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-rw-r--r--source/clip.c1299
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...
}