/*****************************************************************************\ 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