#include "../copyright" #include #include "snes9x.h" #include "memmap.h" #include "ppu.h" typedef struct { uint32_t Left; uint32_t Right; } Band; #define BAND_EMPTY(B) (B.Left >= B.Right) #define BANDS_INTERSECT(A,B) ((A.Left >= B.Left && A.Left < B.Right) || (B.Left >= A.Left && B.Left < A.Right)) #define OR_BANDS(R,A,B) \ { \ R.Left = MIN(A.Left, B.Left); \ R.Right = MAX(A.Right, B.Right); \ } #define AND_BANDS(R,A,B) \ { \ R.Left = MAX(A.Left, B.Left); \ R.Right = MIN(A.Right, B.Right); \ } static int32_t IntCompare(const void* d1, const void* d2) { return *(uint32_t*) d1 - *(uint32_t*) d2; } static int32_t BandCompare(const void* d1, const void* d2) { return ((Band*) d1)->Left - ((Band*) d2)->Left; } void ComputeClipWindows() { ClipData* pClip = &IPPU.Clip [0]; int32_t c, w, i; /* 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. */ 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. */ 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 if ((Memory.FillRAM [0x2130] & 0x30) == 0x30) /* .. colour window on the sub-screen. */ { /* The sub-screen is switched off, completely clip everything. */ int32_t 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 (w == 5 || pClip->Count [5] || (Memory.FillRAM [0x212c + c] & Memory.FillRAM [0x212e + c] & (1 << w))) { Band Win1[3]; Band Win2[3]; uint32_t Window1Enabled = 0; uint32_t Window2Enabled = 0; bool 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. (Left > Right. One band) * 2. | ---------------- | (Left >= 0, Right <= 255, Left <= Right. One band) * 3. |------------ ----------| (Left1 == 0, Right1 < Left2; Left2 > Right1, Right2 == 255. Two bands) */ Band Bands [6]; int32_t 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_t p = 0; uint32_t points [10]; uint32_t 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) { int32_t b; int32_t j = 0; int32_t 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 { int32_t 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) { int32_t 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_t 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) { int32_t 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_t 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_t i; 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. */ uint32_t i, j; for (i = 0; i < pClip->Count [w]; i++) { 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:; } } } } /* if (w == 5 || pClip->Count [5] ... */ } /* for (w... */ } /* for (c... */ }