From 795542de2b8b37e03a5f6103b6e67051025d2bd6 Mon Sep 17 00:00:00 2001 From: OV2 Date: Sat, 12 Jan 2013 19:24:41 +0100 Subject: [PATCH] Revert hires pixel logic to anomie's version --- tile.cpp | 29 +++++++++++++++++++++++------ 1 file changed, 23 insertions(+), 6 deletions(-) diff --git a/tile.cpp b/tile.cpp index 12ad6274..b3ca1900 100644 --- a/tile.cpp +++ b/tile.cpp @@ -1387,12 +1387,29 @@ extern struct SLineMatrixData LineMatrixData[240]; // We don't know how Sub(0, y) is handled. #define DRAW_PIXEL_H2x1(N, M) \ - if (Z1 > GFX.DB[Offset + 2 * N] && (M)) \ - { \ - GFX.S[Offset + 2 * N] = MATH((GFX.ClipColors ? 0 : GFX.SubScreen[Offset + 2 * N]), GFX.RealScreenColors[Pix], GFX.SubZBuffer[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; \ - } + 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; \ +// } + + #define DRAW_PIXEL(N, M) DRAW_PIXEL_H2x1(N, M) #define NAME2 Hires