mirror of
https://github.com/dborth/snes9xgx.git
synced 2024-11-01 16:35:16 +01:00
1548 lines
41 KiB
C++
1548 lines
41 KiB
C++
/***********************************************************************************
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
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Jerremy Koot (jkoot@snes9x.com)
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(c) Copyright 2002 - 2004 Matthew Kendora
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(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
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(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
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(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
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(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
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Kris Bleakley (codeviolation@hotmail.com)
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(c) Copyright 2002 - 2010 Brad Jorsch (anomie@users.sourceforge.net),
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Nach (n-a-c-h@users.sourceforge.net),
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(c) Copyright 2002 - 2011 zones (kasumitokoduck@yahoo.com)
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(c) Copyright 2006 - 2007 nitsuja
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(c) Copyright 2009 - 2018 BearOso,
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OV2
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(c) Copyright 2017 qwertymodo
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(c) Copyright 2011 - 2017 Hans-Kristian Arntzen,
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Daniel De Matteis
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(Under no circumstances will commercial rights be given)
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BS-X C emulator code
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(c) Copyright 2005 - 2006 Dreamer Nom,
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zones
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C4 x86 assembler and some C emulation code
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(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
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Nach,
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zsKnight (zsknight@zsnes.com)
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C4 C++ code
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(c) Copyright 2003 - 2006 Brad Jorsch,
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Nach
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DSP-1 emulator code
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(c) Copyright 1998 - 2006 _Demo_,
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Andreas Naive (andreasnaive@gmail.com),
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Gary Henderson,
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Ivar (ivar@snes9x.com),
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John Weidman,
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Kris Bleakley,
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Matthew Kendora,
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Nach,
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neviksti (neviksti@hotmail.com)
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DSP-2 emulator code
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(c) Copyright 2003 John Weidman,
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Kris Bleakley,
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Lord Nightmare (lord_nightmare@users.sourceforge.net),
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Matthew Kendora,
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neviksti
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DSP-3 emulator code
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(c) Copyright 2003 - 2006 John Weidman,
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Kris Bleakley,
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Lancer,
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z80 gaiden
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DSP-4 emulator code
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(c) Copyright 2004 - 2006 Dreamer Nom,
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John Weidman,
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Kris Bleakley,
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Nach,
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z80 gaiden
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OBC1 emulator code
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(c) Copyright 2001 - 2004 zsKnight,
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pagefault (pagefault@zsnes.com),
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Kris Bleakley
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Ported from x86 assembler to C by sanmaiwashi
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SPC7110 and RTC C++ emulator code used in 1.39-1.51
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(c) Copyright 2002 Matthew Kendora with research by
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zsKnight,
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John Weidman,
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Dark Force
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SPC7110 and RTC C++ emulator code used in 1.52+
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(c) Copyright 2009 byuu,
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neviksti
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S-DD1 C emulator code
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(c) Copyright 2003 Brad Jorsch with research by
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Andreas Naive,
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John Weidman
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S-RTC C emulator code
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(c) Copyright 2001 - 2006 byuu,
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John Weidman
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ST010 C++ emulator code
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(c) Copyright 2003 Feather,
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John Weidman,
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Kris Bleakley,
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Matthew Kendora
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Super FX x86 assembler emulator code
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(c) Copyright 1998 - 2003 _Demo_,
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pagefault,
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zsKnight
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Super FX C emulator code
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(c) Copyright 1997 - 1999 Ivar,
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Gary Henderson,
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John Weidman
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Sound emulator code used in 1.5-1.51
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(c) Copyright 1998 - 2003 Brad Martin
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(c) Copyright 1998 - 2006 Charles Bilyue'
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Sound emulator code used in 1.52+
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(c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com)
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S-SMP emulator code used in 1.54+
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(c) Copyright 2016 byuu
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SH assembler code partly based on x86 assembler code
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(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
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2xSaI filter
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(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
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HQ2x, HQ3x, HQ4x filters
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(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
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NTSC filter
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(c) Copyright 2006 - 2007 Shay Green
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GTK+ GUI code
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(c) Copyright 2004 - 2018 BearOso
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Win32 GUI code
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(c) Copyright 2003 - 2006 blip,
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funkyass,
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Matthew Kendora,
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Nach,
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nitsuja
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(c) Copyright 2009 - 2018 OV2
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Mac OS GUI code
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(c) Copyright 1998 - 2001 John Stiles
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(c) Copyright 2001 - 2011 zones
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Libretro port
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(c) Copyright 2011 - 2017 Hans-Kristian Arntzen,
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Daniel De Matteis
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(Under no circumstances will commercial rights be given)
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Specific ports contains the works of other authors. See headers in
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individual files.
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Snes9x homepage: http://www.snes9x.com/
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Permission to use, copy, modify and/or distribute Snes9x in both binary
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and source form, for non-commercial purposes, is hereby granted without
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fee, providing that this license information and copyright notice appear
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with all copies and any derived work.
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This software is provided 'as-is', without any express or implied
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warranty. In no event shall the authors be held liable for any damages
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arising from the use of this software or it's derivatives.
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Snes9x is freeware for PERSONAL USE only. Commercial users should
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seek permission of the copyright holders first. Commercial use includes,
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but is not limited to, charging money for Snes9x or software derived from
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Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
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using Snes9x as a promotion for your commercial product.
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The copyright holders request that bug fixes and improvements to the code
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should be forwarded to them so everyone can benefit from the modifications
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in future versions.
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Super NES and Super Nintendo Entertainment System are trademarks of
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Nintendo Co., Limited and its subsidiary companies.
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***********************************************************************************/
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// This file includes itself multiple times.
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// The other option would be to have 4 files, where A includes B, and B includes C 3 times, and C includes D 5 times.
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// Look for the following marker to find where the divisions are.
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// Top-level compilation.
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#ifndef _NEWTILE_CPP
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#define _NEWTILE_CPP
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#include "snes9x.h"
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#include "ppu.h"
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#include "tile.h"
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static uint32 pixbit[8][16];
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static uint8 hrbit_odd[256];
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static uint8 hrbit_even[256];
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void S9xInitTileRenderer (void)
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{
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register int i;
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for (i = 0; i < 16; i++)
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{
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register uint32 b = 0;
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#ifdef LSB_FIRST
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if (i & 8)
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b |= 1;
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if (i & 4)
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b |= 1 << 8;
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if (i & 2)
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b |= 1 << 16;
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if (i & 1)
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b |= 1 << 24;
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#else
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if (i & 8)
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b |= 1 << 24;
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if (i & 4)
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b |= 1 << 16;
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if (i & 2)
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b |= 1 << 8;
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if (i & 1)
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b |= 1;
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#endif
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for (uint8 bitshift = 0; bitshift < 8; bitshift++)
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pixbit[bitshift][i] = b << bitshift;
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}
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for (i = 0; i < 256; i++)
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{
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register uint8 m = 0;
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register uint8 s = 0;
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if (i & 0x80)
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s |= 8;
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if (i & 0x40)
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m |= 8;
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if (i & 0x20)
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s |= 4;
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if (i & 0x10)
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m |= 4;
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if (i & 0x08)
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s |= 2;
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if (i & 0x04)
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m |= 2;
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if (i & 0x02)
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s |= 1;
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if (i & 0x01)
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m |= 1;
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hrbit_odd[i] = m;
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hrbit_even[i] = s;
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}
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}
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// Here are the tile converters, selected by S9xSelectTileConverter().
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// Really, except for the definition of DOBIT and the number of times it is called, they're all the same.
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#define DOBIT(n, i) \
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if ((pix = *(tp + (n)))) \
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{ \
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p1 |= pixbit[(i)][pix >> 4]; \
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p2 |= pixbit[(i)][pix & 0xf]; \
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}
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static uint8 ConvertTile2 (uint8 *pCache, uint32 TileAddr, uint32)
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{
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register uint8 *tp = &Memory.VRAM[TileAddr];
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uint32 *p = (uint32 *) pCache;
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uint32 non_zero = 0;
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uint8 line;
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for (line = 8; line != 0; line--, tp += 2)
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{
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uint32 p1 = 0;
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uint32 p2 = 0;
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register uint8 pix;
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DOBIT( 0, 0);
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DOBIT( 1, 1);
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*p++ = p1;
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*p++ = p2;
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non_zero |= p1 | p2;
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}
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return (non_zero ? TRUE : BLANK_TILE);
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}
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static uint8 ConvertTile4 (uint8 *pCache, uint32 TileAddr, uint32)
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{
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register uint8 *tp = &Memory.VRAM[TileAddr];
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uint32 *p = (uint32 *) pCache;
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uint32 non_zero = 0;
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uint8 line;
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for (line = 8; line != 0; line--, tp += 2)
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{
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uint32 p1 = 0;
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uint32 p2 = 0;
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register uint8 pix;
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DOBIT( 0, 0);
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DOBIT( 1, 1);
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DOBIT(16, 2);
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DOBIT(17, 3);
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*p++ = p1;
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*p++ = p2;
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non_zero |= p1 | p2;
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}
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return (non_zero ? TRUE : BLANK_TILE);
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}
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static uint8 ConvertTile8 (uint8 *pCache, uint32 TileAddr, uint32)
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{
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register uint8 *tp = &Memory.VRAM[TileAddr];
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uint32 *p = (uint32 *) pCache;
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uint32 non_zero = 0;
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uint8 line;
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for (line = 8; line != 0; line--, tp += 2)
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{
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uint32 p1 = 0;
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uint32 p2 = 0;
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register uint8 pix;
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DOBIT( 0, 0);
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DOBIT( 1, 1);
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DOBIT(16, 2);
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DOBIT(17, 3);
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DOBIT(32, 4);
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DOBIT(33, 5);
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DOBIT(48, 6);
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DOBIT(49, 7);
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*p++ = p1;
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*p++ = p2;
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non_zero |= p1 | p2;
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}
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return (non_zero ? TRUE : BLANK_TILE);
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}
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#undef DOBIT
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#define DOBIT(n, i) \
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if ((pix = hrbit_odd[*(tp1 + (n))])) \
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p1 |= pixbit[(i)][pix]; \
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if ((pix = hrbit_odd[*(tp2 + (n))])) \
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p2 |= pixbit[(i)][pix];
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static uint8 ConvertTile2h_odd (uint8 *pCache, uint32 TileAddr, uint32 Tile)
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{
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register uint8 *tp1 = &Memory.VRAM[TileAddr], *tp2;
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uint32 *p = (uint32 *) pCache;
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uint32 non_zero = 0;
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uint8 line;
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if (Tile == 0x3ff)
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tp2 = tp1 - (0x3ff << 4);
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else
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tp2 = tp1 + (1 << 4);
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for (line = 8; line != 0; line--, tp1 += 2, tp2 += 2)
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{
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uint32 p1 = 0;
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uint32 p2 = 0;
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register uint8 pix;
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DOBIT( 0, 0);
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DOBIT( 1, 1);
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*p++ = p1;
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*p++ = p2;
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non_zero |= p1 | p2;
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}
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return (non_zero ? TRUE : BLANK_TILE);
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}
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static uint8 ConvertTile4h_odd (uint8 *pCache, uint32 TileAddr, uint32 Tile)
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{
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register uint8 *tp1 = &Memory.VRAM[TileAddr], *tp2;
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uint32 *p = (uint32 *) pCache;
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uint32 non_zero = 0;
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uint8 line;
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if (Tile == 0x3ff)
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tp2 = tp1 - (0x3ff << 5);
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else
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tp2 = tp1 + (1 << 5);
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for (line = 8; line != 0; line--, tp1 += 2, tp2 += 2)
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{
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uint32 p1 = 0;
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uint32 p2 = 0;
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register uint8 pix;
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DOBIT( 0, 0);
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DOBIT( 1, 1);
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DOBIT(16, 2);
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DOBIT(17, 3);
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*p++ = p1;
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*p++ = p2;
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non_zero |= p1 | p2;
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}
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return (non_zero ? TRUE : BLANK_TILE);
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}
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#undef DOBIT
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#define DOBIT(n, i) \
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if ((pix = hrbit_even[*(tp1 + (n))])) \
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p1 |= pixbit[(i)][pix]; \
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if ((pix = hrbit_even[*(tp2 + (n))])) \
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p2 |= pixbit[(i)][pix];
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static uint8 ConvertTile2h_even (uint8 *pCache, uint32 TileAddr, uint32 Tile)
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{
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register uint8 *tp1 = &Memory.VRAM[TileAddr], *tp2;
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uint32 *p = (uint32 *) pCache;
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uint32 non_zero = 0;
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uint8 line;
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if (Tile == 0x3ff)
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tp2 = tp1 - (0x3ff << 4);
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else
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tp2 = tp1 + (1 << 4);
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for (line = 8; line != 0; line--, tp1 += 2, tp2 += 2)
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{
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uint32 p1 = 0;
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uint32 p2 = 0;
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register uint8 pix;
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DOBIT( 0, 0);
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DOBIT( 1, 1);
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*p++ = p1;
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*p++ = p2;
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non_zero |= p1 | p2;
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}
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return (non_zero ? TRUE : BLANK_TILE);
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}
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static uint8 ConvertTile4h_even (uint8 *pCache, uint32 TileAddr, uint32 Tile)
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{
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register uint8 *tp1 = &Memory.VRAM[TileAddr], *tp2;
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uint32 *p = (uint32 *) pCache;
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uint32 non_zero = 0;
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uint8 line;
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if (Tile == 0x3ff)
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tp2 = tp1 - (0x3ff << 5);
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else
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tp2 = tp1 + (1 << 5);
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for (line = 8; line != 0; line--, tp1 += 2, tp2 += 2)
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{
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uint32 p1 = 0;
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uint32 p2 = 0;
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register uint8 pix;
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DOBIT( 0, 0);
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DOBIT( 1, 1);
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DOBIT(16, 2);
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DOBIT(17, 3);
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*p++ = p1;
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*p++ = p2;
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non_zero |= p1 | p2;
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}
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return (non_zero ? TRUE : BLANK_TILE);
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}
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#undef DOBIT
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// First-level include: Get all the renderers.
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#include "tile.cpp"
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// Functions to select which converter and renderer to use.
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void S9xSelectTileRenderers (int BGMode, bool8 sub, bool8 obj)
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{
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void (**DT) (uint32, uint32, uint32, uint32);
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void (**DCT) (uint32, uint32, uint32, uint32, uint32, uint32);
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void (**DMP) (uint32, uint32, uint32, uint32, uint32, uint32);
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void (**DB) (uint32, uint32, uint32);
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void (**DM7BG1) (uint32, uint32, int);
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void (**DM7BG2) (uint32, uint32, int);
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bool8 M7M1, M7M2;
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M7M1 = PPU.BGMosaic[0] && PPU.Mosaic > 1;
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M7M2 = PPU.BGMosaic[1] && PPU.Mosaic > 1;
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bool8 interlace = obj ? FALSE : IPPU.Interlace;
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bool8 hires = !sub && (BGMode == 5 || BGMode == 6 || IPPU.PseudoHires);
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if (!IPPU.DoubleWidthPixels) // normal width
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{
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DT = Renderers_DrawTile16Normal1x1;
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DCT = Renderers_DrawClippedTile16Normal1x1;
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DMP = Renderers_DrawMosaicPixel16Normal1x1;
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DB = Renderers_DrawBackdrop16Normal1x1;
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DM7BG1 = M7M1 ? Renderers_DrawMode7MosaicBG1Normal1x1 : Renderers_DrawMode7BG1Normal1x1;
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DM7BG2 = M7M2 ? Renderers_DrawMode7MosaicBG2Normal1x1 : Renderers_DrawMode7BG2Normal1x1;
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GFX.LinesPerTile = 8;
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}
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else if(hires) // hires double width
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{
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if (interlace)
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{
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DT = Renderers_DrawTile16HiresInterlace;
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DCT = Renderers_DrawClippedTile16HiresInterlace;
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DMP = Renderers_DrawMosaicPixel16HiresInterlace;
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DB = Renderers_DrawBackdrop16Hires;
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DM7BG1 = M7M1 ? Renderers_DrawMode7MosaicBG1Hires : Renderers_DrawMode7BG1Hires;
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DM7BG2 = M7M2 ? Renderers_DrawMode7MosaicBG2Hires : Renderers_DrawMode7BG2Hires;
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GFX.LinesPerTile = 4;
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}
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else
|
|
{
|
|
DT = Renderers_DrawTile16Hires;
|
|
DCT = Renderers_DrawClippedTile16Hires;
|
|
DMP = Renderers_DrawMosaicPixel16Hires;
|
|
DB = Renderers_DrawBackdrop16Hires;
|
|
DM7BG1 = M7M1 ? Renderers_DrawMode7MosaicBG1Hires : Renderers_DrawMode7BG1Hires;
|
|
DM7BG2 = M7M2 ? Renderers_DrawMode7MosaicBG2Hires : Renderers_DrawMode7BG2Hires;
|
|
GFX.LinesPerTile = 8;
|
|
}
|
|
}
|
|
else // normal double width
|
|
{
|
|
if (interlace)
|
|
{
|
|
DT = Renderers_DrawTile16Interlace;
|
|
DCT = Renderers_DrawClippedTile16Interlace;
|
|
DMP = Renderers_DrawMosaicPixel16Interlace;
|
|
DB = Renderers_DrawBackdrop16Normal2x1;
|
|
DM7BG1 = M7M1 ? Renderers_DrawMode7MosaicBG1Normal2x1 : Renderers_DrawMode7BG1Normal2x1;
|
|
DM7BG2 = M7M2 ? Renderers_DrawMode7MosaicBG2Normal2x1 : Renderers_DrawMode7BG2Normal2x1;
|
|
GFX.LinesPerTile = 4;
|
|
}
|
|
else
|
|
{
|
|
DT = Renderers_DrawTile16Normal2x1;
|
|
DCT = Renderers_DrawClippedTile16Normal2x1;
|
|
DMP = Renderers_DrawMosaicPixel16Normal2x1;
|
|
DB = Renderers_DrawBackdrop16Normal2x1;
|
|
DM7BG1 = M7M1 ? Renderers_DrawMode7MosaicBG1Normal2x1 : Renderers_DrawMode7BG1Normal2x1;
|
|
DM7BG2 = M7M2 ? Renderers_DrawMode7MosaicBG2Normal2x1 : Renderers_DrawMode7BG2Normal2x1;
|
|
GFX.LinesPerTile = 8;
|
|
}
|
|
}
|
|
|
|
GFX.DrawTileNomath = DT[0];
|
|
GFX.DrawClippedTileNomath = DCT[0];
|
|
GFX.DrawMosaicPixelNomath = DMP[0];
|
|
GFX.DrawBackdropNomath = DB[0];
|
|
GFX.DrawMode7BG1Nomath = DM7BG1[0];
|
|
GFX.DrawMode7BG2Nomath = DM7BG2[0];
|
|
|
|
int i;
|
|
|
|
if (!Settings.Transparency)
|
|
i = 0;
|
|
else
|
|
{
|
|
i = (Memory.FillRAM[0x2131] & 0x80) ? 4 : 1;
|
|
if (Memory.FillRAM[0x2131] & 0x40)
|
|
{
|
|
i++;
|
|
if (Memory.FillRAM[0x2130] & 2)
|
|
i++;
|
|
}
|
|
}
|
|
|
|
GFX.DrawTileMath = DT[i];
|
|
GFX.DrawClippedTileMath = DCT[i];
|
|
GFX.DrawMosaicPixelMath = DMP[i];
|
|
GFX.DrawBackdropMath = DB[i];
|
|
GFX.DrawMode7BG1Math = DM7BG1[i];
|
|
GFX.DrawMode7BG2Math = DM7BG2[i];
|
|
}
|
|
|
|
void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
|
|
{
|
|
switch (depth)
|
|
{
|
|
case 8:
|
|
BG.ConvertTile = BG.ConvertTileFlip = ConvertTile8;
|
|
BG.Buffer = BG.BufferFlip = IPPU.TileCache[TILE_8BIT];
|
|
BG.Buffered = BG.BufferedFlip = IPPU.TileCached[TILE_8BIT];
|
|
BG.TileShift = 6;
|
|
BG.PaletteShift = 0;
|
|
BG.PaletteMask = 0;
|
|
BG.DirectColourMode = Memory.FillRAM[0x2130] & 1;
|
|
|
|
break;
|
|
|
|
case 4:
|
|
if (hires)
|
|
{
|
|
if (sub || mosaic)
|
|
{
|
|
BG.ConvertTile = ConvertTile4h_even;
|
|
BG.Buffer = IPPU.TileCache[TILE_4BIT_EVEN];
|
|
BG.Buffered = IPPU.TileCached[TILE_4BIT_EVEN];
|
|
BG.ConvertTileFlip = ConvertTile4h_odd;
|
|
BG.BufferFlip = IPPU.TileCache[TILE_4BIT_ODD];
|
|
BG.BufferedFlip = IPPU.TileCached[TILE_4BIT_ODD];
|
|
}
|
|
else
|
|
{
|
|
BG.ConvertTile = ConvertTile4h_odd;
|
|
BG.Buffer = IPPU.TileCache[TILE_4BIT_ODD];
|
|
BG.Buffered = IPPU.TileCached[TILE_4BIT_ODD];
|
|
BG.ConvertTileFlip = ConvertTile4h_even;
|
|
BG.BufferFlip = IPPU.TileCache[TILE_4BIT_EVEN];
|
|
BG.BufferedFlip = IPPU.TileCached[TILE_4BIT_EVEN];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
BG.ConvertTile = BG.ConvertTileFlip = ConvertTile4;
|
|
BG.Buffer = BG.BufferFlip = IPPU.TileCache[TILE_4BIT];
|
|
BG.Buffered = BG.BufferedFlip = IPPU.TileCached[TILE_4BIT];
|
|
}
|
|
|
|
BG.TileShift = 5;
|
|
BG.PaletteShift = 10 - 4;
|
|
BG.PaletteMask = 7 << 4;
|
|
BG.DirectColourMode = FALSE;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (hires)
|
|
{
|
|
if (sub || mosaic)
|
|
{
|
|
BG.ConvertTile = ConvertTile2h_even;
|
|
BG.Buffer = IPPU.TileCache[TILE_2BIT_EVEN];
|
|
BG.Buffered = IPPU.TileCached[TILE_2BIT_EVEN];
|
|
BG.ConvertTileFlip = ConvertTile2h_odd;
|
|
BG.BufferFlip = IPPU.TileCache[TILE_2BIT_ODD];
|
|
BG.BufferedFlip = IPPU.TileCached[TILE_2BIT_ODD];
|
|
}
|
|
else
|
|
{
|
|
BG.ConvertTile = ConvertTile2h_odd;
|
|
BG.Buffer = IPPU.TileCache[TILE_2BIT_ODD];
|
|
BG.Buffered = IPPU.TileCached[TILE_2BIT_ODD];
|
|
BG.ConvertTileFlip = ConvertTile2h_even;
|
|
BG.BufferFlip = IPPU.TileCache[TILE_2BIT_EVEN];
|
|
BG.BufferedFlip = IPPU.TileCached[TILE_2BIT_EVEN];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
BG.ConvertTile = BG.ConvertTileFlip = ConvertTile2;
|
|
BG.Buffer = BG.BufferFlip = IPPU.TileCache[TILE_2BIT];
|
|
BG.Buffered = BG.BufferedFlip = IPPU.TileCached[TILE_2BIT];
|
|
}
|
|
|
|
BG.TileShift = 4;
|
|
BG.PaletteShift = 10 - 2;
|
|
BG.PaletteMask = 7 << 2;
|
|
BG.DirectColourMode = FALSE;
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
#else
|
|
#ifndef NAME1 // First-level: Get all the renderers.
|
|
/*****************************************************************************/
|
|
|
|
#define GET_CACHED_TILE() \
|
|
uint32 TileNumber; \
|
|
uint32 TileAddr = BG.TileAddress + ((Tile & 0x3ff) << BG.TileShift); \
|
|
if (Tile & 0x100) \
|
|
TileAddr += BG.NameSelect; \
|
|
TileAddr &= 0xffff; \
|
|
TileNumber = TileAddr >> BG.TileShift; \
|
|
if (Tile & H_FLIP) \
|
|
{ \
|
|
pCache = &BG.BufferFlip[TileNumber << 6]; \
|
|
if (!BG.BufferedFlip[TileNumber]) \
|
|
BG.BufferedFlip[TileNumber] = BG.ConvertTileFlip(pCache, TileAddr, Tile & 0x3ff); \
|
|
} \
|
|
else \
|
|
{ \
|
|
pCache = &BG.Buffer[TileNumber << 6]; \
|
|
if (!BG.Buffered[TileNumber]) \
|
|
BG.Buffered[TileNumber] = BG.ConvertTile(pCache, TileAddr, Tile & 0x3ff); \
|
|
}
|
|
|
|
#define IS_BLANK_TILE() \
|
|
( ( (Tile & H_FLIP) ? BG.BufferedFlip[TileNumber] : BG.Buffered[TileNumber]) == BLANK_TILE)
|
|
|
|
#define SELECT_PALETTE() \
|
|
if (BG.DirectColourMode) \
|
|
{ \
|
|
GFX.RealScreenColors = DirectColourMaps[(Tile >> 10) & 7]; \
|
|
} \
|
|
else \
|
|
GFX.RealScreenColors = &IPPU.ScreenColors[((Tile >> BG.PaletteShift) & BG.PaletteMask) + BG.StartPalette]; \
|
|
GFX.ScreenColors = GFX.ClipColors ? BlackColourMap : GFX.RealScreenColors
|
|
|
|
#define NOMATH(Op, Main, Sub, SD) \
|
|
(Main)
|
|
|
|
#define REGMATH(Op, Main, Sub, SD) \
|
|
(COLOR_##Op((Main), ((SD) & 0x20) ? (Sub) : GFX.FixedColour))
|
|
|
|
#define MATHF1_2(Op, Main, Sub, SD) \
|
|
(GFX.ClipColors ? (COLOR_##Op((Main), GFX.FixedColour)) : (COLOR_##Op##1_2((Main), GFX.FixedColour)))
|
|
|
|
#define MATHS1_2(Op, Main, Sub, SD) \
|
|
(GFX.ClipColors ? REGMATH(Op, Main, Sub, SD) : (((SD) & 0x20) ? COLOR_##Op##1_2((Main), (Sub)) : COLOR_##Op((Main), GFX.FixedColour)))
|
|
|
|
// Basic routine to render an unclipped tile.
|
|
// Input parameters:
|
|
// BPSTART = either StartLine or (StartLine * 2 + BG.InterlaceLine),
|
|
// so interlace modes can render every other line from the tile.
|
|
// PITCH = 1 or 2, again so interlace can count lines properly.
|
|
// DRAW_PIXEL(N, M) is a routine to actually draw the pixel. N is the pixel in the row to draw,
|
|
// and M is a test which if false means the pixel should be skipped.
|
|
// Z1 is the "draw if Z1 > cur_depth".
|
|
// Z2 is the "cur_depth = new_depth". OBJ need the two separate.
|
|
// Pix is the pixel to draw.
|
|
|
|
#define Z1 GFX.Z1
|
|
#define Z2 GFX.Z2
|
|
|
|
#define DRAW_TILE() \
|
|
uint8 *pCache; \
|
|
register int32 l; \
|
|
register uint8 *bp, Pix; \
|
|
\
|
|
GET_CACHED_TILE(); \
|
|
if (IS_BLANK_TILE()) \
|
|
return; \
|
|
SELECT_PALETTE(); \
|
|
\
|
|
if (!(Tile & (V_FLIP | H_FLIP))) \
|
|
{ \
|
|
bp = pCache + BPSTART; \
|
|
OFFSET_IN_LINE; \
|
|
for (l = LineCount; l > 0; l--, bp += 8 * PITCH, Offset += GFX.PPL) \
|
|
{ \
|
|
DRAW_PIXEL(0, Pix = bp[0]); \
|
|
DRAW_PIXEL(1, Pix = bp[1]); \
|
|
DRAW_PIXEL(2, Pix = bp[2]); \
|
|
DRAW_PIXEL(3, Pix = bp[3]); \
|
|
DRAW_PIXEL(4, Pix = bp[4]); \
|
|
DRAW_PIXEL(5, Pix = bp[5]); \
|
|
DRAW_PIXEL(6, Pix = bp[6]); \
|
|
DRAW_PIXEL(7, Pix = bp[7]); \
|
|
} \
|
|
} \
|
|
else \
|
|
if (!(Tile & V_FLIP)) \
|
|
{ \
|
|
bp = pCache + BPSTART; \
|
|
OFFSET_IN_LINE; \
|
|
for (l = LineCount; l > 0; l--, bp += 8 * PITCH, Offset += GFX.PPL) \
|
|
{ \
|
|
DRAW_PIXEL(0, Pix = bp[7]); \
|
|
DRAW_PIXEL(1, Pix = bp[6]); \
|
|
DRAW_PIXEL(2, Pix = bp[5]); \
|
|
DRAW_PIXEL(3, Pix = bp[4]); \
|
|
DRAW_PIXEL(4, Pix = bp[3]); \
|
|
DRAW_PIXEL(5, Pix = bp[2]); \
|
|
DRAW_PIXEL(6, Pix = bp[1]); \
|
|
DRAW_PIXEL(7, Pix = bp[0]); \
|
|
} \
|
|
} \
|
|
else \
|
|
if (!(Tile & H_FLIP)) \
|
|
{ \
|
|
bp = pCache + 56 - BPSTART; \
|
|
OFFSET_IN_LINE; \
|
|
for (l = LineCount; l > 0; l--, bp -= 8 * PITCH, Offset += GFX.PPL) \
|
|
{ \
|
|
DRAW_PIXEL(0, Pix = bp[0]); \
|
|
DRAW_PIXEL(1, Pix = bp[1]); \
|
|
DRAW_PIXEL(2, Pix = bp[2]); \
|
|
DRAW_PIXEL(3, Pix = bp[3]); \
|
|
DRAW_PIXEL(4, Pix = bp[4]); \
|
|
DRAW_PIXEL(5, Pix = bp[5]); \
|
|
DRAW_PIXEL(6, Pix = bp[6]); \
|
|
DRAW_PIXEL(7, Pix = bp[7]); \
|
|
} \
|
|
} \
|
|
else \
|
|
{ \
|
|
bp = pCache + 56 - BPSTART; \
|
|
OFFSET_IN_LINE; \
|
|
for (l = LineCount; l > 0; l--, bp -= 8 * PITCH, Offset += GFX.PPL) \
|
|
{ \
|
|
DRAW_PIXEL(0, Pix = bp[7]); \
|
|
DRAW_PIXEL(1, Pix = bp[6]); \
|
|
DRAW_PIXEL(2, Pix = bp[5]); \
|
|
DRAW_PIXEL(3, Pix = bp[4]); \
|
|
DRAW_PIXEL(4, Pix = bp[3]); \
|
|
DRAW_PIXEL(5, Pix = bp[2]); \
|
|
DRAW_PIXEL(6, Pix = bp[1]); \
|
|
DRAW_PIXEL(7, Pix = bp[0]); \
|
|
} \
|
|
}
|
|
|
|
#define NAME1 DrawTile16
|
|
#define ARGS uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount
|
|
|
|
// Second-level include: Get the DrawTile16 renderers.
|
|
|
|
#include "tile.cpp"
|
|
|
|
#undef NAME1
|
|
#undef ARGS
|
|
#undef DRAW_TILE
|
|
#undef Z1
|
|
#undef Z2
|
|
|
|
// Basic routine to render a clipped tile. Inputs same as above.
|
|
|
|
#define Z1 GFX.Z1
|
|
#define Z2 GFX.Z2
|
|
|
|
#define DRAW_TILE() \
|
|
uint8 *pCache; \
|
|
register int32 l; \
|
|
register uint8 *bp, Pix, w; \
|
|
\
|
|
GET_CACHED_TILE(); \
|
|
if (IS_BLANK_TILE()) \
|
|
return; \
|
|
SELECT_PALETTE(); \
|
|
\
|
|
if (!(Tile & (V_FLIP | H_FLIP))) \
|
|
{ \
|
|
bp = pCache + BPSTART; \
|
|
OFFSET_IN_LINE; \
|
|
for (l = LineCount; l > 0; l--, bp += 8 * PITCH, Offset += GFX.PPL) \
|
|
{ \
|
|
w = Width; \
|
|
switch (StartPixel) \
|
|
{ \
|
|
case 0: DRAW_PIXEL(0, Pix = bp[0]); if (!--w) break; /* Fall through */ \
|
|
case 1: DRAW_PIXEL(1, Pix = bp[1]); if (!--w) break; /* Fall through */ \
|
|
case 2: DRAW_PIXEL(2, Pix = bp[2]); if (!--w) break; /* Fall through */ \
|
|
case 3: DRAW_PIXEL(3, Pix = bp[3]); if (!--w) break; /* Fall through */ \
|
|
case 4: DRAW_PIXEL(4, Pix = bp[4]); if (!--w) break; /* Fall through */ \
|
|
case 5: DRAW_PIXEL(5, Pix = bp[5]); if (!--w) break; /* Fall through */ \
|
|
case 6: DRAW_PIXEL(6, Pix = bp[6]); if (!--w) break; /* Fall through */ \
|
|
case 7: DRAW_PIXEL(7, Pix = bp[7]); break; \
|
|
} \
|
|
} \
|
|
} \
|
|
else \
|
|
if (!(Tile & V_FLIP)) \
|
|
{ \
|
|
bp = pCache + BPSTART; \
|
|
OFFSET_IN_LINE; \
|
|
for (l = LineCount; l > 0; l--, bp += 8 * PITCH, Offset += GFX.PPL) \
|
|
{ \
|
|
w = Width; \
|
|
switch (StartPixel) \
|
|
{ \
|
|
case 0: DRAW_PIXEL(0, Pix = bp[7]); if (!--w) break; /* Fall through */ \
|
|
case 1: DRAW_PIXEL(1, Pix = bp[6]); if (!--w) break; /* Fall through */ \
|
|
case 2: DRAW_PIXEL(2, Pix = bp[5]); if (!--w) break; /* Fall through */ \
|
|
case 3: DRAW_PIXEL(3, Pix = bp[4]); if (!--w) break; /* Fall through */ \
|
|
case 4: DRAW_PIXEL(4, Pix = bp[3]); if (!--w) break; /* Fall through */ \
|
|
case 5: DRAW_PIXEL(5, Pix = bp[2]); if (!--w) break; /* Fall through */ \
|
|
case 6: DRAW_PIXEL(6, Pix = bp[1]); if (!--w) break; /* Fall through */ \
|
|
case 7: DRAW_PIXEL(7, Pix = bp[0]); break; \
|
|
} \
|
|
} \
|
|
} \
|
|
else \
|
|
if (!(Tile & H_FLIP)) \
|
|
{ \
|
|
bp = pCache + 56 - BPSTART; \
|
|
OFFSET_IN_LINE; \
|
|
for (l = LineCount; l > 0; l--, bp -= 8 * PITCH, Offset += GFX.PPL) \
|
|
{ \
|
|
w = Width; \
|
|
switch (StartPixel) \
|
|
{ \
|
|
case 0: DRAW_PIXEL(0, Pix = bp[0]); if (!--w) break; /* Fall through */ \
|
|
case 1: DRAW_PIXEL(1, Pix = bp[1]); if (!--w) break; /* Fall through */ \
|
|
case 2: DRAW_PIXEL(2, Pix = bp[2]); if (!--w) break; /* Fall through */ \
|
|
case 3: DRAW_PIXEL(3, Pix = bp[3]); if (!--w) break; /* Fall through */ \
|
|
case 4: DRAW_PIXEL(4, Pix = bp[4]); if (!--w) break; /* Fall through */ \
|
|
case 5: DRAW_PIXEL(5, Pix = bp[5]); if (!--w) break; /* Fall through */ \
|
|
case 6: DRAW_PIXEL(6, Pix = bp[6]); if (!--w) break; /* Fall through */ \
|
|
case 7: DRAW_PIXEL(7, Pix = bp[7]); break; \
|
|
} \
|
|
} \
|
|
} \
|
|
else \
|
|
{ \
|
|
bp = pCache + 56 - BPSTART; \
|
|
OFFSET_IN_LINE; \
|
|
for (l = LineCount; l > 0; l--, bp -= 8 * PITCH, Offset += GFX.PPL) \
|
|
{ \
|
|
w = Width; \
|
|
switch (StartPixel) \
|
|
{ \
|
|
case 0: DRAW_PIXEL(0, Pix = bp[7]); if (!--w) break; /* Fall through */ \
|
|
case 1: DRAW_PIXEL(1, Pix = bp[6]); if (!--w) break; /* Fall through */ \
|
|
case 2: DRAW_PIXEL(2, Pix = bp[5]); if (!--w) break; /* Fall through */ \
|
|
case 3: DRAW_PIXEL(3, Pix = bp[4]); if (!--w) break; /* Fall through */ \
|
|
case 4: DRAW_PIXEL(4, Pix = bp[3]); if (!--w) break; /* Fall through */ \
|
|
case 5: DRAW_PIXEL(5, Pix = bp[2]); if (!--w) break; /* Fall through */ \
|
|
case 6: DRAW_PIXEL(6, Pix = bp[1]); if (!--w) break; /* Fall through */ \
|
|
case 7: DRAW_PIXEL(7, Pix = bp[0]); break; \
|
|
} \
|
|
} \
|
|
}
|
|
|
|
#define NAME1 DrawClippedTile16
|
|
#define ARGS uint32 Tile, uint32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount
|
|
|
|
// Second-level include: Get the DrawClippedTile16 renderers.
|
|
|
|
#include "tile.cpp"
|
|
|
|
#undef NAME1
|
|
#undef ARGS
|
|
#undef DRAW_TILE
|
|
#undef Z1
|
|
#undef Z2
|
|
|
|
// Basic routine to render a single mosaic pixel.
|
|
// DRAW_PIXEL, BPSTART, Z1, Z2 and Pix are the same as above, but PITCH is not used.
|
|
|
|
#define Z1 GFX.Z1
|
|
#define Z2 GFX.Z2
|
|
|
|
#define DRAW_TILE() \
|
|
uint8 *pCache; \
|
|
register int32 l, w; \
|
|
register uint8 Pix; \
|
|
\
|
|
GET_CACHED_TILE(); \
|
|
if (IS_BLANK_TILE()) \
|
|
return; \
|
|
SELECT_PALETTE(); \
|
|
\
|
|
if (Tile & H_FLIP) \
|
|
StartPixel = 7 - StartPixel; \
|
|
\
|
|
if (Tile & V_FLIP) \
|
|
Pix = pCache[56 - BPSTART + StartPixel]; \
|
|
else \
|
|
Pix = pCache[BPSTART + StartPixel]; \
|
|
\
|
|
if (Pix) \
|
|
{ \
|
|
OFFSET_IN_LINE; \
|
|
for (l = LineCount; l > 0; l--, Offset += GFX.PPL) \
|
|
{ \
|
|
for (w = Width - 1; w >= 0; w--) \
|
|
DRAW_PIXEL(w, 1); \
|
|
} \
|
|
}
|
|
|
|
#define NAME1 DrawMosaicPixel16
|
|
#define ARGS uint32 Tile, uint32 Offset, uint32 StartLine, uint32 StartPixel, uint32 Width, uint32 LineCount
|
|
|
|
// Second-level include: Get the DrawMosaicPixel16 renderers.
|
|
|
|
#include "tile.cpp"
|
|
|
|
#undef NAME1
|
|
#undef ARGS
|
|
#undef DRAW_TILE
|
|
#undef Z1
|
|
#undef Z2
|
|
|
|
// Basic routine to render the backdrop.
|
|
// DRAW_PIXEL is the same as above, but since we're just replicating a single pixel there's no need for PITCH or BPSTART
|
|
// (or interlace at all, really).
|
|
// The backdrop is always depth = 1, so Z1 = Z2 = 1. And backdrop is always color 0.
|
|
|
|
#define NO_INTERLACE 1
|
|
#define Z1 1
|
|
#define Z2 1
|
|
#define Pix 0
|
|
|
|
#define DRAW_TILE() \
|
|
register uint32 l, x; \
|
|
\
|
|
GFX.RealScreenColors = IPPU.ScreenColors; \
|
|
GFX.ScreenColors = GFX.ClipColors ? BlackColourMap : GFX.RealScreenColors; \
|
|
\
|
|
OFFSET_IN_LINE; \
|
|
for (l = GFX.StartY; l <= GFX.EndY; l++, Offset += GFX.PPL) \
|
|
{ \
|
|
for (x = Left; x < Right; x++) \
|
|
DRAW_PIXEL(x, 1); \
|
|
}
|
|
|
|
#define NAME1 DrawBackdrop16
|
|
#define ARGS uint32 Offset, uint32 Left, uint32 Right
|
|
|
|
// Second-level include: Get the DrawBackdrop16 renderers.
|
|
|
|
#include "tile.cpp"
|
|
|
|
#undef NAME1
|
|
#undef ARGS
|
|
#undef DRAW_TILE
|
|
#undef Pix
|
|
#undef Z1
|
|
#undef Z2
|
|
#undef NO_INTERLACE
|
|
|
|
// Basic routine to render a chunk of a Mode 7 BG.
|
|
// Mode 7 has no interlace, so BPSTART and PITCH are unused.
|
|
// We get some new parameters, so we can use the same DRAW_TILE to do BG1 or BG2:
|
|
// DCMODE tests if Direct Color should apply.
|
|
// BG is the BG, so we use the right clip window.
|
|
// MASK is 0xff or 0x7f, the 'color' portion of the pixel.
|
|
// We define Z1/Z2 to either be constant 5 or to vary depending on the 'priority' portion of the pixel.
|
|
|
|
#define CLIP_10_BIT_SIGNED(a) (((a) & 0x2000) ? ((a) | ~0x3ff) : ((a) & 0x3ff))
|
|
|
|
extern struct SLineMatrixData LineMatrixData[240];
|
|
|
|
#define NO_INTERLACE 1
|
|
#define Z1 (D + 7)
|
|
#define Z2 (D + 7)
|
|
#define MASK 0xff
|
|
#define DCMODE (Memory.FillRAM[0x2130] & 1)
|
|
#define BG 0
|
|
|
|
#define DRAW_TILE_NORMAL() \
|
|
uint8 *VRAM1 = Memory.VRAM + 1; \
|
|
\
|
|
if (DCMODE) \
|
|
{ \
|
|
GFX.RealScreenColors = DirectColourMaps[0]; \
|
|
} \
|
|
else \
|
|
GFX.RealScreenColors = IPPU.ScreenColors; \
|
|
\
|
|
GFX.ScreenColors = GFX.ClipColors ? BlackColourMap : GFX.RealScreenColors; \
|
|
\
|
|
int aa, cc; \
|
|
int startx; \
|
|
\
|
|
uint32 Offset = GFX.StartY * GFX.PPL; \
|
|
struct SLineMatrixData *l = &LineMatrixData[GFX.StartY]; \
|
|
\
|
|
OFFSET_IN_LINE; \
|
|
for (uint32 Line = GFX.StartY; Line <= GFX.EndY; Line++, Offset += GFX.PPL, l++) \
|
|
{ \
|
|
int yy, starty; \
|
|
\
|
|
int32 HOffset = ((int32) l->M7HOFS << 19) >> 19; \
|
|
int32 VOffset = ((int32) l->M7VOFS << 19) >> 19; \
|
|
\
|
|
int32 CentreX = ((int32) l->CentreX << 19) >> 19; \
|
|
int32 CentreY = ((int32) l->CentreY << 19) >> 19; \
|
|
\
|
|
if (PPU.Mode7VFlip) \
|
|
starty = 255 - (int) (Line + 1); \
|
|
else \
|
|
starty = Line + 1; \
|
|
\
|
|
yy = CLIP_10_BIT_SIGNED(VOffset - CentreY); \
|
|
\
|
|
int BB = ((l->MatrixB * starty) & ~63) + ((l->MatrixB * yy) & ~63) + (CentreX << 8); \
|
|
int DD = ((l->MatrixD * starty) & ~63) + ((l->MatrixD * yy) & ~63) + (CentreY << 8); \
|
|
\
|
|
if (PPU.Mode7HFlip) \
|
|
{ \
|
|
startx = Right - 1; \
|
|
aa = -l->MatrixA; \
|
|
cc = -l->MatrixC; \
|
|
} \
|
|
else \
|
|
{ \
|
|
startx = Left; \
|
|
aa = l->MatrixA; \
|
|
cc = l->MatrixC; \
|
|
} \
|
|
\
|
|
int xx = CLIP_10_BIT_SIGNED(HOffset - CentreX); \
|
|
int AA = l->MatrixA * startx + ((l->MatrixA * xx) & ~63); \
|
|
int CC = l->MatrixC * startx + ((l->MatrixC * xx) & ~63); \
|
|
\
|
|
uint8 Pix; \
|
|
\
|
|
if (!PPU.Mode7Repeat) \
|
|
{ \
|
|
for (uint32 x = Left; x < Right; x++, AA += aa, CC += cc) \
|
|
{ \
|
|
int X = ((AA + BB) >> 8) & 0x3ff; \
|
|
int Y = ((CC + DD) >> 8) & 0x3ff; \
|
|
\
|
|
uint8 *TileData = VRAM1 + (Memory.VRAM[((Y & ~7) << 5) + ((X >> 2) & ~1)] << 7); \
|
|
uint8 b = *(TileData + ((Y & 7) << 4) + ((X & 7) << 1)); \
|
|
\
|
|
DRAW_PIXEL(x, Pix = (b & MASK)); \
|
|
} \
|
|
} \
|
|
else \
|
|
{ \
|
|
for (uint32 x = Left; x < Right; x++, AA += aa, CC += cc) \
|
|
{ \
|
|
int X = ((AA + BB) >> 8); \
|
|
int Y = ((CC + DD) >> 8); \
|
|
\
|
|
uint8 b; \
|
|
\
|
|
if (((X | Y) & ~0x3ff) == 0) \
|
|
{ \
|
|
uint8 *TileData = VRAM1 + (Memory.VRAM[((Y & ~7) << 5) + ((X >> 2) & ~1)] << 7); \
|
|
b = *(TileData + ((Y & 7) << 4) + ((X & 7) << 1)); \
|
|
} \
|
|
else \
|
|
if (PPU.Mode7Repeat == 3) \
|
|
b = *(VRAM1 + ((Y & 7) << 4) + ((X & 7) << 1)); \
|
|
else \
|
|
continue; \
|
|
\
|
|
DRAW_PIXEL(x, Pix = (b & MASK)); \
|
|
} \
|
|
} \
|
|
}
|
|
|
|
#define DRAW_TILE_MOSAIC() \
|
|
uint8 *VRAM1 = Memory.VRAM + 1; \
|
|
\
|
|
if (DCMODE) \
|
|
{ \
|
|
GFX.RealScreenColors = DirectColourMaps[0]; \
|
|
} \
|
|
else \
|
|
GFX.RealScreenColors = IPPU.ScreenColors; \
|
|
\
|
|
GFX.ScreenColors = GFX.ClipColors ? BlackColourMap : GFX.RealScreenColors; \
|
|
\
|
|
int aa, cc; \
|
|
int startx, StartY = GFX.StartY; \
|
|
\
|
|
int HMosaic = 1, VMosaic = 1, MosaicStart = 0; \
|
|
int32 MLeft = Left, MRight = Right; \
|
|
\
|
|
if (PPU.BGMosaic[0]) \
|
|
{ \
|
|
VMosaic = PPU.Mosaic; \
|
|
MosaicStart = ((uint32) GFX.StartY - PPU.MosaicStart) % VMosaic; \
|
|
StartY -= MosaicStart; \
|
|
} \
|
|
\
|
|
if (PPU.BGMosaic[BG]) \
|
|
{ \
|
|
HMosaic = PPU.Mosaic; \
|
|
MLeft -= MLeft % HMosaic; \
|
|
MRight += HMosaic - 1; \
|
|
MRight -= MRight % HMosaic; \
|
|
} \
|
|
\
|
|
uint32 Offset = StartY * GFX.PPL; \
|
|
struct SLineMatrixData *l = &LineMatrixData[StartY]; \
|
|
\
|
|
OFFSET_IN_LINE; \
|
|
for (uint32 Line = StartY; Line <= GFX.EndY; Line += VMosaic, Offset += VMosaic * GFX.PPL, l += VMosaic) \
|
|
{ \
|
|
if (Line + VMosaic > GFX.EndY) \
|
|
VMosaic = GFX.EndY - Line + 1; \
|
|
\
|
|
int yy, starty; \
|
|
\
|
|
int32 HOffset = ((int32) l->M7HOFS << 19) >> 19; \
|
|
int32 VOffset = ((int32) l->M7VOFS << 19) >> 19; \
|
|
\
|
|
int32 CentreX = ((int32) l->CentreX << 19) >> 19; \
|
|
int32 CentreY = ((int32) l->CentreY << 19) >> 19; \
|
|
\
|
|
if (PPU.Mode7VFlip) \
|
|
starty = 255 - (int) (Line + 1); \
|
|
else \
|
|
starty = Line + 1; \
|
|
\
|
|
yy = CLIP_10_BIT_SIGNED(VOffset - CentreY); \
|
|
\
|
|
int BB = ((l->MatrixB * starty) & ~63) + ((l->MatrixB * yy) & ~63) + (CentreX << 8); \
|
|
int DD = ((l->MatrixD * starty) & ~63) + ((l->MatrixD * yy) & ~63) + (CentreY << 8); \
|
|
\
|
|
if (PPU.Mode7HFlip) \
|
|
{ \
|
|
startx = MRight - 1; \
|
|
aa = -l->MatrixA; \
|
|
cc = -l->MatrixC; \
|
|
} \
|
|
else \
|
|
{ \
|
|
startx = MLeft; \
|
|
aa = l->MatrixA; \
|
|
cc = l->MatrixC; \
|
|
} \
|
|
\
|
|
int xx = CLIP_10_BIT_SIGNED(HOffset - CentreX); \
|
|
int AA = l->MatrixA * startx + ((l->MatrixA * xx) & ~63); \
|
|
int CC = l->MatrixC * startx + ((l->MatrixC * xx) & ~63); \
|
|
\
|
|
uint8 Pix; \
|
|
uint8 ctr = 1; \
|
|
\
|
|
if (!PPU.Mode7Repeat) \
|
|
{ \
|
|
for (int32 x = MLeft; x < MRight; x++, AA += aa, CC += cc) \
|
|
{ \
|
|
if (--ctr) \
|
|
continue; \
|
|
ctr = HMosaic; \
|
|
\
|
|
int X = ((AA + BB) >> 8) & 0x3ff; \
|
|
int Y = ((CC + DD) >> 8) & 0x3ff; \
|
|
\
|
|
uint8 *TileData = VRAM1 + (Memory.VRAM[((Y & ~7) << 5) + ((X >> 2) & ~1)] << 7); \
|
|
uint8 b = *(TileData + ((Y & 7) << 4) + ((X & 7) << 1)); \
|
|
\
|
|
if ((Pix = (b & MASK))) \
|
|
{ \
|
|
for (int32 h = MosaicStart; h < VMosaic; h++) \
|
|
{ \
|
|
for (int32 w = x + HMosaic - 1; w >= x; w--) \
|
|
DRAW_PIXEL(w + h * GFX.PPL, (w >= (int32) Left && w < (int32) Right)); \
|
|
} \
|
|
} \
|
|
} \
|
|
} \
|
|
else \
|
|
{ \
|
|
for (int32 x = MLeft; x < MRight; x++, AA += aa, CC += cc) \
|
|
{ \
|
|
if (--ctr) \
|
|
continue; \
|
|
ctr = HMosaic; \
|
|
\
|
|
int X = ((AA + BB) >> 8); \
|
|
int Y = ((CC + DD) >> 8); \
|
|
\
|
|
uint8 b; \
|
|
\
|
|
if (((X | Y) & ~0x3ff) == 0) \
|
|
{ \
|
|
uint8 *TileData = VRAM1 + (Memory.VRAM[((Y & ~7) << 5) + ((X >> 2) & ~1)] << 7); \
|
|
b = *(TileData + ((Y & 7) << 4) + ((X & 7) << 1)); \
|
|
} \
|
|
else \
|
|
if (PPU.Mode7Repeat == 3) \
|
|
b = *(VRAM1 + ((Y & 7) << 4) + ((X & 7) << 1)); \
|
|
else \
|
|
continue; \
|
|
\
|
|
if ((Pix = (b & MASK))) \
|
|
{ \
|
|
for (int32 h = MosaicStart; h < VMosaic; h++) \
|
|
{ \
|
|
for (int32 w = x + HMosaic - 1; w >= x; w--) \
|
|
DRAW_PIXEL(w + h * GFX.PPL, (w >= (int32) Left && w < (int32) Right)); \
|
|
} \
|
|
} \
|
|
} \
|
|
} \
|
|
\
|
|
MosaicStart = 0; \
|
|
}
|
|
|
|
#define DRAW_TILE() DRAW_TILE_NORMAL()
|
|
#define NAME1 DrawMode7BG1
|
|
#define ARGS uint32 Left, uint32 Right, int D
|
|
|
|
// Second-level include: Get the DrawMode7BG1 renderers.
|
|
|
|
#include "tile.cpp"
|
|
|
|
#undef NAME1
|
|
#undef DRAW_TILE
|
|
|
|
#define DRAW_TILE() DRAW_TILE_MOSAIC()
|
|
#define NAME1 DrawMode7MosaicBG1
|
|
|
|
// Second-level include: Get the DrawMode7MosaicBG1 renderers.
|
|
|
|
#include "tile.cpp"
|
|
|
|
#undef DRAW_TILE
|
|
#undef NAME1
|
|
#undef Z1
|
|
#undef Z2
|
|
#undef MASK
|
|
#undef DCMODE
|
|
#undef BG
|
|
|
|
#define NAME1 DrawMode7BG2
|
|
#define DRAW_TILE() DRAW_TILE_NORMAL()
|
|
#define Z1 (D + ((b & 0x80) ? 11 : 3))
|
|
#define Z2 (D + ((b & 0x80) ? 11 : 3))
|
|
#define MASK 0x7f
|
|
#define DCMODE 0
|
|
#define BG 1
|
|
|
|
// Second-level include: Get the DrawMode7BG2 renderers.
|
|
|
|
#include "tile.cpp"
|
|
|
|
#undef NAME1
|
|
#undef DRAW_TILE
|
|
|
|
#define DRAW_TILE() DRAW_TILE_MOSAIC()
|
|
#define NAME1 DrawMode7MosaicBG2
|
|
|
|
// Second-level include: Get the DrawMode7MosaicBG2 renderers.
|
|
|
|
#include "tile.cpp"
|
|
|
|
#undef MASK
|
|
#undef DCMODE
|
|
#undef BG
|
|
#undef NAME1
|
|
#undef ARGS
|
|
#undef DRAW_TILE
|
|
#undef DRAW_TILE_NORMAL
|
|
#undef DRAW_TILE_MOSAIC
|
|
#undef Z1
|
|
#undef Z2
|
|
#undef NO_INTERLACE
|
|
|
|
/*****************************************************************************/
|
|
#else
|
|
#ifndef NAME2 // Second-level: Get all the NAME1 renderers.
|
|
/*****************************************************************************/
|
|
|
|
#define BPSTART StartLine
|
|
#define PITCH 1
|
|
|
|
// The 1x1 pixel plotter, for speedhacking modes.
|
|
|
|
#define OFFSET_IN_LINE
|
|
#define DRAW_PIXEL(N, M) \
|
|
if (Z1 > GFX.DB[Offset + N] && (M)) \
|
|
{ \
|
|
GFX.S[Offset + N] = MATH(GFX.ScreenColors[Pix], GFX.SubScreen[Offset + N], GFX.SubZBuffer[Offset + N]); \
|
|
GFX.DB[Offset + N] = Z2; \
|
|
}
|
|
|
|
#define NAME2 Normal1x1
|
|
|
|
// Third-level include: Get the Normal1x1 renderers.
|
|
|
|
#include "tile.cpp"
|
|
|
|
#undef NAME2
|
|
#undef DRAW_PIXEL
|
|
|
|
// The 2x1 pixel plotter, for normal rendering when we've used hires/interlace already this frame.
|
|
|
|
#define DRAW_PIXEL_N2x1(N, M) \
|
|
if (Z1 > GFX.DB[Offset + 2 * N] && (M)) \
|
|
{ \
|
|
GFX.S[Offset + 2 * N] = GFX.S[Offset + 2 * N + 1] = MATH(GFX.ScreenColors[Pix], GFX.SubScreen[Offset + 2 * N], GFX.SubZBuffer[Offset + 2 * N]); \
|
|
GFX.DB[Offset + 2 * N] = GFX.DB[Offset + 2 * N + 1] = Z2; \
|
|
}
|
|
|
|
#define DRAW_PIXEL(N, M) DRAW_PIXEL_N2x1(N, M)
|
|
#define NAME2 Normal2x1
|
|
|
|
// Third-level include: Get the Normal2x1 renderers.
|
|
|
|
#include "tile.cpp"
|
|
|
|
#undef NAME2
|
|
#undef DRAW_PIXEL
|
|
#undef OFFSET_IN_LINE
|
|
|
|
// Hires pixel plotter, this combines the main and subscreen pixels as appropriate to render hires or pseudo-hires images.
|
|
// Use it only on the main screen, subscreen should use Normal2x1 instead.
|
|
// Hires math:
|
|
// Main pixel is mathed as normal: Main(x, y) * Sub(x, y).
|
|
// Sub pixel is mathed somewhat weird: Basically, for Sub(x + 1, y) we apply the same operation we applied to Main(x, y)
|
|
// (e.g. no math, add fixed, add1/2 subscreen) using Main(x, y) as the "corresponding subscreen pixel".
|
|
// Also, color window clipping clips Sub(x + 1, y) if Main(x, y) is clipped, not Main(x + 1, y).
|
|
// We don't know how Sub(0, y) is handled.
|
|
|
|
#define DRAW_PIXEL_H2x1(N, M) \
|
|
if (Z1 > GFX.DB[Offset + 2 * N] && (M)) \
|
|
{ \
|
|
GFX.S[Offset + 2 * N + 1] = MATH(GFX.ScreenColors[Pix], GFX.SubScreen[Offset + 2 * N], GFX.SubZBuffer[Offset + 2 * N]); \
|
|
if ((OffsetInLine + 2 * N ) != (SNES_WIDTH - 1) << 1) \
|
|
GFX.S[Offset + 2 * N + 2] = MATH((GFX.ClipColors ? 0 : GFX.SubScreen[Offset + 2 * N + 2]), GFX.RealScreenColors[Pix], GFX.SubZBuffer[Offset + 2 * N]); \
|
|
if ((OffsetInLine + 2 * N) == 0) \
|
|
GFX.S[Offset + 2 * N] = MATH((GFX.ClipColors ? 0 : GFX.SubScreen[Offset + 2 * N]), GFX.RealScreenColors[Pix], GFX.SubZBuffer[Offset + 2 * N]); \
|
|
GFX.DB[Offset + 2 * N] = GFX.DB[Offset + 2 * N + 1] = Z2; \
|
|
}
|
|
|
|
#define OFFSET_IN_LINE \
|
|
uint32 OffsetInLine = Offset % GFX.RealPPL;
|
|
#define DRAW_PIXEL(N, M) DRAW_PIXEL_H2x1(N, M)
|
|
#define NAME2 Hires
|
|
|
|
// Third-level include: Get the Hires renderers.
|
|
|
|
#include "tile.cpp"
|
|
|
|
#undef NAME2
|
|
#undef DRAW_PIXEL
|
|
#undef OFFSET_IN_LINE
|
|
|
|
// Interlace: Only draw every other line, so we'll redefine BPSTART and PITCH to do so.
|
|
// Otherwise, it's the same as Normal2x1/Hires2x1.
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|
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#undef BPSTART
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#undef PITCH
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|
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#define BPSTART (StartLine * 2 + BG.InterlaceLine)
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#define PITCH 2
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|
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|
#ifndef NO_INTERLACE
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|
|
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#define OFFSET_IN_LINE
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|
#define DRAW_PIXEL(N, M) DRAW_PIXEL_N2x1(N, M)
|
|
#define NAME2 Interlace
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|
|
|
// Third-level include: Get the double width Interlace renderers.
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|
|
|
#include "tile.cpp"
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|
|
|
#undef NAME2
|
|
#undef DRAW_PIXEL
|
|
#undef OFFSET_IN_LINE
|
|
|
|
#define OFFSET_IN_LINE \
|
|
uint32 OffsetInLine = Offset % GFX.RealPPL;
|
|
#define DRAW_PIXEL(N, M) DRAW_PIXEL_H2x1(N, M)
|
|
#define NAME2 HiresInterlace
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|
|
|
// Third-level include: Get the HiresInterlace renderers.
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|
|
|
#include "tile.cpp"
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|
|
|
#undef NAME2
|
|
#undef DRAW_PIXEL
|
|
#undef OFFSET_IN_LINE
|
|
|
|
#endif
|
|
|
|
#undef BPSTART
|
|
#undef PITCH
|
|
|
|
/*****************************************************************************/
|
|
#else // Third-level: Renderers for each math mode for NAME1 + NAME2.
|
|
/*****************************************************************************/
|
|
|
|
#define CONCAT3(A, B, C) A##B##C
|
|
#define MAKENAME(A, B, C) CONCAT3(A, B, C)
|
|
|
|
static void MAKENAME(NAME1, _, NAME2) (ARGS)
|
|
{
|
|
#define MATH(A, B, C) NOMATH(x, A, B, C)
|
|
DRAW_TILE();
|
|
#undef MATH
|
|
}
|
|
|
|
static void MAKENAME(NAME1, Add_, NAME2) (ARGS)
|
|
{
|
|
#define MATH(A, B, C) REGMATH(ADD, A, B, C)
|
|
DRAW_TILE();
|
|
#undef MATH
|
|
}
|
|
|
|
static void MAKENAME(NAME1, AddF1_2_, NAME2) (ARGS)
|
|
{
|
|
#define MATH(A, B, C) MATHF1_2(ADD, A, B, C)
|
|
DRAW_TILE();
|
|
#undef MATH
|
|
}
|
|
|
|
static void MAKENAME(NAME1, AddS1_2_, NAME2) (ARGS)
|
|
{
|
|
#define MATH(A, B, C) MATHS1_2(ADD, A, B, C)
|
|
DRAW_TILE();
|
|
#undef MATH
|
|
}
|
|
|
|
static void MAKENAME(NAME1, Sub_, NAME2) (ARGS)
|
|
{
|
|
#define MATH(A, B, C) REGMATH(SUB, A, B, C)
|
|
DRAW_TILE();
|
|
#undef MATH
|
|
}
|
|
|
|
static void MAKENAME(NAME1, SubF1_2_, NAME2) (ARGS)
|
|
{
|
|
#define MATH(A, B, C) MATHF1_2(SUB, A, B, C)
|
|
DRAW_TILE();
|
|
#undef MATH
|
|
}
|
|
|
|
static void MAKENAME(NAME1, SubS1_2_, NAME2) (ARGS)
|
|
{
|
|
#define MATH(A, B, C) MATHS1_2(SUB, A, B, C)
|
|
DRAW_TILE();
|
|
#undef MATH
|
|
}
|
|
|
|
static void (*MAKENAME(Renderers_, NAME1, NAME2)[7]) (ARGS) =
|
|
{
|
|
MAKENAME(NAME1, _, NAME2),
|
|
MAKENAME(NAME1, Add_, NAME2),
|
|
MAKENAME(NAME1, AddF1_2_, NAME2),
|
|
MAKENAME(NAME1, AddS1_2_, NAME2),
|
|
MAKENAME(NAME1, Sub_, NAME2),
|
|
MAKENAME(NAME1, SubF1_2_, NAME2),
|
|
MAKENAME(NAME1, SubS1_2_, NAME2)
|
|
};
|
|
|
|
#undef MAKENAME
|
|
#undef CONCAT3
|
|
|
|
#endif
|
|
#endif
|
|
#endif
|