2010-09-25 15:46:12 +00:00
/***********************************************************************************
Snes9x - Portable Super Nintendo Entertainment System ( TM ) emulator .
( c ) Copyright 1996 - 2002 Gary Henderson ( gary . henderson @ ntlworld . com ) ,
Jerremy Koot ( jkoot @ snes9x . com )
( c ) Copyright 2002 - 2004 Matthew Kendora
( c ) Copyright 2002 - 2005 Peter Bortas ( peter @ bortas . org )
( c ) Copyright 2004 - 2005 Joel Yliluoma ( http : //iki.fi/bisqwit/)
( c ) Copyright 2001 - 2006 John Weidman ( jweidman @ slip . net )
( c ) Copyright 2002 - 2006 funkyass ( funkyass @ spam . shaw . ca ) ,
Kris Bleakley ( codeviolation @ hotmail . com )
( c ) Copyright 2002 - 2010 Brad Jorsch ( anomie @ users . sourceforge . net ) ,
Nach ( n - a - c - h @ users . sourceforge . net ) ,
2011-04-11 19:51:20 +00:00
( c ) Copyright 2002 - 2011 zones ( kasumitokoduck @ yahoo . com )
2010-09-25 15:46:12 +00:00
( c ) Copyright 2006 - 2007 nitsuja
2016-10-02 01:03:03 +00:00
( c ) Copyright 2009 - 2016 BearOso ,
2010-09-25 15:46:12 +00:00
OV2
2016-10-15 16:31:26 +00:00
( c ) Copyright 2011 - 2016 Hans - Kristian Arntzen ,
Daniel De Matteis
( Under no circumstances will commercial rights be given )
2010-09-25 15:46:12 +00:00
BS - X C emulator code
( c ) Copyright 2005 - 2006 Dreamer Nom ,
zones
C4 x86 assembler and some C emulation code
( c ) Copyright 2000 - 2003 _Demo_ ( _demo_ @ zsnes . com ) ,
Nach ,
zsKnight ( zsknight @ zsnes . com )
C4 C + + code
( c ) Copyright 2003 - 2006 Brad Jorsch ,
Nach
DSP - 1 emulator code
( c ) Copyright 1998 - 2006 _Demo_ ,
Andreas Naive ( andreasnaive @ gmail . com ) ,
Gary Henderson ,
Ivar ( ivar @ snes9x . com ) ,
John Weidman ,
Kris Bleakley ,
Matthew Kendora ,
Nach ,
neviksti ( neviksti @ hotmail . com )
DSP - 2 emulator code
( c ) Copyright 2003 John Weidman ,
Kris Bleakley ,
Lord Nightmare ( lord_nightmare @ users . sourceforge . net ) ,
Matthew Kendora ,
neviksti
DSP - 3 emulator code
( c ) Copyright 2003 - 2006 John Weidman ,
Kris Bleakley ,
Lancer ,
z80 gaiden
DSP - 4 emulator code
( c ) Copyright 2004 - 2006 Dreamer Nom ,
John Weidman ,
Kris Bleakley ,
Nach ,
z80 gaiden
OBC1 emulator code
( c ) Copyright 2001 - 2004 zsKnight ,
pagefault ( pagefault @ zsnes . com ) ,
Kris Bleakley
Ported from x86 assembler to C by sanmaiwashi
SPC7110 and RTC C + + emulator code used in 1.39 - 1.51
( c ) Copyright 2002 Matthew Kendora with research by
zsKnight ,
John Weidman ,
Dark Force
SPC7110 and RTC C + + emulator code used in 1.52 +
( c ) Copyright 2009 byuu ,
neviksti
S - DD1 C emulator code
( c ) Copyright 2003 Brad Jorsch with research by
Andreas Naive ,
John Weidman
S - RTC C emulator code
( c ) Copyright 2001 - 2006 byuu ,
John Weidman
ST010 C + + emulator code
( c ) Copyright 2003 Feather ,
John Weidman ,
Kris Bleakley ,
Matthew Kendora
Super FX x86 assembler emulator code
( c ) Copyright 1998 - 2003 _Demo_ ,
pagefault ,
zsKnight
Super FX C emulator code
( c ) Copyright 1997 - 1999 Ivar ,
Gary Henderson ,
John Weidman
Sound emulator code used in 1.5 - 1.51
( c ) Copyright 1998 - 2003 Brad Martin
( c ) Copyright 1998 - 2006 Charles Bilyue '
Sound emulator code used in 1.52 +
( c ) Copyright 2004 - 2007 Shay Green ( gblargg @ gmail . com )
2016-10-07 17:47:07 +00:00
S - SMP emulator code used in 1.54 +
( c ) Copyright 2016 byuu
2010-09-25 15:46:12 +00:00
SH assembler code partly based on x86 assembler code
( c ) Copyright 2002 - 2004 Marcus Comstedt ( marcus @ mc . pp . se )
2 xSaI filter
( c ) Copyright 1999 - 2001 Derek Liauw Kie Fa
HQ2x , HQ3x , HQ4x filters
( c ) Copyright 2003 Maxim Stepin ( maxim @ hiend3d . com )
NTSC filter
( c ) Copyright 2006 - 2007 Shay Green
GTK + GUI code
2016-10-02 01:03:03 +00:00
( c ) Copyright 2004 - 2016 BearOso
2010-09-25 15:46:12 +00:00
Win32 GUI code
( c ) Copyright 2003 - 2006 blip ,
funkyass ,
Matthew Kendora ,
Nach ,
nitsuja
2016-10-07 17:53:18 +00:00
( c ) Copyright 2009 - 2016 OV2
2010-09-25 15:46:12 +00:00
Mac OS GUI code
( c ) Copyright 1998 - 2001 John Stiles
2011-04-11 19:51:20 +00:00
( c ) Copyright 2001 - 2011 zones
2010-09-25 15:46:12 +00:00
2016-10-15 16:31:26 +00:00
Libretro port
( c ) Copyright 2011 - 2016 Hans - Kristian Arntzen ,
Daniel De Matteis
( Under no circumstances will commercial rights be given )
2010-09-25 15:46:12 +00:00
Specific ports contains the works of other authors . See headers in
individual files .
Snes9x homepage : http : //www.snes9x.com/
Permission to use , copy , modify and / or distribute Snes9x in both binary
and source form , for non - commercial purposes , is hereby granted without
fee , providing that this license information and copyright notice appear
with all copies and any derived work .
This software is provided ' as - is ' , without any express or implied
warranty . In no event shall the authors be held liable for any damages
arising from the use of this software or it ' s derivatives .
Snes9x is freeware for PERSONAL USE only . Commercial users should
seek permission of the copyright holders first . Commercial use includes ,
but is not limited to , charging money for Snes9x or software derived from
Snes9x , including Snes9x or derivatives in commercial game bundles , and / or
using Snes9x as a promotion for your commercial product .
The copyright holders request that bug fixes and improvements to the code
should be forwarded to them so everyone can benefit from the modifications
in future versions .
Super NES and Super Nintendo Entertainment System are trademarks of
Nintendo Co . , Limited and its subsidiary companies .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
// This file includes itself multiple times.
// The other option would be to have 4 files, where A includes B, and B includes C 3 times, and C includes D 5 times.
// Look for the following marker to find where the divisions are.
// Top-level compilation.
# ifndef _NEWTILE_CPP
# define _NEWTILE_CPP
# include "snes9x.h"
# include "ppu.h"
# include "tile.h"
static uint32 pixbit [ 8 ] [ 16 ] ;
static uint8 hrbit_odd [ 256 ] ;
static uint8 hrbit_even [ 256 ] ;
void S9xInitTileRenderer ( void )
{
register int i ;
for ( i = 0 ; i < 16 ; i + + )
{
register uint32 b = 0 ;
# ifdef LSB_FIRST
if ( i & 8 )
b | = 1 ;
if ( i & 4 )
b | = 1 < < 8 ;
if ( i & 2 )
b | = 1 < < 16 ;
if ( i & 1 )
b | = 1 < < 24 ;
# else
if ( i & 8 )
b | = 1 < < 24 ;
if ( i & 4 )
b | = 1 < < 16 ;
if ( i & 2 )
b | = 1 < < 8 ;
if ( i & 1 )
b | = 1 ;
# endif
for ( uint8 bitshift = 0 ; bitshift < 8 ; bitshift + + )
pixbit [ bitshift ] [ i ] = b < < bitshift ;
}
for ( i = 0 ; i < 256 ; i + + )
{
register uint8 m = 0 ;
register uint8 s = 0 ;
if ( i & 0x80 )
s | = 8 ;
if ( i & 0x40 )
m | = 8 ;
if ( i & 0x20 )
s | = 4 ;
if ( i & 0x10 )
m | = 4 ;
if ( i & 0x08 )
s | = 2 ;
if ( i & 0x04 )
m | = 2 ;
if ( i & 0x02 )
s | = 1 ;
if ( i & 0x01 )
m | = 1 ;
hrbit_odd [ i ] = m ;
hrbit_even [ i ] = s ;
}
}
// Here are the tile converters, selected by S9xSelectTileConverter().
// Really, except for the definition of DOBIT and the number of times it is called, they're all the same.
# define DOBIT(n, i) \
if ( ( pix = * ( tp + ( n ) ) ) ) \
{ \
p1 | = pixbit [ ( i ) ] [ pix > > 4 ] ; \
p2 | = pixbit [ ( i ) ] [ pix & 0xf ] ; \
}
static uint8 ConvertTile2 ( uint8 * pCache , uint32 TileAddr , uint32 )
{
register uint8 * tp = & Memory . VRAM [ TileAddr ] ;
uint32 * p = ( uint32 * ) pCache ;
uint32 non_zero = 0 ;
uint8 line ;
for ( line = 8 ; line ! = 0 ; line - - , tp + = 2 )
{
uint32 p1 = 0 ;
uint32 p2 = 0 ;
register uint8 pix ;
DOBIT ( 0 , 0 ) ;
DOBIT ( 1 , 1 ) ;
* p + + = p1 ;
* p + + = p2 ;
non_zero | = p1 | p2 ;
}
return ( non_zero ? TRUE : BLANK_TILE ) ;
}
static uint8 ConvertTile4 ( uint8 * pCache , uint32 TileAddr , uint32 )
{
register uint8 * tp = & Memory . VRAM [ TileAddr ] ;
uint32 * p = ( uint32 * ) pCache ;
uint32 non_zero = 0 ;
uint8 line ;
for ( line = 8 ; line ! = 0 ; line - - , tp + = 2 )
{
uint32 p1 = 0 ;
uint32 p2 = 0 ;
register uint8 pix ;
DOBIT ( 0 , 0 ) ;
DOBIT ( 1 , 1 ) ;
DOBIT ( 16 , 2 ) ;
DOBIT ( 17 , 3 ) ;
* p + + = p1 ;
* p + + = p2 ;
non_zero | = p1 | p2 ;
}
return ( non_zero ? TRUE : BLANK_TILE ) ;
}
static uint8 ConvertTile8 ( uint8 * pCache , uint32 TileAddr , uint32 )
{
register uint8 * tp = & Memory . VRAM [ TileAddr ] ;
uint32 * p = ( uint32 * ) pCache ;
uint32 non_zero = 0 ;
uint8 line ;
for ( line = 8 ; line ! = 0 ; line - - , tp + = 2 )
{
uint32 p1 = 0 ;
uint32 p2 = 0 ;
register uint8 pix ;
DOBIT ( 0 , 0 ) ;
DOBIT ( 1 , 1 ) ;
DOBIT ( 16 , 2 ) ;
DOBIT ( 17 , 3 ) ;
DOBIT ( 32 , 4 ) ;
DOBIT ( 33 , 5 ) ;
DOBIT ( 48 , 6 ) ;
DOBIT ( 49 , 7 ) ;
* p + + = p1 ;
* p + + = p2 ;
non_zero | = p1 | p2 ;
}
return ( non_zero ? TRUE : BLANK_TILE ) ;
}
# undef DOBIT
# define DOBIT(n, i) \
if ( ( pix = hrbit_odd [ * ( tp1 + ( n ) ) ] ) ) \
p1 | = pixbit [ ( i ) ] [ pix ] ; \
if ( ( pix = hrbit_odd [ * ( tp2 + ( n ) ) ] ) ) \
p2 | = pixbit [ ( i ) ] [ pix ] ;
static uint8 ConvertTile2h_odd ( uint8 * pCache , uint32 TileAddr , uint32 Tile )
{
register uint8 * tp1 = & Memory . VRAM [ TileAddr ] , * tp2 ;
uint32 * p = ( uint32 * ) pCache ;
uint32 non_zero = 0 ;
uint8 line ;
if ( Tile = = 0x3ff )
tp2 = tp1 - ( 0x3ff < < 4 ) ;
else
tp2 = tp1 + ( 1 < < 4 ) ;
for ( line = 8 ; line ! = 0 ; line - - , tp1 + = 2 , tp2 + = 2 )
{
uint32 p1 = 0 ;
uint32 p2 = 0 ;
register uint8 pix ;
DOBIT ( 0 , 0 ) ;
DOBIT ( 1 , 1 ) ;
* p + + = p1 ;
* p + + = p2 ;
non_zero | = p1 | p2 ;
}
return ( non_zero ? TRUE : BLANK_TILE ) ;
}
static uint8 ConvertTile4h_odd ( uint8 * pCache , uint32 TileAddr , uint32 Tile )
{
register uint8 * tp1 = & Memory . VRAM [ TileAddr ] , * tp2 ;
uint32 * p = ( uint32 * ) pCache ;
uint32 non_zero = 0 ;
uint8 line ;
if ( Tile = = 0x3ff )
tp2 = tp1 - ( 0x3ff < < 5 ) ;
else
tp2 = tp1 + ( 1 < < 5 ) ;
for ( line = 8 ; line ! = 0 ; line - - , tp1 + = 2 , tp2 + = 2 )
{
uint32 p1 = 0 ;
uint32 p2 = 0 ;
register uint8 pix ;
DOBIT ( 0 , 0 ) ;
DOBIT ( 1 , 1 ) ;
DOBIT ( 16 , 2 ) ;
DOBIT ( 17 , 3 ) ;
* p + + = p1 ;
* p + + = p2 ;
non_zero | = p1 | p2 ;
}
return ( non_zero ? TRUE : BLANK_TILE ) ;
}
# undef DOBIT
# define DOBIT(n, i) \
if ( ( pix = hrbit_even [ * ( tp1 + ( n ) ) ] ) ) \
p1 | = pixbit [ ( i ) ] [ pix ] ; \
if ( ( pix = hrbit_even [ * ( tp2 + ( n ) ) ] ) ) \
p2 | = pixbit [ ( i ) ] [ pix ] ;
static uint8 ConvertTile2h_even ( uint8 * pCache , uint32 TileAddr , uint32 Tile )
{
register uint8 * tp1 = & Memory . VRAM [ TileAddr ] , * tp2 ;
uint32 * p = ( uint32 * ) pCache ;
uint32 non_zero = 0 ;
uint8 line ;
if ( Tile = = 0x3ff )
tp2 = tp1 - ( 0x3ff < < 4 ) ;
else
tp2 = tp1 + ( 1 < < 4 ) ;
for ( line = 8 ; line ! = 0 ; line - - , tp1 + = 2 , tp2 + = 2 )
{
uint32 p1 = 0 ;
uint32 p2 = 0 ;
register uint8 pix ;
DOBIT ( 0 , 0 ) ;
DOBIT ( 1 , 1 ) ;
* p + + = p1 ;
* p + + = p2 ;
non_zero | = p1 | p2 ;
}
return ( non_zero ? TRUE : BLANK_TILE ) ;
}
static uint8 ConvertTile4h_even ( uint8 * pCache , uint32 TileAddr , uint32 Tile )
{
register uint8 * tp1 = & Memory . VRAM [ TileAddr ] , * tp2 ;
uint32 * p = ( uint32 * ) pCache ;
uint32 non_zero = 0 ;
uint8 line ;
if ( Tile = = 0x3ff )
tp2 = tp1 - ( 0x3ff < < 5 ) ;
else
tp2 = tp1 + ( 1 < < 5 ) ;
for ( line = 8 ; line ! = 0 ; line - - , tp1 + = 2 , tp2 + = 2 )
{
uint32 p1 = 0 ;
uint32 p2 = 0 ;
register uint8 pix ;
DOBIT ( 0 , 0 ) ;
DOBIT ( 1 , 1 ) ;
DOBIT ( 16 , 2 ) ;
DOBIT ( 17 , 3 ) ;
* p + + = p1 ;
* p + + = p2 ;
non_zero | = p1 | p2 ;
}
return ( non_zero ? TRUE : BLANK_TILE ) ;
}
# undef DOBIT
// First-level include: Get all the renderers.
# include "tile.cpp"
// Functions to select which converter and renderer to use.
void S9xSelectTileRenderers ( int BGMode , bool8 sub , bool8 obj )
{
void ( * * DT ) ( uint32 , uint32 , uint32 , uint32 ) ;
void ( * * DCT ) ( uint32 , uint32 , uint32 , uint32 , uint32 , uint32 ) ;
void ( * * DMP ) ( uint32 , uint32 , uint32 , uint32 , uint32 , uint32 ) ;
void ( * * DB ) ( uint32 , uint32 , uint32 ) ;
void ( * * DM7BG1 ) ( uint32 , uint32 , int ) ;
void ( * * DM7BG2 ) ( uint32 , uint32 , int ) ;
bool8 M7M1 , M7M2 ;
M7M1 = PPU . BGMosaic [ 0 ] & & PPU . Mosaic > 1 ;
M7M2 = PPU . BGMosaic [ 1 ] & & PPU . Mosaic > 1 ;
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bool8 interlace = obj ? FALSE : IPPU . Interlace ;
bool8 hires = ! sub & & ( BGMode = = 5 | | BGMode = = 6 | | IPPU . PseudoHires ) ;
if ( ! IPPU . DoubleWidthPixels ) // normal width
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{
DT = Renderers_DrawTile16Normal1x1 ;
DCT = Renderers_DrawClippedTile16Normal1x1 ;
DMP = Renderers_DrawMosaicPixel16Normal1x1 ;
DB = Renderers_DrawBackdrop16Normal1x1 ;
DM7BG1 = M7M1 ? Renderers_DrawMode7MosaicBG1Normal1x1 : Renderers_DrawMode7BG1Normal1x1 ;
DM7BG2 = M7M2 ? Renderers_DrawMode7MosaicBG2Normal1x1 : Renderers_DrawMode7BG2Normal1x1 ;
GFX . LinesPerTile = 8 ;
}
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else if ( hires ) // hires double width
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{
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if ( interlace )
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{
DT = Renderers_DrawTile16HiresInterlace ;
DCT = Renderers_DrawClippedTile16HiresInterlace ;
DMP = Renderers_DrawMosaicPixel16HiresInterlace ;
DB = Renderers_DrawBackdrop16Hires ;
DM7BG1 = M7M1 ? Renderers_DrawMode7MosaicBG1Hires : Renderers_DrawMode7BG1Hires ;
DM7BG2 = M7M2 ? Renderers_DrawMode7MosaicBG2Hires : Renderers_DrawMode7BG2Hires ;
GFX . LinesPerTile = 4 ;
}
else
{
DT = Renderers_DrawTile16Hires ;
DCT = Renderers_DrawClippedTile16Hires ;
DMP = Renderers_DrawMosaicPixel16Hires ;
DB = Renderers_DrawBackdrop16Hires ;
DM7BG1 = M7M1 ? Renderers_DrawMode7MosaicBG1Hires : Renderers_DrawMode7BG1Hires ;
DM7BG2 = M7M2 ? Renderers_DrawMode7MosaicBG2Hires : Renderers_DrawMode7BG2Hires ;
GFX . LinesPerTile = 8 ;
}
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}
else // normal double width
{
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if ( interlace )
{
DT = Renderers_DrawTile16Interlace ;
DCT = Renderers_DrawClippedTile16Interlace ;
DMP = Renderers_DrawMosaicPixel16Interlace ;
DB = Renderers_DrawBackdrop16Normal2x1 ;
DM7BG1 = M7M1 ? Renderers_DrawMode7MosaicBG1Normal2x1 : Renderers_DrawMode7BG1Normal2x1 ;
DM7BG2 = M7M2 ? Renderers_DrawMode7MosaicBG2Normal2x1 : Renderers_DrawMode7BG2Normal2x1 ;
GFX . LinesPerTile = 4 ;
}
else
{
DT = Renderers_DrawTile16Normal2x1 ;
DCT = Renderers_DrawClippedTile16Normal2x1 ;
DMP = Renderers_DrawMosaicPixel16Normal2x1 ;
DB = Renderers_DrawBackdrop16Normal2x1 ;
DM7BG1 = M7M1 ? Renderers_DrawMode7MosaicBG1Normal2x1 : Renderers_DrawMode7BG1Normal2x1 ;
DM7BG2 = M7M2 ? Renderers_DrawMode7MosaicBG2Normal2x1 : Renderers_DrawMode7BG2Normal2x1 ;
GFX . LinesPerTile = 8 ;
}
}
GFX . DrawTileNomath = DT [ 0 ] ;
GFX . DrawClippedTileNomath = DCT [ 0 ] ;
GFX . DrawMosaicPixelNomath = DMP [ 0 ] ;
GFX . DrawBackdropNomath = DB [ 0 ] ;
GFX . DrawMode7BG1Nomath = DM7BG1 [ 0 ] ;
GFX . DrawMode7BG2Nomath = DM7BG2 [ 0 ] ;
int i ;
if ( ! Settings . Transparency )
i = 0 ;
else
{
i = ( Memory . FillRAM [ 0x2131 ] & 0x80 ) ? 4 : 1 ;
if ( Memory . FillRAM [ 0x2131 ] & 0x40 )
{
i + + ;
if ( Memory . FillRAM [ 0x2130 ] & 2 )
i + + ;
}
}
GFX . DrawTileMath = DT [ i ] ;
GFX . DrawClippedTileMath = DCT [ i ] ;
GFX . DrawMosaicPixelMath = DMP [ i ] ;
GFX . DrawBackdropMath = DB [ i ] ;
GFX . DrawMode7BG1Math = DM7BG1 [ i ] ;
GFX . DrawMode7BG2Math = DM7BG2 [ i ] ;
}
void S9xSelectTileConverter ( int depth , bool8 hires , bool8 sub , bool8 mosaic )
{
switch ( depth )
{
case 8 :
BG . ConvertTile = BG . ConvertTileFlip = ConvertTile8 ;
BG . Buffer = BG . BufferFlip = IPPU . TileCache [ TILE_8BIT ] ;
BG . Buffered = BG . BufferedFlip = IPPU . TileCached [ TILE_8BIT ] ;
BG . TileShift = 6 ;
BG . PaletteShift = 0 ;
BG . PaletteMask = 0 ;
BG . DirectColourMode = Memory . FillRAM [ 0x2130 ] & 1 ;
break ;
case 4 :
if ( hires )
{
if ( sub | | mosaic )
{
BG . ConvertTile = ConvertTile4h_even ;
BG . Buffer = IPPU . TileCache [ TILE_4BIT_EVEN ] ;
BG . Buffered = IPPU . TileCached [ TILE_4BIT_EVEN ] ;
BG . ConvertTileFlip = ConvertTile4h_odd ;
BG . BufferFlip = IPPU . TileCache [ TILE_4BIT_ODD ] ;
BG . BufferedFlip = IPPU . TileCached [ TILE_4BIT_ODD ] ;
}
else
{
BG . ConvertTile = ConvertTile4h_odd ;
BG . Buffer = IPPU . TileCache [ TILE_4BIT_ODD ] ;
BG . Buffered = IPPU . TileCached [ TILE_4BIT_ODD ] ;
BG . ConvertTileFlip = ConvertTile4h_even ;
BG . BufferFlip = IPPU . TileCache [ TILE_4BIT_EVEN ] ;
BG . BufferedFlip = IPPU . TileCached [ TILE_4BIT_EVEN ] ;
}
}
else
{
BG . ConvertTile = BG . ConvertTileFlip = ConvertTile4 ;
BG . Buffer = BG . BufferFlip = IPPU . TileCache [ TILE_4BIT ] ;
BG . Buffered = BG . BufferedFlip = IPPU . TileCached [ TILE_4BIT ] ;
}
BG . TileShift = 5 ;
BG . PaletteShift = 10 - 4 ;
BG . PaletteMask = 7 < < 4 ;
BG . DirectColourMode = FALSE ;
break ;
case 2 :
if ( hires )
{
if ( sub | | mosaic )
{
BG . ConvertTile = ConvertTile2h_even ;
BG . Buffer = IPPU . TileCache [ TILE_2BIT_EVEN ] ;
BG . Buffered = IPPU . TileCached [ TILE_2BIT_EVEN ] ;
BG . ConvertTileFlip = ConvertTile2h_odd ;
BG . BufferFlip = IPPU . TileCache [ TILE_2BIT_ODD ] ;
BG . BufferedFlip = IPPU . TileCached [ TILE_2BIT_ODD ] ;
}
else
{
BG . ConvertTile = ConvertTile2h_odd ;
BG . Buffer = IPPU . TileCache [ TILE_2BIT_ODD ] ;
BG . Buffered = IPPU . TileCached [ TILE_2BIT_ODD ] ;
BG . ConvertTileFlip = ConvertTile2h_even ;
BG . BufferFlip = IPPU . TileCache [ TILE_2BIT_EVEN ] ;
BG . BufferedFlip = IPPU . TileCached [ TILE_2BIT_EVEN ] ;
}
}
else
{
BG . ConvertTile = BG . ConvertTileFlip = ConvertTile2 ;
BG . Buffer = BG . BufferFlip = IPPU . TileCache [ TILE_2BIT ] ;
BG . Buffered = BG . BufferedFlip = IPPU . TileCached [ TILE_2BIT ] ;
}
BG . TileShift = 4 ;
BG . PaletteShift = 10 - 2 ;
BG . PaletteMask = 7 < < 2 ;
BG . DirectColourMode = FALSE ;
break ;
}
}
/*****************************************************************************/
# else
# ifndef NAME1 // First-level: Get all the renderers.
/*****************************************************************************/
# define GET_CACHED_TILE() \
uint32 TileNumber ; \
uint32 TileAddr = BG . TileAddress + ( ( Tile & 0x3ff ) < < BG . TileShift ) ; \
if ( Tile & 0x100 ) \
TileAddr + = BG . NameSelect ; \
TileAddr & = 0xffff ; \
TileNumber = TileAddr > > BG . TileShift ; \
if ( Tile & H_FLIP ) \
{ \
pCache = & BG . BufferFlip [ TileNumber < < 6 ] ; \
if ( ! BG . BufferedFlip [ TileNumber ] ) \
BG . BufferedFlip [ TileNumber ] = BG . ConvertTileFlip ( pCache , TileAddr , Tile & 0x3ff ) ; \
} \
else \
{ \
pCache = & BG . Buffer [ TileNumber < < 6 ] ; \
if ( ! BG . Buffered [ TileNumber ] ) \
BG . Buffered [ TileNumber ] = BG . ConvertTile ( pCache , TileAddr , Tile & 0x3ff ) ; \
}
# define IS_BLANK_TILE() \
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( ( ( Tile & H_FLIP ) ? BG . BufferedFlip [ TileNumber ] : BG . Buffered [ TileNumber ] ) = = BLANK_TILE )
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# define SELECT_PALETTE() \
if ( BG . DirectColourMode ) \
{ \
if ( IPPU . DirectColourMapsNeedRebuild ) \
S9xBuildDirectColourMaps ( ) ; \
GFX . RealScreenColors = DirectColourMaps [ ( Tile > > 10 ) & 7 ] ; \
} \
else \
GFX . RealScreenColors = & IPPU . ScreenColors [ ( ( Tile > > BG . PaletteShift ) & BG . PaletteMask ) + BG . StartPalette ] ; \
GFX . ScreenColors = GFX . ClipColors ? BlackColourMap : GFX . RealScreenColors
# define NOMATH(Op, Main, Sub, SD) \
( Main )
# define REGMATH(Op, Main, Sub, SD) \
( COLOR_ # # Op ( ( Main ) , ( ( SD ) & 0x20 ) ? ( Sub ) : GFX . FixedColour ) )
# define MATHF1_2(Op, Main, Sub, SD) \
( GFX . ClipColors ? ( COLOR_ # # Op ( ( Main ) , GFX . FixedColour ) ) : ( COLOR_ # # Op # # 1 _2 ( ( Main ) , GFX . FixedColour ) ) )
# define MATHS1_2(Op, Main, Sub, SD) \
( GFX . ClipColors ? REGMATH ( Op , Main , Sub , SD ) : ( ( ( SD ) & 0x20 ) ? COLOR_ # # Op # # 1 _2 ( ( Main ) , ( Sub ) ) : COLOR_ # # Op ( ( Main ) , GFX . FixedColour ) ) )
// Basic routine to render an unclipped tile.
// Input parameters:
// BPSTART = either StartLine or (StartLine * 2 + BG.InterlaceLine),
// so interlace modes can render every other line from the tile.
// PITCH = 1 or 2, again so interlace can count lines properly.
// DRAW_PIXEL(N, M) is a routine to actually draw the pixel. N is the pixel in the row to draw,
// and M is a test which if false means the pixel should be skipped.
// Z1 is the "draw if Z1 > cur_depth".
// Z2 is the "cur_depth = new_depth". OBJ need the two separate.
// Pix is the pixel to draw.
# define Z1 GFX.Z1
# define Z2 GFX.Z2
# define DRAW_TILE() \
uint8 * pCache ; \
register int32 l ; \
register uint8 * bp , Pix ; \
\
GET_CACHED_TILE ( ) ; \
if ( IS_BLANK_TILE ( ) ) \
return ; \
SELECT_PALETTE ( ) ; \
\
if ( ! ( Tile & ( V_FLIP | H_FLIP ) ) ) \
{ \
bp = pCache + BPSTART ; \
for ( l = LineCount ; l > 0 ; l - - , bp + = 8 * PITCH , Offset + = GFX . PPL ) \
{ \
DRAW_PIXEL ( 0 , Pix = bp [ 0 ] ) ; \
DRAW_PIXEL ( 1 , Pix = bp [ 1 ] ) ; \
DRAW_PIXEL ( 2 , Pix = bp [ 2 ] ) ; \
DRAW_PIXEL ( 3 , Pix = bp [ 3 ] ) ; \
DRAW_PIXEL ( 4 , Pix = bp [ 4 ] ) ; \
DRAW_PIXEL ( 5 , Pix = bp [ 5 ] ) ; \
DRAW_PIXEL ( 6 , Pix = bp [ 6 ] ) ; \
DRAW_PIXEL ( 7 , Pix = bp [ 7 ] ) ; \
} \
} \
else \
if ( ! ( Tile & V_FLIP ) ) \
{ \
bp = pCache + BPSTART ; \
for ( l = LineCount ; l > 0 ; l - - , bp + = 8 * PITCH , Offset + = GFX . PPL ) \
{ \
DRAW_PIXEL ( 0 , Pix = bp [ 7 ] ) ; \
DRAW_PIXEL ( 1 , Pix = bp [ 6 ] ) ; \
DRAW_PIXEL ( 2 , Pix = bp [ 5 ] ) ; \
DRAW_PIXEL ( 3 , Pix = bp [ 4 ] ) ; \
DRAW_PIXEL ( 4 , Pix = bp [ 3 ] ) ; \
DRAW_PIXEL ( 5 , Pix = bp [ 2 ] ) ; \
DRAW_PIXEL ( 6 , Pix = bp [ 1 ] ) ; \
DRAW_PIXEL ( 7 , Pix = bp [ 0 ] ) ; \
} \
} \
else \
if ( ! ( Tile & H_FLIP ) ) \
{ \
bp = pCache + 56 - BPSTART ; \
for ( l = LineCount ; l > 0 ; l - - , bp - = 8 * PITCH , Offset + = GFX . PPL ) \
{ \
DRAW_PIXEL ( 0 , Pix = bp [ 0 ] ) ; \
DRAW_PIXEL ( 1 , Pix = bp [ 1 ] ) ; \
DRAW_PIXEL ( 2 , Pix = bp [ 2 ] ) ; \
DRAW_PIXEL ( 3 , Pix = bp [ 3 ] ) ; \
DRAW_PIXEL ( 4 , Pix = bp [ 4 ] ) ; \
DRAW_PIXEL ( 5 , Pix = bp [ 5 ] ) ; \
DRAW_PIXEL ( 6 , Pix = bp [ 6 ] ) ; \
DRAW_PIXEL ( 7 , Pix = bp [ 7 ] ) ; \
} \
} \
else \
{ \
bp = pCache + 56 - BPSTART ; \
for ( l = LineCount ; l > 0 ; l - - , bp - = 8 * PITCH , Offset + = GFX . PPL ) \
{ \
DRAW_PIXEL ( 0 , Pix = bp [ 7 ] ) ; \
DRAW_PIXEL ( 1 , Pix = bp [ 6 ] ) ; \
DRAW_PIXEL ( 2 , Pix = bp [ 5 ] ) ; \
DRAW_PIXEL ( 3 , Pix = bp [ 4 ] ) ; \
DRAW_PIXEL ( 4 , Pix = bp [ 3 ] ) ; \
DRAW_PIXEL ( 5 , Pix = bp [ 2 ] ) ; \
DRAW_PIXEL ( 6 , Pix = bp [ 1 ] ) ; \
DRAW_PIXEL ( 7 , Pix = bp [ 0 ] ) ; \
} \
}
# define NAME1 DrawTile16
# define ARGS uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount
// Second-level include: Get the DrawTile16 renderers.
# include "tile.cpp"
# undef NAME1
# undef ARGS
# undef DRAW_TILE
# undef Z1
# undef Z2
// Basic routine to render a clipped tile. Inputs same as above.
# define Z1 GFX.Z1
# define Z2 GFX.Z2
# define DRAW_TILE() \
uint8 * pCache ; \
register int32 l ; \
register uint8 * bp , Pix , w ; \
\
GET_CACHED_TILE ( ) ; \
if ( IS_BLANK_TILE ( ) ) \
return ; \
SELECT_PALETTE ( ) ; \
\
if ( ! ( Tile & ( V_FLIP | H_FLIP ) ) ) \
{ \
bp = pCache + BPSTART ; \
for ( l = LineCount ; l > 0 ; l - - , bp + = 8 * PITCH , Offset + = GFX . PPL ) \
{ \
w = Width ; \
switch ( StartPixel ) \
{ \
case 0 : DRAW_PIXEL ( 0 , Pix = bp [ 0 ] ) ; if ( ! - - w ) break ; \
case 1 : DRAW_PIXEL ( 1 , Pix = bp [ 1 ] ) ; if ( ! - - w ) break ; \
case 2 : DRAW_PIXEL ( 2 , Pix = bp [ 2 ] ) ; if ( ! - - w ) break ; \
case 3 : DRAW_PIXEL ( 3 , Pix = bp [ 3 ] ) ; if ( ! - - w ) break ; \
case 4 : DRAW_PIXEL ( 4 , Pix = bp [ 4 ] ) ; if ( ! - - w ) break ; \
case 5 : DRAW_PIXEL ( 5 , Pix = bp [ 5 ] ) ; if ( ! - - w ) break ; \
case 6 : DRAW_PIXEL ( 6 , Pix = bp [ 6 ] ) ; if ( ! - - w ) break ; \
case 7 : DRAW_PIXEL ( 7 , Pix = bp [ 7 ] ) ; break ; \
} \
} \
} \
else \
if ( ! ( Tile & V_FLIP ) ) \
{ \
bp = pCache + BPSTART ; \
for ( l = LineCount ; l > 0 ; l - - , bp + = 8 * PITCH , Offset + = GFX . PPL ) \
{ \
w = Width ; \
switch ( StartPixel ) \
{ \
case 0 : DRAW_PIXEL ( 0 , Pix = bp [ 7 ] ) ; if ( ! - - w ) break ; \
case 1 : DRAW_PIXEL ( 1 , Pix = bp [ 6 ] ) ; if ( ! - - w ) break ; \
case 2 : DRAW_PIXEL ( 2 , Pix = bp [ 5 ] ) ; if ( ! - - w ) break ; \
case 3 : DRAW_PIXEL ( 3 , Pix = bp [ 4 ] ) ; if ( ! - - w ) break ; \
case 4 : DRAW_PIXEL ( 4 , Pix = bp [ 3 ] ) ; if ( ! - - w ) break ; \
case 5 : DRAW_PIXEL ( 5 , Pix = bp [ 2 ] ) ; if ( ! - - w ) break ; \
case 6 : DRAW_PIXEL ( 6 , Pix = bp [ 1 ] ) ; if ( ! - - w ) break ; \
case 7 : DRAW_PIXEL ( 7 , Pix = bp [ 0 ] ) ; break ; \
} \
} \
} \
else \
if ( ! ( Tile & H_FLIP ) ) \
{ \
bp = pCache + 56 - BPSTART ; \
for ( l = LineCount ; l > 0 ; l - - , bp - = 8 * PITCH , Offset + = GFX . PPL ) \
{ \
w = Width ; \
switch ( StartPixel ) \
{ \
case 0 : DRAW_PIXEL ( 0 , Pix = bp [ 0 ] ) ; if ( ! - - w ) break ; \
case 1 : DRAW_PIXEL ( 1 , Pix = bp [ 1 ] ) ; if ( ! - - w ) break ; \
case 2 : DRAW_PIXEL ( 2 , Pix = bp [ 2 ] ) ; if ( ! - - w ) break ; \
case 3 : DRAW_PIXEL ( 3 , Pix = bp [ 3 ] ) ; if ( ! - - w ) break ; \
case 4 : DRAW_PIXEL ( 4 , Pix = bp [ 4 ] ) ; if ( ! - - w ) break ; \
case 5 : DRAW_PIXEL ( 5 , Pix = bp [ 5 ] ) ; if ( ! - - w ) break ; \
case 6 : DRAW_PIXEL ( 6 , Pix = bp [ 6 ] ) ; if ( ! - - w ) break ; \
case 7 : DRAW_PIXEL ( 7 , Pix = bp [ 7 ] ) ; break ; \
} \
} \
} \
else \
{ \
bp = pCache + 56 - BPSTART ; \
for ( l = LineCount ; l > 0 ; l - - , bp - = 8 * PITCH , Offset + = GFX . PPL ) \
{ \
w = Width ; \
switch ( StartPixel ) \
{ \
case 0 : DRAW_PIXEL ( 0 , Pix = bp [ 7 ] ) ; if ( ! - - w ) break ; \
case 1 : DRAW_PIXEL ( 1 , Pix = bp [ 6 ] ) ; if ( ! - - w ) break ; \
case 2 : DRAW_PIXEL ( 2 , Pix = bp [ 5 ] ) ; if ( ! - - w ) break ; \
case 3 : DRAW_PIXEL ( 3 , Pix = bp [ 4 ] ) ; if ( ! - - w ) break ; \
case 4 : DRAW_PIXEL ( 4 , Pix = bp [ 3 ] ) ; if ( ! - - w ) break ; \
case 5 : DRAW_PIXEL ( 5 , Pix = bp [ 2 ] ) ; if ( ! - - w ) break ; \
case 6 : DRAW_PIXEL ( 6 , Pix = bp [ 1 ] ) ; if ( ! - - w ) break ; \
case 7 : DRAW_PIXEL ( 7 , Pix = bp [ 0 ] ) ; break ; \
} \
} \
}
# define NAME1 DrawClippedTile16
# define ARGS uint32 Tile, uint32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount
// Second-level include: Get the DrawClippedTile16 renderers.
# include "tile.cpp"
# undef NAME1
# undef ARGS
# undef DRAW_TILE
# undef Z1
# undef Z2
// Basic routine to render a single mosaic pixel.
// DRAW_PIXEL, BPSTART, Z1, Z2 and Pix are the same as above, but PITCH is not used.
# define Z1 GFX.Z1
# define Z2 GFX.Z2
# define DRAW_TILE() \
uint8 * pCache ; \
register int32 l , w ; \
register uint8 Pix ; \
\
GET_CACHED_TILE ( ) ; \
if ( IS_BLANK_TILE ( ) ) \
return ; \
SELECT_PALETTE ( ) ; \
\
if ( Tile & H_FLIP ) \
StartPixel = 7 - StartPixel ; \
\
if ( Tile & V_FLIP ) \
Pix = pCache [ 56 - BPSTART + StartPixel ] ; \
else \
Pix = pCache [ BPSTART + StartPixel ] ; \
\
if ( Pix ) \
{ \
for ( l = LineCount ; l > 0 ; l - - , Offset + = GFX . PPL ) \
{ \
for ( w = Width - 1 ; w > = 0 ; w - - ) \
DRAW_PIXEL ( w , 1 ) ; \
} \
}
# define NAME1 DrawMosaicPixel16
# define ARGS uint32 Tile, uint32 Offset, uint32 StartLine, uint32 StartPixel, uint32 Width, uint32 LineCount
// Second-level include: Get the DrawMosaicPixel16 renderers.
# include "tile.cpp"
# undef NAME1
# undef ARGS
# undef DRAW_TILE
# undef Z1
# undef Z2
// Basic routine to render the backdrop.
// DRAW_PIXEL is the same as above, but since we're just replicating a single pixel there's no need for PITCH or BPSTART
// (or interlace at all, really).
// The backdrop is always depth = 1, so Z1 = Z2 = 1. And backdrop is always color 0.
# define NO_INTERLACE 1
# define Z1 1
# define Z2 1
# define Pix 0
# define DRAW_TILE() \
register uint32 l , x ; \
\
GFX . RealScreenColors = IPPU . ScreenColors ; \
GFX . ScreenColors = GFX . ClipColors ? BlackColourMap : GFX . RealScreenColors ; \
\
for ( l = GFX . StartY ; l < = GFX . EndY ; l + + , Offset + = GFX . PPL ) \
{ \
for ( x = Left ; x < Right ; x + + ) \
DRAW_PIXEL ( x , 1 ) ; \
}
# define NAME1 DrawBackdrop16
# define ARGS uint32 Offset, uint32 Left, uint32 Right
// Second-level include: Get the DrawBackdrop16 renderers.
# include "tile.cpp"
# undef NAME1
# undef ARGS
# undef DRAW_TILE
# undef Pix
# undef Z1
# undef Z2
# undef NO_INTERLACE
// Basic routine to render a chunk of a Mode 7 BG.
// Mode 7 has no interlace, so BPSTART and PITCH are unused.
// We get some new parameters, so we can use the same DRAW_TILE to do BG1 or BG2:
// DCMODE tests if Direct Color should apply.
// BG is the BG, so we use the right clip window.
// MASK is 0xff or 0x7f, the 'color' portion of the pixel.
// We define Z1/Z2 to either be constant 5 or to vary depending on the 'priority' portion of the pixel.
# define CLIP_10_BIT_SIGNED(a) (((a) & 0x2000) ? ((a) | ~0x3ff) : ((a) & 0x3ff))
extern struct SLineMatrixData LineMatrixData [ 240 ] ;
# define NO_INTERLACE 1
# define Z1 (D + 7)
# define Z2 (D + 7)
# define MASK 0xff
# define DCMODE (Memory.FillRAM[0x2130] & 1)
# define BG 0
# define DRAW_TILE_NORMAL() \
uint8 * VRAM1 = Memory . VRAM + 1 ; \
\
if ( DCMODE ) \
{ \
if ( IPPU . DirectColourMapsNeedRebuild ) \
S9xBuildDirectColourMaps ( ) ; \
GFX . RealScreenColors = DirectColourMaps [ 0 ] ; \
} \
else \
GFX . RealScreenColors = IPPU . ScreenColors ; \
\
GFX . ScreenColors = GFX . ClipColors ? BlackColourMap : GFX . RealScreenColors ; \
\
int aa , cc ; \
int startx ; \
\
uint32 Offset = GFX . StartY * GFX . PPL ; \
struct SLineMatrixData * l = & LineMatrixData [ GFX . StartY ] ; \
\
for ( uint32 Line = GFX . StartY ; Line < = GFX . EndY ; Line + + , Offset + = GFX . PPL , l + + ) \
{ \
int yy , starty ; \
\
int32 HOffset = ( ( int32 ) l - > M7HOFS < < 19 ) > > 19 ; \
int32 VOffset = ( ( int32 ) l - > M7VOFS < < 19 ) > > 19 ; \
\
int32 CentreX = ( ( int32 ) l - > CentreX < < 19 ) > > 19 ; \
int32 CentreY = ( ( int32 ) l - > CentreY < < 19 ) > > 19 ; \
\
if ( PPU . Mode7VFlip ) \
starty = 255 - ( int ) ( Line + 1 ) ; \
else \
starty = Line + 1 ; \
\
yy = CLIP_10_BIT_SIGNED ( VOffset - CentreY ) ; \
\
int BB = ( ( l - > MatrixB * starty ) & ~ 63 ) + ( ( l - > MatrixB * yy ) & ~ 63 ) + ( CentreX < < 8 ) ; \
int DD = ( ( l - > MatrixD * starty ) & ~ 63 ) + ( ( l - > MatrixD * yy ) & ~ 63 ) + ( CentreY < < 8 ) ; \
\
if ( PPU . Mode7HFlip ) \
{ \
startx = Right - 1 ; \
aa = - l - > MatrixA ; \
cc = - l - > MatrixC ; \
} \
else \
{ \
startx = Left ; \
aa = l - > MatrixA ; \
cc = l - > MatrixC ; \
} \
\
int xx = CLIP_10_BIT_SIGNED ( HOffset - CentreX ) ; \
int AA = l - > MatrixA * startx + ( ( l - > MatrixA * xx ) & ~ 63 ) ; \
int CC = l - > MatrixC * startx + ( ( l - > MatrixC * xx ) & ~ 63 ) ; \
\
uint8 Pix ; \
\
if ( ! PPU . Mode7Repeat ) \
{ \
for ( uint32 x = Left ; x < Right ; x + + , AA + = aa , CC + = cc ) \
{ \
int X = ( ( AA + BB ) > > 8 ) & 0x3ff ; \
int Y = ( ( CC + DD ) > > 8 ) & 0x3ff ; \
\
uint8 * TileData = VRAM1 + ( Memory . VRAM [ ( ( Y & ~ 7 ) < < 5 ) + ( ( X > > 2 ) & ~ 1 ) ] < < 7 ) ; \
uint8 b = * ( TileData + ( ( Y & 7 ) < < 4 ) + ( ( X & 7 ) < < 1 ) ) ; \
\
DRAW_PIXEL ( x , Pix = ( b & MASK ) ) ; \
} \
} \
else \
{ \
for ( uint32 x = Left ; x < Right ; x + + , AA + = aa , CC + = cc ) \
{ \
int X = ( ( AA + BB ) > > 8 ) ; \
int Y = ( ( CC + DD ) > > 8 ) ; \
\
uint8 b ; \
\
if ( ( ( X | Y ) & ~ 0x3ff ) = = 0 ) \
{ \
uint8 * TileData = VRAM1 + ( Memory . VRAM [ ( ( Y & ~ 7 ) < < 5 ) + ( ( X > > 2 ) & ~ 1 ) ] < < 7 ) ; \
b = * ( TileData + ( ( Y & 7 ) < < 4 ) + ( ( X & 7 ) < < 1 ) ) ; \
} \
else \
if ( PPU . Mode7Repeat = = 3 ) \
b = * ( VRAM1 + ( ( Y & 7 ) < < 4 ) + ( ( X & 7 ) < < 1 ) ) ; \
else \
continue ; \
\
DRAW_PIXEL ( x , Pix = ( b & MASK ) ) ; \
} \
} \
}
# define DRAW_TILE_MOSAIC() \
uint8 * VRAM1 = Memory . VRAM + 1 ; \
\
if ( DCMODE ) \
{ \
if ( IPPU . DirectColourMapsNeedRebuild ) \
S9xBuildDirectColourMaps ( ) ; \
GFX . RealScreenColors = DirectColourMaps [ 0 ] ; \
} \
else \
GFX . RealScreenColors = IPPU . ScreenColors ; \
\
GFX . ScreenColors = GFX . ClipColors ? BlackColourMap : GFX . RealScreenColors ; \
\
int aa , cc ; \
int startx , StartY = GFX . StartY ; \
\
int HMosaic = 1 , VMosaic = 1 , MosaicStart = 0 ; \
int32 MLeft = Left , MRight = Right ; \
\
if ( PPU . BGMosaic [ 0 ] ) \
{ \
VMosaic = PPU . Mosaic ; \
MosaicStart = ( ( uint32 ) GFX . StartY - PPU . MosaicStart ) % VMosaic ; \
StartY - = MosaicStart ; \
} \
\
if ( PPU . BGMosaic [ BG ] ) \
{ \
HMosaic = PPU . Mosaic ; \
MLeft - = MLeft % HMosaic ; \
MRight + = HMosaic - 1 ; \
MRight - = MRight % HMosaic ; \
} \
\
uint32 Offset = StartY * GFX . PPL ; \
struct SLineMatrixData * l = & LineMatrixData [ StartY ] ; \
\
for ( uint32 Line = StartY ; Line < = GFX . EndY ; Line + = VMosaic , Offset + = VMosaic * GFX . PPL , l + = VMosaic ) \
{ \
if ( Line + VMosaic > GFX . EndY ) \
VMosaic = GFX . EndY - Line + 1 ; \
\
int yy , starty ; \
\
int32 HOffset = ( ( int32 ) l - > M7HOFS < < 19 ) > > 19 ; \
int32 VOffset = ( ( int32 ) l - > M7VOFS < < 19 ) > > 19 ; \
\
int32 CentreX = ( ( int32 ) l - > CentreX < < 19 ) > > 19 ; \
int32 CentreY = ( ( int32 ) l - > CentreY < < 19 ) > > 19 ; \
\
if ( PPU . Mode7VFlip ) \
starty = 255 - ( int ) ( Line + 1 ) ; \
else \
starty = Line + 1 ; \
\
yy = CLIP_10_BIT_SIGNED ( VOffset - CentreY ) ; \
\
int BB = ( ( l - > MatrixB * starty ) & ~ 63 ) + ( ( l - > MatrixB * yy ) & ~ 63 ) + ( CentreX < < 8 ) ; \
int DD = ( ( l - > MatrixD * starty ) & ~ 63 ) + ( ( l - > MatrixD * yy ) & ~ 63 ) + ( CentreY < < 8 ) ; \
\
if ( PPU . Mode7HFlip ) \
{ \
startx = MRight - 1 ; \
aa = - l - > MatrixA ; \
cc = - l - > MatrixC ; \
} \
else \
{ \
startx = MLeft ; \
aa = l - > MatrixA ; \
cc = l - > MatrixC ; \
} \
\
int xx = CLIP_10_BIT_SIGNED ( HOffset - CentreX ) ; \
int AA = l - > MatrixA * startx + ( ( l - > MatrixA * xx ) & ~ 63 ) ; \
int CC = l - > MatrixC * startx + ( ( l - > MatrixC * xx ) & ~ 63 ) ; \
\
uint8 Pix ; \
uint8 ctr = 1 ; \
\
if ( ! PPU . Mode7Repeat ) \
{ \
for ( int32 x = MLeft ; x < MRight ; x + + , AA + = aa , CC + = cc ) \
{ \
if ( - - ctr ) \
continue ; \
ctr = HMosaic ; \
\
int X = ( ( AA + BB ) > > 8 ) & 0x3ff ; \
int Y = ( ( CC + DD ) > > 8 ) & 0x3ff ; \
\
uint8 * TileData = VRAM1 + ( Memory . VRAM [ ( ( Y & ~ 7 ) < < 5 ) + ( ( X > > 2 ) & ~ 1 ) ] < < 7 ) ; \
uint8 b = * ( TileData + ( ( Y & 7 ) < < 4 ) + ( ( X & 7 ) < < 1 ) ) ; \
\
if ( ( Pix = ( b & MASK ) ) ) \
{ \
for ( int32 h = MosaicStart ; h < VMosaic ; h + + ) \
{ \
for ( int32 w = x + HMosaic - 1 ; w > = x ; w - - ) \
DRAW_PIXEL ( w + h * GFX . PPL , ( w > = ( int32 ) Left & & w < ( int32 ) Right ) ) ; \
} \
} \
} \
} \
else \
{ \
for ( int32 x = MLeft ; x < MRight ; x + + , AA + = aa , CC + = cc ) \
{ \
if ( - - ctr ) \
continue ; \
ctr = HMosaic ; \
\
int X = ( ( AA + BB ) > > 8 ) ; \
int Y = ( ( CC + DD ) > > 8 ) ; \
\
uint8 b ; \
\
if ( ( ( X | Y ) & ~ 0x3ff ) = = 0 ) \
{ \
uint8 * TileData = VRAM1 + ( Memory . VRAM [ ( ( Y & ~ 7 ) < < 5 ) + ( ( X > > 2 ) & ~ 1 ) ] < < 7 ) ; \
b = * ( TileData + ( ( Y & 7 ) < < 4 ) + ( ( X & 7 ) < < 1 ) ) ; \
} \
else \
if ( PPU . Mode7Repeat = = 3 ) \
b = * ( VRAM1 + ( ( Y & 7 ) < < 4 ) + ( ( X & 7 ) < < 1 ) ) ; \
else \
continue ; \
\
if ( ( Pix = ( b & MASK ) ) ) \
{ \
for ( int32 h = MosaicStart ; h < VMosaic ; h + + ) \
{ \
for ( int32 w = x + HMosaic - 1 ; w > = x ; w - - ) \
DRAW_PIXEL ( w + h * GFX . PPL , ( w > = ( int32 ) Left & & w < ( int32 ) Right ) ) ; \
} \
} \
} \
} \
\
MosaicStart = 0 ; \
}
# define DRAW_TILE() DRAW_TILE_NORMAL()
# define NAME1 DrawMode7BG1
# define ARGS uint32 Left, uint32 Right, int D
// Second-level include: Get the DrawMode7BG1 renderers.
# include "tile.cpp"
# undef NAME1
# undef DRAW_TILE
# define DRAW_TILE() DRAW_TILE_MOSAIC()
# define NAME1 DrawMode7MosaicBG1
// Second-level include: Get the DrawMode7MosaicBG1 renderers.
# include "tile.cpp"
# undef DRAW_TILE
# undef NAME1
# undef Z1
# undef Z2
# undef MASK
# undef DCMODE
# undef BG
# define NAME1 DrawMode7BG2
# define DRAW_TILE() DRAW_TILE_NORMAL()
# define Z1 (D + ((b & 0x80) ? 11 : 3))
# define Z2 (D + ((b & 0x80) ? 11 : 3))
# define MASK 0x7f
# define DCMODE 0
# define BG 1
// Second-level include: Get the DrawMode7BG2 renderers.
# include "tile.cpp"
# undef NAME1
# undef DRAW_TILE
# define DRAW_TILE() DRAW_TILE_MOSAIC()
# define NAME1 DrawMode7MosaicBG2
// Second-level include: Get the DrawMode7MosaicBG2 renderers.
# include "tile.cpp"
# undef MASK
# undef DCMODE
# undef BG
# undef NAME1
# undef ARGS
# undef DRAW_TILE
# undef DRAW_TILE_NORMAL
# undef DRAW_TILE_MOSAIC
# undef Z1
# undef Z2
# undef NO_INTERLACE
/*****************************************************************************/
# else
# ifndef NAME2 // Second-level: Get all the NAME1 renderers.
/*****************************************************************************/
# define BPSTART StartLine
# define PITCH 1
// The 1x1 pixel plotter, for speedhacking modes.
# define DRAW_PIXEL(N, M) \
if ( Z1 > GFX . DB [ Offset + N ] & & ( M ) ) \
{ \
GFX . S [ Offset + N ] = MATH ( GFX . ScreenColors [ Pix ] , GFX . SubScreen [ Offset + N ] , GFX . SubZBuffer [ Offset + N ] ) ; \
GFX . DB [ Offset + N ] = Z2 ; \
}
# define NAME2 Normal1x1
// Third-level include: Get the Normal1x1 renderers.
# include "tile.cpp"
# undef NAME2
# undef DRAW_PIXEL
// The 2x1 pixel plotter, for normal rendering when we've used hires/interlace already this frame.
# define DRAW_PIXEL_N2x1(N, M) \
if ( Z1 > GFX . DB [ Offset + 2 * N ] & & ( M ) ) \
{ \
GFX . S [ Offset + 2 * N ] = GFX . S [ Offset + 2 * N + 1 ] = MATH ( GFX . ScreenColors [ Pix ] , GFX . SubScreen [ Offset + 2 * N ] , GFX . SubZBuffer [ Offset + 2 * N ] ) ; \
GFX . DB [ Offset + 2 * N ] = GFX . DB [ Offset + 2 * N + 1 ] = Z2 ; \
}
# define DRAW_PIXEL(N, M) DRAW_PIXEL_N2x1(N, M)
# define NAME2 Normal2x1
// Third-level include: Get the Normal2x1 renderers.
# include "tile.cpp"
# undef NAME2
# undef DRAW_PIXEL
// Hires pixel plotter, this combines the main and subscreen pixels as appropriate to render hires or pseudo-hires images.
// Use it only on the main screen, subscreen should use Normal2x1 instead.
// Hires math:
// Main pixel is mathed as normal: Main(x, y) * Sub(x, y).
// Sub pixel is mathed somewhat weird: Basically, for Sub(x + 1, y) we apply the same operation we applied to Main(x, y)
// (e.g. no math, add fixed, add1/2 subscreen) using Main(x, y) as the "corresponding subscreen pixel".
// Also, color window clipping clips Sub(x + 1, y) if Main(x, y) is clipped, not Main(x + 1, y).
// We don't know how Sub(0, y) is handled.
# define DRAW_PIXEL_H2x1(N, M) \
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if ( Z1 > GFX . DB [ Offset + 2 * N ] & & ( M ) ) \
{ \
GFX . S [ Offset + 2 * N ] = MATH ( GFX . ScreenColors [ Pix ] , GFX . SubScreen [ Offset + 2 * N ] , GFX . SubZBuffer [ Offset + 2 * N ] ) ; \
GFX . S [ Offset + 2 * N + 1 ] = MATH ( ( GFX . ClipColors ? 0 : GFX . SubScreen [ Offset + 2 * N + 2 ] ) , GFX . RealScreenColors [ Pix ] , GFX . SubZBuffer [ Offset + 2 * N ] ) ; \
GFX . DB [ Offset + 2 * N ] = GFX . DB [ Offset + 2 * N + 1 ] = Z2 ; \
}
/* The logic above shifts everything one pixel to the left, thus producing a blank line on the right. The code below places the pixel on correct positions but
would incur two additional branches for the edges on every pixel .
*/
/ / # define DRAW_PIXEL_H2x1 ( N , M ) \
/ / if ( Z1 > GFX . DB [ Offset + 2 * N ] & & ( M ) ) \
/ / { \
/ / GFX . S [ Offset + 2 * N + 1 ] = MATH ( GFX . ScreenColors [ Pix ] , GFX . SubScreen [ Offset + 2 * N ] , GFX . SubZBuffer [ Offset + 2 * N ] ) ; \
/ / if ( ( Offset + 2 * N ) % GFX . RealPPL ! = ( SNES_WIDTH - 1 ) < < 1 ) \
/ / GFX . S [ Offset + 2 * N + 2 ] = MATH ( ( GFX . ClipColors ? 0 : GFX . SubScreen [ Offset + 2 * N + 2 ] ) , GFX . RealScreenColors [ Pix ] , GFX . SubZBuffer [ Offset + 2 * N ] ) ; \
/ / if ( ( Offset + 2 * N ) % GFX . RealPPL = = 0 ) \
/ / GFX . S [ Offset + 2 * N ] = MATH ( ( GFX . ClipColors ? 0 : GFX . SubScreen [ Offset + 2 * N ] ) , GFX . RealScreenColors [ Pix ] , GFX . SubZBuffer [ Offset + 2 * N ] ) ; \
/ / GFX . DB [ Offset + 2 * N ] = GFX . DB [ Offset + 2 * N + 1 ] = Z2 ; \
// }
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# define DRAW_PIXEL(N, M) DRAW_PIXEL_H2x1(N, M)
# define NAME2 Hires
// Third-level include: Get the Hires renderers.
# include "tile.cpp"
# undef NAME2
# undef DRAW_PIXEL
// Interlace: Only draw every other line, so we'll redefine BPSTART and PITCH to do so.
// Otherwise, it's the same as Normal2x1/Hires2x1.
# undef BPSTART
# undef PITCH
# define BPSTART (StartLine * 2 + BG.InterlaceLine)
# define PITCH 2
# ifndef NO_INTERLACE
# define DRAW_PIXEL(N, M) DRAW_PIXEL_N2x1(N, M)
# define NAME2 Interlace
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// Third-level include: Get the double width Interlace renderers.
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# include "tile.cpp"
# undef NAME2
# undef DRAW_PIXEL
# define DRAW_PIXEL(N, M) DRAW_PIXEL_H2x1(N, M)
# define NAME2 HiresInterlace
// Third-level include: Get the HiresInterlace renderers.
# include "tile.cpp"
# undef NAME2
# undef DRAW_PIXEL
# endif
# undef BPSTART
# undef PITCH
/*****************************************************************************/
# else // Third-level: Renderers for each math mode for NAME1 + NAME2.
/*****************************************************************************/
# define CONCAT3(A, B, C) A##B##C
# define MAKENAME(A, B, C) CONCAT3(A, B, C)
static void MAKENAME ( NAME1 , _ , NAME2 ) ( ARGS )
{
# define MATH(A, B, C) NOMATH(x, A, B, C)
DRAW_TILE ( ) ;
# undef MATH
}
static void MAKENAME ( NAME1 , Add_ , NAME2 ) ( ARGS )
{
# define MATH(A, B, C) REGMATH(ADD, A, B, C)
DRAW_TILE ( ) ;
# undef MATH
}
static void MAKENAME ( NAME1 , AddF1_2_ , NAME2 ) ( ARGS )
{
# define MATH(A, B, C) MATHF1_2(ADD, A, B, C)
DRAW_TILE ( ) ;
# undef MATH
}
static void MAKENAME ( NAME1 , AddS1_2_ , NAME2 ) ( ARGS )
{
# define MATH(A, B, C) MATHS1_2(ADD, A, B, C)
DRAW_TILE ( ) ;
# undef MATH
}
static void MAKENAME ( NAME1 , Sub_ , NAME2 ) ( ARGS )
{
# define MATH(A, B, C) REGMATH(SUB, A, B, C)
DRAW_TILE ( ) ;
# undef MATH
}
static void MAKENAME ( NAME1 , SubF1_2_ , NAME2 ) ( ARGS )
{
# define MATH(A, B, C) MATHF1_2(SUB, A, B, C)
DRAW_TILE ( ) ;
# undef MATH
}
static void MAKENAME ( NAME1 , SubS1_2_ , NAME2 ) ( ARGS )
{
# define MATH(A, B, C) MATHS1_2(SUB, A, B, C)
DRAW_TILE ( ) ;
# undef MATH
}
static void ( * MAKENAME ( Renderers_ , NAME1 , NAME2 ) [ 7 ] ) ( ARGS ) =
{
MAKENAME ( NAME1 , _ , NAME2 ) ,
MAKENAME ( NAME1 , Add_ , NAME2 ) ,
MAKENAME ( NAME1 , AddF1_2_ , NAME2 ) ,
MAKENAME ( NAME1 , AddS1_2_ , NAME2 ) ,
MAKENAME ( NAME1 , Sub_ , NAME2 ) ,
MAKENAME ( NAME1 , SubF1_2_ , NAME2 ) ,
MAKENAME ( NAME1 , SubS1_2_ , NAME2 )
} ;
# undef MAKENAME
# undef CONCAT3
# endif
# endif
# endif