From 804169dd621a3ad3eec1a32ce30350de667fee80 Mon Sep 17 00:00:00 2001 From: aliaspider Date: Thu, 30 Oct 2014 00:23:30 +0100 Subject: apply a facelift --- source/tile.h | 300 +++++++++++++++++++++++++++++----------------------------- 1 file changed, 150 insertions(+), 150 deletions(-) (limited to 'source/tile.h') diff --git a/source/tile.h b/source/tile.h index ee52e19..7e70ddc 100644 --- a/source/tile.h +++ b/source/tile.h @@ -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. *******************************************************************************/ @@ -94,7 +94,7 @@ \ uint32 TileAddr = BG.TileAddress + ((Tile & 0x3ff) << BG.TileShift); \ if ((Tile & 0x1ff) >= 256) \ - TileAddr += BG.NameSelect; \ + TileAddr += BG.NameSelect; \ \ TileAddr &= 0xffff; \ \ @@ -102,64 +102,64 @@ pCache = &BG.Buffer[(TileNumber = (TileAddr >> BG.TileShift)) << 6]; \ \ if (!BG.Buffered [TileNumber]) \ - BG.Buffered[TileNumber] = ConvertTile (pCache, TileAddr); \ + BG.Buffered[TileNumber] = ConvertTile (pCache, TileAddr); \ \ if (BG.Buffered [TileNumber] == BLANK_TILE) \ - return; \ + return; \ \ register uint32 l; \ uint16 *ScreenColors; \ if (BG.DirectColourMode) \ { \ - if (IPPU.DirectColourMapsNeedRebuild) \ + if (IPPU.DirectColourMapsNeedRebuild) \ S9xBuildDirectColourMaps (); \ ScreenColors = DirectColourMaps [(Tile >> 10) & BG.PaletteMask]; \ } \ else \ - ScreenColors = &IPPU.ScreenColors [(((Tile >> 10) & BG.PaletteMask) << BG.PaletteShift) + BG.StartPalette]; + ScreenColors = &IPPU.ScreenColors [(((Tile >> 10) & BG.PaletteMask) << BG.PaletteShift) + BG.StartPalette]; #define RENDER_TILE(NORMAL, FLIPPED, N) \ switch (Tile & (V_FLIP | H_FLIP)) \ { \ case 0: \ - bp = pCache + StartLine; \ - for (l = LineCount; l != 0; l--, bp += 8, Offset += GFX.PPL) \ - { \ - if (*(uint32 *) bp) \ - NORMAL (Offset, bp, ScreenColors); \ - if (*(uint32 *) (bp + 4)) \ - NORMAL (Offset + N, bp + 4, ScreenColors); \ - } \ + bp = pCache + StartLine; \ + for (l = LineCount; l != 0; l--, bp += 8, Offset += GFX.PPL) \ + { \ + if (*(uint32 *) bp) \ + NORMAL (Offset, bp, ScreenColors); \ + if (*(uint32 *) (bp + 4)) \ + NORMAL (Offset + N, bp + 4, ScreenColors); \ + } \ break; \ case H_FLIP: \ - bp = pCache + StartLine; \ - for (l = LineCount; l != 0; l--, bp += 8, Offset += GFX.PPL) \ - { \ - if (*(uint32 *) (bp + 4)) \ - FLIPPED (Offset, bp + 4, ScreenColors); \ - if (*(uint32 *) bp) \ - FLIPPED (Offset + N, bp, ScreenColors); \ - } \ + bp = pCache + StartLine; \ + for (l = LineCount; l != 0; l--, bp += 8, Offset += GFX.PPL) \ + { \ + if (*(uint32 *) (bp + 4)) \ + FLIPPED (Offset, bp + 4, ScreenColors); \ + if (*(uint32 *) bp) \ + FLIPPED (Offset + N, bp, ScreenColors); \ + } \ break; \ case H_FLIP | V_FLIP: \ - bp = pCache + 56 - StartLine; \ - for (l = LineCount; l != 0; l--, bp -= 8, Offset += GFX.PPL) \ - { \ - if (*(uint32 *) (bp + 4)) \ - FLIPPED (Offset, bp + 4, ScreenColors); \ - if (*(uint32 *) bp) \ - FLIPPED (Offset + N, bp, ScreenColors); \ - } \ + bp = pCache + 56 - StartLine; \ + for (l = LineCount; l != 0; l--, bp -= 8, Offset += GFX.PPL) \ + { \ + if (*(uint32 *) (bp + 4)) \ + FLIPPED (Offset, bp + 4, ScreenColors); \ + if (*(uint32 *) bp) \ + FLIPPED (Offset + N, bp, ScreenColors); \ + } \ break; \ case V_FLIP: \ - bp = pCache + 56 - StartLine; \ - for (l = LineCount; l != 0; l--, bp -= 8, Offset += GFX.PPL) \ - { \ - if (*(uint32 *) bp) \ - NORMAL (Offset, bp, ScreenColors); \ - if (*(uint32 *) (bp + 4)) \ - NORMAL (Offset + N, bp + 4, ScreenColors); \ - } \ + bp = pCache + 56 - StartLine; \ + for (l = LineCount; l != 0; l--, bp -= 8, Offset += GFX.PPL) \ + { \ + if (*(uint32 *) bp) \ + NORMAL (Offset, bp, ScreenColors); \ + if (*(uint32 *) (bp + 4)) \ + NORMAL (Offset + N, bp + 4, ScreenColors); \ + } \ break; \ default: \ break; \ @@ -171,76 +171,76 @@ \ if (StartPixel < 4) \ { \ - d1 = HeadMask [StartPixel]; \ - if (StartPixel + Width < 4) \ - d1 &= TailMask [StartPixel + Width]; \ + d1 = HeadMask [StartPixel]; \ + if (StartPixel + Width < 4) \ + d1 &= TailMask [StartPixel + Width]; \ } \ else \ - d1 = 0; \ + d1 = 0; \ \ if (StartPixel + Width > 4) \ { \ - if (StartPixel > 4) \ - d2 = HeadMask [StartPixel - 4]; \ - else \ - d2 = 0xffffffff; \ + if (StartPixel > 4) \ + d2 = HeadMask [StartPixel - 4]; \ + else \ + d2 = 0xffffffff; \ \ - d2 &= TailMask [(StartPixel + Width - 4)]; \ + d2 &= TailMask [(StartPixel + Width - 4)]; \ } \ else \ - d2 = 0; + d2 = 0; #define RENDER_CLIPPED_TILE(NORMAL, FLIPPED, N) \ uint32 dd; \ switch (Tile & (V_FLIP | H_FLIP)) \ { \ case 0: \ - bp = pCache + StartLine; \ - for (l = LineCount; l != 0; l--, bp += 8, Offset += GFX.PPL) \ - { \ + bp = pCache + StartLine; \ + for (l = LineCount; l != 0; l--, bp += 8, Offset += GFX.PPL) \ + { \ /* This is perfectly OK, regardless of endian. The tiles are \ * cached in leftmost-endian order (when not horiz flipped) by \ * the ConvertTile function. \ */ \ - if ((dd = (*(uint32 *) bp) & d1)) \ - NORMAL (Offset, (uint8 *) &dd, ScreenColors); \ - if ((dd = (*(uint32 *) (bp + 4)) & d2)) \ - NORMAL (Offset + N, (uint8 *) &dd, ScreenColors); \ - } \ + if ((dd = (*(uint32 *) bp) & d1)) \ + NORMAL (Offset, (uint8 *) &dd, ScreenColors); \ + if ((dd = (*(uint32 *) (bp + 4)) & d2)) \ + NORMAL (Offset + N, (uint8 *) &dd, ScreenColors); \ + } \ break; \ case H_FLIP: \ - bp = pCache + StartLine; \ - SWAP_DWORD (d1); \ - SWAP_DWORD (d2); \ - for (l = LineCount; l != 0; l--, bp += 8, Offset += GFX.PPL) \ - { \ - if ((dd = *(uint32 *) (bp + 4) & d1)) \ - FLIPPED (Offset, (uint8 *) &dd, ScreenColors); \ - if ((dd = *(uint32 *) bp & d2)) \ - FLIPPED (Offset + N, (uint8 *) &dd, ScreenColors); \ - } \ + bp = pCache + StartLine; \ + SWAP_DWORD (d1); \ + SWAP_DWORD (d2); \ + for (l = LineCount; l != 0; l--, bp += 8, Offset += GFX.PPL) \ + { \ + if ((dd = *(uint32 *) (bp + 4) & d1)) \ + FLIPPED (Offset, (uint8 *) &dd, ScreenColors); \ + if ((dd = *(uint32 *) bp & d2)) \ + FLIPPED (Offset + N, (uint8 *) &dd, ScreenColors); \ + } \ break; \ case H_FLIP | V_FLIP: \ - bp = pCache + 56 - StartLine; \ - SWAP_DWORD (d1); \ - SWAP_DWORD (d2); \ - for (l = LineCount; l != 0; l--, bp -= 8, Offset += GFX.PPL) \ - { \ - if ((dd = *(uint32 *) (bp + 4) & d1)) \ - FLIPPED (Offset, (uint8 *) &dd, ScreenColors); \ - if ((dd = *(uint32 *) bp & d2)) \ - FLIPPED (Offset + N, (uint8 *) &dd, ScreenColors); \ - } \ + bp = pCache + 56 - StartLine; \ + SWAP_DWORD (d1); \ + SWAP_DWORD (d2); \ + for (l = LineCount; l != 0; l--, bp -= 8, Offset += GFX.PPL) \ + { \ + if ((dd = *(uint32 *) (bp + 4) & d1)) \ + FLIPPED (Offset, (uint8 *) &dd, ScreenColors); \ + if ((dd = *(uint32 *) bp & d2)) \ + FLIPPED (Offset + N, (uint8 *) &dd, ScreenColors); \ + } \ break; \ case V_FLIP: \ - bp = pCache + 56 - StartLine; \ - for (l = LineCount; l != 0; l--, bp -= 8, Offset += GFX.PPL) \ - { \ - if ((dd = (*(uint32 *) bp) & d1)) \ - NORMAL (Offset, (uint8 *) &dd, ScreenColors); \ - if ((dd = (*(uint32 *) (bp + 4)) & d2)) \ - NORMAL (Offset + N, (uint8 *) &dd, ScreenColors); \ - } \ + bp = pCache + 56 - StartLine; \ + for (l = LineCount; l != 0; l--, bp -= 8, Offset += GFX.PPL) \ + { \ + if ((dd = (*(uint32 *) bp) & d1)) \ + NORMAL (Offset, (uint8 *) &dd, ScreenColors); \ + if ((dd = (*(uint32 *) (bp + 4)) & d2)) \ + NORMAL (Offset + N, (uint8 *) &dd, ScreenColors); \ + } \ break; \ default: \ break; \ @@ -250,42 +250,42 @@ switch (Tile & (V_FLIP | H_FLIP)) \ { \ case H_FLIP: \ - StartPixel = 7 - StartPixel; \ + StartPixel = 7 - StartPixel; \ /* fallthrough for no-flip case - above was a horizontal flip */ \ case 0: \ - if ((pixel = *(pCache + StartLine + StartPixel))) \ - { \ - pixel = PIXEL; \ - for (l = LineCount; l != 0; l--, sp += GFX.PPL, Depth += GFX.PPL) \ - { \ + if ((pixel = *(pCache + StartLine + StartPixel))) \ + { \ + pixel = PIXEL; \ + for (l = LineCount; l != 0; l--, sp += GFX.PPL, Depth += GFX.PPL) \ + { \ int z; \ for (z = Pixels - 1; z >= 0; z--) \ - if (GFX.Z1 > Depth [z]) \ - { \ - sp [z] = FUNCTION(sp + z, pixel); \ - Depth [z] = GFX.Z2; \ - }\ - } \ - } \ + if (GFX.Z1 > Depth [z]) \ + { \ + sp [z] = FUNCTION(sp + z, pixel); \ + Depth [z] = GFX.Z2; \ + }\ + } \ + } \ break; \ case H_FLIP | V_FLIP: \ - StartPixel = 7 - StartPixel; \ + StartPixel = 7 - StartPixel; \ /* fallthrough for V_FLIP-only case - above was a horizontal flip */ \ case V_FLIP: \ - if ((pixel = *(pCache + 56 - StartLine + StartPixel))) \ - { \ - pixel = PIXEL; \ - for (l = LineCount; l != 0; l--, sp += GFX.PPL, Depth += GFX.PPL) \ - { \ + if ((pixel = *(pCache + 56 - StartLine + StartPixel))) \ + { \ + pixel = PIXEL; \ + for (l = LineCount; l != 0; l--, sp += GFX.PPL, Depth += GFX.PPL) \ + { \ int z; \ for (z = Pixels - 1; z >= 0; z--) \ - if (GFX.Z1 > Depth [z]) \ - { \ - sp [z] = FUNCTION(sp + z, pixel); \ - Depth [z] = GFX.Z2; \ - }\ - } \ - } \ + if (GFX.Z1 > Depth [z]) \ + { \ + sp [z] = FUNCTION(sp + z, pixel); \ + Depth [z] = GFX.Z2; \ + }\ + } \ + } \ break; \ default: \ break; \ @@ -295,42 +295,42 @@ switch (Tile & (V_FLIP | H_FLIP)) \ { \ case H_FLIP: \ - StartPixel = 7 - StartPixel; \ + StartPixel = 7 - StartPixel; \ /* fallthrough for no-flip case - above was a horizontal flip */ \ case 0: \ - if ((pixel = *(pCache + StartLine + StartPixel))) \ - { \ - pixel = PIXEL; \ - for (l = LineCount; l != 0; l--, sp += GFX.PPL, Depth += GFX.PPL) \ - { \ + if ((pixel = *(pCache + StartLine + StartPixel))) \ + { \ + pixel = PIXEL; \ + for (l = LineCount; l != 0; l--, sp += GFX.PPL, Depth += GFX.PPL) \ + { \ int z; \ - for (z = Pixels - 2; z >= 0; z -= 2) \ - if (GFX.Z1 > Depth [z]) \ - { \ - sp [z >> 1] = FUNCTION(sp + z, pixel); \ - Depth [z >> 1] = GFX.Z2; \ - }\ - } \ - } \ + for (z = Pixels - 2; z >= 0; z -= 2) \ + if (GFX.Z1 > Depth [z]) \ + { \ + sp [z >> 1] = FUNCTION(sp + z, pixel); \ + Depth [z >> 1] = GFX.Z2; \ + }\ + } \ + } \ break; \ case H_FLIP | V_FLIP: \ - StartPixel = 7 - StartPixel; \ + StartPixel = 7 - StartPixel; \ /* fallthrough for V_FLIP-only case - above was a horizontal flip */ \ case V_FLIP: \ - if ((pixel = *(pCache + 56 - StartLine + StartPixel))) \ - { \ - pixel = PIXEL; \ - for (l = LineCount; l != 0; l--, sp += GFX.PPL, Depth += GFX.PPL) \ - { \ + if ((pixel = *(pCache + 56 - StartLine + StartPixel))) \ + { \ + pixel = PIXEL; \ + for (l = LineCount; l != 0; l--, sp += GFX.PPL, Depth += GFX.PPL) \ + { \ int z; \ for (z = Pixels - 2; z >= 0; z -= 2) \ - if (GFX.Z1 > Depth [z]) \ - { \ - sp [z >> 1] = FUNCTION(sp + z, pixel); \ - Depth [z >> 1] = GFX.Z2; \ - }\ - } \ - } \ + if (GFX.Z1 > Depth [z]) \ + { \ + sp [z >> 1] = FUNCTION(sp + z, pixel); \ + Depth [z >> 1] = GFX.Z2; \ + }\ + } \ + } \ break; \ default: \ break; \ -- cgit v1.2.3