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author | Nebuleon Fumika | 2012-12-28 22:19:23 -0500 |
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committer | Nebuleon Fumika | 2012-12-28 22:19:23 -0500 |
commit | e5a0c9146acff7924a9e6b2ef516eda2c5dc3593 (patch) | |
tree | 564b76635cb6b28a128b11ded529cbfd82eb8e50 | |
parent | 097d5f2e7504579354ecf2b4e2dbc1eba7a71b12 (diff) | |
download | snes9x2005-e5a0c9146acff7924a9e6b2ef516eda2c5dc3593.tar.gz snes9x2005-e5a0c9146acff7924a9e6b2ef516eda2c5dc3593.tar.bz2 snes9x2005-e5a0c9146acff7924a9e6b2ef516eda2c5dc3593.zip |
Transform macros into loops to render tiles.
At -O3 these get unrolled; at -Os they become shorter code, fitting into the cache with other code.
-rw-r--r-- | source/tile.cpp | 840 |
1 files changed, 352 insertions, 488 deletions
diff --git a/source/tile.cpp b/source/tile.cpp index 7e996a9..c4a211c 100644 --- a/source/tile.cpp +++ b/source/tile.cpp @@ -220,126 +220,98 @@ static uint8 ConvertTile (uint8 *pCache, uint32 TileAddr) #ifndef FOREVER_16_BIT static void WRITE_4PIXELS (uint32 Offset, uint8 *Pixels) { - uint8 Pixel; - uint8 *Screen = GFX.S + Offset; - uint8 *Depth = GFX.DB + Offset; - -#define FN(N) \ - if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) \ - { \ - Screen [N] = (uint8) GFX.ScreenColors [Pixel]; \ - Depth [N] = GFX.Z2; \ - } + uint8 Pixel; + uint8 *Screen = GFX.S + Offset; + uint8 *Depth = GFX.DB + Offset; - FN(0) - FN(1) - FN(2) - FN(3) -#undef FN + for (uint8 N = 0; N < 4; N++) + { + if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) + { + Screen [N] = (uint8) GFX.ScreenColors [Pixel]; + Depth [N] = GFX.Z2; + } + } } static void WRITE_4PIXELS_FLIPPED (uint32 Offset, uint8 *Pixels) { - uint8 Pixel; - uint8 *Screen = GFX.S + Offset; - uint8 *Depth = GFX.DB + Offset; - -#define FN(N) \ - if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \ - { \ - Screen [N] = (uint8) GFX.ScreenColors [Pixel]; \ - Depth [N] = GFX.Z2; \ - } + uint8 Pixel; + uint8 *Screen = GFX.S + Offset; + uint8 *Depth = GFX.DB + Offset; - FN(0) - FN(1) - FN(2) - FN(3) -#undef FN + for (uint8 N = 0; N < 4; N++) + { + if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) + { + Screen [N] = (uint8) GFX.ScreenColors [Pixel]; + Depth [N] = GFX.Z2; + } + } } static void WRITE_4PIXELSx2 (uint32 Offset, uint8 *Pixels) { - uint8 Pixel; - uint8 *Screen = GFX.S + Offset; - uint8 *Depth = GFX.DB + Offset; - -#define FN(N) \ - if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[N])) \ - { \ - Screen [N * 2] = Screen [N * 2 + 1] = (uint8) GFX.ScreenColors [Pixel]; \ - Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2; \ - } + uint8 Pixel; + uint8 *Screen = GFX.S + Offset; + uint8 *Depth = GFX.DB + Offset; - FN(0) - FN(1) - FN(2) - FN(3) -#undef FN + for (uint8 N = 0; N < 4; N++) + { + if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[N])) + { + Screen [N * 2] = Screen [N * 2 + 1] = (uint8) GFX.ScreenColors [Pixel]; + Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2; + } + } } static void WRITE_4PIXELS_FLIPPEDx2 (uint32 Offset, uint8 *Pixels) { - uint8 Pixel; - uint8 *Screen = GFX.S + Offset; - uint8 *Depth = GFX.DB + Offset; - -#define FN(N) \ - if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \ - { \ - Screen [N * 2] = Screen [N * 2 + 1] = (uint8) GFX.ScreenColors [Pixel]; \ - Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2; \ - } + uint8 Pixel; + uint8 *Screen = GFX.S + Offset; + uint8 *Depth = GFX.DB + Offset; - FN(0) - FN(1) - FN(2) - FN(3) -#undef FN + for (uint8 N = 0; N < 4; 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; + } + } } static void WRITE_4PIXELSx2x2 (uint32 Offset, uint8 *Pixels) { - uint8 Pixel; - uint8 *Screen = GFX.S + Offset; - uint8 *Depth = GFX.DB + Offset; - -#define FN(N) \ - if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[N])) \ - { \ - Screen [N * 2] = Screen [N * 2 + 1] = Screen [GFX.RealPitch + N * 2] = \ - Screen [GFX.RealPitch + N * 2 + 1] = (uint8) GFX.ScreenColors [Pixel]; \ - Depth [N * 2] = Depth [N * 2 + 1] = Depth [GFX.RealPitch + N * 2] = \ - Depth [GFX.RealPitch + N * 2 + 1] = GFX.Z2; \ - } + uint8 Pixel; + uint8 *Screen = GFX.S + Offset; + uint8 *Depth = GFX.DB + Offset; - FN(0) - FN(1) - FN(2) - FN(3) -#undef FN + for (uint8 N = 0; N < 4; N++) + { + if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[N])) + { + Screen [N * 2] = Screen [N * 2 + 1] = Screen [GFX.RealPitch + N * 2] = Screen [GFX.RealPitch + N * 2 + 1] = (uint8) GFX.ScreenColors [Pixel]; + Depth [N * 2] = Depth [N * 2 + 1] = Depth [GFX.RealPitch + N * 2] = Depth [GFX.RealPitch + N * 2 + 1] = GFX.Z2; + } + } } static void WRITE_4PIXELS_FLIPPEDx2x2 (uint32 Offset, uint8 *Pixels) { - uint8 Pixel; - uint8 *Screen = GFX.S + Offset; - uint8 *Depth = GFX.DB + Offset; - -#define FN(N) \ - if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \ - { \ - Screen [N * 2] = Screen [N * 2 + 1] = Screen [GFX.RealPitch + N * 2] = \ - Screen [GFX.RealPitch + N * 2 + 1] = (uint8) GFX.ScreenColors [Pixel]; \ - Depth [N * 2] = Depth [N * 2 + 1] = Depth [GFX.RealPitch + N * 2] = \ - Depth [GFX.RealPitch + N * 2 + 1] = GFX.Z2; \ - } + uint8 Pixel; + uint8 *Screen = GFX.S + Offset; + uint8 *Depth = GFX.DB + Offset; - FN(0) - FN(1) - FN(2) - FN(3) -#undef FN + for (uint8 N = 0; N < 4; N++) + { + if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) + { + Screen [N * 2] = Screen [N * 2 + 1] = Screen [GFX.RealPitch + N * 2] = Screen [GFX.RealPitch + N * 2 + 1] = (uint8) GFX.ScreenColors [Pixel]; + Depth [N * 2] = Depth [N * 2 + 1] = Depth [GFX.RealPitch + N * 2] = Depth [GFX.RealPitch + N * 2 + 1] = GFX.Z2; + } + } } void DrawTile (uint32 Tile, uint32 Offset, uint32 StartLine, @@ -421,126 +393,98 @@ void DrawLargePixel (uint32 Tile, uint32 Offset, static void WRITE_4PIXELS16 (uint32 Offset, uint8 *Pixels) { - uint8 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; \ - } + uint8 Pixel; + uint16 *Screen = (uint16 *) GFX.S + Offset; + uint8 *Depth = GFX.DB + Offset; - FN(0) - FN(1) - FN(2) - FN(3) -#undef FN + for (uint8 N = 0; N < 4; N++) + { + if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) + { + Screen [N] = GFX.ScreenColors [Pixel]; + Depth [N] = GFX.Z2; + } + } } static void WRITE_4PIXELS16_FLIPPED (uint32 Offset, uint8 *Pixels) { - uint8 Pixel; - uint16 *Screen = (uint16 *) GFX.S + Offset; - uint8 *Depth = GFX.DB + Offset; + uint8 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 + for (uint8 N = 0; N < 4; N++) + { + if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) + { + Screen [N] = GFX.ScreenColors [Pixel]; + Depth [N] = GFX.Z2; + } + } } static void WRITE_4PIXELS16x2 (uint32 Offset, uint8 *Pixels) { - uint8 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; \ - } + uint8 Pixel; + uint16 *Screen = (uint16 *) GFX.S + Offset; + uint8 *Depth = GFX.DB + Offset; - FN(0) - FN(1) - FN(2) - FN(3) -#undef FN + for (uint8 N = 0; N < 4; N++) + { + if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) + { + Screen [N * 2] = Screen [N * 2 + 1] = GFX.ScreenColors [Pixel]; + Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2; + } + } } static void WRITE_4PIXELS16_FLIPPEDx2 (uint32 Offset, uint8 *Pixels) { - uint8 Pixel; - uint16 *Screen = (uint16 *) GFX.S + Offset; - uint8 *Depth = GFX.DB + Offset; + uint8 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 + for (uint8 N = 0; N < 4; N++) + { + if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) + { + Screen [N * 2] = Screen [N * 2 + 1] = GFX.ScreenColors [Pixel]; + Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2; + } + } } static void WRITE_4PIXELS16x2x2 (uint32 Offset, uint8 *Pixels) { - uint8 Pixel; - uint16 *Screen = (uint16 *) GFX.S + Offset; - uint8 *Depth = GFX.DB + Offset; - -#define FN(N) \ - if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[N])) \ - { \ - Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GFX.RealPitch >> 1) + N * 2] = \ - Screen [(GFX.RealPitch >> 1) + N * 2 + 1] = GFX.ScreenColors [Pixel]; \ - Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX.RealPitch >> 1) + N * 2] = \ - Depth [(GFX.RealPitch >> 1) + N * 2 + 1] = GFX.Z2; \ - } + uint8 Pixel; + uint16 *Screen = (uint16 *) GFX.S + Offset; + uint8 *Depth = GFX.DB + Offset; - FN(0) - FN(1) - FN(2) - FN(3) -#undef FN + for (uint8 N = 0; N < 4; N++) + { + if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) + { + Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GFX.RealPitch >> 1) + N * 2] = Screen [(GFX.RealPitch >> 1) + N * 2 + 1] = GFX.ScreenColors [Pixel]; + Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX.RealPitch >> 1) + N * 2] = Depth [(GFX.RealPitch >> 1) + N * 2 + 1] = GFX.Z2; + } + } } static void WRITE_4PIXELS16_FLIPPEDx2x2 (uint32 Offset, uint8 *Pixels) { - uint8 Pixel; - uint16 *Screen = (uint16 *) GFX.S + Offset; - uint8 *Depth = GFX.DB + Offset; + uint8 Pixel; + uint16 *Screen = (uint16 *) GFX.S + Offset; + uint8 *Depth = GFX.DB + Offset; -#define FN(N) \ - if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \ - { \ - Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GFX.RealPitch >> 1) + N * 2] = \ - Screen [(GFX.RealPitch >> 1) + N * 2 + 1] = GFX.ScreenColors [Pixel]; \ - Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX.RealPitch >> 1) + N * 2] = \ - Depth [(GFX.RealPitch >> 1) + N * 2 + 1] = GFX.Z2; \ - } - - FN(0) - FN(1) - FN(2) - FN(3) -#undef FN + for (uint8 N = 0; N < 4; N++) + { + if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) + { + Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GFX.RealPitch >> 1) + N * 2] = Screen [(GFX.RealPitch >> 1) + N * 2 + 1] = GFX.ScreenColors [Pixel]; + Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX.RealPitch >> 1) + N * 2] = Depth [(GFX.RealPitch >> 1) + N * 2 + 1] = GFX.Z2; + } + } } void DrawTile16 (uint32 Tile, uint32 Offset, uint32 StartLine, @@ -618,258 +562,202 @@ void DrawLargePixel16 (uint32 Tile, uint32 Offset, static void WRITE_4PIXELS16_ADD (uint32 Offset, uint8 *Pixels) { - uint8 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) + uint8 Pixel; + uint16 *Screen = (uint16 *) GFX.S + Offset; + uint8 *Depth = GFX.ZBuffer + Offset; + uint8 *SubDepth = GFX.SubZBuffer + Offset; -#undef FN + for (uint8 N = 0; N < 4; 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; + } + } } static void WRITE_4PIXELS16_FLIPPED_ADD (uint32 Offset, uint8 *Pixels) { - uint8 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) + uint8 Pixel; + uint16 *Screen = (uint16 *) GFX.S + Offset; + uint8 *Depth = GFX.ZBuffer + Offset; + uint8 *SubDepth = GFX.SubZBuffer + Offset; -#undef FN + for (uint8 N = 0; N < 4; 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; + } + } } static void WRITE_4PIXELS16_ADD1_2 (uint32 Offset, uint8 *Pixels) { - uint8 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) + uint8 Pixel; + uint16 *Screen = (uint16 *) GFX.S + Offset; + uint8 *Depth = GFX.ZBuffer + Offset; + uint8 *SubDepth = GFX.SubZBuffer + Offset; -#undef FN + for (uint8 N = 0; N < 4; 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; + } + } } static void WRITE_4PIXELS16_FLIPPED_ADD1_2 (uint32 Offset, uint8 *Pixels) { - uint8 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; \ - } + uint8 Pixel; + uint16 *Screen = (uint16 *) GFX.S + Offset; + uint8 *Depth = GFX.ZBuffer + Offset; + uint8 *SubDepth = GFX.SubZBuffer + Offset; - FN(0) - FN(1) - FN(2) - FN(3) - -#undef FN + for (uint8 N = 0; N < 4; 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; + } + } } static void WRITE_4PIXELS16_SUB (uint32 Offset, uint8 *Pixels) { - uint8 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; \ - } + uint8 Pixel; + uint16 *Screen = (uint16 *) GFX.S + Offset; + uint8 *Depth = GFX.ZBuffer + Offset; + uint8 *SubDepth = GFX.SubZBuffer + Offset; - FN(0) - FN(1) - FN(2) - FN(3) - -#undef FN + for (uint8 N = 0; N < 4; 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; + } + } } static void WRITE_4PIXELS16_FLIPPED_SUB (uint32 Offset, uint8 *Pixels) { - uint8 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; \ - } + uint8 Pixel; + uint16 *Screen = (uint16 *) GFX.S + Offset; + uint8 *Depth = GFX.ZBuffer + Offset; + uint8 *SubDepth = GFX.SubZBuffer + Offset; - FN(0) - FN(1) - FN(2) - FN(3) - -#undef FN + for (uint8 N = 0; N < 4; 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; + } + } } static void WRITE_4PIXELS16_SUB1_2 (uint32 Offset, uint8 *Pixels) { - uint8 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) + uint8 Pixel; + uint16 *Screen = (uint16 *) GFX.S + Offset; + uint8 *Depth = GFX.ZBuffer + Offset; + uint8 *SubDepth = GFX.SubZBuffer + Offset; -#undef FN + for (uint8 N = 0; N < 4; 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; + } + } } static void WRITE_4PIXELS16_FLIPPED_SUB1_2 (uint32 Offset, uint8 *Pixels) { - uint8 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; \ - } + uint8 Pixel; + uint16 *Screen = (uint16 *) GFX.S + Offset; + uint8 *Depth = GFX.ZBuffer + Offset; + uint8 *SubDepth = GFX.SubZBuffer + Offset; - FN(0) - FN(1) - FN(2) - FN(3) - -#undef FN + for (uint8 N = 0; N < 4; 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; + } + } } @@ -955,106 +843,82 @@ void DrawClippedTile16Sub1_2 (uint32 Tile, uint32 Offset, static void WRITE_4PIXELS16_ADDF1_2 (uint32 Offset, uint8 *Pixels) { - uint8 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; \ - } + uint8 Pixel; + uint16 *Screen = (uint16 *) GFX.S + Offset; + uint8 *Depth = GFX.ZBuffer + Offset; + uint8 *SubDepth = GFX.SubZBuffer + Offset; - FN(0) - FN(1) - FN(2) - FN(3) - -#undef FN + for (uint N = 0; N < 4; 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; + } + } } static void WRITE_4PIXELS16_FLIPPED_ADDF1_2 (uint32 Offset, uint8 *Pixels) { - uint8 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; \ - } + uint8 Pixel; + uint16 *Screen = (uint16 *) GFX.S + Offset; + uint8 *Depth = GFX.ZBuffer + Offset; + uint8 *SubDepth = GFX.SubZBuffer + Offset; - FN(0) - FN(1) - FN(2) - FN(3) - -#undef FN + for (uint N = 0; N < 4; 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; + } + } } static void WRITE_4PIXELS16_SUBF1_2 (uint32 Offset, uint8 *Pixels) { - uint8 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) + uint8 Pixel; + uint16 *Screen = (uint16 *) GFX.S + Offset; + uint8 *Depth = GFX.ZBuffer + Offset; + uint8 *SubDepth = GFX.SubZBuffer + Offset; -#undef FN + for (uint N = 0; N < 4; 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; + } + } } static void WRITE_4PIXELS16_FLIPPED_SUBF1_2 (uint32 Offset, uint8 *Pixels) { - uint8 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; \ - } + uint8 Pixel; + uint16 *Screen = (uint16 *) GFX.S + Offset; + uint8 *Depth = GFX.ZBuffer + Offset; + uint8 *SubDepth = GFX.SubZBuffer + Offset; - FN(0) - FN(1) - FN(2) - FN(3) - -#undef FN + for (uint N = 0; N < 4; 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; + } + } } void DrawTile16FixedAdd1_2 (uint32 Tile, uint32 Offset, uint32 StartLine, |