/*****************************************************************************\
     Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
                This file is licensed under the Snes9x License.
   For further information, consult the LICENSE file in the root directory.
\*****************************************************************************/

// 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)
{
	int	i;

	for (i = 0; i < 16; i++)
	{
		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++)
	{
		uint8	m = 0;
		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)
{
	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;
		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)
{
	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;
		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)
{
	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;
		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)
{
	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;
		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)
{
	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;
		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)
{
	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;
		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)
{
	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;
		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;

	bool8 interlace = obj ? FALSE : IPPU.Interlace;
	bool8 hires = !sub && (BGMode == 5 || BGMode == 6 || IPPU.PseudoHires);

	if (!IPPU.DoubleWidthPixels)	// normal width
	{
		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;
	}
	else if(hires)					// hires double width
	{
		if (interlace)
		{
			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;
		}
	}
	else							// normal double width
	{
		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() \
	( ( (Tile & H_FLIP) ? BG.BufferedFlip[TileNumber] : BG.Buffered[TileNumber]) == BLANK_TILE)

#define SELECT_PALETTE() \
	if (BG.DirectColourMode) \
	{ \
		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; \
	int32	l; \
	uint8	*bp, Pix; \
	\
	GET_CACHED_TILE(); \
	if (IS_BLANK_TILE()) \
		return; \
	SELECT_PALETTE(); \
	\
	if (!(Tile & (V_FLIP | H_FLIP))) \
	{ \
		bp = pCache + BPSTART; \
		OFFSET_IN_LINE; \
		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; \
		OFFSET_IN_LINE; \
		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; \
		OFFSET_IN_LINE; \
		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; \
		OFFSET_IN_LINE; \
		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; \
	int32	l; \
	uint8	*bp, Pix, w; \
	\
	GET_CACHED_TILE(); \
	if (IS_BLANK_TILE()) \
		return; \
	SELECT_PALETTE(); \
	\
	if (!(Tile & (V_FLIP | H_FLIP))) \
	{ \
		bp = pCache + BPSTART; \
		OFFSET_IN_LINE; \
		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; /* Fall through */ \
				case 1: DRAW_PIXEL(1, Pix = bp[1]); if (!--w) break; /* Fall through */ \
				case 2: DRAW_PIXEL(2, Pix = bp[2]); if (!--w) break; /* Fall through */ \
				case 3: DRAW_PIXEL(3, Pix = bp[3]); if (!--w) break; /* Fall through */ \
				case 4: DRAW_PIXEL(4, Pix = bp[4]); if (!--w) break; /* Fall through */ \
				case 5: DRAW_PIXEL(5, Pix = bp[5]); if (!--w) break; /* Fall through */ \
				case 6: DRAW_PIXEL(6, Pix = bp[6]); if (!--w) break; /* Fall through */ \
				case 7: DRAW_PIXEL(7, Pix = bp[7]); break; \
			} \
		} \
	} \
	else \
	if (!(Tile & V_FLIP)) \
	{ \
		bp = pCache + BPSTART; \
		OFFSET_IN_LINE; \
		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; /* Fall through */ \
				case 1: DRAW_PIXEL(1, Pix = bp[6]); if (!--w) break; /* Fall through */ \
				case 2: DRAW_PIXEL(2, Pix = bp[5]); if (!--w) break; /* Fall through */ \
				case 3: DRAW_PIXEL(3, Pix = bp[4]); if (!--w) break; /* Fall through */ \
				case 4: DRAW_PIXEL(4, Pix = bp[3]); if (!--w) break; /* Fall through */ \
				case 5: DRAW_PIXEL(5, Pix = bp[2]); if (!--w) break; /* Fall through */ \
				case 6: DRAW_PIXEL(6, Pix = bp[1]); if (!--w) break; /* Fall through */ \
				case 7: DRAW_PIXEL(7, Pix = bp[0]); break; \
			} \
		} \
	} \
	else \
	if (!(Tile & H_FLIP)) \
	{ \
		bp = pCache + 56 - BPSTART; \
		OFFSET_IN_LINE; \
		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; /* Fall through */ \
				case 1: DRAW_PIXEL(1, Pix = bp[1]); if (!--w) break; /* Fall through */ \
				case 2: DRAW_PIXEL(2, Pix = bp[2]); if (!--w) break; /* Fall through */ \
				case 3: DRAW_PIXEL(3, Pix = bp[3]); if (!--w) break; /* Fall through */ \
				case 4: DRAW_PIXEL(4, Pix = bp[4]); if (!--w) break; /* Fall through */ \
				case 5: DRAW_PIXEL(5, Pix = bp[5]); if (!--w) break; /* Fall through */ \
				case 6: DRAW_PIXEL(6, Pix = bp[6]); if (!--w) break; /* Fall through */ \
				case 7: DRAW_PIXEL(7, Pix = bp[7]); break; \
			} \
		} \
	} \
	else \
	{ \
		bp = pCache + 56 - BPSTART; \
		OFFSET_IN_LINE; \
		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; /* Fall through */ \
				case 1: DRAW_PIXEL(1, Pix = bp[6]); if (!--w) break; /* Fall through */ \
				case 2: DRAW_PIXEL(2, Pix = bp[5]); if (!--w) break; /* Fall through */ \
				case 3: DRAW_PIXEL(3, Pix = bp[4]); if (!--w) break; /* Fall through */ \
				case 4: DRAW_PIXEL(4, Pix = bp[3]); if (!--w) break; /* Fall through */ \
				case 5: DRAW_PIXEL(5, Pix = bp[2]); if (!--w) break; /* Fall through */ \
				case 6: DRAW_PIXEL(6, Pix = bp[1]); if (!--w) break; /* Fall through */ \
				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; \
	int32	l, w; \
	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) \
	{ \
		OFFSET_IN_LINE; \
		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() \
	uint32	l, x; \
	\
	GFX.RealScreenColors = IPPU.ScreenColors; \
	GFX.ScreenColors = GFX.ClipColors ? BlackColourMap : GFX.RealScreenColors; \
	\
	OFFSET_IN_LINE; \
	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) \
	{ \
		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]; \
	\
	OFFSET_IN_LINE; \
	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) \
	{ \
		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]; \
	\
	OFFSET_IN_LINE; \
	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 OFFSET_IN_LINE
#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
#undef OFFSET_IN_LINE

// 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) \
	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 ((OffsetInLine + 2 * N ) != (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 ((OffsetInLine + 2 * N) == 0 || (OffsetInLine + 2 * N) == GFX.RealPPL) \
			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 OFFSET_IN_LINE \
	uint32 OffsetInLine = Offset % GFX.RealPPL;
#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
#undef OFFSET_IN_LINE

// 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 OFFSET_IN_LINE
#define DRAW_PIXEL(N, M)	DRAW_PIXEL_N2x1(N, M)
#define NAME2				Interlace

// Third-level include: Get the double width Interlace renderers.

#include "tile.cpp"

#undef NAME2
#undef DRAW_PIXEL
#undef OFFSET_IN_LINE

#define OFFSET_IN_LINE \
	uint32 OffsetInLine = Offset % GFX.RealPPL;
#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
#undef OFFSET_IN_LINE

#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