From e144a0acc4854ad80f9e6945f4d94223ee865d78 Mon Sep 17 00:00:00 2001 From: aliaspider Date: Mon, 9 Nov 2015 20:42:25 +0100 Subject: reindent all files. --- src/tile.c | 1768 +++++++++++++++++++++++++++++++----------------------------- 1 file changed, 907 insertions(+), 861 deletions(-) (limited to 'src/tile.c') 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) } -- cgit v1.2.3