diff options
Diffstat (limited to 'source/clip.c')
-rw-r--r-- | source/clip.c | 1299 |
1 files changed, 645 insertions, 654 deletions
diff --git a/source/clip.c b/source/clip.c index c2af922..dd4a16b 100644 --- a/source/clip.c +++ b/source/clip.c @@ -1,6 +1,6 @@ /******************************************************************************* Snes9x - Portable Super Nintendo Entertainment System (TM) emulator. - + (c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com) and Jerremy Koot (jkoot@snes9x.com) @@ -43,46 +43,46 @@ 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 x86 assembler emulator code + (c) Copyright 1998 - 2003 zsKnight, _Demo_, and pagefault - Super FX C emulator code + 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) + (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. *******************************************************************************/ @@ -94,8 +94,8 @@ struct Band { - uint32 Left; - uint32 Right; + uint32 Left; + uint32 Right; }; #undef MIN @@ -104,671 +104,662 @@ struct Band #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)) + (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);} + 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);} + R.Right = MIN(A.Right, B.Right);} -static int IntCompare (const void *d1, const void *d2) +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); + 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) +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); + 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 () +void ComputeClipWindows() { - struct ClipData *pClip = &IPPU.Clip [0]; - int c,w,i; + struct ClipData* pClip = &IPPU.Clip [0]; + int c, w, i; - // Loop around the main screen then the sub-screen. + // Loop around the main screen then the sub-screen. for (c = 0; c < 2; c++, pClip++) - { - // Loop around the colour window then a clip window for each of the - // background layers. + { + // Loop around the colour window then a clip window for each of the + // background layers. for (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. + { + 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 (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. + { + 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. int i; for (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 - { + { + 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 + { int j; for (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 - { + { + 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 + { uint32 j; for (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 - { - uint32 j; - for (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->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 + { + uint32 j; + for (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) + { uint32 i; - pClip->Count [w] = pClip->Count [5]; + pClip->Count [w] = pClip->Count [5]; for (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. + { + 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. uint32 i; for (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; + { + 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... + j = 0; // dummy statement + } + } + } + } // if (w == 5 | ... + } // if (!Settings.DisableGraphicWindows) + } // for (int w... + } // for (int c... } |