gameboy-rust/crates/gba-core/tests/scanlines.rs
0xrsydn f8a0676748 refactor: split into gameboy-rust workspace with core, demos, and desktop crates
Move the emulator into crates/gba-core, the original demo programs into
crates/gba-demos, and the minifb frontend into crates/desktop. The binary
is now gameboy-rust. Imports change from gba_rust to gba_core/gba_demos;
no behavior changes.

gba-core has no dependencies. Its integration tests use gba-demos as a
development dependency.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 16:09:46 +07:00

38 lines
1,023 B
Rust

use gba_core::{
cpu::Cpu,
display::{CYCLES_PER_FRAME, CYCLES_PER_LINE, HBLANK_START, VBLANK_START},
dma::DMA_BASE,
input::{Button, Buttons},
io::*,
machine::{Machine, StepKind},
memory::{Memory, OAM_START as OAM, PALETTE_START as PAL, ROM_START, VRAM_START as VRAM},
video::{rgb555_to_rgb888 as rgb, Framebuffer, VideoError, HEIGHT, WIDTH},
};
use gba_demos::raster_demo::{RasterDemo, RASTER_STATE, RASTER_TABLE};
#[path = "scanlines/capture.rs"]
mod capture;
#[path = "scanlines/machine.rs"]
mod machine;
#[path = "scanlines/rendering.rs"]
mod rendering;
fn memory() -> Memory {
let mut m = Memory::new(vec![]).unwrap();
m.set_scanline_rendering(true);
m
}
fn present(m: &Memory) -> Framebuffer {
let mut f = Framebuffer::default();
assert!(m.present_frame(&mut f).unwrap());
f
}
fn at(f: &Framebuffer, x: usize, y: usize) -> u32 {
f.pixels()[y * WIDTH + x]
}
fn word_rom(code: &[u32]) -> Vec<u8> {
code.iter().flat_map(|v| v.to_le_bytes()).collect()
}