mirror of https://github.com/bsnes-emu/bsnes.git
65 lines
1.8 KiB
C++
65 lines
1.8 KiB
C++
auto VDP::scanline() -> void {
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if(state.vcounter < screenHeight()) {
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planeA.scanline(state.vcounter);
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window.scanline(state.vcounter);
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planeB.scanline(state.vcounter);
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sprite.scanline(state.vcounter);
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}
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if(state.vcounter == 240) scheduler.exit(Scheduler::Event::Frame);
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state.output = output + (state.vcounter * 2 + 0) * 1280;
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}
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auto VDP::run() -> void {
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if(!io.displayEnable) return outputPixel(0);
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if(state.vcounter >= screenHeight()) return outputPixel(0);
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auto& planeA = window.isWindowed(state.hdot, state.vcounter) ? window : this->planeA;
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planeA.run(state.hdot, state.vcounter);
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planeB.run(state.hdot, state.vcounter);
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sprite.run(state.hdot, state.vcounter);
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Pixel g = {io.backgroundColor, 0};
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Pixel a = planeA.output;
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Pixel b = planeB.output;
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Pixel s = sprite.output;
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auto& bg = a.above() || a.color && !b.above() ? a : b.color ? b : g;
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auto& fg = s.above() || s.color && !b.above() && !a.above() ? s : bg;
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if(!io.shadowHighlightEnable) {
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auto color = cram.read(fg.color);
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outputPixel(1 << 9 | color);
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} else {
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uint mode = a.priority || b.priority; //0 = shadow, 1 = normal, 2 = highlight
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if(&fg == &s) switch(s.color) {
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case 0x0e:
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case 0x1e:
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case 0x2e: mode = 1; break;
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case 0x3e: mode += 1; fg = bg; break;
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case 0x3f: mode = 0; fg = bg; break;
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default: mode |= s.priority; break;
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}
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auto color = cram.read(fg.color);
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outputPixel(mode << 9 | color);
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}
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}
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auto VDP::outputPixel(uint32 color) -> void {
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uint32* field[2] = {&state.output[0], &state.output[1280]};
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if(!io.interlaceMode.bit(0)) {
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for(auto n : range(pixelWidth())) {
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field[0][n] = color;
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field[1][n] = color;
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}
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} else {
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for(auto n : range(pixelWidth())) {
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field[state.field][n] = color;
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}
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}
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state.output += pixelWidth();
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}
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