BizHawk/BizHawk.Emulation.Cores/Consoles/Sega/SMS/VDP.Mode4.cs

397 lines
13 KiB
C#

using System;
// Contains rendering functions for TMS9918 Mode 4.
namespace BizHawk.Emulation.Cores.Sega.MasterSystem
{
public partial class VDP
{
internal void RenderBackgroundCurrentLine(bool show)
{
if (ScanLine >= FrameHeight)
return;
if (DisplayOn == false)
{
for (int x = 0; x < 256; x++)
FrameBuffer[(ScanLine * 256) + x] = Palette[BackdropColor];
return;
}
// Clear the priority buffer for this scanline
Array.Clear(ScanlinePriorityBuffer, 0, 256);
int mapBase = NameTableBase;
int vertOffset = ScanLine + Registers[9];
if (FrameHeight == 192)
{
if (vertOffset >= 224)
vertOffset -= 224;
}
else
{
if (vertOffset >= 256)
vertOffset -= 256;
}
byte horzOffset = (HorizScrollLock && ScanLine < 16) ? (byte)0 : Registers[8];
int yTile = vertOffset / 8;
for (int xTile = 0; xTile < 32; xTile++)
{
if (xTile == 24 && VerticalScrollLock)
{
vertOffset = ScanLine;
yTile = vertOffset / 8;
}
byte PaletteBase = 0;
int tileInfo = VRAM[mapBase + ((yTile * 32) + xTile) * 2] | (VRAM[mapBase + (((yTile * 32) + xTile) * 2) + 1] << 8);
int tileNo = tileInfo & 0x01FF;
if ((tileInfo & 0x800) != 0)
PaletteBase = 16;
bool Priority = (tileInfo & 0x1000) != 0;
bool VFlip = (tileInfo & 0x400) != 0;
bool HFlip = (tileInfo & 0x200) != 0;
int yOfs = vertOffset & 7;
if (VFlip)
yOfs = 7 - yOfs;
if (HFlip == false)
{
FrameBuffer[(ScanLine * 256) + horzOffset++] = show ? Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 0] + PaletteBase] : Palette[BackdropColor];
FrameBuffer[(ScanLine * 256) + horzOffset++] = show ? Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 1] + PaletteBase] : Palette[BackdropColor];
FrameBuffer[(ScanLine * 256) + horzOffset++] = show ? Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 2] + PaletteBase] : Palette[BackdropColor];
FrameBuffer[(ScanLine * 256) + horzOffset++] = show ? Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 3] + PaletteBase] : Palette[BackdropColor];
FrameBuffer[(ScanLine * 256) + horzOffset++] = show ? Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 4] + PaletteBase] : Palette[BackdropColor];
FrameBuffer[(ScanLine * 256) + horzOffset++] = show ? Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 5] + PaletteBase] : Palette[BackdropColor];
FrameBuffer[(ScanLine * 256) + horzOffset++] = show ? Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 6] + PaletteBase] : Palette[BackdropColor];
FrameBuffer[(ScanLine * 256) + horzOffset++] = show ? Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 7] + PaletteBase] : Palette[BackdropColor];
if (Priority)
{
horzOffset -= 8;
for (int k = 0; k < 8; k++)
{
if (PatternBuffer[(tileNo * 64) + (yOfs * 8) + k] != 0)
ScanlinePriorityBuffer[horzOffset] = 1;
horzOffset++;
}
}
}
else // Flipped Horizontally
{
FrameBuffer[(ScanLine * 256) + horzOffset++] = show ? Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 7] + PaletteBase] : Palette[BackdropColor];
FrameBuffer[(ScanLine * 256) + horzOffset++] = show ? Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 6] + PaletteBase] : Palette[BackdropColor];
FrameBuffer[(ScanLine * 256) + horzOffset++] = show ? Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 5] + PaletteBase] : Palette[BackdropColor];
FrameBuffer[(ScanLine * 256) + horzOffset++] = show ? Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 4] + PaletteBase] : Palette[BackdropColor];
FrameBuffer[(ScanLine * 256) + horzOffset++] = show ? Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 3] + PaletteBase] : Palette[BackdropColor];
FrameBuffer[(ScanLine * 256) + horzOffset++] = show ? Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 2] + PaletteBase] : Palette[BackdropColor];
FrameBuffer[(ScanLine * 256) + horzOffset++] = show ? Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 1] + PaletteBase] : Palette[BackdropColor];
FrameBuffer[(ScanLine * 256) + horzOffset++] = show ? Palette[PatternBuffer[(tileNo * 64) + (yOfs * 8) + 0] + PaletteBase] : Palette[BackdropColor];
if (Priority)
{
horzOffset -= 8;
for (int k = 7; k >= 0; k--)
{
if (PatternBuffer[(tileNo * 64) + (yOfs * 8) + k] != 0)
ScanlinePriorityBuffer[horzOffset] = 1;
horzOffset++;
}
}
}
}
}
internal void RenderSpritesCurrentLine(bool show)
{
bool overflowHappens = true;
bool collisionHappens = true;
bool renderHappens = show;
if (!DisplayOn)
{
renderHappens = false;
collisionHappens = false;
}
if (ScanLine >= FrameHeight)
{
renderHappens = false;
overflowHappens = false;
}
int SpriteBase = SpriteAttributeTableBase;
int SpriteHeight = EnableLargeSprites ? 16 : 8;
// Clear the sprite collision buffer for this scanline
Array.Clear(SpriteCollisionBuffer, 0, 256);
// Loop through these sprites and render the current scanline
int SpritesDrawnThisScanline = 0;
for (int i = 0; i < 64; i++)
{
int x = VRAM[SpriteBase + 0x80 + (i * 2)];
if (ShiftSpritesLeft8Pixels)
x -= 8;
int y = VRAM[SpriteBase + i] + 1;
if (y == 209 && FrameHeight == 192)
break; // 208 is special terminator sprite (in 192-line mode)
if (y >= (EnableLargeSprites ? 240 : 248))
y -= 256;
if (y + SpriteHeight <= ScanLine || y > ScanLine)
continue;
if (SpritesDrawnThisScanline >= 8)
{
collisionHappens = false; // technically the VDP stops processing sprite past this so we would never set the collision bit for sprites past this
if (overflowHappens)
StatusByte |= 0x40; // Set Overflow bit
if (SpriteLimit)
renderHappens = false; // should be able to break/return, but to ensure this has no effect on sync we keep processing and disable rendering
}
int tileNo = VRAM[SpriteBase + 0x80 + (i * 2) + 1];
if (EnableLargeSprites)
tileNo &= 0xFE;
tileNo += SpriteTileBase;
int ys = ScanLine - y;
for (int xs = 0; xs < 8 && x + xs < 256; xs++)
{
byte color = PatternBuffer[(tileNo * 64) + (ys * 8) + xs];
if (color != 0 && x + xs >= 0)
{
if (SpriteCollisionBuffer[x + xs] != 0)
{
if (collisionHappens)
StatusByte |= 0x20; // Set Collision bit
}
else if (renderHappens && ScanlinePriorityBuffer[x + xs] == 0)
{
FrameBuffer[(ys + y) * 256 + x + xs] = Palette[(color + 16)];
}
SpriteCollisionBuffer[x + xs] = 1;
}
}
SpritesDrawnThisScanline++;
}
}
internal void RenderSpritesCurrentLineDoubleSize(bool show)
{
bool overflowHappens = true;
bool collisionHappens = true;
bool renderHappens = show;
if (!DisplayOn)
{
renderHappens = false;
collisionHappens = false;
}
if (ScanLine >= FrameHeight)
{
renderHappens = false;
overflowHappens = false;
}
int SpriteBase = SpriteAttributeTableBase;
int SpriteHeight = EnableLargeSprites ? 16 : 8;
// Clear the sprite collision buffer for this scanline
Array.Clear(SpriteCollisionBuffer, 0, 256);
// Loop through these sprites and render the current scanline
int SpritesDrawnThisScanline = 0;
for (int i = 0; i < 64; i++)
{
int x = VRAM[SpriteBase + 0x80 + (i * 2)];
if (ShiftSpritesLeft8Pixels)
x -= 8;
int y = VRAM[SpriteBase + i] + 1;
if (y == 209 && FrameHeight == 192)
break; // terminator sprite
if (y >= (EnableLargeSprites ? 240 : 248))
y -= 256;
if (y + (SpriteHeight * 2) <= ScanLine || y > ScanLine)
continue;
if (SpritesDrawnThisScanline >= 8)
{
collisionHappens = false; // technically the VDP stops processing sprite past this so we would never set the collision bit for sprites past this
if (overflowHappens)
StatusByte |= 0x40; // Set Overflow bit
if (SpriteLimit)
renderHappens = false; // should be able to break/return, but to ensure this has no effect on sync we keep processing and disable rendering
}
int tileNo = VRAM[SpriteBase + 0x80 + (i * 2) + 1];
if (EnableLargeSprites)
tileNo &= 0xFE;
tileNo += SpriteTileBase;
int ys = ScanLine - y;
for (int xs = 0; xs < 16 && x + xs < 256; xs++)
{
byte color = PatternBuffer[(tileNo * 64) + ((ys / 2) * 8) + (xs / 2)];
if (color != 0 && x + xs >= 0)
{
if (SpriteCollisionBuffer[x + xs] != 0)
{
if (collisionHappens)
StatusByte |= 0x20; // Set Collision bit
}
else if (renderHappens && ScanlinePriorityBuffer[x + xs] == 0)
{
FrameBuffer[(ys + y) * 256 + x + xs] = Palette[(color + 16)];
}
SpriteCollisionBuffer[x + xs] = 1;
}
}
SpritesDrawnThisScanline++;
}
}
// Renders left-blanking. Should be done per scanline, not per-frame.
internal void RenderLineBlanking(bool render)
{
if (!LeftBlanking || ScanLine >= FrameHeight || !render)
return;
int ofs = ScanLine * 256;
for (int x = 0; x < 8; x++)
FrameBuffer[ofs++] = Palette[BackdropColor];
}
internal int OverscanFrameWidth, OverscanFrameHeight;
int overscanTop;
int overscanBottom;
int overscanLeft;
int overscanRight;
internal void ProcessOverscan()
{
if (Sms.Settings.DisplayOverscan == false)
return;
if (OverscanFrameBuffer == null)
{
if (Sms.Region == Common.DisplayType.NTSC)
{
overscanLeft = 13;
overscanRight = 15;
overscanTop = 27;
overscanBottom = 24;
}
else // PAL
{
overscanLeft = 13;
overscanRight = 15;
overscanTop = 48;
overscanBottom = 48;
}
OverscanFrameWidth = overscanLeft + 256 + overscanRight;
OverscanFrameHeight = overscanTop + 192 + overscanBottom;
OverscanFrameBuffer = new int[OverscanFrameHeight * OverscanFrameWidth];
}
// Top overscan
for (int y=0; y<overscanTop; y++)
for (int x = 0; x < OverscanFrameWidth; x++)
OverscanFrameBuffer[(y * OverscanFrameWidth) + x] = BackgroundColor;
// Bottom overscan
for (int y = overscanTop + 192; y < OverscanFrameHeight; y++)
for (int x = 0; x < OverscanFrameWidth; x++)
OverscanFrameBuffer[(y * OverscanFrameWidth) + x] = BackgroundColor;
// Left overscan
for (int y = overscanTop; y < overscanTop + 192; y++)
for (int x = 0; x < overscanLeft; x++)
OverscanFrameBuffer[(y * OverscanFrameWidth) + x] = BackgroundColor;
// Right overscan
for (int y = overscanTop; y < overscanTop + 192; y++)
for (int x = overscanLeft + 256; x < OverscanFrameWidth; x++)
OverscanFrameBuffer[(y * OverscanFrameWidth) + x] = BackgroundColor;
// Active display area
for (int y = 0; y < 192; y++)
for (int x = 0; x < 256; x++)
OverscanFrameBuffer[((y + overscanTop) * OverscanFrameWidth) + overscanLeft + x] = FrameBuffer[y * 256 + x];
}
// Handles GG clipping or highlighting
internal void ProcessGGScreen()
{
if (mode != VdpMode.GameGear)
return;
if (Sms.Settings.ShowClippedRegions == false)
{
int yStart = (FrameHeight - 144) / 2;
for (int y = 0; y < 144; y++)
for (int x = 0; x < 160; x++)
GameGearFrameBuffer[(y * 160) + x] = FrameBuffer[((y + yStart) * 256) + x + 48];
}
if (Sms.Settings.HighlightActiveDisplayRegion && Sms.Settings.ShowClippedRegions)
{
// Top 24 scanlines
for (int y = 0; y < 24; y++)
{
for (int x = 0; x < 256; x++)
{
int frameOffset = (y * 256) + x;
int p = (FrameBuffer[frameOffset] >> 1) & 0x7F7F7F7F;
FrameBuffer[frameOffset] = (int)((uint)p | 0x80000000);
}
}
// Bottom 24 scanlines
for (int y = 168; y < 192; y++)
{
for (int x = 0; x < 256; x++)
{
int frameOffset = (y * 256) + x;
int p = (FrameBuffer[frameOffset] >> 1) & 0x7F7F7F7F;
FrameBuffer[frameOffset] = (int)((uint)p | 0x80000000);
}
}
// Left 48 pixels
for (int y = 24; y < 168; y++)
{
for (int x = 0; x < 48; x++)
{
int frameOffset = (y * 256) + x;
int p = (FrameBuffer[frameOffset] >> 1) & 0x7F7F7F7F;
FrameBuffer[frameOffset] = (int)((uint)p | 0x80000000);
}
}
// Right 48 pixels
for (int y = 24; y < 168; y++)
{
for (int x = 208; x < 256; x++)
{
int frameOffset = (y * 256) + x;
int p = (FrameBuffer[frameOffset] >> 1) & 0x7F7F7F7F;
FrameBuffer[frameOffset] = (int)((uint)p | 0x80000000);
}
}
}
}
}
}