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authortwinaphex2015-11-08 04:30:57 +0100
committertwinaphex2015-11-08 04:30:57 +0100
commitb5020d0568e1ce401eb242dbc2e711886c8b0ad2 (patch)
tree82fdecba69f6f799c790b2e3ec46ee38ba81ca85 /src
parent23970bfe8a39d3059352b2b9cdc1792842788f8a (diff)
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Add tile_c.cpp for non-ARM_ASM build
Diffstat (limited to 'src')
-rw-r--r--src/tile_c.cpp1223
1 files changed, 1223 insertions, 0 deletions
diff --git a/src/tile_c.cpp b/src/tile_c.cpp
new file mode 100644
index 0000000..2fe3268
--- /dev/null
+++ b/src/tile_c.cpp
@@ -0,0 +1,1223 @@
+/*
+ * Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
+ *
+ * (c) Copyright 1996 - 2001 Gary Henderson (gary.henderson@ntlworld.com) 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.henderson@ntlworld.com).
+ *
+ * DOS port code contains the works of other authors. See headers in
+ * individual files.
+ *
+ * Snes9x homepage: http://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"
+#endif
+
+extern 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) \
+ 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; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+
+#undef FN
+}
+
+inline void WRITE_4PIXELS16_ADD1_2 (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] = (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)
+
+#undef FN
+}
+
+inline void WRITE_4PIXELS16_FLIPPED_ADD1_2 (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[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; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+
+#undef FN
+}
+
+inline void WRITE_4PIXELS16_SUB (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] = (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)
+
+#undef FN
+}
+
+inline void WRITE_4PIXELS16_FLIPPED_SUB (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[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; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+
+#undef FN
+}
+
+inline void WRITE_4PIXELS16_SUB1_2 (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] = (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)
+
+#undef FN
+}
+
+inline void WRITE_4PIXELS16_FLIPPED_SUB1_2 (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[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; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+
+#undef FN
+}
+
+
+void DrawTile16Add (uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELS16_ADD, WRITE_4PIXELS16_FLIPPED_ADD, 4)
+}
+
+void DrawClippedTile16Add (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_ADD, WRITE_4PIXELS16_FLIPPED_ADD, 4)
+}
+
+void DrawTile16Add1_2 (uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ 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)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ 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)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELS16_SUB, WRITE_4PIXELS16_FLIPPED_SUB, 4)
+}
+
+void DrawClippedTile16Sub (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_SUB, WRITE_4PIXELS16_FLIPPED_SUB, 4)
+}
+
+void DrawTile16Sub1_2 (uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ 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)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUB1_2, WRITE_4PIXELS16_FLIPPED_SUB1_2, 4)
+}
+
+inline void WRITE_4PIXELS16_ADDF1_2 (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] == 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)
+
+#undef FN
+}
+
+inline void WRITE_4PIXELS16_FLIPPED_ADDF1_2 (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[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; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+
+#undef FN
+}
+
+inline void WRITE_4PIXELS16_SUBF1_2 (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] == 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)
+
+#undef FN
+}
+
+inline void WRITE_4PIXELS16_FLIPPED_SUBF1_2 (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[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; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+
+#undef FN
+}
+
+void DrawTile16FixedAdd1_2 (uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ 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)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ 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)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ 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)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ 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)
+{
+ TILE_PREAMBLE
+
+ register uint16 *sp = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ 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)
+}
+
+void DrawLargePixel16Add1_2 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+
+ register uint16 *sp = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ 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)
+}
+
+void DrawLargePixel16Sub (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+
+ register uint16 *sp = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ 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)
+}
+
+void DrawLargePixel16Sub1_2 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+
+ 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)
+}
+
+#ifdef USE_GLIDE
+#if 0
+void DrawTile3dfx (uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+
+ float x = Offset % GFX.Pitch;
+ float y = Offset / GFX.Pitch;
+
+ Glide.sq [0].x = Glide.x_offset + x * Glide.x_scale;
+ Glide.sq [0].y = Glide.y_offset + y * Glide.y_scale;
+ Glide.sq [1].x = Glide.x_offset + (x + 8.0) * Glide.x_scale;
+ Glide.sq [1].y = Glide.y_offset + y * Glide.y_scale;
+ Glide.sq [2].x = Glide.x_offset + (x + 8.0) * Glide.x_scale;
+ Glide.sq [2].y = Glide.y_offset + (y + LineCount) * Glide.y_scale;
+ Glide.sq [3].x = Glide.x_offset + x * Glide.x_scale;
+ Glide.sq [3].y = Glide.y_offset + (y + LineCount) * Glide.y_scale;
+
+ if (!(Tile & (V_FLIP | H_FLIP)))
+ {
+ // Normal
+ Glide.sq [0].tmuvtx [0].sow = 0.0;
+ Glide.sq [0].tmuvtx [0].tow = StartLine;
+ Glide.sq [1].tmuvtx [0].sow = 8.0;
+ Glide.sq [1].tmuvtx [0].tow = StartLine;
+ Glide.sq [2].tmuvtx [0].sow = 8.0;
+ Glide.sq [2].tmuvtx [0].tow = StartLine + LineCount;
+ Glide.sq [3].tmuvtx [0].sow = 0.0;
+ Glide.sq [3].tmuvtx [0].tow = StartLine + LineCount;
+ }
+ else
+ if (!(Tile & V_FLIP))
+ {
+ // Flipped
+ Glide.sq [0].tmuvtx [0].sow = 8.0;
+ Glide.sq [0].tmuvtx [0].tow = StartLine;
+ Glide.sq [1].tmuvtx [0].sow = 0.0;
+ Glide.sq [1].tmuvtx [0].tow = StartLine;
+ Glide.sq [2].tmuvtx [0].sow = 0.0;
+ Glide.sq [2].tmuvtx [0].tow = StartLine + LineCount;
+ Glide.sq [3].tmuvtx [0].sow = 8.0;
+ Glide.sq [3].tmuvtx [0].tow = StartLine + LineCount;
+ }
+ else
+ if (Tile & H_FLIP)
+ {
+ // Horizontal and vertical flip
+ Glide.sq [0].tmuvtx [0].sow = 8.0;
+ Glide.sq [0].tmuvtx [0].tow = StartLine + LineCount;
+ Glide.sq [1].tmuvtx [0].sow = 0.0;
+ Glide.sq [1].tmuvtx [0].tow = StartLine + LineCount;
+ Glide.sq [2].tmuvtx [0].sow = 0.0;
+ Glide.sq [2].tmuvtx [0].tow = StartLine;
+ Glide.sq [3].tmuvtx [0].sow = 8.0;
+ Glide.sq [3].tmuvtx [0].tow = StartLine;
+ }
+ else
+ {
+ // Vertical flip only
+ Glide.sq [0].tmuvtx [0].sow = 0.0;
+ Glide.sq [0].tmuvtx [0].tow = StartLine + LineCount;
+ Glide.sq [1].tmuvtx [0].sow = 8.0;
+ Glide.sq [1].tmuvtx [0].tow = StartLine + LineCount;
+ Glide.sq [2].tmuvtx [0].sow = 8.0;
+ Glide.sq [2].tmuvtx [0].tow = StartLine;
+ Glide.sq [3].tmuvtx [0].sow = 0.0;
+ Glide.sq [3].tmuvtx [0].tow = StartLine;
+ }
+ grTexDownloadMipMapLevel (GR_TMU0, Glide.texture_mem_start,
+ GR_LOD_8, GR_LOD_8, GR_ASPECT_1x1,
+ GR_TEXFMT_RGB_565,
+ GR_MIPMAPLEVELMASK_BOTH,
+ (void *) pCache);
+ grTexSource (GR_TMU0, Glide.texture_mem_start,
+ GR_MIPMAPLEVELMASK_BOTH, &Glide.texture);
+ grDrawTriangle (&Glide.sq [0], &Glide.sq [3], &Glide.sq [2]);
+ grDrawTriangle (&Glide.sq [0], &Glide.sq [1], &Glide.sq [2]);
+}
+
+void DrawClippedTile3dfx (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_SUB, WRITE_4PIXELS16_FLIPPED_SUB, 4)
+}
+#endif
+#endif