bsnes/higan/sfc/ppu-fast/mode7.cpp

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auto PPU::Line::renderMode7(PPU::IO::Background& self, uint source) -> void {
int Y = this->y - (self.mosaicEnable ? this->y % (1 + io.mosaicSize) : 0);
Update to v106r33 release. byuu says: Changelog: - nall/GNUmakefile: added `openmp=(true,false)` option; can be toggled when building higan/bsnes - defaults to disabled on macOS, because Xcode doesn't stupidly doesn't ship with support for it - higan/GNUmakefile: forgot to switch target,profile back from bsnes,fast to higan,accurate - this is just gonna happen from time to time, sorry - sfc/dsp: when using the fast profile, the DSP syncs per sample instead of per clock - should only negatively impact Koushien 2, but is a fairly significant speedup otherwise - sfc/ppc,ppu-fast: optimized the code a bit (ppu 130fps to 133fps) - sfc/ppu-fast: basic vertical mosaic support (not accurate, but should look okay hopefully) - sfc/ppu-fast: added missing mode7 hflip support - sfc/ppu-fast: added support to render at 256-width and/or 240-height - gives a decent speed boost, and also allows all of the older quark shaders to work nicely again - it does violate the contract of Emulator::Interface, but oh well, it works fine in the bsnes GUI - sfc/ppu-fast: use cached CGRAM values for mode7 and sprites - sfc/ppu-fast: use global range/time over flags in object rendering - may not actually work as we intended since it's a race condition even if it's only ORing the flags - really don't want to have to make those variables atomic if I don't have to - sfc/ppu-fast: should fully support interlace and overscan modes now - hiro/cocoa: updated macOS Gatekeeper disable support to work on 10.13+ - ruby: forgot to fix macOS input driver, sorry - nall/GNUmakefile: if uname is present, then just default to rm instead of del (fixes Msys) Note: blur emulation option will break pretty badly in 256x240 output mode. I'll fix it later.
2018-05-31 07:06:55 +00:00
int y = !io.mode7.vflip ? Y : 255 - Y;
int a = (int16)io.mode7.a;
int b = (int16)io.mode7.b;
int c = (int16)io.mode7.c;
int d = (int16)io.mode7.d;
int hcenter = (int13)io.mode7.x;
int vcenter = (int13)io.mode7.y;
int hoffset = (int13)io.mode7.hoffset;
int voffset = (int13)io.mode7.voffset;
uint mosaicCounter = 1;
uint mosaicPalette = 0;
uint mosaicPriority = 0;
uint mosaicColor = 0;
auto clip = [](int n) -> int { return n & 0x2000 ? (n | ~1023) : (n & 1023); };
int originX = (a * clip(hoffset - hcenter) & ~63) + (b * clip(voffset - vcenter) & ~63) + (b * y & ~63) + (hcenter << 8);
int originY = (c * clip(hoffset - hcenter) & ~63) + (d * clip(voffset - vcenter) & ~63) + (d * y & ~63) + (vcenter << 8);
array<bool[256]> windowAbove;
array<bool[256]> windowBelow;
renderWindow(self.window, self.window.aboveEnable, windowAbove);
renderWindow(self.window, self.window.belowEnable, windowBelow);
Update to v106r33 release. byuu says: Changelog: - nall/GNUmakefile: added `openmp=(true,false)` option; can be toggled when building higan/bsnes - defaults to disabled on macOS, because Xcode doesn't stupidly doesn't ship with support for it - higan/GNUmakefile: forgot to switch target,profile back from bsnes,fast to higan,accurate - this is just gonna happen from time to time, sorry - sfc/dsp: when using the fast profile, the DSP syncs per sample instead of per clock - should only negatively impact Koushien 2, but is a fairly significant speedup otherwise - sfc/ppc,ppu-fast: optimized the code a bit (ppu 130fps to 133fps) - sfc/ppu-fast: basic vertical mosaic support (not accurate, but should look okay hopefully) - sfc/ppu-fast: added missing mode7 hflip support - sfc/ppu-fast: added support to render at 256-width and/or 240-height - gives a decent speed boost, and also allows all of the older quark shaders to work nicely again - it does violate the contract of Emulator::Interface, but oh well, it works fine in the bsnes GUI - sfc/ppu-fast: use cached CGRAM values for mode7 and sprites - sfc/ppu-fast: use global range/time over flags in object rendering - may not actually work as we intended since it's a race condition even if it's only ORing the flags - really don't want to have to make those variables atomic if I don't have to - sfc/ppu-fast: should fully support interlace and overscan modes now - hiro/cocoa: updated macOS Gatekeeper disable support to work on 10.13+ - ruby: forgot to fix macOS input driver, sorry - nall/GNUmakefile: if uname is present, then just default to rm instead of del (fixes Msys) Note: blur emulation option will break pretty badly in 256x240 output mode. I'll fix it later.
2018-05-31 07:06:55 +00:00
for(int X : range(256)) {
int x = !io.mode7.hflip ? X : 255 - X;
int pixelX = originX + a * x >> 8;
int pixelY = originY + c * x >> 8;
int tileX = pixelX >> 3 & 127;
int tileY = pixelY >> 3 & 127;
bool outOfBounds = (pixelX | pixelY) & ~1023;
uint15 tileAddress = tileY * 128 + tileX;
uint15 paletteAddress = ((pixelY & 7) << 3) + (pixelX & 7);
uint8 tile = ppu.vram[tileAddress].byte(0);
if(io.mode7.repeat == 3 && outOfBounds) tile = 0;
uint8 palette = ppu.vram[paletteAddress + (tile << 6)].byte(1);
if(io.mode7.repeat == 2 && outOfBounds) palette = 0;
uint priority;
if(source == Source::BG1) {
priority = self.priority[0];
} else if(source == Source::BG2) {
priority = self.priority[palette >> 7];
palette &= 0x7f;
}
if(!self.mosaicEnable || --mosaicCounter == 0) {
mosaicCounter = 1 + io.mosaicSize;
mosaicPalette = palette;
mosaicPriority = priority;
Update to v106r35 release. byuu says: Changelog: - sfc/ppu-fast: fixed overscan crash - sfc/ppu-fast: fixed direct color mode - sfc: reconnected MSU1 support - higan: game.sfc/msu1/data.rom, game.sfc/msu1/track-#.pcm - bsnes: game.msu, game-#.pcm - bsnes: added cheat code editor - bsnes: added cheat code database support - sfc/ppu-fast: clear overscan lines when overscan disabled - sfc: output 223/239 lines instead of 224/240 lines - bsnes: fix aspect correction calculation - bsnes: crop line 224 when overscan masking is enabled - bsnes: exposed Expansion Port menu; but hid “21fx” from the list of devices - bsnes: tools menu is hidden until a game is loaded - ruby/input/keyboard/quartz: fixed compilation error So only bsnes the automated overscan cropping option. In higan, you can crop however many lines you like from the top or bottom of the image. But for bsnes, it automatically eats sixteen lines. My view right now is that if bsnes is meant to be the casual gaming emulator, that it should eat line 224 in this mode. Most games show content here, but because of the way the SNES PPU works, the very last line ends up on its very own tile row (line 0 isn't rendered), if the scroll registers don't account for it. There's a small number of games that will draw junk data to the very last scanline of the frame as a result of this. So I chose, at least for now, to hide it. Users can obviously disable overscan cropping to see this scanline. I'm open to being convinced not to do this, if someone has a compelling reason. We're pretty much screwed one way or the other with no overscan masking. If we output 239 lines, then most games will render 7 blank lines + 224 drawn lines + 8 blank lines, and the black top and bottom aren't centered. But if we output 240 lines to get 8 + 224 + 8, then games that do use overscan will have a blank line at the very bottom of the window. I'm also trying out a modified cheat code file format. It's been forever since I bothered to look at it, and the “cartridge” parent node doesn't match what I'm doing with trying to rename “cartridge” to “game” in manifests. And indeed, the idea of requiring a root node is rather superfluous for a cheat code file. Current format looks like this: cheat description: foo code: 7e2000=20+7e2001=30?40 enabled cheat description: bar code: 7e4000=80 Open to discussing this, and I'd like to sync up with Snes9X before they push out a new release, and I'll agree to finalize and never change this format again. I chose to use .cht for the extension when using game files (eg gamename.cht)
2018-06-03 13:14:42 +00:00
if(io.col.directColor && source == Source::BG1) {
mosaicColor = directColor(0, palette);
} else {
Update to v106r33 release. byuu says: Changelog: - nall/GNUmakefile: added `openmp=(true,false)` option; can be toggled when building higan/bsnes - defaults to disabled on macOS, because Xcode doesn't stupidly doesn't ship with support for it - higan/GNUmakefile: forgot to switch target,profile back from bsnes,fast to higan,accurate - this is just gonna happen from time to time, sorry - sfc/dsp: when using the fast profile, the DSP syncs per sample instead of per clock - should only negatively impact Koushien 2, but is a fairly significant speedup otherwise - sfc/ppc,ppu-fast: optimized the code a bit (ppu 130fps to 133fps) - sfc/ppu-fast: basic vertical mosaic support (not accurate, but should look okay hopefully) - sfc/ppu-fast: added missing mode7 hflip support - sfc/ppu-fast: added support to render at 256-width and/or 240-height - gives a decent speed boost, and also allows all of the older quark shaders to work nicely again - it does violate the contract of Emulator::Interface, but oh well, it works fine in the bsnes GUI - sfc/ppu-fast: use cached CGRAM values for mode7 and sprites - sfc/ppu-fast: use global range/time over flags in object rendering - may not actually work as we intended since it's a race condition even if it's only ORing the flags - really don't want to have to make those variables atomic if I don't have to - sfc/ppu-fast: should fully support interlace and overscan modes now - hiro/cocoa: updated macOS Gatekeeper disable support to work on 10.13+ - ruby: forgot to fix macOS input driver, sorry - nall/GNUmakefile: if uname is present, then just default to rm instead of del (fixes Msys) Note: blur emulation option will break pretty badly in 256x240 output mode. I'll fix it later.
2018-05-31 07:06:55 +00:00
mosaicColor = cgram[palette];
}
}
if(!mosaicPalette) continue;
if(self.aboveEnable && !windowAbove[x]) plotAbove(x, source, mosaicPriority, mosaicColor);
if(self.belowEnable && !windowBelow[x]) plotBelow(x, source, mosaicPriority, mosaicColor);
}
}