mirror of https://github.com/bsnes-emu/bsnes.git
98 lines
2.9 KiB
C++
98 lines
2.9 KiB
C++
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//render.cpp
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debugvirtual inline void render_line_mode0();
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debugvirtual inline void render_line_mode1();
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debugvirtual inline void render_line_mode2();
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debugvirtual inline void render_line_mode3();
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debugvirtual inline void render_line_mode4();
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debugvirtual inline void render_line_mode5();
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debugvirtual inline void render_line_mode6();
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debugvirtual inline void render_line_mode7();
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//cache.cpp
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enum { COLORDEPTH_4 = 0, COLORDEPTH_16 = 1, COLORDEPTH_256 = 2 };
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enum { TILE_2BIT = 0, TILE_4BIT = 1, TILE_8BIT = 2 };
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struct pixel_t {
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//bgr555 color data for main/subscreen pixels: 0x0000 = transparent / use palette color # 0
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//needs to be bgr555 instead of palette index for direct color mode ($2130 bit 0) to work
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uint16 src_main, src_sub;
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//indicates source of palette # for main/subscreen (BG1-4, OAM, or back)
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uint8 bg_main, bg_sub;
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//color_exemption -- true when bg == OAM && palette index >= 192, disables color add/sub effects
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uint8 ce_main, ce_sub;
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//priority level of src_n. to set src_n,
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//the priority of the pixel must be >pri_n
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uint8 pri_main, pri_sub;
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} pixel_cache[256];
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uint8 *bg_tiledata[3];
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uint8 *bg_tiledata_state[3]; //0 = valid, 1 = dirty
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template<unsigned color_depth> void render_bg_tile(uint16 tile_num);
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inline void flush_pixel_cache();
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void alloc_tiledata_cache();
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void flush_tiledata_cache();
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void free_tiledata_cache();
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//windows.cpp
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struct window_t {
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uint8 main[256], sub[256];
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} window[6];
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void build_window_table(uint8 bg, bool mainscreen);
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void build_window_tables(uint8 bg);
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//bg.cpp
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struct {
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uint16 tw, th; //tile width, height
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uint16 mx, my; //screen mask x, y
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uint16 scx, scy; //sc index offsets
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} bg_info[4];
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void update_bg_info();
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template<unsigned bg> uint16 bg_get_tile(uint16 x, uint16 y);
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template<unsigned mode, unsigned bg, unsigned color_depth> void render_line_bg(uint8 pri0_pos, uint8 pri1_pos);
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//oam.cpp
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struct sprite_item {
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uint8 width, height;
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uint16 x, y;
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uint8 character;
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bool use_nameselect;
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bool vflip, hflip;
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uint8 palette;
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uint8 priority;
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} sprite_list[128];
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bool sprite_list_valid;
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unsigned active_sprite;
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uint8 oam_itemlist[32];
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struct oam_tileitem {
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uint16 x, y, pri, pal, tile;
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bool hflip;
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} oam_tilelist[34];
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enum { OAM_PRI_NONE = 4 };
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uint8 oam_line_pal[256], oam_line_pri[256];
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void build_sprite_list();
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bool is_sprite_on_scanline();
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void load_oam_tiles();
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void render_oam_tile(int tile_num);
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void render_line_oam_rto();
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void render_line_oam(uint8 pri0_pos, uint8 pri1_pos, uint8 pri2_pos, uint8 pri3_pos);
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//mode7.cpp
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template<unsigned bg> void render_line_mode7(uint8 pri0_pos, uint8 pri1_pos);
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//addsub.cpp
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inline uint16 addsub(uint32 x, uint32 y, bool halve);
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//line.cpp
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inline uint16 get_palette(uint8 index);
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inline uint16 get_direct_color(uint8 p, uint8 t);
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inline uint16 get_pixel_normal(uint32 x);
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inline uint16 get_pixel_swap(uint32 x);
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void render_line_output();
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void render_line_clear();
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