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authoraliaspider2015-11-09 20:42:25 +0100
committeraliaspider2015-11-09 20:42:25 +0100
commite144a0acc4854ad80f9e6945f4d94223ee865d78 (patch)
treeba76f908710407e43ca31ec51eca73a60d525eb2 /src/tile.c
parent8d4780b83a112579e729a6f163ccd0ff30fc829f (diff)
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reindent all files.
Diffstat (limited to 'src/tile.c')
-rw-r--r--src/tile.c1768
1 files changed, 907 insertions, 861 deletions
diff --git a/src/tile.c b/src/tile.c
index b1e53d1..24a3109 100644
--- a/src/tile.c
+++ b/src/tile.c
@@ -4,7 +4,7 @@
* (c) Copyright 1996 - 2001 Gary Henderson (gary.henderson@ntlworld.com) and
* Jerremy Koot (jkoot@snes9x.com)
*
- * Super FX C emulator code
+ * 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_.
@@ -49,1298 +49,1344 @@
extern uint32 HeadMask [4];
extern uint32 TailMask [5];
-uint8 ConvertTile (uint8 *pCache, uint32 TileAddr)
+uint8 ConvertTile(uint8* pCache, uint32 TileAddr)
{
- register uint8 *tp = &Memory.VRAM[TileAddr];
- uint32 *p = (uint32 *) pCache;
- uint32 non_zero = 0;
- uint8 line;
- uint32 p1;
- uint32 p2;
- register uint8 pix;
-
- switch (BG.BitShift)
- {
- case 8:
- for (line = 8; line != 0; line--, tp += 2)
- {
- p1 = p2 = 0;
- 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)
- {
- p1 = p2 = 0;
- 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)
- {
- p1 = p2 = 0;
- 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);
+ register uint8* tp = &Memory.VRAM[TileAddr];
+ uint32* p = (uint32*) pCache;
+ uint32 non_zero = 0;
+ uint8 line;
+ uint32 p1;
+ uint32 p2;
+ register uint8 pix;
+
+ switch (BG.BitShift)
+ {
+ case 8:
+ for (line = 8; line != 0; line--, tp += 2)
+ {
+ p1 = p2 = 0;
+ 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)
+ {
+ p1 = p2 = 0;
+ 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)
+ {
+ p1 = p2 = 0;
+ 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);
}
-static INLINE void WRITE_4PIXELS (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS(uint32 Offset, uint8* Pixels)
{
- register uint8 Pixel;
- uint8 *Screen = GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
+ register 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; \
+ Screen [N] = (uint8) GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
}
- FN(0)
- FN(1)
- FN(2)
- FN(3)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS_FLIPPED (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS_FLIPPED(uint32 Offset, uint8* Pixels)
{
- register uint8 Pixel;
- uint8 *Screen = GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
+ register 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; \
+ Screen [N] = (uint8) GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
}
- FN(0)
- FN(1)
- FN(2)
- FN(3)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-inline void WRITE_4PIXELSHI16 (uint32 Offset, uint8 *Pixels)
+inline void WRITE_4PIXELSHI16(uint32 Offset, uint8* Pixels)
{
- uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
+ uint32 Pixel;
+ uint16* Screen = (uint16*) GFX.S + Offset;
+ uint8* Depth = GFX.DB + Offset;
#define FN(N) \
if (GFX.Z1 > Depth [N] && (Pixel = Pixels[2*N])) \
{ \
- Screen [N] = GFX.ScreenColors [Pixel]; \
- Depth [N] = GFX.Z2; \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
}
- FN(0)
- FN(1)
- FN(2)
- FN(3)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-inline void WRITE_4PIXELSHI16_FLIPPED (uint32 Offset, uint8 *Pixels)
+inline void WRITE_4PIXELSHI16_FLIPPED(uint32 Offset, uint8* Pixels)
{
- uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
+ uint32 Pixel;
+ uint16* Screen = (uint16*) GFX.S + Offset;
+ uint8* Depth = GFX.DB + Offset;
#define FN(N) \
if (GFX.Z1 > Depth [N] && (Pixel = Pixels[6 - 2*N])) \
{ \
- Screen [N] = GFX.ScreenColors [Pixel]; \
- Depth [N] = GFX.Z2; \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
}
- FN(0)
- FN(1)
- FN(2)
- FN(3)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELSx2 (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELSx2(uint32 Offset, uint8* Pixels)
{
- register uint8 Pixel;
- uint8 *Screen = GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
+ register 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; \
+ 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)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS_FLIPPEDx2 (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS_FLIPPEDx2(uint32 Offset, uint8* Pixels)
{
- register uint8 Pixel;
- uint8 *Screen = GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
+ register 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; \
+ 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)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELSx2x2 (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELSx2x2(uint32 Offset, uint8* Pixels)
{
- register uint8 Pixel;
- uint8 *Screen = GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
+ register 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_PITCH + N * 2] = \
- Screen [GFX_PITCH + N * 2 + 1] = (uint8) GFX.ScreenColors [Pixel]; \
- Depth [N * 2] = Depth [N * 2 + 1] = Depth [GFX_PITCH + N * 2] = \
- Depth [GFX_PITCH + N * 2 + 1] = GFX.Z2; \
+ Screen [N * 2] = Screen [N * 2 + 1] = Screen [GFX_PITCH + N * 2] = \
+ Screen [GFX_PITCH + N * 2 + 1] = (uint8) GFX.ScreenColors [Pixel]; \
+ Depth [N * 2] = Depth [N * 2 + 1] = Depth [GFX_PITCH + N * 2] = \
+ Depth [GFX_PITCH + N * 2 + 1] = GFX.Z2; \
}
- FN(0)
- FN(1)
- FN(2)
- FN(3)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS_FLIPPEDx2x2 (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS_FLIPPEDx2x2(uint32 Offset, uint8* Pixels)
{
- register uint8 Pixel;
- uint8 *Screen = GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
+ register 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_PITCH + N * 2] = \
- Screen [GFX_PITCH + N * 2 + 1] = (uint8) GFX.ScreenColors [Pixel]; \
- Depth [N * 2] = Depth [N * 2 + 1] = Depth [GFX_PITCH + N * 2] = \
- Depth [GFX_PITCH + N * 2 + 1] = GFX.Z2; \
+ Screen [N * 2] = Screen [N * 2 + 1] = Screen [GFX_PITCH + N * 2] = \
+ Screen [GFX_PITCH + N * 2 + 1] = (uint8) GFX.ScreenColors [Pixel]; \
+ Depth [N * 2] = Depth [N * 2 + 1] = Depth [GFX_PITCH + N * 2] = \
+ Depth [GFX_PITCH + N * 2 + 1] = GFX.Z2; \
}
- FN(0)
- FN(1)
- FN(2)
- FN(3)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-void DrawTile (uint32 Tile, uint32 Offset, uint32 StartLine,
- uint32 LineCount)
+void DrawTile(uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
{
- TILE_PREAMBLE
+ TILE_PREAMBLE
- register uint8 *bp;
+ register uint8* bp;
- RENDER_TILE(WRITE_4PIXELS, WRITE_4PIXELS_FLIPPED, 4)
+ RENDER_TILE(WRITE_4PIXELS, WRITE_4PIXELS_FLIPPED, 4)
}
-void DrawClippedTile (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Width,
- uint32 StartLine, uint32 LineCount)
+void DrawClippedTile(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- TILE_CLIP_PREAMBLE
- RENDER_CLIPPED_TILE(WRITE_4PIXELS, WRITE_4PIXELS_FLIPPED, 4)
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS, WRITE_4PIXELS_FLIPPED, 4)
}
-void DrawTilex2 (uint32 Tile, uint32 Offset, uint32 StartLine,
- uint32 LineCount)
+void DrawTilex2(uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
{
- TILE_PREAMBLE
+ TILE_PREAMBLE
- register uint8 *bp;
+ register uint8* bp;
- RENDER_TILE(WRITE_4PIXELSx2, WRITE_4PIXELS_FLIPPEDx2, 8)
+ RENDER_TILE(WRITE_4PIXELSx2, WRITE_4PIXELS_FLIPPEDx2, 8)
}
-void DrawClippedTilex2 (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Width,
- uint32 StartLine, uint32 LineCount)
+void DrawClippedTilex2(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- TILE_CLIP_PREAMBLE
- RENDER_CLIPPED_TILE(WRITE_4PIXELSx2, WRITE_4PIXELS_FLIPPEDx2, 8)
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELSx2, WRITE_4PIXELS_FLIPPEDx2, 8)
}
-void DrawTilex2x2 (uint32 Tile, uint32 Offset, uint32 StartLine,
- uint32 LineCount)
+void DrawTilex2x2(uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
{
- TILE_PREAMBLE
+ TILE_PREAMBLE
- register uint8 *bp;
+ register uint8* bp;
- RENDER_TILE(WRITE_4PIXELSx2x2, WRITE_4PIXELS_FLIPPEDx2x2, 8)
+ RENDER_TILE(WRITE_4PIXELSx2x2, WRITE_4PIXELS_FLIPPEDx2x2, 8)
}
-void DrawClippedTilex2x2 (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Width,
- uint32 StartLine, uint32 LineCount)
+void DrawClippedTilex2x2(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- TILE_CLIP_PREAMBLE
- RENDER_CLIPPED_TILE(WRITE_4PIXELSx2x2, WRITE_4PIXELS_FLIPPEDx2x2, 8)
+ 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)
+void DrawLargePixel(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
+ TILE_PREAMBLE
- register uint8 *sp = GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
- uint8 pixel;
+ 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)
+ RENDER_TILE_LARGE(((uint8) GFX.ScreenColors [pixel]), PLOT_PIXEL)
}
-static INLINE void WRITE_4PIXELS16 (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
+ register 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; \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
}
- FN(0)
- FN(1)
- FN(2)
- FN(3)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS16_FLIPPED (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16_FLIPPED(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
+ register 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; \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
}
- FN(0)
- FN(1)
- FN(2)
- FN(3)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS16x2 (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16x2(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
+ register 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; \
+ 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)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS16_FLIPPEDx2 (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16_FLIPPEDx2(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
+ register 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; \
+ 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)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS16x2x2 (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16x2x2(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
+ register 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_PITCH >> 1) + N * 2] = \
- Screen [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.ScreenColors [Pixel]; \
- Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX_PITCH >> 1) + N * 2] = \
- Depth [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.Z2; \
+ Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GFX_PITCH >> 1) + N * 2] = \
+ Screen [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.ScreenColors [Pixel]; \
+ Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX_PITCH >> 1) + N * 2] = \
+ Depth [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.Z2; \
}
- FN(0)
- FN(1)
- FN(2)
- FN(3)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS16_FLIPPEDx2x2 (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16_FLIPPEDx2x2(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
+ register 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_PITCH >> 1) + N * 2] = \
- Screen [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.ScreenColors [Pixel]; \
- Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX_PITCH >> 1) + N * 2] = \
- Depth [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.Z2; \
+ Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GFX_PITCH >> 1) + N * 2] = \
+ Screen [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.ScreenColors [Pixel]; \
+ Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX_PITCH >> 1) + N * 2] = \
+ Depth [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.Z2; \
}
- FN(0)
- FN(1)
- FN(2)
- FN(3)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-void DrawTile16_OBJ (uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount)
+void DrawTile16_OBJ(uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount)
{
-// TILE_PREAMBLE
-
- uint8 *pCache;
- uint32 TileAddr = BG.TileAddress + ((Tile & 0x3ff) << 5);
- if (Tile & 0x100){
- TileAddr += BG.NameSelect;
- }
-
- TileAddr &= 0xffff;
-
- uint32 TileNumber;
- pCache = &BG.Buffer[(TileNumber = (TileAddr >> 5)) << 6];
-
- if (!BG.Buffered [TileNumber]){
- BG.Buffered[TileNumber] = ConvertTile (pCache, TileAddr);
- }
-
- if (BG.Buffered [TileNumber] == BLANK_TILE){
- TileBlank = Tile & 0xFFFFFFFF;
- return;
- }
-
- GFX.ScreenColors = &IPPU.ScreenColors [(((Tile >> 10) & 7) << 4) + 128];
-
- register uint8* bp;
- register int inc;
-
- if (Tile & V_FLIP){
- bp = pCache + 56 - StartLine;
- inc = -8;
- } else {
- bp = pCache + StartLine;
- inc = 8;
- }
-
- uint16* Screen = (uint16 *) GFX.S + Offset;
- uint16* Colors = GFX.ScreenColors;
- uint8* Depth = GFX.DB + Offset;
- int GFX_Z1 = GFX.Z1;
- int GFX_Z2 = GFX.Z2;
-
- if (!(Tile & H_FLIP)){
+ // TILE_PREAMBLE
+
+ uint8* pCache;
+ uint32 TileAddr = BG.TileAddress + ((Tile & 0x3ff) << 5);
+ if (Tile & 0x100)
+ TileAddr += BG.NameSelect;
+
+ TileAddr &= 0xffff;
+
+ uint32 TileNumber;
+ pCache = &BG.Buffer[(TileNumber = (TileAddr >> 5)) << 6];
+
+ if (!BG.Buffered [TileNumber])
+ BG.Buffered[TileNumber] = ConvertTile(pCache, TileAddr);
+
+ if (BG.Buffered [TileNumber] == BLANK_TILE)
+ {
+ TileBlank = Tile & 0xFFFFFFFF;
+ return;
+ }
+
+ GFX.ScreenColors = &IPPU.ScreenColors [(((Tile >> 10) & 7) << 4) + 128];
+
+ register uint8* bp;
+ register int inc;
+
+ if (Tile & V_FLIP)
+ {
+ bp = pCache + 56 - StartLine;
+ inc = -8;
+ }
+ else
+ {
+ bp = pCache + StartLine;
+ inc = 8;
+ }
+
+ uint16* Screen = (uint16*) GFX.S + Offset;
+ uint16* Colors = GFX.ScreenColors;
+ uint8* Depth = GFX.DB + Offset;
+ int GFX_Z1 = GFX.Z1;
+ int GFX_Z2 = GFX.Z2;
+
+ if (!(Tile & H_FLIP))
+ {
#define FN(N) \
if (GFX_Z1 > Depth[N] && bp[N]){ \
- Screen[N] = Colors[bp[N]]; \
- Depth[N] = GFX_Z2; \
- }
- while ( LineCount-- ){
- if ( *(uint32*)bp ){
- FN(0); FN(1); FN(2); FN(3);
- }
-
- if ( *(uint32 *)(bp + 4) ){
- FN(4); FN(5); FN(6); FN(7);
- }
- bp += inc;
- Screen += GFX_PPL;
- Depth += GFX_PPL;
- }
+ Screen[N] = Colors[bp[N]]; \
+ Depth[N] = GFX_Z2; \
+ }
+ while (LineCount--)
+ {
+ if (*(uint32*)bp)
+ {
+ FN(0);
+ FN(1);
+ FN(2);
+ FN(3);
+ }
+
+ if (*(uint32*)(bp + 4))
+ {
+ FN(4);
+ FN(5);
+ FN(6);
+ FN(7);
+ }
+ bp += inc;
+ Screen += GFX_PPL;
+ Depth += GFX_PPL;
+ }
#undef FN
- } else {
+ }
+ else
+ {
#define FN(N, B) \
- if (GFX_Z1 > Depth[N] && bp[B]){ \
- Screen[N] = Colors[bp[B]]; \
- Depth[N] = GFX_Z2; \
+ if (GFX_Z1 > Depth[N] && bp[B]){ \
+ Screen[N] = Colors[bp[B]]; \
+ Depth[N] = GFX_Z2; \
}
- while ( LineCount-- ){
- if ( *(uint32 *)(bp + 4) ){
- FN(0, 7); FN(1, 6); FN(2, 5); FN(3, 4);
- }
-
- if ( *(uint32*)bp ){
- FN(4, 3); FN(5, 2); FN(6, 1); FN(7, 0);
- }
- bp += inc;
- Screen += GFX_PPL;
- Depth += GFX_PPL;
- }
+ while (LineCount--)
+ {
+ if (*(uint32*)(bp + 4))
+ {
+ FN(0, 7);
+ FN(1, 6);
+ FN(2, 5);
+ FN(3, 4);
+ }
+
+ if (*(uint32*)bp)
+ {
+ FN(4, 3);
+ FN(5, 2);
+ FN(6, 1);
+ FN(7, 0);
+ }
+ bp += inc;
+ Screen += GFX_PPL;
+ Depth += GFX_PPL;
+ }
#undef FN
- }
+ }
}
-void DrawTile16 (uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount)
+void DrawTile16(uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount)
{
-// TILE_PREAMBLE
-
- uint8 *pCache;
- uint32 TileAddr = BG.TileAddress + ((Tile & 0x3ff) << BG.TileShift);
-
- TileAddr &= 0xffff;
-
- uint32 TileNumber;
- pCache = &BG.Buffer[(TileNumber = (TileAddr >> BG.TileShift)) << 6];
-
- if (!BG.Buffered [TileNumber]){
- BG.Buffered[TileNumber] = ConvertTile (pCache, TileAddr);
- }
-
- if (BG.Buffered [TileNumber] == BLANK_TILE)
- {
- TileBlank = Tile & 0xFFFFFFFF;
- return;
- }
-
- if (BG.DirectColourMode){
- if (IPPU.DirectColourMapsNeedRebuild){
- S9xBuildDirectColourMaps ();
- }
- GFX.ScreenColors = DirectColourMaps [(Tile >> 10) & BG.PaletteMask];
- } else {
- GFX.ScreenColors = &IPPU.ScreenColors [(((Tile >> 10) & BG.PaletteMask) << BG.PaletteShift) + BG.StartPalette];
- }
-
- register uint8* bp;
- register int inc;
-
- if (Tile & V_FLIP){
- bp = pCache + 56 - StartLine;
- inc = -8;
- } else {
- bp = pCache + StartLine;
- inc = 8;
- }
-
- uint16* Screen = (uint16 *) GFX.S + Offset;
- uint16* Colors = GFX.ScreenColors;
- uint8* Depth = GFX.DB + Offset;
- int GFX_Z1 = GFX.Z1;
-// int GFX_Z2 = GFX.Z2;
-
- if (!(Tile & H_FLIP)){
+ // TILE_PREAMBLE
+
+ uint8* pCache;
+ uint32 TileAddr = BG.TileAddress + ((Tile & 0x3ff) << BG.TileShift);
+
+ TileAddr &= 0xffff;
+
+ uint32 TileNumber;
+ pCache = &BG.Buffer[(TileNumber = (TileAddr >> BG.TileShift)) << 6];
+
+ if (!BG.Buffered [TileNumber])
+ BG.Buffered[TileNumber] = ConvertTile(pCache, TileAddr);
+
+ if (BG.Buffered [TileNumber] == BLANK_TILE)
+ {
+ TileBlank = Tile & 0xFFFFFFFF;
+ return;
+ }
+
+ if (BG.DirectColourMode)
+ {
+ if (IPPU.DirectColourMapsNeedRebuild)
+ S9xBuildDirectColourMaps();
+ GFX.ScreenColors = DirectColourMaps [(Tile >> 10) & BG.PaletteMask];
+ }
+ else
+ GFX.ScreenColors = &IPPU.ScreenColors [(((Tile >> 10) & BG.PaletteMask) << BG.PaletteShift) + BG.StartPalette];
+
+ register uint8* bp;
+ register int inc;
+
+ if (Tile & V_FLIP)
+ {
+ bp = pCache + 56 - StartLine;
+ inc = -8;
+ }
+ else
+ {
+ bp = pCache + StartLine;
+ inc = 8;
+ }
+
+ uint16* Screen = (uint16*) GFX.S + Offset;
+ uint16* Colors = GFX.ScreenColors;
+ uint8* Depth = GFX.DB + Offset;
+ int GFX_Z1 = GFX.Z1;
+ // int GFX_Z2 = GFX.Z2;
+
+ if (!(Tile & H_FLIP))
+ {
#define FN(N) \
if (GFX_Z1 > Depth[N] && bp[N]){ \
- Screen[N] = Colors[bp[N]]; \
- Depth[N] = GFX_Z1; \
- }
- while ( LineCount-- ){
- if ( *(uint32*)bp ){
- FN(0); FN(1); FN(2); FN(3);
- }
-
- if ( *(uint32 *)(bp + 4) ){
- FN(4); FN(5); FN(6); FN(7);
- }
- bp += inc;
- Screen += GFX_PPL;
- Depth += GFX_PPL;
- }
+ Screen[N] = Colors[bp[N]]; \
+ Depth[N] = GFX_Z1; \
+ }
+ while (LineCount--)
+ {
+ if (*(uint32*)bp)
+ {
+ FN(0);
+ FN(1);
+ FN(2);
+ FN(3);
+ }
+
+ if (*(uint32*)(bp + 4))
+ {
+ FN(4);
+ FN(5);
+ FN(6);
+ FN(7);
+ }
+ bp += inc;
+ Screen += GFX_PPL;
+ Depth += GFX_PPL;
+ }
#undef FN
- } else {
+ }
+ else
+ {
#define FN(N, B) \
- if (GFX_Z1 > Depth[N] && bp[B]){ \
- Screen[N] = Colors[bp[B]]; \
- Depth[N] = GFX_Z1; \
+ if (GFX_Z1 > Depth[N] && bp[B]){ \
+ Screen[N] = Colors[bp[B]]; \
+ Depth[N] = GFX_Z1; \
}
- while ( LineCount-- ){
- if ( *(uint32 *)(bp + 4) ){
- FN(0, 7); FN(1, 6); FN(2, 5); FN(3, 4);
- }
-
- if ( *(uint32*)bp ){
- FN(4, 3); FN(5, 2); FN(6, 1); FN(7, 0);
- }
- bp += inc;
- Screen += GFX_PPL;
- Depth += GFX_PPL;
- }
+ while (LineCount--)
+ {
+ if (*(uint32*)(bp + 4))
+ {
+ FN(0, 7);
+ FN(1, 6);
+ FN(2, 5);
+ FN(3, 4);
+ }
+
+ if (*(uint32*)bp)
+ {
+ FN(4, 3);
+ FN(5, 2);
+ FN(6, 1);
+ FN(7, 0);
+ }
+ bp += inc;
+ Screen += GFX_PPL;
+ Depth += GFX_PPL;
+ }
#undef FN
- }
+ }
}
-void DrawClippedTile16 (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Width,
- uint32 StartLine, uint32 LineCount)
+void DrawClippedTile16(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- TILE_CLIP_PREAMBLE
- RENDER_CLIPPED_TILE(WRITE_4PIXELS16, WRITE_4PIXELS16_FLIPPED, 4)
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16, WRITE_4PIXELS16_FLIPPED, 4)
}
-void DrawTile16x2 (uint32 Tile, uint32 Offset, uint32 StartLine,
- uint32 LineCount)
+void DrawTile16x2(uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- RENDER_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8)
+ RENDER_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8)
}
-void DrawClippedTile16x2 (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Width,
- uint32 StartLine, uint32 LineCount)
+void DrawClippedTile16x2(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- TILE_CLIP_PREAMBLE
- RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8)
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8)
}
-void DrawTile16x2x2 (uint32 Tile, uint32 Offset, uint32 StartLine,
- uint32 LineCount)
+void DrawTile16x2x2(uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- RENDER_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8)
+ RENDER_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8)
}
-void DrawClippedTile16x2x2 (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Width,
- uint32 StartLine, uint32 LineCount)
+void DrawClippedTile16x2x2(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- TILE_CLIP_PREAMBLE
- RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8)
+ 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)
+void DrawLargePixel16(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
+ TILE_PREAMBLE
- register uint16 *sp = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
- uint16 pixel;
+ register uint16* sp = (uint16*) GFX.S + Offset;
+ uint8* Depth = GFX.DB + Offset;
+ uint16 pixel;
- RENDER_TILE_LARGE (GFX.ScreenColors [pixel], PLOT_PIXEL)
+ RENDER_TILE_LARGE(GFX.ScreenColors [pixel], PLOT_PIXEL)
}
-static INLINE void WRITE_4PIXELS16_ADD (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16_ADD(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.ZBuffer + Offset;
- uint8 *SubDepth = GFX.SubZBuffer + Offset;
+ register 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; \
+ 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)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS16_FLIPPED_ADD (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16_FLIPPED_ADD(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.ZBuffer + Offset;
- uint8 *SubDepth = GFX.SubZBuffer + Offset;
+ register 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[3 - 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; \
+ 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)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS16_ADD1_2 (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16_ADD1_2(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.ZBuffer + Offset;
- uint8 *SubDepth = GFX.SubZBuffer + Offset;
+ register 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] = (uint16) (COLOR_ADD1_2 (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; \
+ if (SubDepth [N]) \
+ { \
+ if (SubDepth [N] != 1) \
+ Screen [N] = (uint16) (COLOR_ADD1_2 (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)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS16_FLIPPED_ADD1_2 (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16_FLIPPED_ADD1_2(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.ZBuffer + Offset;
- uint8 *SubDepth = GFX.SubZBuffer + Offset;
+ register 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[3 - N])) \
{ \
- if (SubDepth [N]) \
- { \
- if (SubDepth [N] != 1) \
- Screen [N] = (uint16) (COLOR_ADD1_2 (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; \
+ if (SubDepth [N]) \
+ { \
+ if (SubDepth [N] != 1) \
+ Screen [N] = (uint16) (COLOR_ADD1_2 (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)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS16_SUB (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16_SUB(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.ZBuffer + Offset;
- uint8 *SubDepth = GFX.SubZBuffer + Offset;
+ register 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] = (uint16) COLOR_SUB (GFX.ScreenColors [Pixel], \
- Screen [GFX.Delta + N]); \
- else \
- Screen [N] = (uint16) COLOR_SUB (GFX.ScreenColors [Pixel], \
- GFX.FixedColour); \
- } \
- else \
- Screen [N] = GFX.ScreenColors [Pixel]; \
- Depth [N] = GFX.Z2; \
+ if (SubDepth [N]) \
+ { \
+ if (SubDepth [N] != 1) \
+ Screen [N] = (uint16) COLOR_SUB (GFX.ScreenColors [Pixel], \
+ Screen [GFX.Delta + N]); \
+ else \
+ Screen [N] = (uint16) COLOR_SUB (GFX.ScreenColors [Pixel], \
+ GFX.FixedColour); \
+ } \
+ else \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
}
- FN(0)
- FN(1)
- FN(2)
- FN(3)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS16_FLIPPED_SUB (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16_FLIPPED_SUB(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.ZBuffer + Offset;
- uint8 *SubDepth = GFX.SubZBuffer + Offset;
+ register 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[3 - N])) \
{ \
- if (SubDepth [N]) \
- { \
- if (SubDepth [N] != 1) \
- Screen [N] = (uint16) COLOR_SUB (GFX.ScreenColors [Pixel], \
- Screen [GFX.Delta + N]); \
- else \
- Screen [N] = (uint16) COLOR_SUB (GFX.ScreenColors [Pixel], \
- GFX.FixedColour); \
- } \
- else \
- Screen [N] = GFX.ScreenColors [Pixel]; \
- Depth [N] = GFX.Z2; \
+ if (SubDepth [N]) \
+ { \
+ if (SubDepth [N] != 1) \
+ Screen [N] = (uint16) COLOR_SUB (GFX.ScreenColors [Pixel], \
+ Screen [GFX.Delta + N]); \
+ else \
+ Screen [N] = (uint16) COLOR_SUB (GFX.ScreenColors [Pixel], \
+ GFX.FixedColour); \
+ } \
+ else \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
}
- FN(0)
- FN(1)
- FN(2)
- FN(3)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS16_SUB1_2 (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16_SUB1_2(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.ZBuffer + Offset;
- uint8 *SubDepth = GFX.SubZBuffer + Offset;
+ register 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] = (uint16) COLOR_SUB1_2 (GFX.ScreenColors [Pixel], \
- Screen [GFX.Delta + N]); \
- else \
- Screen [N] = (uint16) COLOR_SUB (GFX.ScreenColors [Pixel], \
- GFX.FixedColour); \
- } \
- else \
- Screen [N] = GFX.ScreenColors [Pixel]; \
- Depth [N] = GFX.Z2; \
+ if (SubDepth [N]) \
+ { \
+ if (SubDepth [N] != 1) \
+ Screen [N] = (uint16) COLOR_SUB1_2 (GFX.ScreenColors [Pixel], \
+ Screen [GFX.Delta + N]); \
+ else \
+ Screen [N] = (uint16) COLOR_SUB (GFX.ScreenColors [Pixel], \
+ GFX.FixedColour); \
+ } \
+ else \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
}
- FN(0)
- FN(1)
- FN(2)
- FN(3)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS16_FLIPPED_SUB1_2 (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16_FLIPPED_SUB1_2(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.ZBuffer + Offset;
- uint8 *SubDepth = GFX.SubZBuffer + Offset;
+ register 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[3 - N])) \
{ \
- if (SubDepth [N]) \
- { \
- if (SubDepth [N] != 1) \
- Screen [N] = (uint16) COLOR_SUB1_2 (GFX.ScreenColors [Pixel], \
- Screen [GFX.Delta + N]); \
- else \
- Screen [N] = (uint16) COLOR_SUB (GFX.ScreenColors [Pixel], \
- GFX.FixedColour); \
- } \
- else \
- Screen [N] = GFX.ScreenColors [Pixel]; \
- Depth [N] = GFX.Z2; \
+ if (SubDepth [N]) \
+ { \
+ if (SubDepth [N] != 1) \
+ Screen [N] = (uint16) COLOR_SUB1_2 (GFX.ScreenColors [Pixel], \
+ Screen [GFX.Delta + N]); \
+ else \
+ Screen [N] = (uint16) COLOR_SUB (GFX.ScreenColors [Pixel], \
+ GFX.FixedColour); \
+ } \
+ else \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
}
- FN(0)
- FN(1)
- FN(2)
- FN(3)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-void DrawTile16Add (uint32 Tile, uint32 Offset, uint32 StartLine,
- uint32 LineCount)
+void DrawTile16Add(uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- RENDER_TILE(WRITE_4PIXELS16_ADD, WRITE_4PIXELS16_FLIPPED_ADD, 4)
+ RENDER_TILE(WRITE_4PIXELS16_ADD, WRITE_4PIXELS16_FLIPPED_ADD, 4)
}
-void DrawClippedTile16Add (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Width,
- uint32 StartLine, uint32 LineCount)
+void DrawClippedTile16Add(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- TILE_CLIP_PREAMBLE
- RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADD, WRITE_4PIXELS16_FLIPPED_ADD, 4)
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADD, WRITE_4PIXELS16_FLIPPED_ADD, 4)
}
-void DrawTile16Add1_2 (uint32 Tile, uint32 Offset, uint32 StartLine,
- uint32 LineCount)
+void DrawTile16Add1_2(uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- RENDER_TILE(WRITE_4PIXELS16_ADD1_2, WRITE_4PIXELS16_FLIPPED_ADD1_2, 4)
+ RENDER_TILE(WRITE_4PIXELS16_ADD1_2, WRITE_4PIXELS16_FLIPPED_ADD1_2, 4)
}
-void DrawClippedTile16Add1_2 (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Width,
- uint32 StartLine, uint32 LineCount)
+void DrawClippedTile16Add1_2(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- TILE_CLIP_PREAMBLE
- RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADD1_2, WRITE_4PIXELS16_FLIPPED_ADD1_2, 4)
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADD1_2, WRITE_4PIXELS16_FLIPPED_ADD1_2, 4)
}
-void DrawTile16Sub (uint32 Tile, uint32 Offset, uint32 StartLine,
- uint32 LineCount)
+void DrawTile16Sub(uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- RENDER_TILE(WRITE_4PIXELS16_SUB, WRITE_4PIXELS16_FLIPPED_SUB, 4)
+ RENDER_TILE(WRITE_4PIXELS16_SUB, WRITE_4PIXELS16_FLIPPED_SUB, 4)
}
-void DrawClippedTile16Sub (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Width,
- uint32 StartLine, uint32 LineCount)
+void DrawClippedTile16Sub(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- TILE_CLIP_PREAMBLE
- RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUB, WRITE_4PIXELS16_FLIPPED_SUB, 4)
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUB, WRITE_4PIXELS16_FLIPPED_SUB, 4)
}
-void DrawTile16Sub1_2 (uint32 Tile, uint32 Offset, uint32 StartLine,
- uint32 LineCount)
+void DrawTile16Sub1_2(uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- RENDER_TILE(WRITE_4PIXELS16_SUB1_2, WRITE_4PIXELS16_FLIPPED_SUB1_2, 4)
+ RENDER_TILE(WRITE_4PIXELS16_SUB1_2, WRITE_4PIXELS16_FLIPPED_SUB1_2, 4)
}
-void DrawClippedTile16Sub1_2 (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Width,
- uint32 StartLine, uint32 LineCount)
+void DrawClippedTile16Sub1_2(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- TILE_CLIP_PREAMBLE
- RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUB1_2, WRITE_4PIXELS16_FLIPPED_SUB1_2, 4)
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUB1_2, WRITE_4PIXELS16_FLIPPED_SUB1_2, 4)
}
-static INLINE void WRITE_4PIXELS16_ADDF1_2 (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16_ADDF1_2(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.ZBuffer + Offset;
- uint8 *SubDepth = GFX.SubZBuffer + Offset;
+ register 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] == 1) \
- Screen [N] = (uint16) (COLOR_ADD1_2 (GFX.ScreenColors [Pixel], \
- GFX.FixedColour)); \
- else \
- Screen [N] = GFX.ScreenColors [Pixel];\
- Depth [N] = GFX.Z2; \
+ if (SubDepth [N] == 1) \
+ Screen [N] = (uint16) (COLOR_ADD1_2 (GFX.ScreenColors [Pixel], \
+ GFX.FixedColour)); \
+ else \
+ Screen [N] = GFX.ScreenColors [Pixel];\
+ Depth [N] = GFX.Z2; \
}
- FN(0)
- FN(1)
- FN(2)
- FN(3)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS16_FLIPPED_ADDF1_2 (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16_FLIPPED_ADDF1_2(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.ZBuffer + Offset;
- uint8 *SubDepth = GFX.SubZBuffer + Offset;
+ register 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[3 - N])) \
{ \
- if (SubDepth [N] == 1) \
- Screen [N] = (uint16) (COLOR_ADD1_2 (GFX.ScreenColors [Pixel], \
- GFX.FixedColour)); \
- else \
- Screen [N] = GFX.ScreenColors [Pixel];\
- Depth [N] = GFX.Z2; \
+ if (SubDepth [N] == 1) \
+ Screen [N] = (uint16) (COLOR_ADD1_2 (GFX.ScreenColors [Pixel], \
+ GFX.FixedColour)); \
+ else \
+ Screen [N] = GFX.ScreenColors [Pixel];\
+ Depth [N] = GFX.Z2; \
}
- FN(0)
- FN(1)
- FN(2)
- FN(3)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS16_SUBF1_2 (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16_SUBF1_2(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.ZBuffer + Offset;
- uint8 *SubDepth = GFX.SubZBuffer + Offset;
+ register 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] == 1) \
- Screen [N] = (uint16) COLOR_SUB1_2 (GFX.ScreenColors [Pixel], \
- GFX.FixedColour); \
- else \
- Screen [N] = GFX.ScreenColors [Pixel]; \
- Depth [N] = GFX.Z2; \
+ if (SubDepth [N] == 1) \
+ Screen [N] = (uint16) COLOR_SUB1_2 (GFX.ScreenColors [Pixel], \
+ GFX.FixedColour); \
+ else \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
}
- FN(0)
- FN(1)
- FN(2)
- FN(3)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS16_FLIPPED_SUBF1_2 (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16_FLIPPED_SUBF1_2(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.ZBuffer + Offset;
- uint8 *SubDepth = GFX.SubZBuffer + Offset;
+ register 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[3 - N])) \
{ \
- if (SubDepth [N] == 1) \
- Screen [N] = (uint16) COLOR_SUB1_2 (GFX.ScreenColors [Pixel], \
- GFX.FixedColour); \
- else \
- Screen [N] = GFX.ScreenColors [Pixel]; \
- Depth [N] = GFX.Z2; \
+ if (SubDepth [N] == 1) \
+ Screen [N] = (uint16) COLOR_SUB1_2 (GFX.ScreenColors [Pixel], \
+ GFX.FixedColour); \
+ else \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
}
- FN(0)
- FN(1)
- FN(2)
- FN(3)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-void DrawTile16FixedAdd1_2 (uint32 Tile, uint32 Offset, uint32 StartLine,
- uint32 LineCount)
+void DrawTile16FixedAdd1_2(uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- RENDER_TILE(WRITE_4PIXELS16_ADDF1_2, WRITE_4PIXELS16_FLIPPED_ADDF1_2, 4)
+ RENDER_TILE(WRITE_4PIXELS16_ADDF1_2, WRITE_4PIXELS16_FLIPPED_ADDF1_2, 4)
}
-void DrawClippedTile16FixedAdd1_2 (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Width,
- uint32 StartLine, uint32 LineCount)
+void DrawClippedTile16FixedAdd1_2(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- TILE_CLIP_PREAMBLE
- RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADDF1_2,
- WRITE_4PIXELS16_FLIPPED_ADDF1_2, 4)
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADDF1_2,
+ WRITE_4PIXELS16_FLIPPED_ADDF1_2, 4)
}
-void DrawTile16FixedSub1_2 (uint32 Tile, uint32 Offset, uint32 StartLine,
- uint32 LineCount)
+void DrawTile16FixedSub1_2(uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- RENDER_TILE(WRITE_4PIXELS16_SUBF1_2, WRITE_4PIXELS16_FLIPPED_SUBF1_2, 4)
+ RENDER_TILE(WRITE_4PIXELS16_SUBF1_2, WRITE_4PIXELS16_FLIPPED_SUBF1_2, 4)
}
-void DrawClippedTile16FixedSub1_2 (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Width,
- uint32 StartLine, uint32 LineCount)
+void DrawClippedTile16FixedSub1_2(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- TILE_CLIP_PREAMBLE
- RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUBF1_2,
- WRITE_4PIXELS16_FLIPPED_SUBF1_2, 4)
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUBF1_2,
+ WRITE_4PIXELS16_FLIPPED_SUBF1_2, 4)
}
-void DrawLargePixel16Add (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Pixels,
- uint32 StartLine, uint32 LineCount)
+void DrawLargePixel16Add(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
+ TILE_PREAMBLE
- register uint16 *sp = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.ZBuffer + Offset;
- register uint16 pixel;
+ register uint16* sp = (uint16*) GFX.S + Offset;
+ uint8* Depth = GFX.ZBuffer + Offset;
+ register uint16 pixel;
#define LARGE_ADD_PIXEL(s, p) \
(Depth [z + GFX.DepthDelta] ? (Depth [z + GFX.DepthDelta] != 1 ? \
- COLOR_ADD (p, *(s + GFX.Delta)) : \
- COLOR_ADD (p, GFX.FixedColour)) \
- : p)
-
- RENDER_TILE_LARGE (GFX.ScreenColors [pixel], LARGE_ADD_PIXEL)
+ COLOR_ADD (p, *(s + GFX.Delta)) : \
+ COLOR_ADD (p, GFX.FixedColour)) \
+ : p)
+
+ RENDER_TILE_LARGE(GFX.ScreenColors [pixel], LARGE_ADD_PIXEL)
}
-void DrawLargePixel16Add1_2 (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Pixels,
- uint32 StartLine, uint32 LineCount)
+void DrawLargePixel16Add1_2(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
+ TILE_PREAMBLE
- register uint16 *sp = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.ZBuffer + Offset;
- register uint16 pixel;
+ register uint16* sp = (uint16*) GFX.S + Offset;
+ uint8* Depth = GFX.ZBuffer + Offset;
+ register uint16 pixel;
#define LARGE_ADD_PIXEL1_2(s, p) \
((uint16) (Depth [z + GFX.DepthDelta] ? (Depth [z + GFX.DepthDelta] != 1 ? \
- COLOR_ADD1_2 (p, *(s + GFX.Delta)) : \
- COLOR_ADD (p, GFX.FixedColour)) \
- : p))
-
- RENDER_TILE_LARGE (GFX.ScreenColors [pixel], LARGE_ADD_PIXEL1_2)
+ COLOR_ADD1_2 (p, *(s + GFX.Delta)) : \
+ COLOR_ADD (p, GFX.FixedColour)) \
+ : p))
+
+ RENDER_TILE_LARGE(GFX.ScreenColors [pixel], LARGE_ADD_PIXEL1_2)
}
-void DrawLargePixel16Sub (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Pixels,
- uint32 StartLine, uint32 LineCount)
+void DrawLargePixel16Sub(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
+ TILE_PREAMBLE
- register uint16 *sp = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.ZBuffer + Offset;
- register uint16 pixel;
+ register uint16* sp = (uint16*) GFX.S + Offset;
+ uint8* Depth = GFX.ZBuffer + Offset;
+ register uint16 pixel;
#define LARGE_SUB_PIXEL(s, p) \
(Depth [z + GFX.DepthDelta] ? (Depth [z + GFX.DepthDelta] != 1 ? \
- COLOR_SUB (p, *(s + GFX.Delta)) : \
- COLOR_SUB (p, GFX.FixedColour)) \
- : p)
-
- RENDER_TILE_LARGE (GFX.ScreenColors [pixel], LARGE_SUB_PIXEL)
+ COLOR_SUB (p, *(s + GFX.Delta)) : \
+ COLOR_SUB (p, GFX.FixedColour)) \
+ : p)
+
+ RENDER_TILE_LARGE(GFX.ScreenColors [pixel], LARGE_SUB_PIXEL)
}
-void DrawLargePixel16Sub1_2 (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Pixels,
- uint32 StartLine, uint32 LineCount)
+void DrawLargePixel16Sub1_2(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
+ TILE_PREAMBLE
- register uint16 *sp = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.ZBuffer + Offset;
- uint16 pixel;
+ register uint16* sp = (uint16*) GFX.S + Offset;
+ uint8* Depth = GFX.ZBuffer + Offset;
+ uint16 pixel;
#define LARGE_SUB_PIXEL1_2(s, p) \
(Depth [z + GFX.DepthDelta] ? (Depth [z + GFX.DepthDelta] != 1 ? \
- COLOR_SUB1_2 (p, *(s + GFX.Delta)) : \
- COLOR_SUB (p, GFX.FixedColour)) \
- : p)
-
- RENDER_TILE_LARGE (GFX.ScreenColors [pixel], LARGE_SUB_PIXEL1_2)
+ COLOR_SUB1_2 (p, *(s + GFX.Delta)) : \
+ COLOR_SUB (p, GFX.FixedColour)) \
+ : p)
+
+ RENDER_TILE_LARGE(GFX.ScreenColors [pixel], LARGE_SUB_PIXEL1_2)
}
-void DrawHiResTile16 (uint32 Tile, uint32 Offset, uint32 StartLine,
- uint32 LineCount)
+void DrawHiResTile16(uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- RENDER_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4)
+ RENDER_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4)
}
-void DrawHiResClippedTile16 (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Width,
- uint32 StartLine, uint32 LineCount)
+void DrawHiResClippedTile16(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
+ TILE_PREAMBLE
+ register uint8* bp;
- TILE_CLIP_PREAMBLE
- RENDER_CLIPPED_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4)
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4)
}