parent
c5b7ec2168
commit
ef7fbf8b03
4
GPU.cpp
4
GPU.cpp
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@ -62,7 +62,7 @@ u8* VRAM_AOBJExtPal;
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u8* VRAM_BBGExtPal[4];
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u8* VRAM_BOBJExtPal;
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u16 Framebuffer[256*192*2];
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u32 Framebuffer[256*192*2];
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GPU2D* GPU2D_A;
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GPU2D* GPU2D_B;
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@ -123,7 +123,7 @@ void Reset()
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for (int i = 0; i < 256*192*2; i++)
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{
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Framebuffer[i] = 0x7FFF;
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Framebuffer[i] = 0xFFFFFFFF;
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}
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GPU2D_A->Reset();
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2
GPU.h
2
GPU.h
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@ -48,7 +48,7 @@ extern u8* VRAM_AOBJExtPal;
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extern u8* VRAM_BBGExtPal[4];
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extern u8* VRAM_BOBJExtPal;
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extern u16 Framebuffer[256*192*2];
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extern u32 Framebuffer[256*192*2];
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extern GPU2D* GPU2D_A;
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extern GPU2D* GPU2D_B;
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94
GPU2D.cpp
94
GPU2D.cpp
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@ -82,11 +82,8 @@ void GPU2D::Reset()
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memset(BGRotD, 0, 2*2);
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}
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void GPU2D::SetFramebuffer(u16* buf)
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void GPU2D::SetFramebuffer(u32* buf)
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{
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// framebuffer is 256x192 16bit.
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// might eventually support other framebuffer types/sizes
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// TODO: change this. the DS uses 18bit color
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Framebuffer = buf;
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}
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@ -205,7 +202,7 @@ void GPU2D::Write32(u32 addr, u32 val)
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void GPU2D::DrawScanline(u32 line)
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{
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u16* dst = &Framebuffer[256*line];
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u32* dst = &Framebuffer[256*line];
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u32 dispmode = DispCnt >> 16;
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dispmode &= (Num ? 0x1 : 0x3);
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@ -214,8 +211,8 @@ void GPU2D::DrawScanline(u32 line)
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{
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case 0: // screen off
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{
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for (int i = 0; i < 256>>1; i++)
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((u32*)dst)[i] = 0x7FFF7FFF;
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for (int i = 0; i < 256; i++)
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dst[i] = 0xFF3F3F3F;
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}
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break;
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@ -230,8 +227,15 @@ void GPU2D::DrawScanline(u32 line)
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u32* vram = (u32*)GPU::VRAM[(DispCnt >> 18) & 0x3];
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vram = &vram[line << 7];
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for (int i = 0; i < 256>>1; i++)
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((u32*)dst)[i] = vram[i];
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for (int i = 0; i < 256; i++)
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{
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u16 color = vram[i];
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u8 r = (color & 0x001F) << 1;
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u8 g = (color & 0x03E0) >> 4;
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u8 b = (color & 0x7C00) >> 9;
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dst[i] = r | (g << 8) | (b << 16);
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}
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}
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break;
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@ -241,6 +245,12 @@ void GPU2D::DrawScanline(u32 line)
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}
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break;
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}
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// convert to 32-bit RGBA
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for (int i = 0; i < 256; i++)
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dst[i] = ((dst[i] & 0x003F3F3F) << 2) |
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((dst[i] & 0x00303030) >> 4) |
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0xFF000000;
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}
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void GPU2D::VBlank()
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@ -250,7 +260,7 @@ void GPU2D::VBlank()
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template<u32 bgmode>
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void GPU2D::DrawScanlineBGMode(u32 line, u32* spritebuf, u16* dst)
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void GPU2D::DrawScanlineBGMode(u32 line, u32* spritebuf, u32* dst)
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{
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for (int i = 3; i >= 0; i--)
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{
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@ -300,17 +310,24 @@ void GPU2D::DrawScanlineBGMode(u32 line, u32* spritebuf, u16* dst)
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}
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}
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void GPU2D::DrawScanline_Mode1(u32 line, u16* dst)
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void GPU2D::DrawScanline_Mode1(u32 line, u32* dst)
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{
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u32 backdrop;
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if (Num) backdrop = *(u16*)&GPU::Palette[0x400];
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else backdrop = *(u16*)&GPU::Palette[0];
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// TODO: color effect for backdrop
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{
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u8 r = (backdrop & 0x001F) << 1;
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u8 g = (backdrop & 0x03E0) >> 4;
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u8 b = (backdrop & 0x7C00) >> 9;
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backdrop |= (backdrop<<16);
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for (int i = 0; i < 256>>1; i++)
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((u32*)dst)[i] = backdrop;
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// TODO: color effect for backdrop
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backdrop = r | (g << 8) | (b << 16) | 0x20000000;
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for (int i = 0; i < 256; i++)
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dst[i] = backdrop;
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}
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// prerender sprites
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u32 spritebuf[256];
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@ -333,26 +350,38 @@ void GPU2D::DrawScanline_Mode1(u32 line, u16* dst)
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}
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void GPU2D::DrawBG_3D(u32 line, u16* dst)
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typedef void (*DrawPixelFunc)(u32 bgnum, u32* dst, u16 color, u32 blendfunc);
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void GPU2D::DrawPixel_Normal(u32 bgnum, u32* dst, u16 color, u32 blendfunc)
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{
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u8 r = (color & 0x001F) << 1;
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u8 g = (color & 0x03E0) >> 4;
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u8 b = (color & 0x7C00) >> 9;
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*dst = r | (g << 8) | (b << 16) | (0x01000000 << bgnum);
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}
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void GPU2D::DrawBG_3D(u32 line, u32* dst)
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{
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// TODO: scroll, etc
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u8* src = GPU3D::GetLine(line);
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for (int i = 0; i < 256; i++)
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{
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// TODO: color buffer should be 18bit!!
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u8 r = *src++;
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u8 g = *src++;
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u8 b = *src++;
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u8 a = *src++;
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if (a == 0) continue;
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dst[i] = (r >> 1) | ((g >> 1) << 5) | ((b >> 1) << 10);
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// TODO: blending
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// alpha is 6bit too....?
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dst[i] = r | (g << 8) | (b << 16);
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}
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}
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void GPU2D::DrawBG_Text(u32 line, u16* dst, u32 bgnum)
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void GPU2D::DrawBG_Text(u32 line, u32* dst, u32 bgnum)
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{
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u16 bgcnt = BGCnt[bgnum];
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@ -366,6 +395,8 @@ void GPU2D::DrawBG_Text(u32 line, u16* dst, u32 bgnum)
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u32 widexmask = (bgcnt & 0x4000) ? 0x100 : 0;
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DrawPixelFunc drawpixelfn = DrawPixel_Normal;
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extpal = (bgcnt & 0x0080) && (DispCnt & 0x40000000);
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if (Num)
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color = pixels[tilexoff];
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if (color)
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dst[i] = curpal[color];
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drawpixelfn(bgnum, &dst[i], curpal[color], BlendFunc);
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xoff++;
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}
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}
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if (color)
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dst[i] = curpal[color];
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drawpixelfn(bgnum, &dst[i], curpal[color], BlendFunc);
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xoff++;
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}
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}
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}
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void GPU2D::DrawBG_Extended(u32 line, u16* dst, u32 bgnum)
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void GPU2D::DrawBG_Extended(u32 line, u32* dst, u32 bgnum)
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{
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u16 bgcnt = BGCnt[bgnum];
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if (bgcnt & 0x2000) overflowmask = 0;
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else overflowmask = ~(coordmask | 0x7FF);
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DrawPixelFunc drawpixelfn = DrawPixel_Normal;
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extpal = (DispCnt & 0x40000000);
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s16 rotA = BGRotA[bgnum-2];
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u16 color = bitmap[(((rotY & coordmask) >> 8) << yshift) + ((rotX & coordmask) >> 8)];
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if (color & 0x8000)
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dst[i] = color;
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drawpixelfn(bgnum, &dst[i], color, BlendFunc);
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}
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rotX += rotA;
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u8 color = tileset[(((rotY & coordmask) >> 8) << yshift) + ((rotX & coordmask) >> 8)];
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if (color)
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dst[i] = pal[color];
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drawpixelfn(bgnum, &dst[i], pal[color], BlendFunc);
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}
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rotX += rotA;
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color = pixels[(tileyoff << 3) + tilexoff];
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if (color)
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dst[i] = curpal[color];
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drawpixelfn(bgnum, &dst[i], curpal[color], BlendFunc);
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}
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rotX += rotA;
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//BGYCenter[bgnum-2] += rotD;
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}
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void GPU2D::InterleaveSprites(u32* buf, u32 prio, u16* dst)
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void GPU2D::InterleaveSprites(u32* buf, u32 prio, u32* dst)
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{
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DrawPixelFunc drawpixelfn = DrawPixel_Normal;
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for (u32 i = 0; i < 256; i++)
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{
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if ((buf[i] & 0xF8000) == prio)
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dst[i] = buf[i] & 0x7FFF;
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{
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u32 blendfunc = 0;
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drawpixelfn(4, &dst[i], buf[i], blendfunc);
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}
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}
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}
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20
GPU2D.h
20
GPU2D.h
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@ -27,7 +27,7 @@ public:
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void Reset();
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void SetFramebuffer(u16* buf);
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void SetFramebuffer(u32* buf);
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u8 Read8(u32 addr);
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u16 Read16(u32 addr);
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private:
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u32 Num;
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u16* Framebuffer;
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u32* Framebuffer;
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u32 DispCnt;
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u16 BGCnt[4];
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s16 BGRotC[2];
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s16 BGRotD[2];
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template<u32 bgmode> void DrawScanlineBGMode(u32 line, u32* spritebuf, u16* dst);
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void DrawScanline_Mode1(u32 line, u16* dst);
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u32 BlendFunc;
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void DrawBG_3D(u32 line, u16* dst);
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void DrawBG_Text(u32 line, u16* dst, u32 num);
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void DrawBG_Extended(u32 line, u16* dst, u32 bgnum);
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template<u32 bgmode> void DrawScanlineBGMode(u32 line, u32* spritebuf, u32* dst);
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void DrawScanline_Mode1(u32 line, u32* dst);
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void InterleaveSprites(u32* buf, u32 prio, u16* dst);
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static void DrawPixel_Normal(u32 bgnum, u32* dst, u16 color, u32 blendfunc);
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void DrawBG_3D(u32 line, u32* dst);
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void DrawBG_Text(u32 line, u32* dst, u32 num);
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void DrawBG_Extended(u32 line, u32* dst, u32 bgnum);
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void InterleaveSprites(u32* buf, u32 prio, u32* dst);
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void DrawSprites(u32 line, u32* dst);
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void DrawSprite_Rotscale(u16* attrib, u16* rotparams, u32 boundwidth, u32 boundheight, u32 width, u32 height, s32 xpos, u32 ypos, u32* dst);
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void DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, u32 ypos, u32* dst);
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8
main.cpp
8
main.cpp
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@ -216,11 +216,11 @@ int main()
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bmp.bV4Width = 256;
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bmp.bV4Height = -384;
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bmp.bV4Planes = 1;
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bmp.bV4BitCount = 16;
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bmp.bV4BitCount = 32;
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bmp.bV4V4Compression = BI_RGB|BI_BITFIELDS;
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bmp.bV4RedMask = 0x001F;
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bmp.bV4GreenMask = 0x03E0;
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bmp.bV4BlueMask = 0x7C00;
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bmp.bV4RedMask = 0x000000FF;
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bmp.bV4GreenMask = 0x0000FF00;
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bmp.bV4BlueMask = 0x00FF0000;
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NDS::Init();
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@ -1,5 +1,5 @@
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# depslib dependency file v1.0
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1487028720 source:c:\documents\sources\melonds\main.cpp
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1487105574 source:c:\documents\sources\melonds\main.cpp
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<stdio.h>
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<windows.h>
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"NDS.h"
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@ -10,7 +10,7 @@
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1481161027 c:\documents\sources\melonds\types.h
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1487039174 source:c:\documents\sources\melonds\nds.cpp
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1487101361 source:c:\documents\sources\melonds\nds.cpp
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<stdio.h>
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<string.h>
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"NDS.h"
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@ -87,13 +87,13 @@
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"NDS.h"
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"SPI.h"
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1486778220 source:c:\documents\sources\melonds\gpu2d.cpp
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1487105611 source:c:\documents\sources\melonds\gpu2d.cpp
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<stdio.h>
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<string.h>
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"NDS.h"
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"GPU.h"
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1486777351 c:\documents\sources\melonds\gpu2d.h
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1487105228 c:\documents\sources\melonds\gpu2d.h
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1481040524 c:\documents\sources\melonds\wifi.h
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@ -119,13 +119,13 @@
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1484698068 c:\documents\sources\melonds\dma.h
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"types.h"
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1486736549 source:c:\documents\sources\melonds\gpu.cpp
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1487102235 source:c:\documents\sources\melonds\gpu.cpp
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<stdio.h>
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<string.h>
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"NDS.h"
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"GPU.h"
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1486501976 c:\documents\sources\melonds\gpu.h
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1487102203 c:\documents\sources\melonds\gpu.h
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"GPU2D.h"
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"GPU3D.h"
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Reference in New Issue