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+/*
+ * 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.
+ */
+
+// ARM V5 Assembly by bitrider
+
+#include "snes9x.h"
+
+#include "memmap.h"
+#include "ppu.h"
+#include "display.h"
+#include "gfx.h"
+#include "tile16.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;
+ 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);
+}
+
+
+inline void WRITE_4PIXELSHI16 (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[2*N])) \
+ { \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+inline void WRITE_4PIXELSHI16_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[6 - 2*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)
+{
+ 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; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+INLINE void WRITE_4PIXELS16_FLIPPEDx2 (uint32 Offset, uint8 *Pixels)
+{
+ 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; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+INLINE void WRITE_4PIXELS16x2x2 (uint32 Offset, uint8 *Pixels)
+{
+ 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; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+INLINE void WRITE_4PIXELS16_FLIPPEDx2x2 (uint32 Offset, uint8 *Pixels)
+{
+ 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; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+// DrawTile16 -----------------------------------------
+void DrawTile16 (uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+
+if (Tile & V_FLIP){
+ if (!(Tile & H_FLIP)){
+ asm volatile (
+ "2: \n"
+#define FN(p, p2, p3, p4) \
+ " ldrb r9, [%[depth], #" p "] \n"\
+ " ldrb r8, [%[depth], #" p3 "] \n"\
+ " cmp %[gfx_z1], r9 \n"\
+ " ldrhib r9, [%[bp], #" p "] \n"\
+ " bls 3f \n"\
+ " movs r9, r9, lsl #2 \n"\
+ " ldrne r9, [%[colors], r9] \n"\
+ " strneb %[gfx_z2], [%[depth], #" p "] \n"\
+ " strneh r9, [%[screen], #" p2 "] \n"\
+ "3: \n"\
+ " cmp %[gfx_z1], r8 \n"\
+ " ldrhib r9, [%[bp], #" p3 "] \n"\
+ " bls 3f \n"\
+ " movs r9, r9, lsl #2 \n"\
+ " ldrne r9, [%[colors], r9] \n"\
+ " strneb %[gfx_z2], [%[depth], #" p3 "] \n"\
+ " strneh r9, [%[screen], #" p4 "] \n"\
+ "3: \n"
+
+ FN("0", "0", "1", "2")
+ FN("2", "4", "3", "6")
+ FN("4", "8", "5", "10")
+ FN("6", "12", "7", "14")
+ // Loop
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [bp] "r" (pCache + 56 - StartLine)
+ // clobbered
+ : "r9", "r8", "cc" // r8 & flags
+ );
+ } else {
+ asm volatile (
+ "2: \n"
+#define FN1(p, p2, p3, p4, p5, p6) \
+ " ldrb r9, [%[depth], #" p "] \n"\
+ " ldrb r8, [%[depth], #" p4 "] \n"\
+ " cmp %[gfx_z1], r9 \n"\
+ " ldrhib r9, [%[bp], #" p3 "] \n"\
+ " bls 3f \n"\
+ " movs r9, r9, lsl #2 \n"\
+ " ldrne r9, [%[colors], r9] \n"\
+ " strneb %[gfx_z2], [%[depth], #" p "] \n"\
+ " strneh r9, [%[screen], #" p2 "] \n"\
+ "3: \n"\
+ " cmp %[gfx_z1], r8 \n"\
+ " ldrhib r9, [%[bp], #" p6 "] \n"\
+ " bls 3f \n"\
+ " movs r9, r9, lsl #2 \n"\
+ " ldrne r9, [%[colors], r9] \n"\
+ " strneb %[gfx_z2], [%[depth], #" p4 "] \n"\
+ " strneh r9, [%[screen], #" p5 "] \n"\
+ "3: \n"
+
+ FN1("0", "0", "7", "1", "2", "6")
+ FN1("2", "4", "5", "3", "6", "4")
+ FN1("4", "8", "3", "5", "10", "2")
+ FN1("6", "12", "1", "7", "14", "0")
+ // Loop
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [bp] "r" (pCache + 56 - StartLine)
+ // clobbered
+ : "r9", "r8", "cc" // r8 & flags
+ );
+ }
+} else {
+ if (!(Tile & H_FLIP)){
+ asm volatile (
+ "2: \n"
+ FN("0", "0", "1", "2")
+ FN("2", "4", "3", "6")
+ FN("4", "8", "5", "10")
+ FN("6", "12", "7", "14")
+ // Loop
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [bp] "r" (pCache + StartLine)
+ // clobbered
+ : "r9", "r8", "cc" // r8 & flags
+ );
+ } else {
+ asm volatile (
+ "2: \n"
+ FN1("0", "0", "7", "1", "2", "6")
+ FN1("2", "4", "5", "3", "6", "4")
+ FN1("4", "8", "3", "5", "10", "2")
+ FN1("6", "12", "1", "7", "14", "0")
+ // Loop
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [bp] "r" (pCache + StartLine)
+ // clobbered
+ : "r9", "r8", "cc" // r8 & flags
+ );
+
+ }
+ }
+#undef FN
+#undef FN1
+
+}
+
+// DrawClippedTile16 -----------------------------------------
+void DrawClippedTile16 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+if (Width == 0) return;
+
+ TILE_PREAMBLE
+
+Offset = Offset + StartPixel;
+
+if (Tile & V_FLIP){
+ if (!(Tile & H_FLIP)){
+ asm volatile (
+ "2: \n"
+#define FN(p) \
+ " ldrb r9, [%[depth], #" p "] \n"\
+ " cmp %[gfx_z1], r9 \n"\
+ " bls 3f \n"\
+ " ldrb r9, [%[bp], #" p "] \n"\
+ " movs r9, r9, lsl #2 \n"\
+ " ldrne r9, [%[colors], r9] \n"\
+ " strneb %[gfx_z2], [%[depth], #" p "] \n"\
+ " strneh r9, [%[screen], #(" p " * 2)] \n"\
+ "3: \n"
+
+#define C(p) " cmp %[width], #(" p " + 1) \n"\
+ " beq 1f \n"
+
+ FN("0")
+ C("0")
+ FN("1")
+ C("1")
+ FN("2")
+ C("2")
+ FN("3")
+ C("3")
+ FN("4")
+ C("4")
+ FN("5")
+ C("5")
+ FN("6")
+ C("6")
+ FN("7")
+ // Loop
+ "1: \n"
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + 56 - StartLine + StartPixel)
+ // clobbered
+ : "r9", "cc" // r8 & flags
+ );
+ } else {
+ asm volatile (
+ "2: \n"
+#define FN1(p) \
+ " ldrb r9, [%[depth], #" p "] \n"\
+ " cmp %[gfx_z1], r9 \n"\
+ " bls 3f \n"\
+ " ldrb r9, [%[bp], #(7 - " p ")] \n"\
+ " movs r9, r9, lsl #2 \n"\
+ " ldrne r9, [%[colors], r9] \n"\
+ " strneb %[gfx_z2], [%[depth], #" p "] \n"\
+ " strneh r9, [%[screen], #(" p " * 2)] \n"\
+ "3: \n"\
+
+ FN1("0")
+ C("0")
+ FN1("1")
+ C("1")
+ FN1("2")
+ C("2")
+ FN1("3")
+ C("3")
+ FN1("4")
+ C("4")
+ FN1("5")
+ C("5")
+ FN1("6")
+ C("6")
+ FN1("7")
+ // Loop
+ "1: \n"
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + 56 - StartLine - StartPixel)
+ // clobbered
+ : "r9", "cc" // r8 & flags
+ );
+ }
+} else {
+ if (!(Tile & H_FLIP)){
+ asm volatile (
+ "2: \n"
+ FN("0")
+ C("0")
+ FN("1")
+ C("1")
+ FN("2")
+ C("2")
+ FN("3")
+ C("3")
+ FN("4")
+ C("4")
+ FN("5")
+ C("5")
+ FN("6")
+ C("6")
+ FN("7")
+ // Loop
+ "1: \n"
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + StartLine + StartPixel)
+ // clobbered
+ : "r9", "cc" // r8 & flags
+ );
+ } else {
+ asm volatile (
+ "2: \n"
+ FN1("0")
+ C("0")
+ FN1("1")
+ C("1")
+ FN1("2")
+ C("2")
+ FN1("3")
+ C("3")
+ FN1("4")
+ C("4")
+ FN1("5")
+ C("5")
+ FN1("6")
+ C("6")
+ FN1("7")
+ // Loop
+ "1: \n"
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + StartLine - StartPixel)
+ // clobbered
+ : "r9", "cc" // r8 & flags
+ );
+
+ }
+ }
+#undef FN
+#undef FN1
+#undef C
+
+}
+
+
+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;
+
+#define PLOT_PIXEL(screen, pixel) (pixel)
+
+ RENDER_TILE_LARGE (GFX.ScreenColors [pixel], PLOT_PIXEL)
+}
+
+
+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;
+ 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)
+}
+
+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;
+ 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)
+}
+
+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;
+ 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)
+}
+
+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)
+}
+
+void DrawHiResTile16 (uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ RENDER_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4)
+}
+
+void DrawHiResClippedTile16 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4)
+}