snes9xgx/source/snes9x/gfx.h
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

362 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.
**********************************************************************************/
#ifndef _GFX_H_
#define _GFX_H_
#include "port.h"
#include "snes9x.h"
struct SGFX{
// Initialize these variables
uint16 *Screen;
uint16 *SubScreen;
uint8 *ZBuffer;
uint8 *SubZBuffer;
uint32 Pitch;
uint32 ScreenSize;
uint16 *S;
uint8 *DB;
// Setup in call to S9xGraphicsInit()
uint16 *X2;
uint16 *ZERO_OR_X2;
uint16 *ZERO;
uint32 RealPPL; // True PPL of Screen buffer.
uint32 PPL; // Number of pixels on each of Screen buffer
uint32 LinesPerTile; // number of lines in 1 tile (4 or 8 due to interlace)
uint16 *ScreenColors; // Screen colors for rendering main
uint16 *RealScreenColors; // Screen colors, ignoring color window clipping
uint8 Z1; // Depth for comparison
uint8 Z2; // Depth to save
uint32 FixedColour;
const char *InfoString;
uint32 InfoStringTimeout;
uint8 DoInterlace;
uint8 InterlaceFrame;
uint32 StartY;
uint32 EndY;
struct ClipData *Clip;
bool8 ClipColors;
uint8 OBJWidths[128];
uint8 OBJVisibleTiles[128];
struct {
uint8 RTOFlags;
int16 Tiles;
struct {
int8 Sprite;
uint8 Line;
} OBJ[32];
} OBJLines [SNES_HEIGHT_EXTENDED];
#ifdef GFX_MULTI_FORMAT
uint32 PixelFormat;
uint32 (*BuildPixel) (uint32 R, uint32 G, uint32 B);
uint32 (*BuildPixel2) (uint32 R, uint32 G, uint32 B);
void (*DecomposePixel) (uint32 Pixel, uint32 &R, uint32 &G, uint32 &B);
#endif
void (*DrawBackdropMath)(uint32,uint32,uint32);
void (*DrawBackdropNomath)(uint32,uint32,uint32);
void (*DrawTileMath)(uint32,uint32,uint32,uint32);
void (*DrawTileNomath)(uint32,uint32,uint32,uint32);
void (*DrawClippedTileMath)(uint32,uint32,uint32,uint32,uint32,uint32);
void (*DrawClippedTileNomath)(uint32,uint32,uint32,uint32,uint32,uint32);
void (*DrawMosaicPixelMath)(uint32,uint32,uint32,uint32,uint32,uint32);
void (*DrawMosaicPixelNomath)(uint32,uint32,uint32,uint32,uint32,uint32);
void (*DrawMode7BG1Math)(uint32,uint32,int);
void (*DrawMode7BG1Nomath)(uint32,uint32,int);
void (*DrawMode7BG2Math)(uint32,uint32,int);
void (*DrawMode7BG2Nomath)(uint32,uint32,int);
};
struct SLineData {
struct {
uint16 VOffset;
uint16 HOffset;
} BG [4];
};
#define H_FLIP 0x4000
#define V_FLIP 0x8000
#define BLANK_TILE 2
struct SBG {
uint8 (*ConvertTile)(uint8 *,uint32,uint32);
uint8 (*ConvertTileFlip)(uint8 *,uint32,uint32);
uint32 TileSizeH;
uint32 TileSizeV;
uint32 OffsetSizeH;
uint32 OffsetSizeV;
uint32 TileShift;
uint32 TileAddress;
uint32 NameSelect;
uint32 SCBase;
uint32 StartPalette;
uint32 PaletteShift;
uint32 PaletteMask;
uint8 EnableMath;
uint8 InterlaceLine;
uint8 *Buffer, *BufferFlip;
uint8 *Buffered, *BufferedFlip;
bool8 DirectColourMode;
};
struct SLineMatrixData
{
short MatrixA;
short MatrixB;
short MatrixC;
short MatrixD;
short CentreX;
short CentreY;
short M7HOFS;
short M7VOFS;
};
extern SBG BG;
extern uint16 BlackColourMap [256];
extern uint16 DirectColourMaps [8][256];
extern uint8 add32_32 [32][32];
extern uint8 add32_32_half [32][32];
extern uint8 sub32_32 [32][32];
extern uint8 sub32_32_half [32][32];
extern uint8 mul_brightness [16][32];
// Could use BSWAP instruction on Intel port...
#define SWAP_DWORD(dw) dw = ((dw & 0xff) << 24) | ((dw & 0xff00) << 8) | \
((dw & 0xff0000) >> 8) | ((dw & 0xff000000) >> 24)
#define SUB_SCREEN_DEPTH 0
#define MAIN_SCREEN_DEPTH 32
#if defined(OLD_COLOUR_BLENDING)
#define COLOR_ADD(C1, C2) \
GFX.X2 [((((C1) & RGB_REMOVE_LOW_BITS_MASK) + \
((C2) & RGB_REMOVE_LOW_BITS_MASK)) >> 1) + \
((C1) & (C2) & RGB_LOW_BITS_MASK)]
#else
#define COLOR_ADD(C1, C2) \
(GFX.X2 [((((C1) & RGB_REMOVE_LOW_BITS_MASK) + \
((C2) & RGB_REMOVE_LOW_BITS_MASK)) >> 1) + \
((C1) & (C2) & RGB_LOW_BITS_MASK)] | \
(((C1) ^ (C2)) & RGB_LOW_BITS_MASK))
#endif
#define COLOR_ADD1_2(C1, C2) \
(((((C1) & RGB_REMOVE_LOW_BITS_MASK) + \
((C2) & RGB_REMOVE_LOW_BITS_MASK)) >> 1) + \
((C1) & (C2) & RGB_LOW_BITS_MASK) | ALPHA_BITS_MASK)
#if defined(OLD_COLOUR_BLENDING)
#define COLOR_SUB(C1, C2) \
GFX.ZERO_OR_X2 [(((C1) | RGB_HI_BITS_MASKx2) - \
((C2) & RGB_REMOVE_LOW_BITS_MASK)) >> 1]
#elif !defined(NEW_COLOUR_BLENDING)
#define COLOR_SUB(C1, C2) \
(GFX.ZERO_OR_X2 [(((C1) | RGB_HI_BITS_MASKx2) - \
((C2) & RGB_REMOVE_LOW_BITS_MASK)) >> 1] + \
((C1) & RGB_LOW_BITS_MASK) - ((C2) & RGB_LOW_BITS_MASK))
#else
inline uint16 COLOR_SUB(uint16, uint16);
inline uint16 COLOR_SUB(uint16 C1, uint16 C2)
{
uint16 mC1, mC2, v = 0;
mC1 = C1 & FIRST_COLOR_MASK;
mC2 = C2 & FIRST_COLOR_MASK;
if (mC1 > mC2) v += (mC1 - mC2);
mC1 = C1 & SECOND_COLOR_MASK;
mC2 = C2 & SECOND_COLOR_MASK;
if (mC1 > mC2) v += (mC1 - mC2);
mC1 = C1 & THIRD_COLOR_MASK;
mC2 = C2 & THIRD_COLOR_MASK;
if (mC1 > mC2) v += (mC1 - mC2);
return v;
}
#endif
#define COLOR_SUB1_2(C1, C2) \
GFX.ZERO [(((C1) | RGB_HI_BITS_MASKx2) - \
((C2) & RGB_REMOVE_LOW_BITS_MASK)) >> 1]
START_EXTERN_C
void S9xStartScreenRefresh ();
void S9xDrawScanLine (uint8 Line);
void S9xEndScreenRefresh ();
void S9xSetupOBJ ();
void S9xUpdateScreen ();
void RenderLine (uint8 line);
void S9xBuildDirectColourMaps ();
// External port interface which must be implemented or initialised for each
// port.
extern struct SGFX GFX;
bool8 S9xGraphicsInit ();
void S9xGraphicsDeinit();
bool8 S9xInitUpdate (void);
bool8 S9xDeinitUpdate (int Width, int Height);
void S9xSetPalette ();
void S9xSyncSpeed ();
#ifdef GFX_MULTI_FORMAT
bool8 S9xSetRenderPixelFormat (int format);
#endif
END_EXTERN_C
#endif