[nostalgia] Break part of core out into Turbine and TeaGBA libraries
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40
deps/teagba/src/gfx.cpp
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40
deps/teagba/src/gfx.cpp
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/*
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* Copyright 2016 - 2023 Gary Talent (gary@drinkingtea.net). All rights reserved.
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*/
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#include <teagba/addresses.hpp>
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#include <teagba/bios.hpp>
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#include <teagba/irq.hpp>
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#include <teagba/gfx.hpp>
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namespace teagba {
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volatile uint16_t g_spriteUpdates = 0;
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ox::Array<GbaSpriteAttrUpdate, 128> g_spriteBuffer;
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void addSpriteUpdate(const GbaSpriteAttrUpdate &upd) noexcept {
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// block until g_spriteUpdates is less than buffer len
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if (g_spriteUpdates >= g_spriteBuffer.size()) [[unlikely]] {
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teagba_vblankintrwait();
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}
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const auto ie = REG_IE; // disable vblank interrupt handler
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REG_IE = REG_IE & static_cast<uint16_t>(~teagba::Int_vblank); // disable vblank interrupt handler
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const auto updateCnt = g_spriteUpdates;
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g_spriteBuffer[updateCnt] = upd;
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g_spriteUpdates = updateCnt + 1;
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REG_IE = ie; // enable vblank interrupt handler
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}
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void applySpriteUpdates() noexcept {
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// copy g_spriteUpdates to allow it to use a register instead of reading
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// from memory every iteration of the loop, needed because g_spriteUpdates
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// is volatile
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const unsigned updates = g_spriteUpdates;
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for (unsigned i = 0; i < updates; ++i) {
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const auto &oa = g_spriteBuffer[i];
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MEM_OAM[oa.idx] = *reinterpret_cast<const uint64_t*>(&oa);
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}
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}
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}
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