/* * 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). * * (c) Copyright 2014 - 2016 Daniel De Matteis. (UNDER NO CIRCUMSTANCE * WILL COMMERCIAL RIGHTS EVER BE APPROPRIATED TO ANY PARTY) * * 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" extern uint32 HeadMask [4]; extern uint32 TailMask [5]; uint8 ConvertTile(uint8* pCache, uint32 TileAddr) { uint8* tp = &Memory.VRAM[TileAddr]; uint32* p = (uint32*) pCache; uint32 non_zero = 0; uint8 line; uint32 p1; uint32 p2; 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); } void SelectPalette() { // GFX.ScreenColors = &GFX.ScreenColorsPre[(Tile & GFX.PaletteMask) >> GFX.PaletteShift]; if (BG.DirectColourMode) { // GFX.ScreenColors = DirectColourMaps [(Tile >> 10) & BG.PaletteMask]; GFX.ScreenColorsPre = DirectColourMaps[0]; GFX.PaletteMask = BG.PaletteMask << 10; GFX.PaletteShift = 10; } else { // GFX.ScreenColors = &IPPU.ScreenColors [(((Tile >> 10) & BG.PaletteMask) << BG.PaletteShift) + BG.StartPalette]; GFX.ScreenColorsPre = &IPPU.ScreenColors[BG.StartPalette]; GFX.PaletteMask = BG.PaletteMask << 10; GFX.PaletteShift = 10 - BG.PaletteShift; } } static INLINE void WRITE_4PIXELS(int32 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 } static INLINE void WRITE_4PIXELS_FLIPPED(int32 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 } static INLINE void WRITE_4PIXELSHI16(int32 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 } static INLINE void WRITE_4PIXELSHI16_FLIPPED(int32 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 } static INLINE void WRITE_4PIXELSx2(int32 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 } static INLINE void WRITE_4PIXELS_FLIPPEDx2(int32 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 } static INLINE void WRITE_4PIXELSx2x2(int32 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_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) #undef FN } static INLINE void WRITE_4PIXELS_FLIPPEDx2x2(int32 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_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) #undef FN } void DrawTile(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount) { uint8* bp; TILE_PREAMBLE RENDER_TILE(WRITE_4PIXELS, WRITE_4PIXELS_FLIPPED, 4) } void DrawClippedTile(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount) { uint32 dd, d1, d2; uint8* bp; TILE_PREAMBLE TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS, WRITE_4PIXELS_FLIPPED, 4) } void DrawTilex2(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount) { uint8* bp; TILE_PREAMBLE RENDER_TILE(WRITE_4PIXELSx2, WRITE_4PIXELS_FLIPPEDx2, 8) } void DrawClippedTilex2(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount) { uint32 dd, d1, d2; uint8* bp; TILE_PREAMBLE TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELSx2, WRITE_4PIXELS_FLIPPEDx2, 8) } void DrawTilex2x2(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount) { uint8* bp; TILE_PREAMBLE RENDER_TILE(WRITE_4PIXELSx2x2, WRITE_4PIXELS_FLIPPEDx2x2, 8) } void DrawClippedTilex2x2(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount) { uint8* bp; uint32 dd, d1, d2; TILE_PREAMBLE TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELSx2x2, WRITE_4PIXELS_FLIPPEDx2x2, 8) } void DrawLargePixel(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Pixels, uint32 StartLine, uint32 LineCount) { uint8 *sp, *Depth; uint8 pixel; TILE_PREAMBLE sp = GFX.S + Offset; Depth = GFX.DB + Offset; #define PLOT_PIXEL(screen, pixel) (pixel) RENDER_TILE_LARGE(((uint8) GFX.ScreenColors [pixel]), PLOT_PIXEL) } static INLINE void WRITE_4PIXELS16(int32 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 } static INLINE void WRITE_4PIXELS16_FLIPPED(int32 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 } static INLINE void WRITE_4PIXELS16x2(int32 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 } static INLINE void WRITE_4PIXELS16_FLIPPEDx2(int32 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 } static INLINE void WRITE_4PIXELS16x2x2(int32 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_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 } static INLINE void WRITE_4PIXELS16_FLIPPEDx2x2(int32 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_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 } void DrawTile16(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount) { uint8* bp; #if 1 TILE_PREAMBLE #else 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]; // GFX.ScreenColors = &GFX.ScreenColorsPre[(Tile & GFX.PaletteMask) >> GFX.PaletteShift]; uint32 l; #endif RENDER_TILE(WRITE_4PIXELS16, WRITE_4PIXELS16_FLIPPED, 4) } void DrawClippedTile16(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount) { uint8* bp; uint32 dd, d1, d2; TILE_PREAMBLE TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16, WRITE_4PIXELS16_FLIPPED, 4) } void DrawTile16x2(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount) { uint8* bp; TILE_PREAMBLE RENDER_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8) } void DrawClippedTile16x2(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount) { uint8* bp; uint32 dd, d1, d2; TILE_PREAMBLE TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8) } void DrawTile16x2x2(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount) { uint8* bp; TILE_PREAMBLE RENDER_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8) } void DrawClippedTile16x2x2(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount) { uint8* bp; uint32 dd, d1, d2; TILE_PREAMBLE TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8) } void DrawLargePixel16(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Pixels, uint32 StartLine, uint32 LineCount) { uint16 pixel; uint16 *sp; uint8 *Depth; TILE_PREAMBLE sp = (uint16*) GFX.S + Offset; Depth = GFX.DB + Offset; RENDER_TILE_LARGE(GFX.ScreenColors [pixel], PLOT_PIXEL) } static INLINE void WRITE_4PIXELS16_ADD(int32 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 } static INLINE void WRITE_4PIXELS16_FLIPPED_ADD(int32 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 } static INLINE void WRITE_4PIXELS16_ADD1_2(int32 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 } static INLINE void WRITE_4PIXELS16_FLIPPED_ADD1_2(int32 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 } static INLINE void WRITE_4PIXELS16_SUB(int32 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 } static INLINE void WRITE_4PIXELS16_FLIPPED_SUB(int32 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 } static INLINE void WRITE_4PIXELS16_SUB1_2(int32 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 } static INLINE void WRITE_4PIXELS16_FLIPPED_SUB1_2(int32 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, int32 Offset, uint32 StartLine, uint32 LineCount) { uint8* bp; TILE_PREAMBLE RENDER_TILE(WRITE_4PIXELS16_ADD, WRITE_4PIXELS16_FLIPPED_ADD, 4) } void DrawClippedTile16Add(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount) { uint8* bp; uint32 dd, d1, d2; TILE_PREAMBLE TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADD, WRITE_4PIXELS16_FLIPPED_ADD, 4) } void DrawTile16Add1_2(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount) { uint8* bp; TILE_PREAMBLE RENDER_TILE(WRITE_4PIXELS16_ADD1_2, WRITE_4PIXELS16_FLIPPED_ADD1_2, 4) } void DrawClippedTile16Add1_2(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount) { uint8* bp; uint32 dd, d1, d2; TILE_PREAMBLE TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADD1_2, WRITE_4PIXELS16_FLIPPED_ADD1_2, 4) } void DrawTile16Sub(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount) { uint8* bp; TILE_PREAMBLE RENDER_TILE(WRITE_4PIXELS16_SUB, WRITE_4PIXELS16_FLIPPED_SUB, 4) } void DrawClippedTile16Sub(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount) { uint8* bp; uint32 dd, d1, d2; TILE_PREAMBLE TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUB, WRITE_4PIXELS16_FLIPPED_SUB, 4) } void DrawTile16Sub1_2(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount) { uint8* bp; TILE_PREAMBLE RENDER_TILE(WRITE_4PIXELS16_SUB1_2, WRITE_4PIXELS16_FLIPPED_SUB1_2, 4) } void DrawClippedTile16Sub1_2(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount) { uint8* bp; uint32 dd, d1, d2; TILE_PREAMBLE TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUB1_2, WRITE_4PIXELS16_FLIPPED_SUB1_2, 4) } static INLINE void WRITE_4PIXELS16_ADDF1_2(int32 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 } static INLINE void WRITE_4PIXELS16_FLIPPED_ADDF1_2(int32 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 } static INLINE void WRITE_4PIXELS16_SUBF1_2(int32 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 } static INLINE void WRITE_4PIXELS16_FLIPPED_SUBF1_2(int32 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, int32 Offset, uint32 StartLine, uint32 LineCount) { uint8* bp; TILE_PREAMBLE RENDER_TILE(WRITE_4PIXELS16_ADDF1_2, WRITE_4PIXELS16_FLIPPED_ADDF1_2, 4) } void DrawClippedTile16FixedAdd1_2(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount) { uint8* bp; uint32 dd, d1, d2; TILE_PREAMBLE TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADDF1_2, WRITE_4PIXELS16_FLIPPED_ADDF1_2, 4) } void DrawTile16FixedSub1_2(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount) { uint8* bp; TILE_PREAMBLE RENDER_TILE(WRITE_4PIXELS16_SUBF1_2, WRITE_4PIXELS16_FLIPPED_SUBF1_2, 4) } void DrawClippedTile16FixedSub1_2(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount) { uint8* bp; uint32 dd, d1, d2; TILE_PREAMBLE TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUBF1_2, WRITE_4PIXELS16_FLIPPED_SUBF1_2, 4) } void DrawLargePixel16Add(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Pixels, uint32 StartLine, uint32 LineCount) { uint16 *sp; uint8 *Depth; uint16 pixel; TILE_PREAMBLE sp = (uint16*) GFX.S + Offset; Depth = GFX.ZBuffer + Offset; #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, int32 Offset, uint32 StartPixel, uint32 Pixels, uint32 StartLine, uint32 LineCount) { uint16 *sp; uint8 *Depth; uint16 pixel; TILE_PREAMBLE sp = (uint16*) GFX.S + Offset; Depth = GFX.ZBuffer + Offset; #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, int32 Offset, uint32 StartPixel, uint32 Pixels, uint32 StartLine, uint32 LineCount) { uint16 *sp; uint8 *Depth; uint16 pixel; TILE_PREAMBLE sp = (uint16*) GFX.S + Offset; Depth = GFX.ZBuffer + Offset; #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, int32 Offset, uint32 StartPixel, uint32 Pixels, uint32 StartLine, uint32 LineCount) { uint16 *sp; uint8 *Depth; uint16 pixel; TILE_PREAMBLE sp = (uint16*) GFX.S + Offset; Depth = GFX.ZBuffer + Offset; #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, int32 Offset, uint32 StartLine, uint32 LineCount) { uint8* bp; TILE_PREAMBLE RENDER_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4) } void DrawHiResClippedTile16(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount) { uint8* bp; uint32 dd, d1, d2; TILE_PREAMBLE TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4) }