/******************************************************************************* Snes9x - Portable Super Nintendo Entertainment System (TM) emulator. (c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com) and Jerremy Koot (jkoot@snes9x.com) (c) Copyright 2001 - 2004 John Weidman (jweidman@slip.net) (c) Copyright 2002 - 2004 Brad Jorsch (anomie@users.sourceforge.net), funkyass (funkyass@spam.shaw.ca), Joel Yliluoma (http://iki.fi/bisqwit/) Kris Bleakley (codeviolation@hotmail.com), Matthew Kendora, Nach (n-a-c-h@users.sourceforge.net), Peter Bortas (peter@bortas.org) and zones (kasumitokoduck@yahoo.com) C4 x86 assembler and some C emulation code (c) Copyright 2000 - 2003 zsKnight (zsknight@zsnes.com), _Demo_ (_demo_@zsnes.com), and Nach C4 C++ code (c) Copyright 2003 Brad Jorsch DSP-1 emulator code (c) Copyright 1998 - 2004 Ivar (ivar@snes9x.com), _Demo_, Gary Henderson, John Weidman, neviksti (neviksti@hotmail.com), Kris Bleakley, Andreas Naive DSP-2 emulator code (c) Copyright 2003 Kris Bleakley, John Weidman, neviksti, Matthew Kendora, and Lord Nightmare (lord_nightmare@users.sourceforge.net OBC1 emulator code (c) Copyright 2001 - 2004 zsKnight, pagefault (pagefault@zsnes.com) and Kris Bleakley Ported from x86 assembler to C by sanmaiwashi SPC7110 and RTC C++ emulator code (c) Copyright 2002 Matthew Kendora with research by zsKnight, John Weidman, and Dark Force 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 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) 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. *******************************************************************************/ #include "snes9x.h" #include "memmap.h" #include "ppu.h" #include "display.h" #include "gfx.h" #include "tile.h" extern uint32_t HeadMask [4]; extern uint32_t TailMask [5]; static uint8_t ConvertTile(uint8_t* pCache, uint32_t TileAddr) { register uint8_t* tp = &Memory.VRAM[TileAddr]; uint32_t* p = (uint32_t*) pCache; uint32_t non_zero = 0; uint8_t line; switch (BG.BitShift) { case 8: for (line = 8; line != 0; line--, tp += 2) { uint32_t p1 = 0; uint32_t p2 = 0; register uint8_t pix; if ((pix = *(tp + 0))) { p1 |= odd_high[0][pix >> 4]; p2 |= odd_low[0][pix & 0xf]; } if ((pix = *(tp + 1))) { p1 |= even_high[0][pix >> 4]; p2 |= even_low[0][pix & 0xf]; } if ((pix = *(tp + 16))) { p1 |= odd_high[1][pix >> 4]; p2 |= odd_low[1][pix & 0xf]; } if ((pix = *(tp + 17))) { p1 |= even_high[1][pix >> 4]; p2 |= even_low[1][pix & 0xf]; } if ((pix = *(tp + 32))) { p1 |= odd_high[2][pix >> 4]; p2 |= odd_low[2][pix & 0xf]; } if ((pix = *(tp + 33))) { p1 |= even_high[2][pix >> 4]; p2 |= even_low[2][pix & 0xf]; } if ((pix = *(tp + 48))) { p1 |= odd_high[3][pix >> 4]; p2 |= odd_low[3][pix & 0xf]; } if ((pix = *(tp + 49))) { p1 |= even_high[3][pix >> 4]; p2 |= even_low[3][pix & 0xf]; } *p++ = p1; *p++ = p2; non_zero |= p1 | p2; } break; case 4: for (line = 8; line != 0; line--, tp += 2) { uint32_t p1 = 0; uint32_t p2 = 0; register uint8_t pix; if ((pix = *(tp + 0))) { p1 |= odd_high[0][pix >> 4]; p2 |= odd_low[0][pix & 0xf]; } if ((pix = *(tp + 1))) { p1 |= even_high[0][pix >> 4]; p2 |= even_low[0][pix & 0xf]; } if ((pix = *(tp + 16))) { p1 |= odd_high[1][pix >> 4]; p2 |= odd_low[1][pix & 0xf]; } if ((pix = *(tp + 17))) { p1 |= even_high[1][pix >> 4]; p2 |= even_low[1][pix & 0xf]; } *p++ = p1; *p++ = p2; non_zero |= p1 | p2; } break; case 2: for (line = 8; line != 0; line--, tp += 2) { uint32_t p1 = 0; uint32_t p2 = 0; register uint8_t pix; if ((pix = *(tp + 0))) { p1 |= odd_high[0][pix >> 4]; p2 |= odd_low[0][pix & 0xf]; } if ((pix = *(tp + 1))) { p1 |= even_high[0][pix >> 4]; p2 |= even_low[0][pix & 0xf]; } *p++ = p1; *p++ = p2; non_zero |= p1 | p2; } break; } return (non_zero ? true : BLANK_TILE); } #define PLOT_PIXEL(screen, pixel) (pixel) static void WRITE_4PIXELS16(int32_t Offset, uint8_t* Pixels, uint16_t* ScreenColors) { uint8_t Pixel, N; uint16_t* Screen = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.DB + Offset; for (N = 0; N < 4; N++) { if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) { Screen [N] = ScreenColors [Pixel]; Depth [N] = GFX.Z2; } } } static void WRITE_4PIXELS16_FLIPPED(int32_t Offset, uint8_t* Pixels, uint16_t* ScreenColors) { uint8_t Pixel, N; uint16_t* Screen = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.DB + Offset; for (N = 0; N < 4; N++) { if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) { Screen [N] = ScreenColors [Pixel]; Depth [N] = GFX.Z2; } } } static void WRITE_4PIXELS16_HALFWIDTH(int32_t Offset, uint8_t* Pixels, uint16_t* ScreenColors) { uint8_t Pixel, N; uint16_t* Screen = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.DB + Offset; for (N = 0; N < 4; N += 2) { if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) { Screen [N >> 1] = ScreenColors [Pixel]; Depth [N >> 1] = GFX.Z2; } } } static void WRITE_4PIXELS16_FLIPPED_HALFWIDTH(int32_t Offset, uint8_t* Pixels, uint16_t* ScreenColors) { uint8_t Pixel, N; uint16_t* Screen = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.DB + Offset; for (N = 0; N < 4; N += 2) { if (GFX.Z1 > Depth [N] && (Pixel = Pixels[2 - N])) { Screen [N >> 1] = ScreenColors [Pixel]; Depth [N >> 1] = GFX.Z2; } } } static void WRITE_4PIXELS16x2(int32_t Offset, uint8_t* Pixels, uint16_t* ScreenColors) { uint8_t Pixel, N; uint16_t* Screen = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.DB + Offset; for (N = 0; N < 4; N++) { if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) { Screen [N * 2] = Screen [N * 2 + 1] = ScreenColors [Pixel]; Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2; } } } static void WRITE_4PIXELS16_FLIPPEDx2(int32_t Offset, uint8_t* Pixels, uint16_t* ScreenColors) { uint8_t Pixel, N; uint16_t* Screen = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.DB + Offset; for (N = 0; N < 4; N++) { if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) { Screen [N * 2] = Screen [N * 2 + 1] = ScreenColors [Pixel]; Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2; } } } static void WRITE_4PIXELS16x2x2(int32_t Offset, uint8_t* Pixels, uint16_t* ScreenColors) { uint8_t Pixel, N; uint16_t* Screen = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.DB + Offset; for (N = 0; N < 4; N++) { if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) { Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GFX.RealPitch >> 1) + N * 2] = Screen [(GFX.RealPitch >> 1) + N * 2 + 1] = ScreenColors [Pixel]; Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX.RealPitch >> 1) + N * 2] = Depth [(GFX.RealPitch >> 1) + N * 2 + 1] = GFX.Z2; } } } static void WRITE_4PIXELS16_FLIPPEDx2x2(int32_t Offset, uint8_t* Pixels, uint16_t* ScreenColors) { uint8_t Pixel, N; uint16_t* Screen = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.DB + Offset; for (N = 0; N < 4; N++) { if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) { Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GFX.RealPitch >> 1) + N * 2] = Screen [(GFX.RealPitch >> 1) + N * 2 + 1] = ScreenColors [Pixel]; Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX.RealPitch >> 1) + N * 2] = Depth [(GFX.RealPitch >> 1) + N * 2 + 1] = GFX.Z2; } } } void DrawTile16(uint32_t Tile, int32_t Offset, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint8_t* bp; RENDER_TILE(WRITE_4PIXELS16, WRITE_4PIXELS16_FLIPPED, 4) } void DrawClippedTile16(uint32_t Tile, int32_t Offset, uint32_t StartPixel, uint32_t Width, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint8_t* bp; TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16, WRITE_4PIXELS16_FLIPPED, 4) } void DrawTile16HalfWidth(uint32_t Tile, int32_t Offset, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint8_t* bp; RENDER_TILE(WRITE_4PIXELS16_HALFWIDTH, WRITE_4PIXELS16_FLIPPED_HALFWIDTH, 2) } void DrawClippedTile16HalfWidth(uint32_t Tile, int32_t Offset, uint32_t StartPixel, uint32_t Width, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint8_t* bp; TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16_HALFWIDTH, WRITE_4PIXELS16_FLIPPED_HALFWIDTH, 2) } void DrawTile16x2(uint32_t Tile, int32_t Offset, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint8_t* bp; RENDER_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8) } void DrawClippedTile16x2(uint32_t Tile, int32_t Offset, uint32_t StartPixel, uint32_t Width, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint8_t* bp; TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8) } void DrawTile16x2x2(uint32_t Tile, int32_t Offset, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint8_t* bp; RENDER_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8) } void DrawClippedTile16x2x2(uint32_t Tile, int32_t Offset, uint32_t StartPixel, uint32_t Width, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint8_t* bp; TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8) } void DrawLargePixel16(uint32_t Tile, int32_t Offset, uint32_t StartPixel, uint32_t Pixels, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint16_t* sp = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.DB + Offset; uint16_t pixel; RENDER_TILE_LARGE(ScreenColors [pixel], PLOT_PIXEL) } void DrawLargePixel16HalfWidth(uint32_t Tile, int32_t Offset, uint32_t StartPixel, uint32_t Pixels, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint16_t* sp = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.DB + Offset; uint16_t pixel; RENDER_TILE_LARGE_HALFWIDTH(ScreenColors [pixel], PLOT_PIXEL) } static void WRITE_4PIXELS16_ADD(int32_t Offset, uint8_t* Pixels, uint16_t* ScreenColors) { uint8_t Pixel, N; uint16_t* Screen = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.ZBuffer + Offset; uint8_t* SubDepth = GFX.SubZBuffer + Offset; for (N = 0; N < 4; N++) { if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) { switch (SubDepth [N]) { case 0: Screen [N] = ScreenColors [Pixel]; break; case 1: Screen [N] = COLOR_ADD(ScreenColors [Pixel], GFX.FixedColour); break; default: Screen [N] = COLOR_ADD(ScreenColors [Pixel], Screen [GFX.Delta + N]); break; } Depth [N] = GFX.Z2; } } } static void WRITE_4PIXELS16_FLIPPED_ADD(int32_t Offset, uint8_t* Pixels, uint16_t* ScreenColors) { uint8_t Pixel, N; uint16_t* Screen = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.ZBuffer + Offset; uint8_t* SubDepth = GFX.SubZBuffer + Offset; for (N = 0; N < 4; N++) { if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) { switch (SubDepth [N]) { case 0: Screen [N] = ScreenColors [Pixel]; break; case 1: Screen [N] = COLOR_ADD(ScreenColors [Pixel], GFX.FixedColour); break; default: Screen [N] = COLOR_ADD(ScreenColors [Pixel], Screen [GFX.Delta + N]); break; } Depth [N] = GFX.Z2; } } } static void WRITE_4PIXELS16_ADD1_2(int32_t Offset, uint8_t* Pixels, uint16_t* ScreenColors) { uint8_t Pixel, N; uint16_t* Screen = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.ZBuffer + Offset; uint8_t* SubDepth = GFX.SubZBuffer + Offset; for (N = 0; N < 4; N++) { if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) { switch (SubDepth [N]) { case 0: Screen [N] = ScreenColors [Pixel]; break; case 1: Screen [N] = COLOR_ADD(ScreenColors [Pixel], GFX.FixedColour); break; default: Screen [N] = (uint16_t)(COLOR_ADD1_2(ScreenColors [Pixel], Screen [GFX.Delta + N])); break; } Depth [N] = GFX.Z2; } } } static void WRITE_4PIXELS16_FLIPPED_ADD1_2(int32_t Offset, uint8_t* Pixels, uint16_t* ScreenColors) { uint8_t Pixel, N; uint16_t* Screen = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.ZBuffer + Offset; uint8_t* SubDepth = GFX.SubZBuffer + Offset; for (N = 0; N < 4; N++) { if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) { switch (SubDepth [N]) { case 0: Screen [N] = ScreenColors [Pixel]; break; case 1: Screen [N] = COLOR_ADD(ScreenColors [Pixel], GFX.FixedColour); break; default: Screen [N] = (uint16_t)(COLOR_ADD1_2(ScreenColors [Pixel], Screen [GFX.Delta + N])); break; } Depth [N] = GFX.Z2; } } } static void WRITE_4PIXELS16_SUB(int32_t Offset, uint8_t* Pixels, uint16_t* ScreenColors) { uint8_t Pixel, N; uint16_t* Screen = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.ZBuffer + Offset; uint8_t* SubDepth = GFX.SubZBuffer + Offset; for (N = 0; N < 4; N++) { if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) { switch (SubDepth [N]) { case 0: Screen [N] = ScreenColors [Pixel]; break; case 1: Screen [N] = (uint16_t) COLOR_SUB(ScreenColors [Pixel], GFX.FixedColour); break; default: Screen [N] = (uint16_t) COLOR_SUB(ScreenColors [Pixel], Screen [GFX.Delta + N]); break; } Depth [N] = GFX.Z2; } } } static void WRITE_4PIXELS16_FLIPPED_SUB(int32_t Offset, uint8_t* Pixels, uint16_t* ScreenColors) { uint8_t Pixel, N; uint16_t* Screen = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.ZBuffer + Offset; uint8_t* SubDepth = GFX.SubZBuffer + Offset; for (N = 0; N < 4; N++) { if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) { switch (SubDepth [N]) { case 0: Screen [N] = ScreenColors [Pixel]; break; case 1: Screen [N] = (uint16_t) COLOR_SUB(ScreenColors [Pixel], GFX.FixedColour); break; default: Screen [N] = (uint16_t) COLOR_SUB(ScreenColors [Pixel], Screen [GFX.Delta + N]); break; } Depth [N] = GFX.Z2; } } } static void WRITE_4PIXELS16_SUB1_2(int32_t Offset, uint8_t* Pixels, uint16_t* ScreenColors) { uint8_t Pixel, N; uint16_t* Screen = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.ZBuffer + Offset; uint8_t* SubDepth = GFX.SubZBuffer + Offset; for (N = 0; N < 4; N++) { if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) { switch (SubDepth [N]) { case 0: Screen [N] = ScreenColors [Pixel]; break; case 1: Screen [N] = (uint16_t) COLOR_SUB(ScreenColors [Pixel], GFX.FixedColour); break; default: Screen [N] = (uint16_t) COLOR_SUB1_2(ScreenColors [Pixel], Screen [GFX.Delta + N]); break; } Depth [N] = GFX.Z2; } } } static void WRITE_4PIXELS16_FLIPPED_SUB1_2(int32_t Offset, uint8_t* Pixels, uint16_t* ScreenColors) { uint8_t Pixel, N; uint16_t* Screen = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.ZBuffer + Offset; uint8_t* SubDepth = GFX.SubZBuffer + Offset; for (N = 0; N < 4; N++) { if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) { switch (SubDepth [N]) { case 0: Screen [N] = ScreenColors [Pixel]; break; case 1: Screen [N] = (uint16_t) COLOR_SUB(ScreenColors [Pixel], GFX.FixedColour); break; default: Screen [N] = (uint16_t) COLOR_SUB1_2(ScreenColors [Pixel], Screen [GFX.Delta + N]); break; } Depth [N] = GFX.Z2; } } } void DrawTile16Add(uint32_t Tile, int32_t Offset, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint8_t* bp; uint8_t Pixel; uint16_t* Screen = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.ZBuffer + Offset; uint8_t* SubDepth = GFX.SubZBuffer + Offset; switch (Tile & (V_FLIP | H_FLIP)) { case 0: bp = pCache + StartLine; for (l = LineCount; l != 0; l--, bp += 8, Screen += GFX.PPL, Depth += GFX.PPL, SubDepth += GFX.PPL) { uint8_t N; for (N = 0; N < 8; N++) { if (GFX.Z1 > Depth [N] && (Pixel = bp[N])) { switch (SubDepth [N]) { case 0: Screen [N] = ScreenColors [Pixel]; break; case 1: Screen [N] = COLOR_ADD(ScreenColors [Pixel], GFX.FixedColour); break; default: Screen [N] = COLOR_ADD(ScreenColors [Pixel], Screen [GFX.Delta + N]); break; } Depth [N] = GFX.Z2; } } } break; case H_FLIP: bp = pCache + StartLine; for (l = LineCount; l != 0; l--, bp += 8, Screen += GFX.PPL, Depth += GFX.PPL, SubDepth += GFX.PPL) { uint8_t N; for (N = 0; N < 8; N++) { if (GFX.Z1 > Depth [N] && (Pixel = bp[7 - N])) { switch (SubDepth [N]) { case 0: Screen [N] = ScreenColors [Pixel]; break; case 1: Screen [N] = COLOR_ADD(ScreenColors [Pixel], GFX.FixedColour); break; default: Screen [N] = COLOR_ADD(ScreenColors [Pixel], Screen [GFX.Delta + N]); break; } Depth [N] = GFX.Z2; } } } break; case H_FLIP | V_FLIP: bp = pCache + 56 - StartLine; for (l = LineCount; l != 0; l--, bp -= 8, Screen += GFX.PPL, Depth += GFX.PPL, SubDepth += GFX.PPL) { uint8_t N; for (N = 0; N < 8; N++) { if (GFX.Z1 > Depth [N] && (Pixel = bp[7 - N])) { switch (SubDepth [N]) { case 0: Screen [N] = ScreenColors [Pixel]; break; case 1: Screen [N] = COLOR_ADD(ScreenColors [Pixel], GFX.FixedColour); break; default: Screen [N] = COLOR_ADD(ScreenColors [Pixel], Screen [GFX.Delta + N]); break; } Depth [N] = GFX.Z2; } } } break; case V_FLIP: bp = pCache + 56 - StartLine; for (l = LineCount; l != 0; l--, bp -= 8, Screen += GFX.PPL, Depth += GFX.PPL, SubDepth += GFX.PPL) { uint8_t N; for (N = 0; N < 8; N++) { if (GFX.Z1 > Depth [N] && (Pixel = bp[N])) { switch (SubDepth [N]) { case 0: Screen [N] = ScreenColors [Pixel]; break; case 1: Screen [N] = COLOR_ADD(ScreenColors [Pixel], GFX.FixedColour); break; default: Screen [N] = COLOR_ADD(ScreenColors [Pixel], Screen [GFX.Delta + N]); break; } Depth [N] = GFX.Z2; } } } break; default: break; } } void DrawClippedTile16Add(uint32_t Tile, int32_t Offset, uint32_t StartPixel, uint32_t Width, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint8_t* bp; TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADD, WRITE_4PIXELS16_FLIPPED_ADD, 4) } void DrawTile16Add1_2(uint32_t Tile, int32_t Offset, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint8_t* bp; RENDER_TILE(WRITE_4PIXELS16_ADD1_2, WRITE_4PIXELS16_FLIPPED_ADD1_2, 4) } void DrawClippedTile16Add1_2(uint32_t Tile, int32_t Offset, uint32_t StartPixel, uint32_t Width, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint8_t* bp; TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADD1_2, WRITE_4PIXELS16_FLIPPED_ADD1_2, 4) } void DrawTile16Sub(uint32_t Tile, int32_t Offset, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint8_t* bp; RENDER_TILE(WRITE_4PIXELS16_SUB, WRITE_4PIXELS16_FLIPPED_SUB, 4) } void DrawClippedTile16Sub(uint32_t Tile, int32_t Offset, uint32_t StartPixel, uint32_t Width, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint8_t* bp; TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUB, WRITE_4PIXELS16_FLIPPED_SUB, 4) } void DrawTile16Sub1_2(uint32_t Tile, int32_t Offset, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint8_t* bp; RENDER_TILE(WRITE_4PIXELS16_SUB1_2, WRITE_4PIXELS16_FLIPPED_SUB1_2, 4) } void DrawClippedTile16Sub1_2(uint32_t Tile, int32_t Offset, uint32_t StartPixel, uint32_t Width, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint8_t* bp; TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUB1_2, WRITE_4PIXELS16_FLIPPED_SUB1_2, 4) } static void WRITE_4PIXELS16_ADDF1_2(int32_t Offset, uint8_t* Pixels, uint16_t* ScreenColors) { uint8_t Pixel, N; uint16_t* Screen = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.ZBuffer + Offset; uint8_t* SubDepth = GFX.SubZBuffer + Offset; for (N = 0; N < 4; N++) { if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) { Screen [N] = ScreenColors [Pixel]; if (SubDepth [N] == 1) Screen [N] = (uint16_t)(COLOR_ADD1_2(ScreenColors [Pixel], GFX.FixedColour)); Depth [N] = GFX.Z2; } } } static void WRITE_4PIXELS16_FLIPPED_ADDF1_2(int32_t Offset, uint8_t* Pixels, uint16_t* ScreenColors) { uint8_t Pixel, N; uint16_t* Screen = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.ZBuffer + Offset; uint8_t* SubDepth = GFX.SubZBuffer + Offset; for (N = 0; N < 4; N++) { if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) { Screen [N] = ScreenColors [Pixel]; if (SubDepth [N] == 1) Screen [N] = (uint16_t)(COLOR_ADD1_2(ScreenColors [Pixel], GFX.FixedColour)); Depth [N] = GFX.Z2; } } } static void WRITE_4PIXELS16_SUBF1_2(int32_t Offset, uint8_t* Pixels, uint16_t* ScreenColors) { uint8_t Pixel, N; uint16_t* Screen = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.ZBuffer + Offset; uint8_t* SubDepth = GFX.SubZBuffer + Offset; for (N = 0; N < 4; N++) { if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) { Screen [N] = ScreenColors [Pixel]; if (SubDepth [N] == 1) Screen [N] = (uint16_t) COLOR_SUB1_2(ScreenColors [Pixel], GFX.FixedColour); Depth [N] = GFX.Z2; } } } static void WRITE_4PIXELS16_FLIPPED_SUBF1_2(int32_t Offset, uint8_t* Pixels, uint16_t* ScreenColors) { uint8_t Pixel, N; uint16_t* Screen = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.ZBuffer + Offset; uint8_t* SubDepth = GFX.SubZBuffer + Offset; for (N = 0; N < 4; N++) { if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) { Screen [N] = ScreenColors [Pixel]; if (SubDepth [N] == 1) Screen [N] = (uint16_t) COLOR_SUB1_2(ScreenColors [Pixel], GFX.FixedColour); Depth [N] = GFX.Z2; } } } void DrawTile16FixedAdd1_2(uint32_t Tile, int32_t Offset, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint8_t* bp; RENDER_TILE(WRITE_4PIXELS16_ADDF1_2, WRITE_4PIXELS16_FLIPPED_ADDF1_2, 4) } void DrawClippedTile16FixedAdd1_2(uint32_t Tile, int32_t Offset, uint32_t StartPixel, uint32_t Width, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint8_t* bp; TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADDF1_2, WRITE_4PIXELS16_FLIPPED_ADDF1_2, 4) } void DrawTile16FixedSub1_2(uint32_t Tile, int32_t Offset, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint8_t* bp; RENDER_TILE(WRITE_4PIXELS16_SUBF1_2, WRITE_4PIXELS16_FLIPPED_SUBF1_2, 4) } void DrawClippedTile16FixedSub1_2(uint32_t Tile, int32_t Offset, uint32_t StartPixel, uint32_t Width, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint8_t* bp; TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUBF1_2, WRITE_4PIXELS16_FLIPPED_SUBF1_2, 4) } void DrawLargePixel16Add(uint32_t Tile, int32_t Offset, uint32_t StartPixel, uint32_t Pixels, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint16_t* sp = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.ZBuffer + Offset; uint16_t pixel; #define LARGE_ADD_PIXEL(s, p) \ (Depth [z + GFX.DepthDelta] ? (Depth [z + GFX.DepthDelta] != 1 ? \ COLOR_ADD (p, *(s + GFX.Delta)) : \ COLOR_ADD (p, GFX.FixedColour)) \ : p) RENDER_TILE_LARGE(ScreenColors [pixel], LARGE_ADD_PIXEL) } void DrawLargePixel16Add1_2(uint32_t Tile, int32_t Offset, uint32_t StartPixel, uint32_t Pixels, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint16_t* sp = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.ZBuffer + Offset; uint16_t pixel; #define LARGE_ADD_PIXEL1_2(s, p) \ ((uint16_t) (Depth [z + GFX.DepthDelta] ? (Depth [z + GFX.DepthDelta] != 1 ? \ COLOR_ADD1_2 (p, *(s + GFX.Delta)) : \ COLOR_ADD (p, GFX.FixedColour)) \ : p)) RENDER_TILE_LARGE(ScreenColors [pixel], LARGE_ADD_PIXEL1_2) } void DrawLargePixel16Sub(uint32_t Tile, int32_t Offset, uint32_t StartPixel, uint32_t Pixels, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint16_t* sp = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.ZBuffer + Offset; uint16_t pixel; #define LARGE_SUB_PIXEL(s, p) \ (Depth [z + GFX.DepthDelta] ? (Depth [z + GFX.DepthDelta] != 1 ? \ COLOR_SUB (p, *(s + GFX.Delta)) : \ COLOR_SUB (p, GFX.FixedColour)) \ : p) RENDER_TILE_LARGE(ScreenColors [pixel], LARGE_SUB_PIXEL) } void DrawLargePixel16Sub1_2(uint32_t Tile, int32_t Offset, uint32_t StartPixel, uint32_t Pixels, uint32_t StartLine, uint32_t LineCount) { TILE_PREAMBLE register uint16_t* sp = (uint16_t*) GFX.S + Offset; uint8_t* Depth = GFX.ZBuffer + Offset; uint16_t pixel; #define LARGE_SUB_PIXEL1_2(s, p) \ (Depth [z + GFX.DepthDelta] ? (Depth [z + GFX.DepthDelta] != 1 ? \ COLOR_SUB1_2 (p, *(s + GFX.Delta)) : \ COLOR_SUB (p, GFX.FixedColour)) \ : p) RENDER_TILE_LARGE(ScreenColors [pixel], LARGE_SUB_PIXEL1_2) }