[NES] make pattern view run at a reasonable speed

This commit is contained in:
zeromus 2011-03-13 01:09:35 +00:00
parent e015be999a
commit 44619d747c
1 changed files with 147 additions and 143 deletions

View File

@ -62,7 +62,7 @@ namespace BizHawk.MultiClient
return (byte)(((value >> (7 - bit)) & 1)); return (byte)(((value >> (7 - bit)) & 1));
} }
public void UpdateValues() public unsafe void UpdateValues()
{ {
if (!(Global.Emulator is NES)) return; if (!(Global.Emulator is NES)) return;
if (!this.IsHandleCreated || this.IsDisposed) return; if (!this.IsHandleCreated || this.IsDisposed) return;
@ -76,6 +76,8 @@ namespace BizHawk.MultiClient
PaletteView.Refresh(); PaletteView.Refresh();
//Pattern Viewer //Pattern Viewer
System.Drawing.Imaging.BitmapData bmpdata = PatternView.pattern.LockBits(new Rectangle(new Point(0, 0), PatternView.pattern.Size), System.Drawing.Imaging.ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
int* framebuf = (int*)bmpdata.Scan0.ToPointer();
for (int i = 0; i < 16; i++) for (int i = 0; i < 16; i++)
{ {
for (int j = 0; j < 16; j++) for (int j = 0; j < 16; j++)
@ -97,8 +99,8 @@ namespace BizHawk.MultiClient
byte value = (byte)(b0 + (b1 * 2)); byte value = (byte)(b0 + (b1 * 2));
byte value2 = (byte)(b2 + (b3 * 2)); byte value2 = (byte)(b2 + (b3 * 2));
value += Nes.ppu.PALRAM[value + (0*4)]; //TODO: 0 = user selection 0-7 value += Nes.ppu.PALRAM[value + (0 * 4)]; //TODO: 0 = user selection 0-7
value2 += Nes.ppu.PALRAM[value2 + (0*4)]; //TODO: 0 = user selection 0-7 value2 += Nes.ppu.PALRAM[value2 + (0 * 4)]; //TODO: 0 = user selection 0-7
int cvalue = Nes.ConvertColor(value); int cvalue = Nes.ConvertColor(value);
int cvalue2 = Nes.ConvertColor(value2); int cvalue2 = Nes.ConvertColor(value2);
@ -109,12 +111,14 @@ namespace BizHawk.MultiClient
} }
Color color = Color.FromArgb(cvalue); Color color = Color.FromArgb(cvalue);
Color color2 = Color.FromArgb(cvalue2); Color color2 = Color.FromArgb(cvalue2);
PatternView.pattern.SetPixel(x + (j*8), y + (i*8), color); int adr = (x + (j * 8)) + (y + (i * 8)) * (bmpdata.Stride / 4);
PatternView.pattern.SetPixel(128 + x + (j * 8), y + (i * 8), color2); framebuf[adr] = color.ToArgb();
framebuf[adr + 128] = color2.ToArgb();
} }
} }
} }
} }
PatternView.pattern.UnlockBits(bmpdata);
PatternView.Refresh(); PatternView.Refresh();
} }