snes9xgx/source/snes9x/gfx.cpp

1747 lines
62 KiB
C++

/**********************************************************************************
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com) and
Jerremy Koot (jkoot@snes9x.com)
(c) Copyright 2002 - 2004 Matthew Kendora
(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
(c) Copyright 2002 - 2006 Brad Jorsch (anomie@users.sourceforge.net),
funkyass (funkyass@spam.shaw.ca),
Kris Bleakley (codeviolation@hotmail.com),
Nach (n-a-c-h@users.sourceforge.net), and
zones (kasumitokoduck@yahoo.com)
BS-X C emulator code
(c) Copyright 2005 - 2006 Dreamer Nom,
zones
C4 x86 assembler and some C emulation code
(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
Nach,
zsKnight (zsknight@zsnes.com)
C4 C++ code
(c) Copyright 2003 - 2006 Brad Jorsch,
Nach
DSP-1 emulator code
(c) Copyright 1998 - 2006 _Demo_,
Andreas Naive (andreasnaive@gmail.com)
Gary Henderson,
Ivar (ivar@snes9x.com),
John Weidman,
Kris Bleakley,
Matthew Kendora,
Nach,
neviksti (neviksti@hotmail.com)
DSP-2 emulator code
(c) Copyright 2003 John Weidman,
Kris Bleakley,
Lord Nightmare (lord_nightmare@users.sourceforge.net),
Matthew Kendora,
neviksti
DSP-3 emulator code
(c) Copyright 2003 - 2006 John Weidman,
Kris Bleakley,
Lancer,
z80 gaiden
DSP-4 emulator code
(c) Copyright 2004 - 2006 Dreamer Nom,
John Weidman,
Kris Bleakley,
Nach,
z80 gaiden
OBC1 emulator code
(c) Copyright 2001 - 2004 zsKnight,
pagefault (pagefault@zsnes.com),
Kris Bleakley,
Ported from x86 assembler to C by sanmaiwashi
SPC7110 and RTC C++ emulator code
(c) Copyright 2002 Matthew Kendora with research by
zsKnight,
John Weidman,
Dark Force
S-DD1 C emulator code
(c) Copyright 2003 Brad Jorsch with research by
Andreas Naive,
John Weidman
S-RTC C emulator code
(c) Copyright 2001-2006 byuu,
John Weidman
ST010 C++ emulator code
(c) Copyright 2003 Feather,
John Weidman,
Kris Bleakley,
Matthew Kendora
Super FX x86 assembler emulator code
(c) Copyright 1998 - 2003 _Demo_,
pagefault,
zsKnight,
Super FX C emulator code
(c) Copyright 1997 - 1999 Ivar,
Gary Henderson,
John Weidman
Sound DSP emulator code is derived from SNEeSe and OpenSPC:
(c) Copyright 1998 - 2003 Brad Martin
(c) Copyright 1998 - 2006 Charles Bilyue'
SH assembler code partly based on x86 assembler code
(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
2xSaI filter
(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
HQ2x filter
(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
Specific ports contains the works of other authors. See headers in
individual files.
Snes9x homepage: http://www.snes9x.com
Permission to use, copy, modify and/or distribute Snes9x in both binary
and source form, for non-commercial purposes, is hereby granted without
fee, providing that this license information and copyright notice appear
with all copies and any derived work.
This software is provided 'as-is', without any express or implied
warranty. In no event shall the authors be held liable for any damages
arising from the use of this software or it's derivatives.
Snes9x is freeware for PERSONAL USE only. Commercial users should
seek permission of the copyright holders first. Commercial use includes,
but is not limited to, charging money for Snes9x or software derived from
Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
using Snes9x as a promotion for your commercial product.
The copyright holders request that bug fixes and improvements to the code
should be forwarded to them so everyone can benefit from the modifications
in future versions.
Super NES and Super Nintendo Entertainment System are trademarks of
Nintendo Co., Limited and its subsidiary companies.
**********************************************************************************/
#include "snes9x.h"
#include "cpuexec.h"
#include "gfx.h"
#include "ppu.h"
#include "tile.h"
#include "display.h"
#include "controls.h"
#include "screenshot.h"
#ifndef NGC
#include "cheats.h"
#endif
static void S9xDisplayString(const char *string);
static void S9xDisplayFrameRate();
void ComputeClipWindows();
extern struct SLineData LineData[240];
extern struct SLineMatrixData LineMatrixData [240];
bool8 S9xGraphicsInit(){
S9xInitTileRenderer();
ZeroMemory(BlackColourMap, 256*sizeof(uint16));
#ifdef GFX_MULTI_FORMAT
if(GFX.BuildPixel==NULL) S9xSetRenderPixelFormat(RGB565);
#endif
GFX.DoInterlace=0;
GFX.InterlaceFrame=0;
PPU.BG_Forced=0;
IPPU.OBJChanged=TRUE;
IPPU.DirectColourMapsNeedRebuild=TRUE;
GFX.RealPPL=GFX.Pitch>>1;
S9xFixColourBrightness();
GFX.X2=GFX.ZERO_OR_X2=GFX.ZERO=NULL;
if(!(GFX.X2=(uint16*)malloc(sizeof(uint16)*0x10000))) goto FAIL;
#if !defined(NEW_COLOUR_BLENDING)
if(!(GFX.ZERO_OR_X2=(uint16*)malloc(sizeof(uint16)*0x10000))) goto FAIL;
#endif
if(!(GFX.ZERO=(uint16*)malloc(sizeof(uint16)*0x10000))) goto FAIL;
GFX.ScreenSize=GFX.Pitch/2*SNES_HEIGHT_EXTENDED*(Settings.SupportHiRes?2:1);
if(!(GFX.SubScreen=(uint16*)malloc(GFX.ScreenSize*sizeof(uint16)))) goto FAIL;
if(!(GFX.ZBuffer=(uint8*)malloc(GFX.ScreenSize))) goto FAIL;
if(!(GFX.SubZBuffer=(uint8*)malloc(GFX.ScreenSize))) goto FAIL;
uint32 r, g, b;
/* Lookup table for color addition */
for(r=0; r<=MAX_RED; r++){
uint32 r2=r<<1; if(r2>MAX_RED) r2=MAX_RED;
for(g=0; g<=MAX_GREEN; g++){
uint32 g2=g<<1; if(g2>MAX_GREEN) g2=MAX_GREEN;
for(b=0; b<=MAX_BLUE; b++){
uint32 b2=b<<1; if(b2>MAX_BLUE) b2=MAX_BLUE;
GFX.X2[BUILD_PIXEL2(r,g,b)]=BUILD_PIXEL2(r2,g2,b2);
GFX.X2[BUILD_PIXEL2(r,g,b) & ~ALPHA_BITS_MASK]=BUILD_PIXEL2(r2,g2,b2);
}
}
}
#if !defined(NEW_COLOUR_BLENDING)
/* Lookup table for color subtraction */
ZeroMemory(GFX.ZERO_OR_X2, 0x10000*sizeof(uint16));
for(r=0; r<=MAX_RED; r++){
uint32 r2=r; if(r2&0x10) r2=(r2<<1)&MAX_RED; else r2=0;
#if !defined(OLD_COLOUR_BLENDING)
if(r2==0) r2=1;
#endif
for(g=0; g<=MAX_GREEN; g++){
uint32 g2=g; if(g2&GREEN_HI_BIT) g2=(g2<<1)&MAX_GREEN; else g2=0;
#if !defined(OLD_COLOUR_BLENDING)
if(g2==0) g2=1;
#endif
for(b=0; b<=MAX_BLUE; b++){
uint32 b2=b; if(b2&0x10) b2=(b2<<1)&MAX_BLUE; else b2=0;
#if !defined(OLD_COLOUR_BLENDING)
if(b2==0) b2=1;
#endif
GFX.ZERO_OR_X2[BUILD_PIXEL2(r,g,b)]=BUILD_PIXEL2(r2,g2,b2);
GFX.ZERO_OR_X2[BUILD_PIXEL2(r,g,b) & ~ALPHA_BITS_MASK]=BUILD_PIXEL2(r2,g2,b2);
}
}
}
#endif
/* Lookup table for 1/2 color subtraction */
ZeroMemory(GFX.ZERO, 0x10000*sizeof(uint16));
for(r=0; r<=MAX_RED; r++){
uint32 r2=r; if(r2&0x10) r2&=~0x10; else r2=0;
for(g=0; g<=MAX_GREEN; g++){
uint32 g2=g; if(g2&GREEN_HI_BIT) g2&=~GREEN_HI_BIT; else g2=0;
for(b=0; b<=MAX_BLUE; b++){
uint32 b2=b; if(b2&0x10) b2&=~0x10; else b2=0;
GFX.ZERO[BUILD_PIXEL2(r,g,b)]=BUILD_PIXEL2(r2,g2,b2);
GFX.ZERO[BUILD_PIXEL2(r,g,b) & ~ALPHA_BITS_MASK]=BUILD_PIXEL2(r2,g2,b2);
}
}
}
return TRUE;
FAIL:
S9xGraphicsDeinit();
return FALSE;
}
void S9xGraphicsDeinit(void){
if(GFX.X2) free(GFX.X2); GFX.X2=NULL;
if(GFX.ZERO_OR_X2) free(GFX.ZERO_OR_X2); GFX.ZERO_OR_X2=NULL;
if(GFX.ZERO) free(GFX.ZERO); GFX.ZERO=NULL;
if(GFX.SubScreen) free(GFX.SubScreen); GFX.SubScreen=NULL;
if(GFX.ZBuffer) free(GFX.ZBuffer); GFX.ZBuffer=NULL;
if(GFX.SubZBuffer) free(GFX.SubZBuffer); GFX.SubZBuffer=NULL;
}
void S9xBuildDirectColourMaps(void){
IPPU.XB=mul_brightness[PPU.Brightness];
for(uint32 p=0; p<8; p++){
for(uint32 c=0; c<256; c++){
DirectColourMaps[p][c]=BUILD_PIXEL(IPPU.XB[((c&7)<<2) | ((p&1)<<1)],
IPPU.XB[((c&0x38)>>1) | (p&2)],
IPPU.XB[((c&0xc0)>>3) | (p&4)]);
}
}
IPPU.DirectColourMapsNeedRebuild=FALSE;
}
void S9xStartScreenRefresh(){
if(GFX.InfoStringTimeout>0 && --GFX.InfoStringTimeout==0)
GFX.InfoString=NULL;
if(IPPU.RenderThisFrame){
if(GFX.DoInterlace && GFX.InterlaceFrame==0){
GFX.InterlaceFrame=1;
} else {
if(!S9xInitUpdate()){
IPPU.RenderThisFrame=FALSE;
return;
}
GFX.InterlaceFrame=0;
if(GFX.DoInterlace) GFX.DoInterlace--;
IPPU.RenderedFramesCount++;
IPPU.MaxBrightness=PPU.Brightness;
if(PPU.BGMode==5 || PPU.BGMode==6){
IPPU.Interlace = (Memory.FillRAM[0x2133]&1);
IPPU.InterlaceOBJ = (Memory.FillRAM[0x2133]&2);
}
IPPU.PseudoHires = Memory.FillRAM[0x2133]&8;
if(Settings.SupportHiRes && (PPU.BGMode == 5 || PPU.BGMode == 6 || IPPU.PseudoHires || IPPU.Interlace || IPPU.InterlaceOBJ)){
GFX.RealPPL = GFX.Pitch>>1;
IPPU.DoubleWidthPixels = TRUE;
IPPU.RenderedScreenWidth = 512;
if(IPPU.Interlace || IPPU.InterlaceOBJ){
GFX.PPL = GFX.RealPPL<<1;
IPPU.DoubleHeightPixels = TRUE;
IPPU.RenderedScreenHeight = PPU.ScreenHeight<<1;
GFX.DoInterlace++;
} else {
GFX.PPL = GFX.RealPPL;
IPPU.DoubleHeightPixels = FALSE;
IPPU.RenderedScreenHeight = PPU.ScreenHeight;
}
} else {
IPPU.DoubleWidthPixels = FALSE;
IPPU.DoubleHeightPixels = FALSE;
IPPU.RenderedScreenWidth = 256;
IPPU.RenderedScreenHeight = PPU.ScreenHeight;
#ifdef USE_GLIDE
if(Settings.GlideEnable) {
// Speed up hack for Glide: render low res. SNES images
// into a handy 256x256 sized buffer that can be uploaded
// into texture memory with one Glide call without having
// to copy it into a second, suitably sized buffer first.
GFX.RealPPL = GFX.PPL = 256;
} else
#endif
#ifdef USE_OPENGL
if(Settings.OpenGLEnable) {
// Ditto for OpenGL
GFX.RealPPL = GFX.PPL = 256;
} else
#endif
{
GFX.RealPPL = GFX.PPL = GFX.Pitch>>1;
}
}
}
PPU.MosaicStart=0;
IPPU.PreviousLine=IPPU.CurrentLine=0;
PPU.RecomputeClipWindows=TRUE;
ZeroMemory(GFX.ZBuffer, GFX.ScreenSize);
ZeroMemory(GFX.SubZBuffer, GFX.ScreenSize);
}
if(++IPPU.FrameCount % Memory.ROMFramesPerSecond == 0) {
IPPU.DisplayedRenderedFrameCount = IPPU.RenderedFramesCount;
IPPU.RenderedFramesCount = 0;
IPPU.FrameCount = 0;
}
}
void RenderLine(uint8 C) {
if(IPPU.RenderThisFrame) {
LineData[C].BG[0].VOffset = PPU.BG[0].VOffset + 1;
LineData[C].BG[0].HOffset = PPU.BG[0].HOffset;
LineData[C].BG[1].VOffset = PPU.BG[1].VOffset + 1;
LineData[C].BG[1].HOffset = PPU.BG[1].HOffset;
if(PPU.BGMode==7) {
struct SLineMatrixData *p = &LineMatrixData [C];
p->MatrixA = PPU.MatrixA;
p->MatrixB = PPU.MatrixB;
p->MatrixC = PPU.MatrixC;
p->MatrixD = PPU.MatrixD;
p->CentreX = PPU.CentreX;
p->CentreY = PPU.CentreY;
p->M7HOFS = PPU.M7HOFS;
p->M7VOFS = PPU.M7VOFS;
} else {
LineData[C].BG[2].VOffset = PPU.BG[2].VOffset + 1;
LineData[C].BG[2].HOffset = PPU.BG[2].HOffset;
LineData[C].BG[3].VOffset = PPU.BG[3].VOffset + 1;
LineData[C].BG[3].HOffset = PPU.BG[3].HOffset;
}
IPPU.CurrentLine = C + 1;
} else {
/* if we're not rendering this frame, we still need to update this */
// XXX: Check ForceBlank? Or anything else?
if(IPPU.OBJChanged) S9xSetupOBJ();
PPU.RangeTimeOver |= GFX.OBJLines[C].RTOFlags;
}
}
void S9xEndScreenRefresh() {
if(IPPU.RenderThisFrame) {
FLUSH_REDRAW();
if(GFX.DoInterlace && GFX.InterlaceFrame==0){
S9xControlEOF();
// XXX: Invent S9xContinueUpdate()?
} else {
if(IPPU.ColorsChanged) {
uint32 saved = PPU.CGDATA[0];
IPPU.ColorsChanged = FALSE;
S9xSetPalette ();
PPU.CGDATA[0] = saved;
}
#ifndef NGC
if(Settings.TakeScreenshot)
S9xDoScreenshot(IPPU.RenderedScreenWidth, IPPU.RenderedScreenHeight);
#endif
S9xControlEOF();
if (Settings.DisplayFrameRate)
S9xDisplayFrameRate();
if (GFX.InfoString)
S9xDisplayString(GFX.InfoString);
S9xDeinitUpdate(IPPU.RenderedScreenWidth, IPPU.RenderedScreenHeight);
}
} else {
S9xControlEOF();
}
#ifndef NGC
S9xApplyCheats();
#endif
#ifdef DEBUGGER
if(CPU.Flags & FRAME_ADVANCE_FLAG) {
if(ICPU.FrameAdvanceCount) {
ICPU.FrameAdvanceCount--;
IPPU.RenderThisFrame = TRUE;
IPPU.FrameSkip = 0;
} else {
CPU.Flags &= ~FRAME_ADVANCE_FLAG;
CPU.Flags |= DEBUG_MODE_FLAG;
}
}
#endif
if(CPU.SRAMModified) {
if(!CPU.AutoSaveTimer) {
if(!(CPU.AutoSaveTimer=Settings.AutoSaveDelay*Memory.ROMFramesPerSecond))
CPU.SRAMModified=FALSE;
} else {
if(!--CPU.AutoSaveTimer) {
S9xAutoSaveSRAM();
CPU.SRAMModified=FALSE;
}
}
}
}
void S9xSetupOBJ() {
int SmallWidth, SmallHeight;
int LargeWidth, LargeHeight;
switch(PPU.OBJSizeSelect) {
case 0:
SmallWidth = SmallHeight = 8;
LargeWidth = LargeHeight = 16;
break;
case 1:
SmallWidth = SmallHeight = 8;
LargeWidth = LargeHeight = 32;
break;
case 2:
SmallWidth = SmallHeight = 8;
LargeWidth = LargeHeight = 64;
break;
case 3:
SmallWidth = SmallHeight = 16;
LargeWidth = LargeHeight = 32;
break;
case 4:
SmallWidth = SmallHeight = 16;
LargeWidth = LargeHeight = 64;
break;
default:
case 5:
SmallWidth = SmallHeight = 32;
LargeWidth = LargeHeight = 64;
break;
case 6:
SmallWidth = 16; SmallHeight = 32;
LargeWidth = 32; LargeHeight = 64;
break;
case 7:
SmallWidth = 16; SmallHeight = 32;
LargeWidth = LargeHeight = 32;
break;
}
int inc=IPPU.InterlaceOBJ?2:1;
/* OK, we have three cases here. Either there's no priority, priority is
* normal FirstSprite, or priority is FirstSprite+Y. The first two are
* easy, the last is somewhat more ... interesting. So we split them up. */
int Height;
uint8 S;
if(!PPU.OAMPriorityRotation || !(PPU.OAMFlip&PPU.OAMAddr&1)){
/* normal case */
uint8 LineOBJ[SNES_HEIGHT_EXTENDED];
memset(LineOBJ, 0, sizeof(LineOBJ));
for(int i=0; i<SNES_HEIGHT_EXTENDED; i++){
GFX.OBJLines[i].RTOFlags=0;
GFX.OBJLines[i].Tiles=34;
for(int j=0; j<32; j++){ GFX.OBJLines[i].OBJ[j].Sprite=-1; }
}
uint8 FirstSprite=PPU.FirstSprite;
S=FirstSprite;
do {
if(PPU.OBJ[S].Size){
GFX.OBJWidths[S]=LargeWidth; Height=LargeHeight;
} else {
GFX.OBJWidths[S]=SmallWidth; Height=SmallHeight;
}
int HPos=PPU.OBJ[S].HPos; if(HPos==-256) HPos=256;
if(HPos>-GFX.OBJWidths[S] && HPos<=256)
{
if(HPos<0){
GFX.OBJVisibleTiles[S]=(GFX.OBJWidths[S]+HPos+7)>>3;
} else if(HPos+GFX.OBJWidths[S]>=257){
GFX.OBJVisibleTiles[S]=(257-HPos+7)>>3;
} else {
GFX.OBJVisibleTiles[S]=GFX.OBJWidths[S]>>3;
}
for(uint8 line=0, Y=(uint8)(PPU.OBJ[S].VPos&0xff); line<Height; Y++, line+=inc){
if(Y>=SNES_HEIGHT_EXTENDED) continue;
if(LineOBJ[Y]>=32){
GFX.OBJLines[Y].RTOFlags|=0x40;
continue;
}
GFX.OBJLines[Y].Tiles-=GFX.OBJVisibleTiles[S];
if(GFX.OBJLines[Y].Tiles<0) GFX.OBJLines[Y].RTOFlags|=0x80;
GFX.OBJLines[Y].OBJ[LineOBJ[Y]].Sprite=S;
if(PPU.OBJ[S].VFlip){
// Yes, Width not Height. It so happens that the
// sprites with H=2*W flip as two WxW sprites.
GFX.OBJLines[Y].OBJ[LineOBJ[Y]].Line=line^(GFX.OBJWidths[S]-1);
} else {
GFX.OBJLines[Y].OBJ[LineOBJ[Y]].Line=line;
}
LineOBJ[Y]++;
}
}
S=(S+1)&0x7F;
} while(S!=FirstSprite);
for(int Y=1; Y<SNES_HEIGHT_EXTENDED; Y++){
GFX.OBJLines[Y].RTOFlags |= GFX.OBJLines[Y-1].RTOFlags;
}
} else {
/* evil FirstSprite+Y case */
/* First, find out which sprites are on which lines */
uint8 OBJOnLine[SNES_HEIGHT_EXTENDED][128];
memset(OBJOnLine, 0, sizeof(OBJOnLine));
for(S=0; S<128; S++){
if(PPU.OBJ[S].Size){
GFX.OBJWidths[S]=LargeWidth; Height=LargeHeight;
} else {
GFX.OBJWidths[S]=SmallWidth; Height=SmallHeight;
}
int HPos=PPU.OBJ[S].HPos; if(HPos==-256) HPos=256;
if(HPos>-GFX.OBJWidths[S] && HPos<=256)
{
if(HPos<0){
GFX.OBJVisibleTiles[S]=(GFX.OBJWidths[S]+HPos+7)>>3;
} else if(HPos+GFX.OBJWidths[S]>=257){
GFX.OBJVisibleTiles[S]=(257-HPos+7)>>3;
} else {
GFX.OBJVisibleTiles[S]=GFX.OBJWidths[S]>>3;
}
for(uint8 line=0, Y=(uint8)(PPU.OBJ[S].VPos&0xff); line<Height; Y++, line+=inc){
if(Y>=SNES_HEIGHT_EXTENDED) continue;
if(PPU.OBJ[S].VFlip){
// Yes, Width not Height. It so happens that the
// sprites with H=2*W flip as two WxW sprites.
OBJOnLine[Y][S]=(line^(GFX.OBJWidths[S]-1)) | 0x80;
} else {
OBJOnLine[Y][S]=line | 0x80;
}
}
}
}
/* Now go through and pull out those OBJ that are actually visible. */
int j;
for(int Y=0; Y<SNES_HEIGHT_EXTENDED; Y++){
GFX.OBJLines[Y].RTOFlags=Y?GFX.OBJLines[Y-1].RTOFlags:0;
GFX.OBJLines[Y].Tiles=34;
uint8 FirstSprite=(PPU.FirstSprite+Y)&0x7F;
S=FirstSprite; j=0;
do {
if(OBJOnLine[Y][S]){
if(j>=32){
GFX.OBJLines[Y].RTOFlags|=0x40;
break;
}
GFX.OBJLines[Y].Tiles-=GFX.OBJVisibleTiles[S];
if(GFX.OBJLines[Y].Tiles<0) GFX.OBJLines[Y].RTOFlags|=0x80;
GFX.OBJLines[Y].OBJ[j].Sprite=S;
GFX.OBJLines[Y].OBJ[j++].Line=OBJOnLine[Y][S]&~0x80;
}
S=(S+1)&0x7F;
} while(S!=FirstSprite);
if(j<32) GFX.OBJLines[Y].OBJ[j].Sprite=-1;
}
}
IPPU.OBJChanged = FALSE;
}
void DrawOBJS(int D){
CHECK_SOUND();
void (*DrawTile)(uint32,uint32,uint32,uint32)=NULL;
void (*DrawClippedTile)(uint32,uint32,uint32,uint32,uint32,uint32)=NULL;
int PixWidth = IPPU.DoubleWidthPixels?2:1;
GFX.Z1=2;
BG.InterlaceLine = GFX.InterlaceFrame?8:0;
for(uint32 Y=GFX.StartY, Offset=Y*GFX.PPL; Y<=GFX.EndY; Y++, Offset+=GFX.PPL){
int I = 0;
int tiles=GFX.OBJLines[Y].Tiles;
for (int S = GFX.OBJLines[Y].OBJ[I].Sprite; S >= 0 && I<32; S = GFX.OBJLines[Y].OBJ[++I].Sprite)
{
tiles+=GFX.OBJVisibleTiles[S];
if(tiles<=0){
continue;
}
int BaseTile = (((GFX.OBJLines[Y].OBJ[I].Line<<1) + (PPU.OBJ[S].Name&0xf0))&0xf0) | (PPU.OBJ[S].Name&0x100) | (PPU.OBJ[S].Palette << 10);
int TileX = PPU.OBJ[S].Name&0x0f;
int TileLine = (GFX.OBJLines[Y].OBJ[I].Line&7)*8;
if(IPPU.InterlaceOBJ) TileLine>>=1;
int TileInc = 1;
if (PPU.OBJ[S].HFlip)
{
TileX = (TileX + (GFX.OBJWidths[S] >> 3) - 1) & 0x0f;
BaseTile |= H_FLIP;
TileInc = -1;
}
GFX.Z2 = D+PPU.OBJ[S].Priority*4;
int DrawMode=3;
int clip=0, next_clip=-1000;
int X=PPU.OBJ[S].HPos; if(X==-256) X=256;
for(int t=tiles, O=Offset+X*PixWidth; X<=256 && X<PPU.OBJ[S].HPos+GFX.OBJWidths[S]; TileX=(TileX+TileInc)&0x0f, X+=8, O+=8*PixWidth){
if(X<-7 || --t<0 || X==256) continue;
for(int x=X; x<X+8;){
if(x>=next_clip){
for(; clip<GFX.Clip[4].Count && GFX.Clip[4].Left[clip]<=x; clip++);
if(clip==0 || x>=GFX.Clip[4].Right[clip-1]){
DrawMode=0;
next_clip=((clip<GFX.Clip[4].Count)?GFX.Clip[4].Left[clip]:1000);
} else {
DrawMode=GFX.Clip[4].DrawMode[clip-1];
next_clip=GFX.Clip[4].Right[clip-1];
GFX.ClipColors=!(DrawMode&1);
if(BG.EnableMath && (PPU.OBJ[S].Palette&4) && (DrawMode&2)){
DrawTile=GFX.DrawTileMath;
DrawClippedTile=GFX.DrawClippedTileMath;
} else {
DrawTile=GFX.DrawTileNomath;
DrawClippedTile=GFX.DrawClippedTileNomath;
}
}
}
if(x==X && x+8<next_clip){
if(DrawMode) DrawTile(BaseTile|TileX, O, TileLine, 1);
x+=8;
} else {
int w=(next_clip<=X+8)?next_clip-x:X+8-x;
if(DrawMode) DrawClippedTile(BaseTile|TileX, O, x-X, w, TileLine, 1);
x+=w;
}
}
}
}
}
}
#define TILE_PLUS(t, x) (((t)&0xfc00)|((t+x)&0x3ff))
static void DrawBackground(int bg, uint8 Zh, uint8 Zl){
CHECK_SOUND();
BG.TileAddress = PPU.BG[bg].NameBase<<1;
uint32 Tile;
uint16 *SC0, *SC1, *SC2, *SC3;
SC0=(uint16*)&Memory.VRAM[PPU.BG[bg].SCBase<<1];
SC1=(PPU.BG[bg].SCSize&1)?SC0+1024:SC0;
if(SC1>=(uint16*)(Memory.VRAM+0x10000)) SC1-=0x8000;
SC2=(PPU.BG[bg].SCSize&2)?SC1+1024:SC0;
if(SC2>=(uint16*)(Memory.VRAM+0x10000)) SC2-=0x8000;
SC3=(PPU.BG[bg].SCSize&1)?SC2+1024:SC2;
if(SC3>=(uint16*)(Memory.VRAM+0x10000)) SC3-=0x8000;
uint32 Lines;
int OffsetMask = (BG.TileSizeH==16)?0x3ff:0x1ff;
int OffsetShift = (BG.TileSizeV==16)?4:3;
int PixWidth = IPPU.DoubleWidthPixels?2:1;
void (*DrawTile)(uint32,uint32,uint32,uint32);
void (*DrawClippedTile)(uint32,uint32,uint32,uint32,uint32,uint32);
for(int clip=0; clip<GFX.Clip[bg].Count; clip++){
GFX.ClipColors=!(GFX.Clip[bg].DrawMode[clip]&1);
if(BG.EnableMath && (GFX.Clip[bg].DrawMode[clip]&2)){
DrawTile=GFX.DrawTileMath;
DrawClippedTile=GFX.DrawClippedTileMath;
} else {
DrawTile=GFX.DrawTileNomath;
DrawClippedTile=GFX.DrawClippedTileNomath;
}
for(uint32 Y = GFX.StartY; Y <= GFX.EndY; Y += Lines) {
uint32 Y2 = IPPU.Interlace?Y*2+GFX.InterlaceFrame:Y;
uint32 VOffset = LineData[Y].BG[bg].VOffset+(IPPU.Interlace?1:0);
uint32 HOffset = LineData[Y].BG[bg].HOffset;
int VirtAlign = ((Y2 + VOffset)&7)>>(IPPU.Interlace?1:0);
for(Lines=1; Lines<GFX.LinesPerTile-VirtAlign; Lines++){
if((VOffset != LineData [Y + Lines].BG[bg].VOffset) ||
(HOffset != LineData [Y + Lines].BG[bg].HOffset))
break;
}
if(Y+Lines>GFX.EndY) Lines=GFX.EndY-Y+1;
VirtAlign<<=3;
uint32 TilemapRow = (VOffset+Y2)>>OffsetShift;
BG.InterlaceLine = ((VOffset+Y2)&1)<<3;
uint32 t1, t2;
if(((VOffset+Y2)&8)){
t1=16; t2=0;
} else {
t1=0; t2=16;
}
uint16 *b1;
uint16 *b2;
if(TilemapRow&0x20) {
b1=SC2; b2=SC3;
} else {
b1=SC0; b2=SC1;
}
b1+=(TilemapRow&0x1f)<<5;
b2+=(TilemapRow&0x1f)<<5;
uint32 Left = GFX.Clip[bg].Left[clip];
uint32 Right = GFX.Clip[bg].Right[clip];
uint32 Offset = Left*PixWidth+Y*GFX.PPL;
uint32 HPos = (HOffset+Left)&OffsetMask;
uint32 HTile = HPos>>3;
uint16 *t;
if(BG.TileSizeH==8){
if(HTile>31)
t=b2+(HTile&0x1f);
else
t=b1+HTile;
} else {
if(HTile>63)
t=b2+((HTile>>1)&0x1f);
else
t=b1+(HTile>>1);
}
uint32 Width = Right-Left;
if(HPos&7) {
uint32 l=HPos&7;
uint32 w=8-l;
if(w>Width) w=Width;
Offset-=l*PixWidth;
Tile=READ_WORD(t);
GFX.Z1=GFX.Z2=(Tile&0x2000)?Zh:Zl;
if(BG.TileSizeV==16)
Tile=TILE_PLUS(Tile, ((Tile&V_FLIP)?t2:t1));
if(BG.TileSizeH==8){
DrawClippedTile(Tile, Offset, l, w, VirtAlign, Lines);
t++;
if(HTile==31) t=b2;
else if(HTile==63) t=b1;
} else {
if(!(Tile&H_FLIP)){
DrawClippedTile(TILE_PLUS(Tile, (HTile&1)), Offset, l, w, VirtAlign, Lines);
} else {
DrawClippedTile(TILE_PLUS(Tile, 1-(HTile&1)), Offset, l, w, VirtAlign, Lines);
}
t+=HTile&1;
if(HTile==63) t=b2;
else if(HTile==127) t=b1;
}
HTile++;
Offset+=8*PixWidth;
Width-=w;
}
while(Width>=8){
Tile=READ_WORD(t);
GFX.Z1=GFX.Z2=(Tile&0x2000)?Zh:Zl;
if(BG.TileSizeV==16)
Tile=TILE_PLUS(Tile, ((Tile&V_FLIP)?t2:t1));
if(BG.TileSizeH==8){
DrawTile(Tile, Offset, VirtAlign, Lines);
t++;
if(HTile==31) t=b2;
else if(HTile==63) t=b1;
} else {
if(!(Tile&H_FLIP)){
DrawTile(TILE_PLUS(Tile, (HTile&1)), Offset, VirtAlign, Lines);
} else {
DrawTile(TILE_PLUS(Tile, 1-(HTile&1)), Offset, VirtAlign, Lines);
}
t+=HTile&1;
if(HTile==63) t=b2;
else if(HTile==127) t=b1;
}
HTile++;
Offset+=8*PixWidth;
Width-=8;
}
if(Width){
Tile=READ_WORD(t);
GFX.Z1=GFX.Z2=(Tile&0x2000)?Zh:Zl;
if(BG.TileSizeV==16)
Tile=TILE_PLUS(Tile, ((Tile&V_FLIP)?t2:t1));
if(BG.TileSizeH==8){
DrawClippedTile(Tile, Offset, 0, Width, VirtAlign, Lines);
} else {
if(!(Tile&H_FLIP)){
DrawClippedTile(TILE_PLUS(Tile, (HTile&1)), Offset, 0, Width, VirtAlign, Lines);
} else {
DrawClippedTile(TILE_PLUS(Tile, 1-(HTile&1)), Offset, 0, Width, VirtAlign, Lines);
}
}
}
}
}
}
static void DrawBackgroundMosaic(int bg, uint8 Zh, uint8 Zl){
CHECK_SOUND();
BG.TileAddress = PPU.BG[bg].NameBase<<1;
uint32 Tile;
uint16 *SC0, *SC1, *SC2, *SC3;
SC0=(uint16*)&Memory.VRAM[PPU.BG[bg].SCBase<<1];
SC1=(PPU.BG[bg].SCSize&1)?SC0+1024:SC0;
if(SC1>=(uint16*)(Memory.VRAM+0x10000)) SC1-=0x8000;
SC2=(PPU.BG[bg].SCSize&2)?SC1+1024:SC0;
if(SC2>=(uint16*)(Memory.VRAM+0x10000)) SC2-=0x8000;
SC3=(PPU.BG[bg].SCSize&1)?SC2+1024:SC2;
if(SC3>=(uint16*)(Memory.VRAM+0x10000)) SC3-=0x8000;
int Lines;
int OffsetMask = (BG.TileSizeH==16)?0x3ff:0x1ff;
int OffsetShift = (BG.TileSizeV==16)?4:3;
int PixWidth = IPPU.DoubleWidthPixels?2:1;
void (*DrawPix)(uint32,uint32,uint32,uint32,uint32,uint32);
int MosaicStart = ((uint32)GFX.StartY-PPU.MosaicStart)%PPU.Mosaic;
for(int clip=0; clip<GFX.Clip[bg].Count; clip++){
GFX.ClipColors=!(GFX.Clip[bg].DrawMode[clip]&1);
if(BG.EnableMath && (GFX.Clip[bg].DrawMode[clip]&2)){
DrawPix=GFX.DrawMosaicPixelMath;
} else {
DrawPix=GFX.DrawMosaicPixelNomath;
}
for(uint32 Y = GFX.StartY-MosaicStart; Y <= GFX.EndY; Y += PPU.Mosaic) {
uint32 Y2 = IPPU.Interlace?Y*2:Y;
uint32 VOffset = LineData[Y].BG[bg].VOffset+(IPPU.Interlace?1:0);
uint32 HOffset = LineData[Y].BG[bg].HOffset;
Lines=PPU.Mosaic-MosaicStart;
if(Y+MosaicStart+Lines>GFX.EndY) Lines=GFX.EndY-Y-MosaicStart+1;
int VirtAlign = (((Y2 + VOffset)&7)>>(IPPU.Interlace?1:0))<<3;
uint32 TilemapRow = (VOffset+Y2)>>OffsetShift;
BG.InterlaceLine = ((VOffset+Y2)&1)<<3;
uint32 t1, t2;
if(((VOffset+Y2)&8)){
t1=16; t2=0;
} else {
t1=0; t2=16;
}
uint16 *b1;
uint16 *b2;
if(TilemapRow&0x20) {
b1=SC2; b2=SC3;
} else {
b1=SC0; b2=SC1;
}
b1+=(TilemapRow&0x1f)<<5;
b2+=(TilemapRow&0x1f)<<5;
uint32 Left = GFX.Clip[bg].Left[clip];
uint32 Right = GFX.Clip[bg].Right[clip];
uint32 Offset = Left*PixWidth+(Y+MosaicStart)*GFX.PPL;
uint32 HPos = (HOffset+Left-(Left%PPU.Mosaic))&OffsetMask;
uint32 HTile = HPos>>3;
uint16 *t;
if(BG.TileSizeH==8){
if(HTile>31)
t=b2+(HTile&0x1f);
else
t=b1+HTile;
} else {
if(HTile>63)
t=b2+((HTile>>1)&0x1f);
else
t=b1+(HTile>>1);
}
uint32 Width = Right-Left;
uint32 f = 0;
while(Left<Right){
uint32 w=PPU.Mosaic-(Left%PPU.Mosaic);
if(w>Width) w=Width;
Tile=READ_WORD(t);
GFX.Z1=GFX.Z2=(Tile&0x2000)?Zh:Zl;
if(BG.TileSizeV==16)
Tile=TILE_PLUS(Tile, ((Tile&V_FLIP)?t2:t1));
if(BG.TileSizeH==8){
DrawPix(Tile, Offset, VirtAlign, HPos&7, w, Lines);
} else {
if(!(Tile&H_FLIP)){
DrawPix(TILE_PLUS(Tile, (HTile&1)), Offset, VirtAlign, HPos&7, w, Lines);
} else {
DrawPix(TILE_PLUS(Tile, 1-(HTile&1)), Offset, VirtAlign, HPos&7, w, Lines);
}
}
HPos+=PPU.Mosaic;
f+=PPU.Mosaic;
while(f>=8){
f-=8;
if(BG.TileSizeH==8){
t++;
if(HTile==31) t=b2;
else if(HTile==63) t=b1;
} else {
t+=HTile&1;
if(HTile==63) t=b2;
else if(HTile==127) t=b1;
}
HTile++;
}
Offset+=w*PixWidth;
Width-=w;
Left+=w;
}
MosaicStart=0;
}
}
}
static void DrawBackgroundOffset(int bg, uint8 Zh, uint8 Zl, int VOffOff){
CHECK_SOUND();
BG.TileAddress = PPU.BG[bg].NameBase<<1;
uint32 Tile;
uint16 *SC0, *SC1, *SC2, *SC3;
uint16 *BPS0, *BPS1, *BPS2, *BPS3;
BPS0=(uint16*)&Memory.VRAM[PPU.BG[2].SCBase<<1];
BPS1=(PPU.BG[2].SCSize&1)?BPS0+1024:BPS0;
if(BPS1>=(uint16*)(Memory.VRAM+0x10000)) BPS1-=0x8000;
BPS2=(PPU.BG[2].SCSize&2)?BPS1+1024:BPS0;
if(BPS2>=(uint16*)(Memory.VRAM+0x10000)) BPS2-=0x8000;
BPS3=(PPU.BG[2].SCSize&1)?BPS2+1024:BPS2;
if(BPS3>=(uint16*)(Memory.VRAM+0x10000)) BPS3-=0x8000;
SC0=(uint16*)&Memory.VRAM[PPU.BG[bg].SCBase<<1];
SC1=(PPU.BG[bg].SCSize&1)?SC0+1024:SC0;
if(SC1>=(uint16*)(Memory.VRAM+0x10000)) SC1-=0x8000;
SC2=(PPU.BG[bg].SCSize&2)?SC1+1024:SC0;
if(SC2>=(uint16*)(Memory.VRAM+0x10000)) SC2-=0x8000;
SC3=(PPU.BG[bg].SCSize&1)?SC2+1024:SC2;
if(SC3>=(uint16*)(Memory.VRAM+0x10000)) SC3-=0x8000;
int OffsetMask = (BG.TileSizeH==16)?0x3ff:0x1ff;
int OffsetShift = (BG.TileSizeV==16)?4:3;
int Offset2Mask = (BG.OffsetSizeH==16)?0x3ff:0x1ff;
int Offset2Shift = (BG.OffsetSizeV==16)?4:3;
int OffsetEnableMask = 0x2000<<bg;
int PixWidth = IPPU.DoubleWidthPixels?2:1;
void (*DrawTile)(uint32,uint32,uint32,uint32);
void (*DrawClippedTile)(uint32,uint32,uint32,uint32,uint32,uint32);
for(int clip=0; clip<GFX.Clip[bg].Count; clip++){
GFX.ClipColors=!(GFX.Clip[bg].DrawMode[clip]&1);
if(BG.EnableMath && (GFX.Clip[bg].DrawMode[clip]&2)){
DrawTile=GFX.DrawTileMath;
DrawClippedTile=GFX.DrawClippedTileMath;
} else {
DrawTile=GFX.DrawTileNomath;
DrawClippedTile=GFX.DrawClippedTileNomath;
}
for(uint32 Y = GFX.StartY; Y <= GFX.EndY; Y++) {
uint32 Y2 = IPPU.Interlace?Y*2+GFX.InterlaceFrame:Y;
uint32 VOff = LineData[Y].BG[2].VOffset - 1;
uint32 HOff = LineData[Y].BG[2].HOffset;
uint32 HOffsetRow = VOff>>Offset2Shift;
uint32 VOffsetRow = (VOff+VOffOff)>>Offset2Shift;
uint16 *s, *s1, *s2;
if(HOffsetRow&0x20){
s1=BPS2; s2=BPS3;
} else {
s1=BPS0; s2=BPS1;
}
s1+=(HOffsetRow&0x1f)<<5;
s2+=(HOffsetRow&0x1f)<<5;
s=((VOffsetRow&0x20)?BPS2:BPS0)+((VOffsetRow&0x1f)<<5);
int32 VOffsetOffset = s-s1;
uint32 Left = GFX.Clip[bg].Left[clip];
uint32 Right = GFX.Clip[bg].Right[clip];
uint32 Offset = Left*PixWidth+Y*GFX.PPL;
uint32 LineHOffset = LineData[Y].BG[bg].HOffset;
bool8 left_edge = (Left<(8-(LineHOffset&7)));
uint32 Width = Right-Left;
while(Left<Right){
uint32 VOffset, HOffset;
if(left_edge){
// SNES cannot do OPT for leftmost tile column
VOffset = LineData[Y].BG[bg].VOffset;
HOffset = LineHOffset;
left_edge = FALSE;
} else {
int HOffTile = ((HOff+Left-1)&Offset2Mask)>>3;
if(BG.OffsetSizeH==8){
if(HOffTile>31)
s=s2+(HOffTile&0x1f);
else
s=s1+HOffTile;
} else {
if(HOffTile>63)
s=s2+((HOffTile>>1)&0x1f);
else
s=s1+(HOffTile>>1);
}
uint16 HCellOffset = READ_WORD(s);
uint16 VCellOffset;
if(VOffOff){
VCellOffset = READ_WORD(s+VOffsetOffset);
} else {
if(HCellOffset&0x8000){
VCellOffset=HCellOffset;
HCellOffset=0;
} else {
VCellOffset=0;
}
}
if(VCellOffset&OffsetEnableMask){
VOffset=VCellOffset+1;
} else {
VOffset=LineData[Y].BG[bg].VOffset;
}
if(HCellOffset&OffsetEnableMask){
HOffset=(HCellOffset&~7)|(LineHOffset&7);
} else {
HOffset=LineHOffset;
}
}
if(IPPU.Interlace) VOffset++;
int VirtAlign = (((Y2+VOffset)&7)>>(IPPU.Interlace?1:0))<<3;
int TilemapRow=(VOffset+Y2)>>OffsetShift;
BG.InterlaceLine = ((VOffset+Y2)&1)<<3;
uint32 t1, t2;
if(((VOffset+Y2)&8)){
t1=16; t2=0;
} else {
t1=0; t2=16;
}
uint16 *b1, *b2;
if(TilemapRow&0x20) {
b1=SC2; b2=SC3;
} else {
b1=SC0; b2=SC1;
}
b1+=(TilemapRow&0x1f)<<5;
b2+=(TilemapRow&0x1f)<<5;
uint32 HPos = (HOffset+Left)&OffsetMask;
uint32 HTile = HPos>>3;
uint16 *t;
if(BG.TileSizeH==8){
if(HTile>31)
t=b2+(HTile&0x1f);
else
t=b1+HTile;
} else {
if(HTile>63)
t=b2+((HTile>>1)&0x1f);
else
t=b1+(HTile>>1);
}
uint32 l=HPos&7;
uint32 w=8-l;
if(w>Width) w=Width;
Offset-=l*PixWidth;
Tile=READ_WORD(t);
GFX.Z1=GFX.Z2=(Tile&0x2000)?Zh:Zl;
if(BG.TileSizeV==16)
Tile=TILE_PLUS(Tile, ((Tile&V_FLIP)?t2:t1));
if(BG.TileSizeH==8){
DrawClippedTile(Tile, Offset, l, w, VirtAlign, 1);
} else {
if(!(Tile&H_FLIP)){
DrawClippedTile(TILE_PLUS(Tile, (HTile&1)), Offset, l, w, VirtAlign, 1);
} else {
DrawClippedTile(TILE_PLUS(Tile, 1-(HTile&1)), Offset, l, w, VirtAlign, 1);
}
}
Left+=w;
Offset+=8*PixWidth;
Width-=w;
}
}
}
}
static void DrawBackgroundOffsetMosaic(int bg, uint8 Zh, uint8 Zl, int VOffOff){
CHECK_SOUND();
BG.TileAddress = PPU.BG[bg].NameBase<<1;
uint32 Tile;
uint16 *SC0, *SC1, *SC2, *SC3;
uint16 *BPS0, *BPS1, *BPS2, *BPS3;
BPS0=(uint16*)&Memory.VRAM[PPU.BG[2].SCBase<<1];
BPS1=(PPU.BG[2].SCSize&1)?BPS0+1024:BPS0;
if(BPS1>=(uint16*)(Memory.VRAM+0x10000)) BPS1-=0x8000;
BPS2=(PPU.BG[2].SCSize&2)?BPS1+1024:BPS0;
if(BPS2>=(uint16*)(Memory.VRAM+0x10000)) BPS2-=0x8000;
BPS3=(PPU.BG[2].SCSize&1)?BPS2+1024:BPS2;
if(BPS3>=(uint16*)(Memory.VRAM+0x10000)) BPS3-=0x8000;
SC0=(uint16*)&Memory.VRAM[PPU.BG[bg].SCBase<<1];
SC1=(PPU.BG[bg].SCSize&1)?SC0+1024:SC0;
if(SC1>=(uint16*)(Memory.VRAM+0x10000)) SC1-=0x8000;
SC2=(PPU.BG[bg].SCSize&2)?SC1+1024:SC0;
if(SC2>=(uint16*)(Memory.VRAM+0x10000)) SC2-=0x8000;
SC3=(PPU.BG[bg].SCSize&1)?SC2+1024:SC2;
if(SC3>=(uint16*)(Memory.VRAM+0x10000)) SC3-=0x8000;
int Lines;
int OffsetMask = (BG.TileSizeH==16)?0x3ff:0x1ff;
int OffsetShift = (BG.TileSizeV==16)?4:3;
int Offset2Mask = (BG.OffsetSizeH==16)?0x3ff:0x1ff;
int Offset2Shift = (BG.OffsetSizeV==16)?4:3;
int OffsetEnableMask = 0x2000<<bg;
int PixWidth = IPPU.DoubleWidthPixels?2:1;
void (*DrawPix)(uint32,uint32,uint32,uint32,uint32,uint32);
int MosaicStart = ((uint32)GFX.StartY-PPU.MosaicStart)%PPU.Mosaic;
for(int clip=0; clip<GFX.Clip[bg].Count; clip++){
GFX.ClipColors=!(GFX.Clip[bg].DrawMode[clip]&1);
if(BG.EnableMath && (GFX.Clip[bg].DrawMode[clip]&2)){
DrawPix=GFX.DrawMosaicPixelMath;
} else {
DrawPix=GFX.DrawMosaicPixelNomath;
}
for(uint32 Y = GFX.StartY-MosaicStart; Y <= GFX.EndY; Y += PPU.Mosaic) {
uint32 Y2 = IPPU.Interlace?Y*2:Y;
Lines=PPU.Mosaic-MosaicStart;
if(Y+MosaicStart+Lines>GFX.EndY) Lines=GFX.EndY-Y-MosaicStart+1;
uint32 VOff = LineData[Y].BG[2].VOffset - 1;
uint32 HOff = LineData[Y].BG[2].HOffset;
uint32 HOffsetRow = VOff>>Offset2Shift;
uint32 VOffsetRow = (VOff+VOffOff)>>Offset2Shift;
uint16 *s, *s1, *s2;
if(HOffsetRow&0x20){
s1=BPS2; s2=BPS3;
} else {
s1=BPS0; s2=BPS1;
}
s1+=(HOffsetRow&0x1f)<<5;
s2+=(HOffsetRow&0x1f)<<5;
s=((VOffsetRow&0x20)?BPS2:BPS0)+((VOffsetRow&0x1f)<<5);
int32 VOffsetOffset = s-s1;
uint32 Left = GFX.Clip[bg].Left[clip];
uint32 Right = GFX.Clip[bg].Right[clip];
uint32 Offset = Left*PixWidth+(Y+MosaicStart)*GFX.PPL;
uint32 LineHOffset = LineData[Y].BG[bg].HOffset;
bool8 left_edge = (Left<(8-(LineHOffset&7)));
uint32 Width = Right-Left;
while(Left<Right){
uint32 VOffset, HOffset;
if(left_edge){
// SNES cannot do OPT for leftmost tile column
VOffset = LineData[Y].BG[bg].VOffset;
HOffset = LineHOffset;
left_edge = FALSE;
} else {
int HOffTile = ((HOff+Left-1)&Offset2Mask)>>3;
if(BG.OffsetSizeH==8){
if(HOffTile>31)
s=s2+(HOffTile&0x1f);
else
s=s1+HOffTile;
} else {
if(HOffTile>63)
s=s2+((HOffTile>>1)&0x1f);
else
s=s1+(HOffTile>>1);
}
uint16 HCellOffset = READ_WORD(s);
uint16 VCellOffset;
if(VOffOff){
VCellOffset = READ_WORD(s+VOffsetOffset);
} else {
if(HCellOffset&0x8000){
VCellOffset=HCellOffset;
HCellOffset=0;
} else {
VCellOffset=0;
}
}
if(VCellOffset&OffsetEnableMask){
VOffset=VCellOffset+1;
} else {
VOffset=LineData[Y].BG[bg].VOffset;
}
if(HCellOffset&OffsetEnableMask){
HOffset=(HCellOffset&~7)|(LineHOffset&7);
} else {
HOffset=LineHOffset;
}
}
if(IPPU.Interlace) VOffset++;
int VirtAlign = (((Y2+VOffset)&7)>>(IPPU.Interlace?1:0))<<3;
int TilemapRow=(VOffset+Y2)>>OffsetShift;
BG.InterlaceLine = ((VOffset+Y2)&1)<<3;
uint32 t1, t2;
if(((VOffset+Y2)&8)){
t1=16; t2=0;
} else {
t1=0; t2=16;
}
uint16 *b1, *b2;
if(TilemapRow&0x20) {
b1=SC2; b2=SC3;
} else {
b1=SC0; b2=SC1;
}
b1+=(TilemapRow&0x1f)<<5;
b2+=(TilemapRow&0x1f)<<5;
uint32 HPos = (HOffset+Left-(Left%PPU.Mosaic))&OffsetMask;
uint32 HTile = HPos>>3;
uint16 *t;
if(BG.TileSizeH==8){
if(HTile>31)
t=b2+(HTile&0x1f);
else
t=b1+HTile;
} else {
if(HTile>63)
t=b2+((HTile>>1)&0x1f);
else
t=b1+(HTile>>1);
}
uint32 w=PPU.Mosaic-(Left%PPU.Mosaic);
if(w>Width) w=Width;
Tile=READ_WORD(t);
GFX.Z1=GFX.Z2=(Tile&0x2000)?Zh:Zl;
if(BG.TileSizeV==16)
Tile=TILE_PLUS(Tile, ((Tile&V_FLIP)?t2:t1));
if(BG.TileSizeH==8){
DrawPix(Tile, Offset, VirtAlign, HPos&7, w, Lines);
} else {
if(!(Tile&H_FLIP)){
DrawPix(TILE_PLUS(Tile, (HTile&1)), Offset, VirtAlign, HPos&7, w, Lines);
} else if(!(Tile&V_FLIP)){
DrawPix(TILE_PLUS(Tile, 1-(HTile&1)), Offset, VirtAlign, HPos&7, w, Lines);
}
}
Left+=w;
Offset+=w*PixWidth;
Width-=w;
}
MosaicStart=0;
}
}
}
static inline void DrawBackgroundMode7(int bg, void (*DrawMath)(uint32,uint32,int), void (*DrawNomath)(uint32,uint32,int), int D){
CHECK_SOUND();
for(int clip=0; clip<GFX.Clip[bg].Count; clip++){
GFX.ClipColors=!(GFX.Clip[bg].DrawMode[clip]&1);
if(BG.EnableMath && (GFX.Clip[bg].DrawMode[clip]&2)){
DrawMath(GFX.Clip[bg].Left[clip], GFX.Clip[bg].Right[clip], D);
} else {
DrawNomath(GFX.Clip[bg].Left[clip], GFX.Clip[bg].Right[clip], D);
}
}
}
static inline void DrawBackdrop(void){
CHECK_SOUND();
uint32 Offset=GFX.StartY*GFX.PPL;
for(int clip=0; clip<GFX.Clip[5].Count; clip++){
GFX.ClipColors=!(GFX.Clip[5].DrawMode[clip]&1);
if(BG.EnableMath && (GFX.Clip[5].DrawMode[clip]&2)){
GFX.DrawBackdropMath(Offset, GFX.Clip[5].Left[clip], GFX.Clip[5].Right[clip]);
} else {
GFX.DrawBackdropNomath(Offset, GFX.Clip[5].Left[clip], GFX.Clip[5].Right[clip]);
}
}
}
static inline void RenderScreen(bool8 sub){
uint8 BGActive;
int D;
if (!sub) {
GFX.S = GFX.Screen;
GFX.DB = GFX.ZBuffer;
GFX.Clip = IPPU.Clip[0];
BGActive=Memory.FillRAM[0x212c] & ~PPU.BG_Forced;
if(GFX.DoInterlace && GFX.InterlaceFrame) GFX.S+=GFX.RealPPL;
D=32;
} else {
GFX.S = GFX.SubScreen;
GFX.DB = GFX.SubZBuffer;
GFX.Clip = IPPU.Clip[1];
BGActive=Memory.FillRAM[0x212d] & ~PPU.BG_Forced;
D=(Memory.FillRAM[0x2130]&2)<<4; // 'do math' depth flag
}
if(BGActive&0x10){
BG.TileAddress = PPU.OBJNameBase;
BG.NameSelect = PPU.OBJNameSelect;
BG.EnableMath = !sub && (Memory.FillRAM[0x2131]&0x10);
BG.StartPalette = 128;
S9xSelectTileConverter(4, FALSE, sub, FALSE);
S9xSelectTileRenderers(PPU.BGMode, sub, TRUE);
DrawOBJS(D+4);
}
BG.NameSelect = 0;
S9xSelectTileRenderers(PPU.BGMode, sub, FALSE);
#define DO_BG(n, pal, depth, hires, offset, Zh, Zl, voffoff) \
if(BGActive&(0x01<<n)){ \
BG.StartPalette = pal; \
BG.EnableMath = !sub && (Memory.FillRAM[0x2131]&(1<<n)); \
BG.TileSizeH = (!hires && PPU.BG[n].BGSize)?16:8; \
BG.TileSizeV = (PPU.BG[n].BGSize)?16:8; \
S9xSelectTileConverter(depth, hires, sub, PPU.BGMosaic[n]); \
if(offset){ \
BG.OffsetSizeH = (!hires && PPU.BG[2].BGSize)?16:8; \
BG.OffsetSizeV = (PPU.BG[2].BGSize)?16:8; \
if(PPU.BGMosaic[n] && (hires || PPU.Mosaic>1)) \
DrawBackgroundOffsetMosaic(n, D+Zh, D+Zl, voffoff); \
else \
DrawBackgroundOffset(n, D+Zh, D+Zl, voffoff); \
} else { \
if(PPU.BGMosaic[n] && (hires || PPU.Mosaic>1)) \
DrawBackgroundMosaic(n, D+Zh, D+Zl); \
else \
DrawBackground(n, D+Zh, D+Zl); \
} \
}
switch(PPU.BGMode){
case 0:
DO_BG(0, 0, 2, FALSE, FALSE, 15, 11, 0);
DO_BG(1, 32, 2, FALSE, FALSE, 14, 10, 0);
DO_BG(2, 64, 2, FALSE, FALSE, 7, 3, 0);
DO_BG(3, 96, 2, FALSE, FALSE, 6, 2, 0);
break;
case 1:
DO_BG(0, 0, 4, FALSE, FALSE, 15, 11, 0);
DO_BG(1, 0, 4, FALSE, FALSE, 14, 10, 0);
DO_BG(2, 0, 2, FALSE, FALSE, (PPU.BG3Priority?17:7), 3, 0);
break;
case 2:
DO_BG(0, 0, 4, FALSE, TRUE, 15, 7, 8);
DO_BG(1, 0, 4, FALSE, TRUE, 11, 3, 8);
break;
case 3:
DO_BG(0, 0, 8, FALSE, FALSE, 15, 7, 0);
DO_BG(1, 0, 4, FALSE, FALSE, 11, 3, 0);
break;
case 4:
DO_BG(0, 0, 8, FALSE, TRUE, 15, 7, 0);
DO_BG(1, 0, 2, FALSE, TRUE, 11, 3, 0);
break;
case 5:
DO_BG(0, 0, 4, TRUE, FALSE, 15, 7, 0);
DO_BG(1, 0, 2, TRUE, FALSE, 11, 3, 0);
break;
case 6:
DO_BG(0, 0, 4, TRUE, TRUE, 15, 7, 8);
break;
case 7:
if(BGActive&0x01){
BG.EnableMath = !sub && (Memory.FillRAM[0x2131]&1);
DrawBackgroundMode7(0, GFX.DrawMode7BG1Math, GFX.DrawMode7BG1Nomath,D);
}
if((Memory.FillRAM[0x2133]&0x40) && (BGActive&0x02)){
BG.EnableMath = !sub && (Memory.FillRAM[0x2131]&2);
DrawBackgroundMode7(1, GFX.DrawMode7BG2Math, GFX.DrawMode7BG2Nomath,D);
}
break;
}
#undef DO_BG
BG.EnableMath = !sub && (Memory.FillRAM[0x2131]&0x20);
DrawBackdrop();
}
void S9xUpdateScreen() {
if(IPPU.OBJChanged) S9xSetupOBJ();
// XXX: Check ForceBlank? Or anything else?
PPU.RangeTimeOver |= GFX.OBJLines[GFX.EndY].RTOFlags;
GFX.StartY = IPPU.PreviousLine;
if ((GFX.EndY = IPPU.CurrentLine - 1) >= PPU.ScreenHeight)
GFX.EndY = PPU.ScreenHeight - 1;
if(!PPU.ForcedBlanking){
/* If force blank, may as well completely skip all this. We only did
* the OBJ because (AFAWK) the RTO flags are updated even during
* force-blank */
if(PPU.RecomputeClipWindows) {
ComputeClipWindows();
PPU.RecomputeClipWindows=FALSE;
}
if (Settings.SupportHiRes){
if(!IPPU.DoubleWidthPixels && (PPU.BGMode == 5 || PPU.BGMode == 6 || IPPU.PseudoHires || IPPU.Interlace || IPPU.InterlaceOBJ)){
#if defined (USE_GLIDE) || defined (USE_OPENGL)
if (
#ifdef USE_GLIDE
(Settings.GlideEnable && GFX.RealPPL == 256) ||
#endif
#ifdef USE_OPENGL
(Settings.OpenGLEnable && GFX.RealPPL == 256) ||
#endif
0)
{
// Have to back out of the speed up hack where the low res.
// SNES image was rendered into a 256x239 sized buffer,
// ignoring the true, larger size of the buffer.
GFX.RealPPL = GFX.Pitch>>1;
for (register int32 y = (int32) GFX.StartY - 1; y >= 0; y--){
register uint16 *p = GFX.Screen + y * GFX.PPL + 255;
register uint16 *q = GFX.Screen + y * GFX.RealPPL + 510;
for (register int x = 255; x >= 0; x--, p--, q -= 2)
*q = *(q + 1) = *p;
}
GFX.PPL = GFX.RealPPL; // = GFX.Pitch>>1 above
} else
#endif
{
// Have to back out of the regular speed hack
for (register uint32 y = 0; y < GFX.StartY; y++)
{
register uint16 *p = GFX.Screen + y * GFX.PPL + 255;
register uint16 *q = GFX.Screen + y * GFX.PPL + 510;
for (register int x = 255; x >= 0; x--, p--, q -= 2)
*q = *(q + 1) = *p;
}
}
IPPU.DoubleWidthPixels = TRUE;
IPPU.RenderedScreenWidth = 512;
}
if(!IPPU.DoubleHeightPixels && (IPPU.Interlace || IPPU.InterlaceOBJ)){
IPPU.DoubleHeightPixels = TRUE;
GFX.PPL=GFX.RealPPL<<1;
IPPU.RenderedScreenHeight=PPU.ScreenHeight<<1;
GFX.DoInterlace=2;
for (register int32 y = (int32) GFX.StartY - 1; y >= 0; y--){
memmove (GFX.Screen + y * GFX.PPL,
GFX.Screen + y * GFX.RealPPL,
IPPU.RenderedScreenWidth*sizeof(uint16));
}
}
}
if((Memory.FillRAM[0x2130]&0x30)!=0x30 && (Memory.FillRAM[0x2131]&0x3f))
GFX.FixedColour = BUILD_PIXEL(IPPU.XB[PPU.FixedColourRed],
IPPU.XB[PPU.FixedColourGreen],
IPPU.XB[PPU.FixedColourBlue]);
if(PPU.BGMode==5 || PPU.BGMode==6 || IPPU.PseudoHires ||
((Memory.FillRAM[0x2130]&0x30)!=0x30 && (Memory.FillRAM[0x2130]&2) &&
(Memory.FillRAM[0x2131]&0x3f) && (Memory.FillRAM[0x212d]&0x1f))){
/* If hires (Mode 5/6 or pseudo-hires) or math is to be done
* involving the subscreen, then we need to render the subscreen...
*/
RenderScreen(TRUE);
}
RenderScreen(FALSE);
} else {
GFX.S = GFX.Screen+GFX.StartY*GFX.PPL;
if(GFX.DoInterlace && GFX.InterlaceFrame) GFX.S+=GFX.RealPPL;
uint16 black=BUILD_PIXEL(0,0,0);
for(uint32 l=GFX.StartY; l<=GFX.EndY; l++, GFX.S+=GFX.PPL){
for(int x=0; x<IPPU.RenderedScreenWidth; x++){
GFX.S[x]=black;
}
}
}
IPPU.PreviousLine = IPPU.CurrentLine;
}
void S9xSetInfoString (const char *string)
{
GFX.InfoString = string;
GFX.InfoStringTimeout = 120;
}
#include "font.h"
void DisplayChar(uint16 *s, uint8 c) {
int line = ((c - 32) >> 4) * font_height;
int offset = ((c - 32) & 15) * font_width;
int h, w, rws;
rws = Settings.OpenGLEnable ? IPPU.RenderedScreenWidth : GFX.RealPPL;
for(h=0; h<font_height; h++, line++, s+=rws-font_width) {
for(w=0; w<font_width; w++, s++) {
uint8 p = font [line][offset + w];
if(p == '#') {
/*
if(Memory.Hacked) *s= BUILD_PIXEL(31,0,0);
else if(Memory.Iffy) *s= BUILD_PIXEL(31,31,0);
else if(Memory.Iformat==1) *s= BUILD_PIXEL(0,31,0);
else if(Memory.Iformat==2) *s= BUILD_PIXEL(0,31,31);
else *s = 0xffff;
*/
*s=Settings.DisplayColor;
} else {
if (p == '.') *s = BUILD_PIXEL(0,0,0);
}
}
}
}
static void S9xDisplayFrameRate() {
uint16 *Screen = GFX.Screen + 1 +
(IPPU.RenderedScreenHeight - font_height - 1) * GFX.RealPPL;
char string [10];
int len = 5;
sprintf (string, "%02d/%02d", IPPU.DisplayedRenderedFrameCount,
(int) Memory.ROMFramesPerSecond);
int i;
for(i=0; i<len; i++) {
DisplayChar(Screen, string [i]);
Screen += font_width-1;
}
}
static void S9xDisplayString(const char *string) {
uint16 *Screen = GFX.Screen + 1 +
(IPPU.RenderedScreenHeight - font_height * 5) * GFX.RealPPL;
int len = strlen (string);
int max_chars = IPPU.RenderedScreenWidth / (font_width - 1);
int char_count = 0;
int i;
for(i=0; i<len; i++, char_count++) {
if (char_count >= max_chars || (unsigned char) string [i] < 32) {
Screen -= (font_width - 1) * max_chars;
Screen += font_height * GFX.RealPPL;
if(Screen >= GFX.Screen+GFX.RealPPL*IPPU.RenderedScreenHeight)
break;
char_count -= max_chars;
}
if((unsigned char) string[i]<32) continue;
DisplayChar(Screen, string [i]);
Screen += font_width-1;
}
}
#include "crosshairs.h"
static uint16 get_crosshair_color(uint8 color){
switch(color&15){
case 0: return BUILD_PIXEL(0,0,0); // transparent, shouldn't be used
case 1: return BUILD_PIXEL(0,0,0); // Black
case 2: return BUILD_PIXEL(8,8,8); // 25Grey
case 3: return BUILD_PIXEL(16,16,16); // 50Grey
case 4: return BUILD_PIXEL(23,23,23); // 75Grey
case 5: return BUILD_PIXEL(31,31,31); // White
case 6: return BUILD_PIXEL(31,0,0); // Red
case 7: return BUILD_PIXEL(31,16,0); // Orange
case 8: return BUILD_PIXEL(31,31,0); // Yellow
case 9: return BUILD_PIXEL(0,31,0); // Green
case 10: return BUILD_PIXEL(0,31,31); // Cyan
case 11: return BUILD_PIXEL(0,23,31); // Sky
case 12: return BUILD_PIXEL(0,0,31); // Blue
case 13: return BUILD_PIXEL(23,0,31); // Violet
case 14: return BUILD_PIXEL(31,0,31); // MagicPink
case 15: return BUILD_PIXEL(31,0,16); // Purple
}
return 0; // stupid compiler warning
}
void S9xDrawCrosshair(const char *crosshair, uint8 fgcolor, uint8 bgcolor, int16 x, int16 y) {
int16 r, rx=1, c, cx=1, W, H, rws;
W=256; H=PPU.ScreenHeight;
x-=7; y-=7;
if(IPPU.DoubleWidthPixels){ cx=2; x*=2; W*=2; }
if(IPPU.DoubleHeightPixels){ rx=2; y*=2; H*=2; }
if(crosshair==NULL) return;
uint16 fg, bg;
fg=get_crosshair_color(fgcolor);
bg=get_crosshair_color(bgcolor);
uint16 *s = GFX.Screen + y * GFX.RealPPL + x;
rws = Settings.OpenGLEnable ? IPPU.RenderedScreenWidth : GFX.RealPPL;
for(r=0; r<15*rx; r++, s+=rws-15*cx) {
if(y+r<0){ s+=15*cx; continue; }
if(y+r>=H) break;
for(c=0; c<15*cx; c++, s++) {
if(x+c<0) continue;
if(x+c>=W){ s+=15*cx-c; break; }
uint8 p = crosshair[(r/rx)*15+(c/cx)];
if(p == '#' && fgcolor) {
*s=(fgcolor&0x10)?COLOR_ADD1_2(fg,*s):fg;
} else if(p == '.' && bgcolor) {
*s=(bgcolor&0x10)?COLOR_ADD1_2(*s,bg):bg;
}
}
}
}
#ifdef GFX_MULTI_FORMAT
#define _BUILD_PIXEL(F) \
uint32 BuildPixel##F(uint32 R, uint32 G, uint32 B) \
{ \
return (BUILD_PIXEL_##F(R,G,B)); \
}\
uint32 BuildPixel2##F(uint32 R, uint32 G, uint32 B) \
{ \
return (BUILD_PIXEL2_##F(R,G,B)); \
} \
void DecomposePixel##F(uint32 pixel, uint32 &R, uint32 &G, uint32 &B) \
{ \
DECOMPOSE_PIXEL_##F(pixel,R,G,B); \
}
_BUILD_PIXEL(RGB565)
_BUILD_PIXEL(RGB555)
_BUILD_PIXEL(BGR565)
_BUILD_PIXEL(BGR555)
_BUILD_PIXEL(GBR565)
_BUILD_PIXEL(GBR555)
_BUILD_PIXEL(RGB5551)
#define _BUILD_SETUP(F) \
GFX.BuildPixel = BuildPixel##F; \
GFX.BuildPixel2 = BuildPixel2##F; \
GFX.DecomposePixel = DecomposePixel##F; \
RED_LOW_BIT_MASK = RED_LOW_BIT_MASK_##F; \
GREEN_LOW_BIT_MASK = GREEN_LOW_BIT_MASK_##F; \
BLUE_LOW_BIT_MASK = BLUE_LOW_BIT_MASK_##F; \
RED_HI_BIT_MASK = RED_HI_BIT_MASK_##F; \
GREEN_HI_BIT_MASK = GREEN_HI_BIT_MASK_##F; \
BLUE_HI_BIT_MASK = BLUE_HI_BIT_MASK_##F; \
MAX_RED = MAX_RED_##F; \
MAX_GREEN = MAX_GREEN_##F; \
MAX_BLUE = MAX_BLUE_##F; \
GREEN_HI_BIT = ((MAX_GREEN_##F + 1) >> 1); \
SPARE_RGB_BIT_MASK = SPARE_RGB_BIT_MASK_##F; \
RGB_LOW_BITS_MASK = (RED_LOW_BIT_MASK_##F | \
GREEN_LOW_BIT_MASK_##F | \
BLUE_LOW_BIT_MASK_##F); \
RGB_HI_BITS_MASK = (RED_HI_BIT_MASK_##F | \
GREEN_HI_BIT_MASK_##F | \
BLUE_HI_BIT_MASK_##F); \
RGB_HI_BITS_MASKx2 = ((RED_HI_BIT_MASK_##F | \
GREEN_HI_BIT_MASK_##F | \
BLUE_HI_BIT_MASK_##F) << 1); \
RGB_REMOVE_LOW_BITS_MASK = ~RGB_LOW_BITS_MASK; \
FIRST_COLOR_MASK = FIRST_COLOR_MASK_##F; \
SECOND_COLOR_MASK = SECOND_COLOR_MASK_##F; \
THIRD_COLOR_MASK = THIRD_COLOR_MASK_##F; \
ALPHA_BITS_MASK = ALPHA_BITS_MASK_##F; \
FIRST_THIRD_COLOR_MASK = FIRST_COLOR_MASK | THIRD_COLOR_MASK; \
TWO_LOW_BITS_MASK = RGB_LOW_BITS_MASK | (RGB_LOW_BITS_MASK << 1); \
HIGH_BITS_SHIFTED_TWO_MASK = (( (FIRST_COLOR_MASK | SECOND_COLOR_MASK | THIRD_COLOR_MASK) & \
~TWO_LOW_BITS_MASK ) >> 2);
bool8 S9xSetRenderPixelFormat (int format)
{
extern uint32 current_graphic_format;
current_graphic_format = format;
switch (format)
{
case RGB565:
_BUILD_SETUP(RGB565)
return (TRUE);
case RGB555:
_BUILD_SETUP(RGB555)
return (TRUE);
case BGR565:
_BUILD_SETUP(BGR565)
return (TRUE);
case BGR555:
_BUILD_SETUP(BGR555)
return (TRUE);
case GBR565:
_BUILD_SETUP(GBR565)
return (TRUE);
case GBR555:
_BUILD_SETUP(GBR555)
return (TRUE);
case RGB5551:
_BUILD_SETUP(RGB5551)
return (TRUE);
default:
break;
}
return (FALSE);
}
#endif