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authoraliaspider2014-10-30 00:23:30 +0100
committeraliaspider2014-10-30 00:23:30 +0100
commit804169dd621a3ad3eec1a32ce30350de667fee80 (patch)
tree5bce839a3652f6725d50639cccd3f589ee901515 /source/tile.h
parent5382d193371c8db303d056b87b8ffd51316bf2e0 (diff)
downloadsnesemu-804169dd621a3ad3eec1a32ce30350de667fee80.tar.gz
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apply a facelift
Diffstat (limited to 'source/tile.h')
-rw-r--r--source/tile.h300
1 files changed, 150 insertions, 150 deletions
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; \