📄 tile.cpp
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/* * Snes9x - Portable Super Nintendo Entertainment System (TM) emulator. * * (c) Copyright 1996 - 2001 Gary Henderson (gary@daniver.demon.co.uk) and * Jerremy Koot (jkoot@snes9x.com) * * Super FX C emulator code * (c) Copyright 1997 - 1999 Ivar (Ivar@snes9x.com) and * Gary Henderson. * Super FX assembler emulator code (c) Copyright 1998 zsKnight and _Demo_. * * DSP1 emulator code (c) Copyright 1998 Ivar, _Demo_ and Gary Henderson. * C4 asm and some C emulation code (c) Copyright 2000 zsKnight and _Demo_. * C4 C code (c) Copyright 2001 Gary Henderson (gary@daniver.demon.co.uk). * * DOS port code contains the works of other authors. See headers in * individual files. * * Snes9x homepage: www.snes9x.com * * Permission to use, copy, modify and 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. * * Snes9x is freeware for PERSONAL USE only. Commercial users should * seek permission of the copyright holders first. Commercial use includes * charging money for Snes9x or software derived from Snes9x. * * 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. */#include "snes9x.h"#include "memmap.h"#include "ppu.h"#include "display.h"#include "gfx.h"#include "tile.h"#ifdef USE_GLIDE#include "3d.h"#endifextern uint32 HeadMask [4];extern uint32 TailMask [5];uint8 ConvertTile (uint8 *pCache, uint32 TileAddr){ register uint8 *tp = &Memory.VRAM[TileAddr]; uint32 *p = (uint32 *) pCache; uint32 non_zero = 0; uint8 line; switch (BG.BitShift) { case 8: for (line = 8; line != 0; line--, tp += 2) { uint32 p1 = 0; uint32 p2 = 0; register uint8 pix; if ((pix = *(tp + 0))) { p1 |= odd_high[0][pix >> 4]; p2 |= odd_low[0][pix & 0xf]; } if ((pix = *(tp + 1))) { p1 |= even_high[0][pix >> 4]; p2 |= even_low[0][pix & 0xf]; } if ((pix = *(tp + 16))) { p1 |= odd_high[1][pix >> 4]; p2 |= odd_low[1][pix & 0xf]; } if ((pix = *(tp + 17))) { p1 |= even_high[1][pix >> 4]; p2 |= even_low[1][pix & 0xf]; } if ((pix = *(tp + 32))) { p1 |= odd_high[2][pix >> 4]; p2 |= odd_low[2][pix & 0xf]; } if ((pix = *(tp + 33))) { p1 |= even_high[2][pix >> 4]; p2 |= even_low[2][pix & 0xf]; } if ((pix = *(tp + 48))) { p1 |= odd_high[3][pix >> 4]; p2 |= odd_low[3][pix & 0xf]; } if ((pix = *(tp + 49))) { p1 |= even_high[3][pix >> 4]; p2 |= even_low[3][pix & 0xf]; } *p++ = p1; *p++ = p2; non_zero |= p1 | p2; } break; case 4: for (line = 8; line != 0; line--, tp += 2) { uint32 p1 = 0; uint32 p2 = 0; register uint8 pix; if ((pix = *(tp + 0))) { p1 |= odd_high[0][pix >> 4]; p2 |= odd_low[0][pix & 0xf]; } if ((pix = *(tp + 1))) { p1 |= even_high[0][pix >> 4]; p2 |= even_low[0][pix & 0xf]; } if ((pix = *(tp + 16))) { p1 |= odd_high[1][pix >> 4]; p2 |= odd_low[1][pix & 0xf]; } if ((pix = *(tp + 17))) { p1 |= even_high[1][pix >> 4]; p2 |= even_low[1][pix & 0xf]; } *p++ = p1; *p++ = p2; non_zero |= p1 | p2; } break; case 2: for (line = 8; line != 0; line--, tp += 2) { uint32 p1 = 0; uint32 p2 = 0; register uint8 pix; if ((pix = *(tp + 0))) { p1 |= odd_high[0][pix >> 4]; p2 |= odd_low[0][pix & 0xf]; } if ((pix = *(tp + 1))) { p1 |= even_high[0][pix >> 4]; p2 |= even_low[0][pix & 0xf]; } *p++ = p1; *p++ = p2; non_zero |= p1 | p2; } break; } return (non_zero ? TRUE : BLANK_TILE);}inline void WRITE_4PIXELS (uint32 Offset, uint8 *Pixels){ uint8 Pixel; uint8 *Screen = GFX.S + Offset; uint8 *Depth = GFX.DB + Offset;#define FN(N) \ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) \ { \ Screen [N] = (uint8) GFX.ScreenColors [Pixel]; \ Depth [N] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3)#undef FN}inline void WRITE_4PIXELS_FLIPPED (uint32 Offset, uint8 *Pixels){ uint8 Pixel; uint8 *Screen = GFX.S + Offset; uint8 *Depth = GFX.DB + Offset;#define FN(N) \ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \ { \ Screen [N] = (uint8) GFX.ScreenColors [Pixel]; \ Depth [N] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3)#undef FN}inline void WRITE_4PIXELSx2 (uint32 Offset, uint8 *Pixels){ uint8 Pixel; uint8 *Screen = GFX.S + Offset; uint8 *Depth = GFX.DB + Offset;#define FN(N) \ if (GFX.Z1 > Depth [0] && (Pixel = Pixels[N])) \ { \ Screen [N * 2] = Screen [N * 2 + 1] = (uint8) GFX.ScreenColors [Pixel]; \ Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3)#undef FN}inline void WRITE_4PIXELS_FLIPPEDx2 (uint32 Offset, uint8 *Pixels){ uint8 Pixel; uint8 *Screen = GFX.S + Offset; uint8 *Depth = GFX.DB + Offset;#define FN(N) \ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \ { \ Screen [N * 2] = Screen [N * 2 + 1] = (uint8) GFX.ScreenColors [Pixel]; \ Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3)#undef FN}inline void WRITE_4PIXELSx2x2 (uint32 Offset, uint8 *Pixels){ uint8 Pixel; uint8 *Screen = GFX.S + Offset; uint8 *Depth = GFX.DB + Offset;#define FN(N) \ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[N])) \ { \ Screen [N * 2] = Screen [N * 2 + 1] = Screen [GFX.RealPitch + N * 2] = \ Screen [GFX.RealPitch + N * 2 + 1] = (uint8) GFX.ScreenColors [Pixel]; \ Depth [N * 2] = Depth [N * 2 + 1] = Depth [GFX.RealPitch + N * 2] = \ Depth [GFX.RealPitch + N * 2 + 1] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3)#undef FN}inline void WRITE_4PIXELS_FLIPPEDx2x2 (uint32 Offset, uint8 *Pixels){ uint8 Pixel; uint8 *Screen = GFX.S + Offset; uint8 *Depth = GFX.DB + Offset;#define FN(N) \ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \ { \ Screen [N * 2] = Screen [N * 2 + 1] = Screen [GFX.RealPitch + N * 2] = \ Screen [GFX.RealPitch + N * 2 + 1] = (uint8) GFX.ScreenColors [Pixel]; \ Depth [N * 2] = Depth [N * 2 + 1] = Depth [GFX.RealPitch + N * 2] = \ Depth [GFX.RealPitch + N * 2 + 1] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3)#undef FN}void DrawTile (uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount){ TILE_PREAMBLE register uint8 *bp; RENDER_TILE(WRITE_4PIXELS, WRITE_4PIXELS_FLIPPED, 4)}void DrawClippedTile (uint32 Tile, uint32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount){ TILE_PREAMBLE register uint8 *bp; TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS, WRITE_4PIXELS_FLIPPED, 4)}void DrawTilex2 (uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount){ TILE_PREAMBLE register uint8 *bp; RENDER_TILE(WRITE_4PIXELSx2, WRITE_4PIXELS_FLIPPEDx2, 8)}void DrawClippedTilex2 (uint32 Tile, uint32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount){ TILE_PREAMBLE register uint8 *bp; TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELSx2, WRITE_4PIXELS_FLIPPEDx2, 8)}void DrawTilex2x2 (uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount){ TILE_PREAMBLE register uint8 *bp; RENDER_TILE(WRITE_4PIXELSx2x2, WRITE_4PIXELS_FLIPPEDx2x2, 8)}void DrawClippedTilex2x2 (uint32 Tile, uint32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount){ TILE_PREAMBLE register uint8 *bp; TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELSx2x2, WRITE_4PIXELS_FLIPPEDx2x2, 8)}void DrawLargePixel (uint32 Tile, uint32 Offset, uint32 StartPixel, uint32 Pixels, uint32 StartLine, uint32 LineCount){ TILE_PREAMBLE register uint8 *sp = GFX.S + Offset; uint8 *Depth = GFX.DB + Offset; uint8 pixel;#define PLOT_PIXEL(screen, pixel) (pixel) RENDER_TILE_LARGE (((uint8) GFX.ScreenColors [pixel]), PLOT_PIXEL)}inline void WRITE_4PIXELS16 (uint32 Offset, uint8 *Pixels){ uint32 Pixel; uint16 *Screen = (uint16 *) GFX.S + Offset; uint8 *Depth = GFX.DB + Offset;#define FN(N) \ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) \ { \ Screen [N] = GFX.ScreenColors [Pixel]; \ Depth [N] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3)#undef FN}inline void WRITE_4PIXELS16_FLIPPED (uint32 Offset, uint8 *Pixels){ uint32 Pixel; uint16 *Screen = (uint16 *) GFX.S + Offset; uint8 *Depth = GFX.DB + Offset;#define FN(N) \ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \ { \ Screen [N] = GFX.ScreenColors [Pixel]; \ Depth [N] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3)#undef FN}inline void WRITE_4PIXELS16x2 (uint32 Offset, uint8 *Pixels){ uint32 Pixel; uint16 *Screen = (uint16 *) GFX.S + Offset; uint8 *Depth = GFX.DB + Offset;#define FN(N) \ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[N])) \ { \ Screen [N * 2] = Screen [N * 2 + 1] = GFX.ScreenColors [Pixel]; \ Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3)#undef FN}inline void WRITE_4PIXELS16_FLIPPEDx2 (uint32 Offset, uint8 *Pixels){ uint32 Pixel; uint16 *Screen = (uint16 *) GFX.S + Offset; uint8 *Depth = GFX.DB + Offset;#define FN(N) \ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \ { \ Screen [N * 2] = Screen [N * 2 + 1] = GFX.ScreenColors [Pixel]; \ Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3)#undef FN}inline void WRITE_4PIXELS16x2x2 (uint32 Offset, uint8 *Pixels){ uint32 Pixel; uint16 *Screen = (uint16 *) GFX.S + Offset; uint8 *Depth = GFX.DB + Offset;#define FN(N) \ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[N])) \ { \ Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GFX.RealPitch >> 1) + N * 2] = \ Screen [(GFX.RealPitch >> 1) + N * 2 + 1] = GFX.ScreenColors [Pixel]; \ Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX.RealPitch >> 1) + N * 2] = \ Depth [(GFX.RealPitch >> 1) + N * 2 + 1] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3)#undef FN}inline void WRITE_4PIXELS16_FLIPPEDx2x2 (uint32 Offset, uint8 *Pixels){ uint32 Pixel; uint16 *Screen = (uint16 *) GFX.S + Offset; uint8 *Depth = GFX.DB + Offset;#define FN(N) \ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \ { \ Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GFX.RealPitch >> 1) + N * 2] = \ Screen [(GFX.RealPitch >> 1) + N * 2 + 1] = GFX.ScreenColors [Pixel]; \ Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX.RealPitch >> 1) + N * 2] = \ Depth [(GFX.RealPitch >> 1) + N * 2 + 1] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3)#undef FN}void DrawTile16 (uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount){ TILE_PREAMBLE register uint8 *bp; RENDER_TILE(WRITE_4PIXELS16, WRITE_4PIXELS16_FLIPPED, 4)}void DrawClippedTile16 (uint32 Tile, uint32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount){ TILE_PREAMBLE register uint8 *bp; TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16, WRITE_4PIXELS16_FLIPPED, 4)}void DrawTile16x2 (uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount){ TILE_PREAMBLE register uint8 *bp; RENDER_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8)}void DrawClippedTile16x2 (uint32 Tile, uint32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount){ TILE_PREAMBLE register uint8 *bp; TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8)}void DrawTile16x2x2 (uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount){ TILE_PREAMBLE register uint8 *bp; RENDER_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8)}void DrawClippedTile16x2x2 (uint32 Tile, uint32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount){ TILE_PREAMBLE register uint8 *bp; TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8)}void DrawLargePixel16 (uint32 Tile, uint32 Offset, uint32 StartPixel, uint32 Pixels, uint32 StartLine, uint32 LineCount){ TILE_PREAMBLE register uint16 *sp = (uint16 *) GFX.S + Offset; uint8 *Depth = GFX.DB + Offset; uint16 pixel; RENDER_TILE_LARGE (GFX.ScreenColors [pixel], PLOT_PIXEL)}inline void WRITE_4PIXELS16_ADD (uint32 Offset, uint8 *Pixels){ uint32 Pixel; uint16 *Screen = (uint16 *) GFX.S + Offset; uint8 *Depth = GFX.ZBuffer + Offset; uint8 *SubDepth = GFX.SubZBuffer + Offset;#define FN(N) \ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) \ { \ if (SubDepth [N]) \ { \ if (SubDepth [N] != 1) \ Screen [N] = COLOR_ADD (GFX.ScreenColors [Pixel], \ Screen [GFX.Delta + N]); \ else \ Screen [N] = COLOR_ADD (GFX.ScreenColors [Pixel], \ GFX.FixedColour); \ } \ else \ Screen [N] = GFX.ScreenColors [Pixel]; \ Depth [N] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3)#undef FN}inline void WRITE_4PIXELS16_FLIPPED_ADD (uint32 Offset, uint8 *Pixels){ uint32 Pixel; uint16 *Screen = (uint16 *) GFX.S + Offset; uint8 *Depth = GFX.ZBuffer + Offset; uint8 *SubDepth = GFX.SubZBuffer + Offset;#define FN(N) \
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