48 lines
1.1 KiB
C++
48 lines
1.1 KiB
C++
/*
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* Copyright 2016 - 2021 Gary Talent (gary@drinkingtea.net). All rights reserved.
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*/
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// NOTE: this file is compiled as ARM and not THUMB, so don't but too much in
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// here
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#include <ox/std/bit.hpp>
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#include "addresses.hpp"
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#include "gfx.hpp"
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#include "irq.hpp"
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namespace nostalgia::core {
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volatile uint16_t g_spriteUpdates = 0;
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GbaSpriteAttrUpdate g_spriteBuffer[config::GbaSpriteBufferLen];
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volatile gba_timer_t g_timerMs = 0;
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}
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using namespace nostalgia::core;
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extern "C" {
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void nostalgia_core_isr_vblank() {
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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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g_spriteUpdates = 0;
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if constexpr(config::GbaEventLoopTimerBased) {
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// disable vblank interrupt until it is needed again
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REG_IE = REG_IE & ~Int_vblank;
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}
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}
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void nostalgia_core_isr_timer0() {
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g_timerMs = g_timerMs + 1;
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}
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}
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