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authorNebuleon Fumika2012-12-28 22:19:23 -0500
committerNebuleon Fumika2012-12-28 22:19:23 -0500
commite5a0c9146acff7924a9e6b2ef516eda2c5dc3593 (patch)
tree564b76635cb6b28a128b11ded529cbfd82eb8e50 /source
parent097d5f2e7504579354ecf2b4e2dbc1eba7a71b12 (diff)
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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.
Diffstat (limited to 'source')
-rw-r--r--source/tile.cpp840
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,