snes9xgx/source/snes9x/clip.cpp
dborth 65984b9102 [What Was New 004 - August 5, 2008]
- added: option to disable AA filtering 
         (snes graphics 'crisper', AA now default OFF)
- added: mapped zooming and turbo mode to classic controller
- added: preliminary usb support (loading)
- changed: sram and freezes now saved by filename, not internal romname. 
           If you have multiple versions of the same game, you can now have 
           srams and freezes for each version. A prompt to convert to the 
           new naming is provided for sram only.
- changed: by default, autoload/save sram and freeze enabled
2008-10-16 01:52:18 +00:00

329 lines
11 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 "memmap.h"
#include "ppu.h"
static uint8 region_map[6][6]={
{0, 0x01, 0x03, 0x07, 0x0f, 0x1f },
{0, 0, 0x02, 0x06, 0x0e, 0x1e },
{0, 0, 0, 0x04, 0x0c, 0x1c },
{0, 0, 0, 0, 0x08, 0x18 },
{0, 0, 0, 0, 0, 0x10 }
};
static inline uint8 CalcWindowMask(int i, uint8 W1, uint8 W2){
if(!PPU.ClipWindow1Enable[i]){
if(!PPU.ClipWindow2Enable[i]){
return 0;
} else {
if(!PPU.ClipWindow2Inside[i]) return ~W2;
return W2;
}
} else {
if(!PPU.ClipWindow2Enable[i]){
if(!PPU.ClipWindow1Inside[i]) return ~W1;
return W1;
} else {
if(!PPU.ClipWindow1Inside[i]) W1=~W1;
if(!PPU.ClipWindow2Inside[i]) W2=~W2;
switch(PPU.ClipWindowOverlapLogic[i]){
case 0: // OR
return W1|W2;
case 1: // AND
return W1&W2;
case 2: // XOR
return W1^W2;
case 3: // XNOR
return ~(W1^W2);
}
}
}
// Never get here
return 0;
}
static inline void StoreWindowRegions(uint8 Mask, struct ClipData *Clip, int n_regions, int16 *windows, uint8 *drawing_modes, bool8 sub, bool8 StoreMode0=FALSE){
int ct=0;
for(int j=0; j<n_regions; j++){
int DrawMode=drawing_modes[j];
if(sub) DrawMode|=1;
if((Mask&(1<<j))) DrawMode=0;
if(!StoreMode0 && !DrawMode) continue;
if(ct>0 && Clip->Right[ct-1]==windows[j] && Clip->DrawMode[ct-1]==DrawMode){
// This region borders with and has the same drawing mode as the
// previous region: merge them.
Clip->Right[ct-1]=windows[j+1];
} else {
// Add a new region to the BG
Clip->Left[ct]=windows[j];
Clip->Right[ct]=windows[j+1];
Clip->DrawMode[ct]=DrawMode;
ct++;
}
}
Clip->Count=ct;
}
void ComputeClipWindows () {
int16 windows[6]={0,256,256,256,256,256};
uint8 drawing_modes[5]={0,0,0,0,0};
int n_regions=1;
int i, j;
// Calculate window regions. We have at most 5 regions, because we have 6
// control points (screen edges, window 1 left & right, and window 2 left &
// right).
if(PPU.Window1Left<=PPU.Window1Right){
if(PPU.Window1Left>0){
windows[2]=256;
windows[1]=PPU.Window1Left;
n_regions=2;
}
if(PPU.Window1Right<255){
windows[n_regions+1]=256;
windows[n_regions]=PPU.Window1Right+1;
n_regions++;
}
}
if(PPU.Window2Left<=PPU.Window2Right){
for(i=0; i<=n_regions; i++){
if(PPU.Window2Left==windows[i]) break;
if(PPU.Window2Left<windows[i]){
for(j=n_regions; j>=i; j--){
windows[j+1]=windows[j];
}
windows[i]=PPU.Window2Left;
n_regions++;
break;
}
}
for(; i<=n_regions; i++){
if(PPU.Window2Right+1==windows[i]) break;
if(PPU.Window2Right+1<windows[i]){
for(j=n_regions; j>=i; j--){
windows[j+1]=windows[j];
}
windows[i]=PPU.Window2Right+1;
n_regions++;
break;
}
}
}
// Get a bitmap of which regions correspond to each window.
uint8 W1, W2;
if(PPU.Window1Left<=PPU.Window1Right){
for(i=0; windows[i]!=PPU.Window1Left; i++);
for(j=i; windows[j]!=PPU.Window1Right+1; j++);
W1=region_map[i][j];
} else {
W1=0;
}
if(PPU.Window2Left<=PPU.Window2Right){
for(i=0; windows[i]!=PPU.Window2Left; i++);
for(j=i; windows[j]!=PPU.Window2Right+1; j++);
W2=region_map[i][j];
} else {
W2=0;
}
// Color Window affects the drawing mode for each region. Modes are: 3=Draw
// as normal, 2=clip color (math only), 1=no math (draw only), 0=nothing.
uint8 CW_color=0, CW_math=0;
uint8 CW=CalcWindowMask(5,W1,W2);
switch(Memory.FillRAM[0x2130]&0xc0){
case 0x00:
CW_color=0;
break;
case 0x40:
CW_color=~CW;
break;
case 0x80:
CW_color=CW;
break;
case 0xc0:
CW_color=0xff;
break;
}
switch(Memory.FillRAM[0x2130]&0x30){
case 0x00:
CW_math=0;
break;
case 0x10:
CW_math=~CW;
break;
case 0x20:
CW_math=CW;
break;
case 0x30:
CW_math=0xff;
break;
}
for(i=0; i<n_regions; i++){
if(!(CW_color&(1<<i))) drawing_modes[i]|=1;
if(!(CW_math&(1<<i))) drawing_modes[i]|=2;
}
// Store backdrop clip window (draw everywhere color window allows)
StoreWindowRegions(0, &IPPU.Clip[0][5], n_regions, windows, drawing_modes, FALSE, TRUE);
StoreWindowRegions(0, &IPPU.Clip[1][5], n_regions, windows, drawing_modes, TRUE, TRUE);
// Store per-BG and OBJ clip windows
for(j=0; j<5; j++){
uint8 W=Settings.DisableGraphicWindows?0:CalcWindowMask(j,W1,W2);
for(int sub=0; sub<2; sub++){
if(Memory.FillRAM[sub+0x212e]&(1<<j)){
StoreWindowRegions(W, &IPPU.Clip[sub][j], n_regions, windows, drawing_modes, sub);
} else {
StoreWindowRegions(0, &IPPU.Clip[sub][j], n_regions, windows, drawing_modes, sub);
}
}
}
}