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authoraliaspider2014-10-29 05:36:07 +0100
committeraliaspider2014-10-29 05:36:07 +0100
commita6dc7abc9b8cc3986eda5a84141da7dc9e4e8f1a (patch)
tree6f82417b0ab41f3887dd025ee3b85254e28143da /source/clip.cpp
parent1d98e1c317fa19687ae6bc3cb8e550ef7531bf02 (diff)
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start moving everything to C
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-/*******************************************************************************
- Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
-
- (c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com) and
- Jerremy Koot (jkoot@snes9x.com)
-
- (c) Copyright 2001 - 2004 John Weidman (jweidman@slip.net)
-
- (c) Copyright 2002 - 2004 Brad Jorsch (anomie@users.sourceforge.net),
- funkyass (funkyass@spam.shaw.ca),
- Joel Yliluoma (http://iki.fi/bisqwit/)
- Kris Bleakley (codeviolation@hotmail.com),
- Matthew Kendora,
- Nach (n-a-c-h@users.sourceforge.net),
- Peter Bortas (peter@bortas.org) and
- zones (kasumitokoduck@yahoo.com)
-
- C4 x86 assembler and some C emulation code
- (c) Copyright 2000 - 2003 zsKnight (zsknight@zsnes.com),
- _Demo_ (_demo_@zsnes.com), and Nach
-
- C4 C++ code
- (c) Copyright 2003 Brad Jorsch
-
- DSP-1 emulator code
- (c) Copyright 1998 - 2004 Ivar (ivar@snes9x.com), _Demo_, Gary Henderson,
- John Weidman, neviksti (neviksti@hotmail.com),
- Kris Bleakley, Andreas Naive
-
- DSP-2 emulator code
- (c) Copyright 2003 Kris Bleakley, John Weidman, neviksti, Matthew Kendora, and
- Lord Nightmare (lord_nightmare@users.sourceforge.net
-
- OBC1 emulator code
- (c) Copyright 2001 - 2004 zsKnight, pagefault (pagefault@zsnes.com) and
- Kris Bleakley
- Ported from x86 assembler to C by sanmaiwashi
-
- SPC7110 and RTC C++ emulator code
- (c) Copyright 2002 Matthew Kendora with research by
- zsKnight, John Weidman, and Dark Force
-
- S-DD1 C emulator code
- (c) Copyright 2003 Brad Jorsch with research by
- Andreas Naive and John Weidman
-
- S-RTC C emulator code
- (c) Copyright 2001 John Weidman
-
- ST010 C++ emulator code
- (c) Copyright 2003 Feather, Kris Bleakley, John Weidman and Matthew Kendora
-
- Super FX x86 assembler emulator code
- (c) Copyright 1998 - 2003 zsKnight, _Demo_, and pagefault
-
- Super FX C emulator code
- (c) Copyright 1997 - 1999 Ivar, Gary Henderson and John Weidman
-
-
- SH assembler code partly based on x86 assembler code
- (c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
-
-
- Specific ports 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 <stdlib.h>
-
-#include "snes9x.h"
-#include "memmap.h"
-#include "ppu.h"
-
-struct Band
-{
- uint32 Left;
- uint32 Right;
-};
-
-#undef MIN
-#undef MAX
-#define MIN(A,B) ((A) < (B) ? (A) : (B))
-#define MAX(A,B) ((A) > (B) ? (A) : (B))
-#define BAND_EMPTY(B) (B.Left >= B.Right)
-#define BANDS_INTERSECT(A,B) ((A.Left >= B.Left && A.Left < B.Right) || \
- (B.Left >= A.Left && B.Left < A.Right))
-#define OR_BANDS(R,A,B) {\
- R.Left = MIN(A.Left, B.Left); \
- R.Right = MAX(A.Right, B.Right);}
-
-#define AND_BANDS(R,A,B) {\
- R.Left = MAX(A.Left, B.Left); \
- R.Right = MIN(A.Right, B.Right);}
-
-static int IntCompare (const void *d1, const void *d2)
-{
- if (*(uint32 *) d1 > *(uint32 *) d2)
- return (1);
- else
- if (*(uint32 *) d1 < *(uint32 *) d2)
- return (-1);
- return (0);
-}
-
-static int BandCompare (const void *d1, const void *d2)
-{
- if (((struct Band *) d1)->Left > ((struct Band *) d2)->Left)
- return (1);
- else
- if (((struct Band *) d1)->Left < ((struct Band *) d2)->Left)
- return (-1);
- return (0);
-}
-
-void ComputeClipWindows ()
-{
- struct ClipData *pClip = &IPPU.Clip [0];
-
- // Loop around the main screen then the sub-screen.
- for (int c = 0; c < 2; c++, pClip++)
- {
- // Loop around the colour window then a clip window for each of the
- // background layers.
- for (int w = 5; w >= 0; w--)
- {
- pClip->Count[w] = 0;
-
- if (w == 5) // The colour window...
- {
- if (c == 0) // ... on the main screen
- {
- if ((Memory.FillRAM [0x2130] & 0xc0) == 0xc0)
- {
- // The whole of the main screen is switched off,
- // completely clip everything.
- for (int i = 0; i < 6; i++)
- {
- IPPU.Clip [c].Count [i] = 1;
- IPPU.Clip [c].Left [0][i] = 1;
- IPPU.Clip [c].Right [0][i] = 0;
- }
- continue;
- }
- else if ((Memory.FillRAM [0x2130] & 0xc0) == 0x00)
- continue;
- }
- else
- {
- // .. colour window on the sub-screen.
- if ((Memory.FillRAM [0x2130] & 0x30) == 0x30)
- {
- // The sub-screen is switched off, completely
- // clip everything.
- for (int i = 0; i < 6; i++)
- {
- IPPU.Clip [1].Count [i] = 1;
- IPPU.Clip [1].Left [0][i] = 1;
- IPPU.Clip [1].Right [0][i] = 0;
- }
- return;
- }
- else if ((Memory.FillRAM [0x2130] & 0x30) == 0x00)
- continue;
- }
- }
-
-// if (!Settings.DisableGraphicWindows)
- {
- if (w == 5 || pClip->Count [5] ||
- (Memory.FillRAM [0x212c + c] & Memory.FillRAM [0x212e + c] & (1 << w)))
- {
- struct Band Win1[3];
- struct Band Win2[3];
- uint32 Window1Enabled = 0;
- uint32 Window2Enabled = 0;
- bool8 invert = (w == 5 &&
- ((c == 1 && (Memory.FillRAM [0x2130] & 0x30) == 0x10) ||
- (c == 0 && (Memory.FillRAM [0x2130] & 0xc0) == 0x40)));
-
- if (w == 5 ||
- (Memory.FillRAM [0x212c + c] & Memory.FillRAM [0x212e + c] & (1 << w)))
- {
- if (PPU.ClipWindow1Enable [w])
- {
- if (!PPU.ClipWindow1Inside [w])
- {
- Win1[Window1Enabled].Left = PPU.Window1Left;
- Win1[Window1Enabled++].Right = PPU.Window1Right + 1;
- }
- else
- {
- if (PPU.Window1Left <= PPU.Window1Right)
- {
- if (PPU.Window1Left > 0)
- {
- Win1[Window1Enabled].Left = 0;
- Win1[Window1Enabled++].Right = PPU.Window1Left;
- }
- if (PPU.Window1Right < 255)
- {
- Win1[Window1Enabled].Left = PPU.Window1Right + 1;
- Win1[Window1Enabled++].Right = 256;
- }
- if (Window1Enabled == 0)
- {
- Win1[Window1Enabled].Left = 1;
- Win1[Window1Enabled++].Right = 0;
- }
- }
- else
- {
- // 'outside' a window with no range -
- // appears to be the whole screen.
- Win1[Window1Enabled].Left = 0;
- Win1[Window1Enabled++].Right = 256;
- }
- }
- }
- if (PPU.ClipWindow2Enable [w])
- {
- if (!PPU.ClipWindow2Inside [w])
- {
- Win2[Window2Enabled].Left = PPU.Window2Left;
- Win2[Window2Enabled++].Right = PPU.Window2Right + 1;
- }
- else
- {
- if (PPU.Window2Left <= PPU.Window2Right)
- {
- if (PPU.Window2Left > 0)
- {
- Win2[Window2Enabled].Left = 0;
- Win2[Window2Enabled++].Right = PPU.Window2Left;
- }
- if (PPU.Window2Right < 255)
- {
- Win2[Window2Enabled].Left = PPU.Window2Right + 1;
- Win2[Window2Enabled++].Right = 256;
- }
- if (Window2Enabled == 0)
- {
- Win2[Window2Enabled].Left = 1;
- Win2[Window2Enabled++].Right = 0;
- }
- }
- else
- {
- Win2[Window2Enabled].Left = 0;
- Win2[Window2Enabled++].Right = 256;
- }
- }
- }
- }
- if (Window1Enabled && Window2Enabled)
- {
- // Overlap logic
- //
- // Each window will be in one of three states:
- // 1. <no range> (Left > Right. One band)
- // 2. | ---------------- | (Left >= 0, Right <= 255, Left <= Right. One band)
- // 3. |------------ ----------| (Left1 == 0, Right1 < Left2; Left2 > Right1, Right2 == 255. Two bands)
-
- struct Band Bands [6];
- int B = 0;
- switch (PPU.ClipWindowOverlapLogic [w] ^ 1)
- {
- case CLIP_OR:
- if (Window1Enabled == 1)
- {
- if (BAND_EMPTY(Win1[0]))
- {
- B = Window2Enabled;
- // memmove converted: Different stack allocations [Neb]
- memcpy (Bands, Win2,
- sizeof(Win2[0]) * Window2Enabled);
- }
- else
- {
- if (Window2Enabled == 1)
- {
- if (BAND_EMPTY (Win2[0]))
- Bands[B++] = Win1[0];
- else
- {
- if (BANDS_INTERSECT (Win1[0], Win2[0]))
- {
- OR_BANDS(Bands[0],Win1[0], Win2[0])
- B = 1;
- }
- else
- {
- Bands[B++] = Win1[0];
- Bands[B++] = Win2[0];
- }
- }
- }
- else
- {
- if (BANDS_INTERSECT(Win1[0], Win2[0]))
- {
- OR_BANDS(Bands[0], Win1[0], Win2[0])
- if (BANDS_INTERSECT(Win1[0], Win2[1]))
- OR_BANDS(Bands[1], Win1[0], Win2[1])
- else
- Bands[1] = Win2[1];
- B = 1;
- if (BANDS_INTERSECT(Bands[0], Bands[1]))
- OR_BANDS(Bands[0], Bands[0], Bands[1])
- else
- B = 2;
- }
- else
- if (BANDS_INTERSECT(Win1[0], Win2[1]))
- {
- Bands[B++] = Win2[0];
- OR_BANDS(Bands[B], Win1[0], Win2[1]);
- B++;
- }
- else
- {
- Bands[0] = Win2[0];
- Bands[1] = Win1[0];
- Bands[2] = Win2[1];
- B = 3;
- }
- }
- }
- }
- else
- if (Window2Enabled == 1)
- {
- if (BAND_EMPTY(Win2[0]))
- {
- // Window 2 defines an empty range - just
- // use window 1 as the clipping (which
- // could also be empty).
- B = Window1Enabled;
- // memmove converted: Different stack allocations [Neb]
- memcpy (Bands, Win1,
- sizeof(Win1[0]) * Window1Enabled);
- }
- else
- {
- // Window 1 has two bands and Window 2 has one.
- // Neither is an empty region.
- if (BANDS_INTERSECT(Win2[0], Win1[0]))
- {
- OR_BANDS(Bands[0], Win2[0], Win1[0])
- if (BANDS_INTERSECT(Win2[0], Win1[1]))
- OR_BANDS(Bands[1], Win2[0], Win1[1])
- else
- Bands[1] = Win1[1];
- B = 1;
- if (BANDS_INTERSECT(Bands[0], Bands[1]))
- OR_BANDS(Bands[0], Bands[0], Bands[1])
- else
- B = 2;
- }
- else
- if (BANDS_INTERSECT(Win2[0], Win1[1]))
- {
- Bands[B++] = Win1[0];
- OR_BANDS(Bands[B], Win2[0], Win1[1]);
- B++;
- }
- else
- {
- Bands[0] = Win1[0];
- Bands[1] = Win2[0];
- Bands[2] = Win1[1];
- B = 3;
- }
- }
- }
- else
- {
- // Both windows have two bands
- OR_BANDS(Bands[0], Win1[0], Win2[0]);
- OR_BANDS(Bands[1], Win1[1], Win2[1]);
- B = 1;
- if (BANDS_INTERSECT(Bands[0], Bands[1]))
- OR_BANDS(Bands[0], Bands[0], Bands[1])
- else
- B = 2;
- }
- break;
-
- case CLIP_AND:
- if (Window1Enabled == 1)
- {
- // Window 1 has one band
- if (BAND_EMPTY(Win1[0]))
- Bands [B++] = Win1[0];
- else
- if (Window2Enabled == 1)
- {
- if (BAND_EMPTY (Win2[0]))
- Bands [B++] = Win2[0];
- else
- {
- AND_BANDS(Bands[0], Win1[0], Win2[0]);
- B = 1;
- }
- }
- else
- {
- AND_BANDS(Bands[0], Win1[0], Win2[0]);
- AND_BANDS(Bands[1], Win1[0], Win2[1]);
- B = 2;
- }
- }
- else
- if (Window2Enabled == 1)
- {
- if (BAND_EMPTY(Win2[0]))
- Bands[B++] = Win2[0];
- else
- {
- // Window 1 has two bands.
- AND_BANDS(Bands[0], Win1[0], Win2[0]);
- AND_BANDS(Bands[1], Win1[1], Win2[0]);
- B = 2;
- }
- }
- else
- {
- // Both windows have two bands.
- AND_BANDS(Bands[0], Win1[0], Win2[0]);
- AND_BANDS(Bands[1], Win1[1], Win2[1]);
- B = 2;
- if (BANDS_INTERSECT(Win1[0], Win2[1]))
- {
- AND_BANDS(Bands[2], Win1[0], Win2[1]);
- B = 3;
- }
- else
- if (BANDS_INTERSECT(Win1[1], Win2[0]))
- {
- AND_BANDS(Bands[2], Win1[1], Win2[0]);
- B = 3;
- }
- }
- break;
- case CLIP_XNOR:
- invert = !invert;
- // Fall...
-
- case CLIP_XOR:
- if (Window1Enabled == 1 && BAND_EMPTY(Win1[0]))
- {
- B = Window2Enabled;
- // memmove converted: Different stack allocations [Neb]
- memcpy (Bands, Win2,
- sizeof(Win2[0]) * Window2Enabled);
- }
- else
- if (Window2Enabled == 1 && BAND_EMPTY(Win2[0]))
- {
- B = Window1Enabled;
- // memmove converted: Different stack allocations [Neb]
- memcpy (Bands, Win1,
- sizeof(Win1[0]) * Window1Enabled);
- }
- else
- {
- uint32 p = 0;
- uint32 points [10];
- uint32 i;
-
- invert = !invert;
- // Build an array of points (window edges)
- points [p++] = 0;
- for (i = 0; i < Window1Enabled; i++)
- {
- points [p++] = Win1[i].Left;
- points [p++] = Win1[i].Right;
- }
- for (i = 0; i < Window2Enabled; i++)
- {
- points [p++] = Win2[i].Left;
- points [p++] = Win2[i].Right;
- }
- points [p++] = 256;
- // Sort them
- qsort ((void *) points, p, sizeof (points [0]),
- IntCompare);
- for (i = 0; i < p; i += 2)
- {
- if (points [i] == points [i + 1])
- continue;
- Bands [B].Left = points [i];
- while (i + 2 < p &&
- points [i + 1] == points [i + 2])
- {
- i += 2;
- }
- Bands [B++].Right = points [i + 1];
- }
- }
- break;
- }
- if (invert)
- {
- int b;
- int j = 0;
- int empty_band_count = 0;
-
- // First remove all empty bands from the list.
- for (b = 0; b < B; b++)
- {
- if (!BAND_EMPTY(Bands[b]))
- {
- if (b != j)
- Bands[j] = Bands[b];
- j++;
- }
- else
- empty_band_count++;
- }
-
- if (j > 0)
- {
- if (j == 1)
- {
- j = 0;
- // Easy case to deal with, so special case it.
-
- if (Bands[0].Left > 0)
- {
- pClip->Left[j][w] = 0;
- pClip->Right[j++][w] = Bands[0].Left + 1;
- }
- if (Bands[0].Right < 256)
- {
- pClip->Left[j][w] = Bands[0].Right;
- pClip->Right[j++][w] = 256;
- }
- if (j == 0)
- {
- pClip->Left[j][w] = 1;
- pClip->Right[j++][w] = 0;
- }
- }
- else
- {
- // Now sort the bands into order
- B = j;
- qsort ((void *) Bands, B,
- sizeof (Bands [0]), BandCompare);
-
- // Now invert the area the bands cover
- j = 0;
- for (b = 0; b < B; b++)
- {
- if (b == 0 && Bands[b].Left > 0)
- {
- pClip->Left[j][w] = 0;
- pClip->Right[j++][w] = Bands[b].Left + 1;
- }
- else
- if (b == B - 1 && Bands[b].Right < 256)
- {
- pClip->Left[j][w] = Bands[b].Right;
- pClip->Right[j++][w] = 256;
- }
- if (b < B - 1)
- {
- pClip->Left[j][w] = Bands[b].Right;
- pClip->Right[j++][w] = Bands[b + 1].Left + 1;
- }
- }
- }
- }
- else
- {
- // Inverting a window that consisted of only
- // empty bands is the whole width of the screen.
- // Needed for Mario Kart's rear-view mirror display.
- if (empty_band_count)
- {
- pClip->Left[j][w] = 0;
- pClip->Right[j][w] = 256;
- j++;
- }
- }
- pClip->Count[w] = j;
- }
- else
- {
- for (int j = 0; j < B; j++)
- {
- pClip->Left[j][w] = Bands[j].Left;
- pClip->Right[j][w] = Bands[j].Right;
- }
- pClip->Count [w] = B;
- }
- }
- else
- {
- // Only one window enabled so no need to perform
- // complex overlap logic...
-
- if (Window1Enabled)
- {
- if (invert)
- {
- int j = 0;
-
- if (Window1Enabled == 1)
- {
- if (Win1[0].Left <= Win1[0].Right)
- {
- if (Win1[0].Left > 0)
- {
- pClip->Left[j][w] = 0;
- pClip->Right[j++][w] = Win1[0].Left;
- }
- if (Win1[0].Right < 256)
- {
- pClip->Left[j][w] = Win1[0].Right;
- pClip->Right[j++][w] = 256;
- }
- if (j == 0)
- {
- pClip->Left[j][w] = 1;
- pClip->Right[j++][w] = 0;
- }
- }
- else
- {
- pClip->Left[j][w] = 0;
- pClip->Right[j++][w] = 256;
- }
- }
- else
- {
- pClip->Left [j][w] = Win1[0].Right;
- pClip->Right[j++][w] = Win1[1].Left;
- }
- pClip->Count [w] = j;
- }
- else
- {
- for (uint32 j = 0; j < Window1Enabled; j++)
- {
- pClip->Left [j][w] = Win1[j].Left;
- pClip->Right [j][w] = Win1[j].Right;
- }
- pClip->Count [w] = Window1Enabled;
- }
- }
- else
- if (Window2Enabled)
- {
- if (invert)
- {
- int j = 0;
- if (Window2Enabled == 1)
- {
- if (Win2[0].Left <= Win2[0].Right)
- {
- if (Win2[0].Left > 0)
- {
- pClip->Left[j][w] = 0;
- pClip->Right[j++][w] = Win2[0].Left;
- }
- if (Win2[0].Right < 256)
- {
- pClip->Left[j][w] = Win2[0].Right;
- pClip->Right[j++][w] = 256;
- }
- if (j == 0)
- {
- pClip->Left[j][w] = 1;
- pClip->Right[j++][w] = 0;
- }
- }
- else
- {
- pClip->Left[j][w] = 0;
- pClip->Right[j++][w] = 256;
- }
- }
- else
- {
- pClip->Left [j][w] = Win2[0].Right;
- pClip->Right[j++][w] = Win2[1].Left + 1;
- }
- pClip->Count [w] = j;
- }
- else
- {
- for (uint32 j = 0; j < Window2Enabled; j++)
- {
- pClip->Left [j][w] = Win2[j].Left;
- pClip->Right [j][w] = Win2[j].Right;
- }
- pClip->Count [w] = Window2Enabled;
- }
- }
- }
-
- if (w != 5 && pClip->Count [5])
- {
- // Colour window enabled. Set the
- // clip windows for all remaining backgrounds to be
- // the same as the colour window.
- if (pClip->Count [w] == 0)
- {
- pClip->Count [w] = pClip->Count [5];
- for (uint32 i = 0; i < pClip->Count [w]; i++)
- {
- pClip->Left [i][w] = pClip->Left [i][5];
- pClip->Right [i][w] = pClip->Right [i][5];
- }
- }
- else
- {
- // Intersect the colour window with the bg's
- // own clip window.
- for (uint32 i = 0; i < pClip->Count [w]; i++)
- {
- uint32 j;
- for (j = 0; j < pClip->Count [5]; j++)
- {
- if((pClip->Left[i][w] >= pClip->Left[j][5] && pClip->Left[i][w] < pClip->Right[j][5]) || (pClip->Left[j][5] >= pClip->Left[i][w] && pClip->Left[j][5] < pClip->Right[i][w])){
- // Found an intersection!
- pClip->Left[i][w]=MAX(pClip->Left[i][w], pClip->Left[j][5]);
- pClip->Right[i][w]=MIN(pClip->Right[i][w], pClip->Right[j][5]);
- goto Clip_ok;
- }
- }
- // no intersection, nullify it
- pClip->Left[i][w]=1;
- pClip->Right[i][w]=0;
-Clip_ok:
- j=0; // dummy statement
- }
- }
- }
- } // if (w == 5 | ...
- } // if (!Settings.DisableGraphicWindows)
- } // for (int w...
- } // for (int c...
-}
-