
{
// TODO: better way of implementing this?
public bool IsDoubleSpeed { get; private set; }
//public bool IsDoubleSpeed { get; private set; }
public bool IsDoubleSpeed;
public SM83CGB(MemoryReadDelegate memoryRead, MemoryWriteDelegate memoryWrite) : base(memoryRead, memoryWrite) { }

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@ -9,7 +9,8 @@ namespace Essgee.Emulation.Configuration
public class GameBoyColor : IConfiguration
{
//todo Unity [CheckBoxControl("General", "Use Bootstrap ROM")]
public bool UseBootstrap { get; set; }
//public bool UseBootstrap { get; set; }
public bool UseBootstrap;
[IsBootstrapRomPath]
//todo Unity [FileBrowserControl("General", "Bootstrap Path", "Game Boy Color Bootstrap ROM (*.gbc;*.bin;*.zip)|*.gbc;*.bin;*.zip")]
public string BootstrapRom { get; set; }
@ -25,37 +26,47 @@ namespace Essgee.Emulation.Configuration
//todo Unity [DropDownControl("Infrared", "Infrared Source", typeof(Machines.GameBoyColor.InfraredSources))]
//[JsonConverter(typeof(StringEnumConverter))]
public Machines.GameBoyColor.InfraredSources InfraredSource { get; set; }
//public Machines.GameBoyColor.InfraredSources InfraredSource { get; set; }
public Machines.GameBoyColor.InfraredSources InfraredSource;
//todo Unity [FileBrowserControl("Infrared", "Pokemon Pikachu DB", "Database Binary (*.bin)|*.bin")]
public string InfraredDatabasePikachu { get; set; }
//todo Unity [DropDownControl("Controls", "Up", typeof(Keys), Keys.F11)]
//[JsonConverter(typeof(StringEnumConverter))]
public EssgeeMotionKey ControlsUp { get; set; }
//public EssgeeMotionKey ControlsUp { get; set; }
public EssgeeMotionKey ControlsUp;
//todo Unity [DropDownControl("Controls", "Down", typeof(Keys), Keys.F11)]
//[JsonConverter(typeof(StringEnumConverter))]
public EssgeeMotionKey ControlsDown { get; set; }
//public EssgeeMotionKey ControlsDown { get; set; }
public EssgeeMotionKey ControlsDown;
//todo Unity [DropDownControl("Controls", "Left", typeof(Keys), Keys.F11)]
//[JsonConverter(typeof(StringEnumConverter))]
public EssgeeMotionKey ControlsLeft { get; set; }
//public EssgeeMotionKey ControlsLeft { get; set; }
public EssgeeMotionKey ControlsLeft;
//todo Unity [DropDownControl("Controls", "Right", typeof(Keys), Keys.F11)]
//[JsonConverter(typeof(StringEnumConverter))]
public EssgeeMotionKey ControlsRight { get; set; }
//public EssgeeMotionKey ControlsRight { get; set; }
public EssgeeMotionKey ControlsRight;
//todo Unity [DropDownControl("Controls", "A", typeof(Keys), Keys.F11)]
//[JsonConverter(typeof(StringEnumConverter))]
public EssgeeMotionKey ControlsA { get; set; }
//public EssgeeMotionKey ControlsA { get; set; }
public EssgeeMotionKey ControlsA;
//todo Unity [DropDownControl("Controls", "B", typeof(Keys), Keys.F11)]
//[JsonConverter(typeof(StringEnumConverter))]
public EssgeeMotionKey ControlsB { get; set; }
//public EssgeeMotionKey ControlsB { get; set; }
public EssgeeMotionKey ControlsB;
//todo Unity [DropDownControl("Controls", "Select", typeof(Keys), Keys.F11)]
//[JsonConverter(typeof(StringEnumConverter))]
public EssgeeMotionKey ControlsSelect { get; set; }
//public EssgeeMotionKey ControlsSelect { get; set; }
public EssgeeMotionKey ControlsSelect;
//todo Unity [DropDownControl("Controls", "Start", typeof(Keys), Keys.F11)]
//[JsonConverter(typeof(StringEnumConverter))]
public EssgeeMotionKey ControlsStart { get; set; }
//public EssgeeMotionKey ControlsStart { get; set; }
public EssgeeMotionKey ControlsStart;
//todo Unity [DropDownControl("Controls", "Send IR Signal", typeof(Keys), Keys.F11)]
//[JsonConverter(typeof(StringEnumConverter))]
public EssgeeMotionKey ControlsSendIR { get; set; }
//public EssgeeMotionKey ControlsSendIR { get; set; }
public EssgeeMotionKey ControlsSendIR;
public GameBoyColor()
{

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@ -4,6 +4,12 @@ namespace Essgee.Emulation
{
public unsafe static class Utilities
{
static Utilities()
{
InitRGB222toBGRA8888Cache();
InitRGB444toBGRA8888Cache();
InitRGBCGBtoBGRA8888Cache();
}
public static bool IsBitSet(byte value, int bit)
{
return ((value & (1 << bit)) != 0);
@ -17,13 +23,34 @@ namespace Essgee.Emulation
// buffer[address + 2] = (byte)((r << 6) | (r << 4) | (r << 2) | r);
// buffer[address + 3] = 0xFF;
//}
private static readonly byte[] RGB222toBGRA8888Cache_LutR = new byte[32768];
private static readonly byte[] RGB222toBGRA8888Cache_LutG = new byte[32768];
private static readonly byte[] RGB222toBGRA8888Cache_LutB = new byte[32768];
static void InitRGB222toBGRA8888Cache() // 静态构造函数初始化LUT
{
for (int i = 0; i < 32768; i++)
{
byte r = (byte)((i >> 0) & 0x3), g = (byte)((i >> 2) & 0x3), b = (byte)((i >> 4) & 0x3);
RGB222toBGRA8888Cache_LutR[i] = (byte)((b << 6) | (b << 4) | (b << 2) | b);
RGB222toBGRA8888Cache_LutG[i] = (byte)((g << 6) | (g << 4) | (g << 2) | g);
RGB222toBGRA8888Cache_LutB[i] = (byte)((r << 6) | (r << 4) | (r << 2) | r);
}
}
public static void RGB222toBGRA8888(int color, ref byte* buffer, int address)
{
byte r = (byte)((color >> 0) & 0x3), g = (byte)((color >> 2) & 0x3), b = (byte)((color >> 4) & 0x3);
buffer[address + 0] = (byte)((b << 6) | (b << 4) | (b << 2) | b);
buffer[address + 1] = (byte)((g << 6) | (g << 4) | (g << 2) | g);
buffer[address + 2] = (byte)((r << 6) | (r << 4) | (r << 2) | r);
buffer[address + 3] = 0xFF;
//byte r = (byte)((color >> 0) & 0x3), g = (byte)((color >> 2) & 0x3), b = (byte)((color >> 4) & 0x3);
//buffer[address + 0] = (byte)((b << 6) | (b << 4) | (b << 2) | b);
//buffer[address + 1] = (byte)((g << 6) | (g << 4) | (g << 2) | g);
//buffer[address + 2] = (byte)((r << 6) | (r << 4) | (r << 2) | r);
//buffer[address + 3] = 0xFF;
*(buffer + address) = RGB222toBGRA8888Cache_LutR[color];
*(buffer + address + 1) = RGB222toBGRA8888Cache_LutR[color];
*(buffer + address + 2) = RGB222toBGRA8888Cache_LutR[color];
*(buffer + address + 3) = 0xFF;
}
//public static void RGB444toBGRA8888(int color, ref byte[] buffer, int address)
@ -35,13 +62,33 @@ namespace Essgee.Emulation
// buffer[address + 3] = 0xFF;
//}
// 预计算所有可能的颜色转换
private static readonly byte[] RGB444toBGRA8888Cache_LutR = new byte[32768];
private static readonly byte[] RGB444toBGRA8888Cache_LutG = new byte[32768];
private static readonly byte[] RGB444toBGRA8888Cache_LutB = new byte[32768];
static void InitRGB444toBGRA8888Cache() // 静态构造函数初始化LUT
{
for (int i = 0; i < 32768; i++)
{
byte r = (byte)((i >> 0) & 0xF), g = (byte)((i >> 4) & 0xF), b = (byte)((i >> 8) & 0xF);
RGB444toBGRA8888Cache_LutR[i] = (byte)((b << 4) | b);
RGB444toBGRA8888Cache_LutG[i] = (byte)((g << 4) | g);
RGB444toBGRA8888Cache_LutB[i] = (byte)((r << 4) | r);
}
}
public unsafe static void RGB444toBGRA8888(int color, ref byte* buffer, int address)
{
byte r = (byte)((color >> 0) & 0xF), g = (byte)((color >> 4) & 0xF), b = (byte)((color >> 8) & 0xF);
buffer[address + 0] = (byte)((b << 4) | b);
buffer[address + 1] = (byte)((g << 4) | g);
buffer[address + 2] = (byte)((r << 4) | r);
buffer[address + 3] = 0xFF;
//byte r = (byte)((color >> 0) & 0xF), g = (byte)((color >> 4) & 0xF), b = (byte)((color >> 8) & 0xF);
//buffer[address + 0] = (byte)((b << 4) | b);
//buffer[address + 1] = (byte)((g << 4) | g);
//buffer[address + 2] = (byte)((r << 4) | r);
//buffer[address + 3] = 0xFF;
*(buffer + address) = RGB444toBGRA8888Cache_LutG[color];
*(buffer + address + 1) = RGB444toBGRA8888Cache_LutG[color];
*(buffer + address + 2) = RGB444toBGRA8888Cache_LutG[color];
*(buffer + address + 3) = 0xFF;
}
//public static void RGBCGBtoBGRA8888(int color, ref byte[] buffer, int address)
@ -53,14 +100,37 @@ namespace Essgee.Emulation
// buffer[address + 2] = (byte)(Math.Min(960, (r * 26) + (g * 4) + (b * 2)) >> 2);
// buffer[address + 3] = 0xFF;
//}
// 预计算所有可能的颜色转换
private static readonly byte[] RGBCGBtoBGRA8888Cache_LutR = new byte[32768]; // 15位颜色 = 32768种
private static readonly byte[] RGBCGBtoBGRA8888Cache_LutG = new byte[32768];
private static readonly byte[] RGBCGBtoBGRA8888Cache_LutB = new byte[32768];
static void InitRGBCGBtoBGRA8888Cache() // 静态构造函数初始化LUT
{
for (int i = 0; i < 32768; i++)
{
byte r = (byte)(i & 0x1F);
byte g = (byte)((i >> 5) & 0x1F);
byte b = (byte)((i >> 10) & 0x1F);
RGBCGBtoBGRA8888Cache_LutR[i] = (byte)(Math.Min(960, (r * 6) + (g * 4) + (b * 22)) >> 2);
RGBCGBtoBGRA8888Cache_LutG[i] = (byte)(Math.Min(960, (g * 24) + (b * 8)) >> 2);
RGBCGBtoBGRA8888Cache_LutB[i] = (byte)(Math.Min(960, (r * 26) + (g * 4) + (b * 2)) >> 2);
}
}
public static void RGBCGBtoBGRA8888(int color, ref byte* buffer, int address)
{
/* https://byuu.net/video/color-emulation -- "LCD emulation: Game Boy Color" */
byte r = (byte)((color >> 0) & 0x1F), g = (byte)((color >> 5) & 0x1F), b = (byte)((color >> 10) & 0x1F);
buffer[address + 0] = (byte)(Math.Min(960, (r * 6) + (g * 4) + (b * 22)) >> 2);
buffer[address + 1] = (byte)(Math.Min(960, (g * 24) + (b * 8)) >> 2);
buffer[address + 2] = (byte)(Math.Min(960, (r * 26) + (g * 4) + (b * 2)) >> 2);
buffer[address + 3] = 0xFF;
//byte r = (byte)((color >> 0) & 0x1F), g = (byte)((color >> 5) & 0x1F), b = (byte)((color >> 10) & 0x1F);
//buffer[address + 0] = (byte)(Math.Min(960, (r * 6) + (g * 4) + (b * 22)) >> 2);
//buffer[address + 1] = (byte)(Math.Min(960, (g * 24) + (b * 8)) >> 2);
//buffer[address + 2] = (byte)(Math.Min(960, (r * 26) + (g * 4) + (b * 2)) >> 2);
//buffer[address + 3] = 0xFF;
*(buffer + address) = RGBCGBtoBGRA8888Cache_LutR[color];
*(buffer + address + 1) = RGBCGBtoBGRA8888Cache_LutG[color];
*(buffer + address + 2) = RGBCGBtoBGRA8888Cache_LutB[color];
*(buffer + address + 3) = 0xFF;
}
}
}

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@ -50,7 +50,8 @@ namespace Essgee.Emulation.Video.Nintendo
bool hdmaIsActive;
byte hdmaBytesLeft;
public int GDMAWaitCycles { get; set; }
//public int GDMAWaitCycles { get; set; }
public int GDMAWaitCycles;
protected const byte screenUsageBackgroundHighPriority = (1 << 3);