Mesen-SX/Core/GbPpu.h
Sour 5f055110fa Added Game Boy support
CPU/APU are decent - PPU is still just a scanline renderer
No Super Game Boy support yet
2020-05-18 16:11:08 -04:00

50 lines
1.1 KiB
C++

#pragma once
#include "stdafx.h"
#include "GbTypes.h"
#include "../Utilities/ISerializable.h"
class Console;
class Gameboy;
class GbMemoryManager;
class GbPpu : public ISerializable
{
private:
Console* _console = nullptr;
Gameboy* _gameboy = nullptr;
GbPpuState _state = {};
GbMemoryManager* _memoryManager = nullptr;
uint16_t* _outputBuffers[2] = {};
uint16_t* _currentBuffer;
uint8_t* _vram = nullptr;
uint8_t* _oam = nullptr;
uint64_t _lastFrameTime = 0;
uint16_t _drawModeLength = 140;
void ExecCycle();
void RenderScanline();
public:
virtual ~GbPpu();
void Init(Console* console, Gameboy* gameboy, GbMemoryManager* memoryManager, uint8_t* vram, uint8_t* oam);
GbPpuState GetState();
void GetPalette(uint16_t out[4], uint8_t palCfg);
void Exec();
void SendFrame();
uint8_t Read(uint16_t addr);
void Write(uint16_t addr, uint8_t value);
uint8_t ReadVram(uint16_t addr);
void WriteVram(uint16_t addr, uint8_t value);
uint8_t ReadOam(uint8_t addr);
void WriteOam(uint8_t addr, uint8_t value);
void Serialize(Serializer& s) override;
};