mirror of
https://github.com/ShadauxCat/CATSFC.git
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1303 lines
32 KiB
C++
1303 lines
32 KiB
C++
/*******************************************************************************
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com) and
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Jerremy Koot (jkoot@snes9x.com)
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(c) Copyright 2001 - 2004 John Weidman (jweidman@slip.net)
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(c) Copyright 2002 - 2004 Brad Jorsch (anomie@users.sourceforge.net),
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funkyass (funkyass@spam.shaw.ca),
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Joel Yliluoma (http://iki.fi/bisqwit/)
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Kris Bleakley (codeviolation@hotmail.com),
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Matthew Kendora,
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Nach (n-a-c-h@users.sourceforge.net),
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Peter Bortas (peter@bortas.org) and
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zones (kasumitokoduck@yahoo.com)
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C4 x86 assembler and some C emulation code
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(c) Copyright 2000 - 2003 zsKnight (zsknight@zsnes.com),
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_Demo_ (_demo_@zsnes.com), and Nach
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C4 C++ code
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(c) Copyright 2003 Brad Jorsch
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DSP-1 emulator code
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(c) Copyright 1998 - 2004 Ivar (ivar@snes9x.com), _Demo_, Gary Henderson,
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John Weidman, neviksti (neviksti@hotmail.com),
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Kris Bleakley, Andreas Naive
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DSP-2 emulator code
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(c) Copyright 2003 Kris Bleakley, John Weidman, neviksti, Matthew Kendora, and
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Lord Nightmare (lord_nightmare@users.sourceforge.net
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OBC1 emulator code
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(c) Copyright 2001 - 2004 zsKnight, pagefault (pagefault@zsnes.com) and
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Kris Bleakley
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Ported from x86 assembler to C by sanmaiwashi
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SPC7110 and RTC C++ emulator code
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(c) Copyright 2002 Matthew Kendora with research by
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zsKnight, John Weidman, and Dark Force
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S-DD1 C emulator code
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(c) Copyright 2003 Brad Jorsch with research by
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Andreas Naive and John Weidman
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S-RTC C emulator code
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(c) Copyright 2001 John Weidman
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ST010 C++ emulator code
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(c) Copyright 2003 Feather, Kris Bleakley, John Weidman and Matthew Kendora
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Super FX x86 assembler emulator code
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(c) Copyright 1998 - 2003 zsKnight, _Demo_, and pagefault
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Super FX C emulator code
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(c) Copyright 1997 - 1999 Ivar, Gary Henderson and John Weidman
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SH assembler code partly based on x86 assembler code
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(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
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Specific ports contains the works of other authors. See headers in
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individual files.
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Snes9x homepage: http://www.snes9x.com
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Permission to use, copy, modify and distribute Snes9x in both binary and
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source form, for non-commercial purposes, is hereby granted without fee,
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providing that this license information and copyright notice appear with
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all copies and any derived work.
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This software is provided 'as-is', without any express or implied
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warranty. In no event shall the authors be held liable for any damages
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arising from the use of this software.
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Snes9x is freeware for PERSONAL USE only. Commercial users should
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seek permission of the copyright holders first. Commercial use includes
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charging money for Snes9x or software derived from Snes9x.
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The copyright holders request that bug fixes and improvements to the code
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should be forwarded to them so everyone can benefit from the modifications
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in future versions.
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Super NES and Super Nintendo Entertainment System are trademarks of
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Nintendo Co., Limited and its subsidiary companies.
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*******************************************************************************/
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#include "snes9x.h"
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#include "memmap.h"
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#include "ppu.h"
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#include "display.h"
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#include "gfx.h"
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#include "tile.h"
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extern uint32 HeadMask [4];
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extern uint32 TailMask [5];
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static uint8 ConvertTile (uint8 *pCache, uint32 TileAddr)
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{
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register uint8 *tp = &Memory.VRAM[TileAddr];
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uint32 *p = (uint32 *) pCache;
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uint32 non_zero = 0;
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uint8 line;
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switch (BG.BitShift)
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{
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case 8:
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for (line = 8; line != 0; line--, tp += 2)
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{
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uint32 p1 = 0;
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uint32 p2 = 0;
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register uint8 pix;
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if ((pix = *(tp + 0)))
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{
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p1 |= odd_high[0][pix >> 4];
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p2 |= odd_low[0][pix & 0xf];
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}
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if ((pix = *(tp + 1)))
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{
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p1 |= even_high[0][pix >> 4];
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p2 |= even_low[0][pix & 0xf];
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}
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if ((pix = *(tp + 16)))
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{
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p1 |= odd_high[1][pix >> 4];
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p2 |= odd_low[1][pix & 0xf];
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}
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if ((pix = *(tp + 17)))
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{
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p1 |= even_high[1][pix >> 4];
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p2 |= even_low[1][pix & 0xf];
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}
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if ((pix = *(tp + 32)))
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{
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p1 |= odd_high[2][pix >> 4];
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p2 |= odd_low[2][pix & 0xf];
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}
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if ((pix = *(tp + 33)))
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{
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p1 |= even_high[2][pix >> 4];
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p2 |= even_low[2][pix & 0xf];
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}
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if ((pix = *(tp + 48)))
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{
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p1 |= odd_high[3][pix >> 4];
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p2 |= odd_low[3][pix & 0xf];
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}
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if ((pix = *(tp + 49)))
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{
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p1 |= even_high[3][pix >> 4];
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p2 |= even_low[3][pix & 0xf];
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}
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*p++ = p1;
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*p++ = p2;
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non_zero |= p1 | p2;
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}
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break;
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case 4:
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for (line = 8; line != 0; line--, tp += 2)
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{
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uint32 p1 = 0;
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uint32 p2 = 0;
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register uint8 pix;
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if ((pix = *(tp + 0)))
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{
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p1 |= odd_high[0][pix >> 4];
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p2 |= odd_low[0][pix & 0xf];
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}
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if ((pix = *(tp + 1)))
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{
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p1 |= even_high[0][pix >> 4];
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p2 |= even_low[0][pix & 0xf];
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}
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if ((pix = *(tp + 16)))
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{
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p1 |= odd_high[1][pix >> 4];
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p2 |= odd_low[1][pix & 0xf];
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}
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if ((pix = *(tp + 17)))
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{
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p1 |= even_high[1][pix >> 4];
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p2 |= even_low[1][pix & 0xf];
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}
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*p++ = p1;
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*p++ = p2;
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non_zero |= p1 | p2;
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}
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break;
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case 2:
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for (line = 8; line != 0; line--, tp += 2)
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{
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uint32 p1 = 0;
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uint32 p2 = 0;
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register uint8 pix;
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if ((pix = *(tp + 0)))
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{
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p1 |= odd_high[0][pix >> 4];
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p2 |= odd_low[0][pix & 0xf];
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}
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if ((pix = *(tp + 1)))
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{
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p1 |= even_high[0][pix >> 4];
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p2 |= even_low[0][pix & 0xf];
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}
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*p++ = p1;
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*p++ = p2;
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non_zero |= p1 | p2;
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}
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break;
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}
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return (non_zero ? TRUE : BLANK_TILE);
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}
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#define PLOT_PIXEL(screen, pixel) (pixel)
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#ifndef FOREVER_16_BIT
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static void WRITE_4PIXELS (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
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{
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uint8 Pixel;
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uint8 *Screen = GFX.S + Offset;
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uint8 *Depth = GFX.DB + Offset;
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for (uint8 N = 0; N < 4; N++)
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{
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if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N]))
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{
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Screen [N] = (uint8) ScreenColors [Pixel];
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Depth [N] = GFX.Z2;
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}
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}
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}
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static void WRITE_4PIXELS_FLIPPED (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
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{
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uint8 Pixel;
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uint8 *Screen = GFX.S + Offset;
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uint8 *Depth = GFX.DB + Offset;
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for (uint8 N = 0; N < 4; N++)
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{
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if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N]))
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{
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Screen [N] = (uint8) ScreenColors [Pixel];
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Depth [N] = GFX.Z2;
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}
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}
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}
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static void WRITE_4PIXELS_HALFWIDTH (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
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{
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uint8 Pixel;
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uint8 *Screen = GFX.S + Offset;
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uint8 *Depth = GFX.DB + Offset;
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for (uint8 N = 0; N < 4; N += 2)
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{
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if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N]))
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{
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Screen [N >> 1] = (uint8) ScreenColors [Pixel];
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Depth [N >> 1] = GFX.Z2;
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}
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}
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}
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static void WRITE_4PIXELS_FLIPPED_HALFWIDTH (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
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{
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uint8 Pixel;
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uint8 *Screen = GFX.S + Offset;
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uint8 *Depth = GFX.DB + Offset;
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for (uint8 N = 0; N < 4; N += 2)
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{
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if (GFX.Z1 > Depth [N] && (Pixel = Pixels[2 - N]))
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{
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Screen [N >> 1] = (uint8) ScreenColors [Pixel];
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Depth [N >> 1] = GFX.Z2;
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}
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}
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}
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static void WRITE_4PIXELSx2 (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
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{
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uint8 Pixel;
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uint8 *Screen = GFX.S + Offset;
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uint8 *Depth = GFX.DB + Offset;
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for (uint8 N = 0; N < 4; N++)
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{
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if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[N]))
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{
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Screen [N * 2] = Screen [N * 2 + 1] = (uint8) ScreenColors [Pixel];
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Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2;
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}
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}
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}
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static void WRITE_4PIXELS_FLIPPEDx2 (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
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{
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uint8 Pixel;
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uint8 *Screen = GFX.S + Offset;
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uint8 *Depth = GFX.DB + Offset;
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for (uint8 N = 0; N < 4; N++)
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{
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if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N]))
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{
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Screen [N * 2] = Screen [N * 2 + 1] = (uint8) ScreenColors [Pixel];
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Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2;
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}
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}
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}
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static void WRITE_4PIXELSx2x2 (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
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{
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uint8 Pixel;
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uint8 *Screen = GFX.S + Offset;
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uint8 *Depth = GFX.DB + Offset;
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for (uint8 N = 0; N < 4; N++)
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{
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if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[N]))
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{
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Screen [N * 2] = Screen [N * 2 + 1] = Screen [GFX.RealPitch + N * 2] = Screen [GFX.RealPitch + N * 2 + 1] = (uint8) ScreenColors [Pixel];
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Depth [N * 2] = Depth [N * 2 + 1] = Depth [GFX.RealPitch + N * 2] = Depth [GFX.RealPitch + N * 2 + 1] = GFX.Z2;
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}
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}
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}
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static void WRITE_4PIXELS_FLIPPEDx2x2 (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
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{
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uint8 Pixel;
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uint8 *Screen = GFX.S + Offset;
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uint8 *Depth = GFX.DB + Offset;
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for (uint8 N = 0; N < 4; N++)
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{
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if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N]))
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{
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Screen [N * 2] = Screen [N * 2 + 1] = Screen [GFX.RealPitch + N * 2] = Screen [GFX.RealPitch + N * 2 + 1] = (uint8) ScreenColors [Pixel];
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Depth [N * 2] = Depth [N * 2 + 1] = Depth [GFX.RealPitch + N * 2] = Depth [GFX.RealPitch + N * 2 + 1] = GFX.Z2;
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}
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}
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}
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void DrawTile (uint32 Tile, uint32 Offset, uint32 StartLine,
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uint32 LineCount)
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{
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TILE_PREAMBLE
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register uint8 *bp;
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RENDER_TILE(WRITE_4PIXELS, WRITE_4PIXELS_FLIPPED, 4)
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}
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void DrawClippedTile (uint32 Tile, uint32 Offset,
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uint32 StartPixel, uint32 Width,
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uint32 StartLine, uint32 LineCount)
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{
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TILE_PREAMBLE
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register uint8 *bp;
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TILE_CLIP_PREAMBLE
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RENDER_CLIPPED_TILE(WRITE_4PIXELS, WRITE_4PIXELS_FLIPPED, 4)
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}
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void DrawTileHalfWidth (uint32 Tile, uint32 Offset, uint32 StartLine,
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uint32 LineCount)
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{
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TILE_PREAMBLE
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register uint8 *bp;
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RENDER_TILE(WRITE_4PIXELS_HALFWIDTH, WRITE_4PIXELS_FLIPPED_HALFWIDTH, 2)
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}
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void DrawClippedTileHalfWidth (uint32 Tile, uint32 Offset,
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uint32 StartPixel, uint32 Width,
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uint32 StartLine, uint32 LineCount)
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{
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TILE_PREAMBLE
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register uint8 *bp;
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TILE_CLIP_PREAMBLE
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RENDER_CLIPPED_TILE(WRITE_4PIXELS_HALFWIDTH, WRITE_4PIXELS_FLIPPED_HALFWIDTH, 2)
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}
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void DrawTilex2 (uint32 Tile, uint32 Offset, uint32 StartLine,
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uint32 LineCount)
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{
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TILE_PREAMBLE
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register uint8 *bp;
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RENDER_TILE(WRITE_4PIXELSx2, WRITE_4PIXELS_FLIPPEDx2, 8)
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}
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void DrawClippedTilex2 (uint32 Tile, uint32 Offset,
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uint32 StartPixel, uint32 Width,
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uint32 StartLine, uint32 LineCount)
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{
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TILE_PREAMBLE
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register uint8 *bp;
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TILE_CLIP_PREAMBLE
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RENDER_CLIPPED_TILE(WRITE_4PIXELSx2, WRITE_4PIXELS_FLIPPEDx2, 8)
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}
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void DrawTilex2x2 (uint32 Tile, uint32 Offset, uint32 StartLine,
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uint32 LineCount)
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{
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TILE_PREAMBLE
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register uint8 *bp;
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RENDER_TILE(WRITE_4PIXELSx2x2, WRITE_4PIXELS_FLIPPEDx2x2, 8)
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}
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void DrawClippedTilex2x2 (uint32 Tile, uint32 Offset,
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uint32 StartPixel, uint32 Width,
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uint32 StartLine, uint32 LineCount)
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{
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TILE_PREAMBLE
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register uint8 *bp;
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TILE_CLIP_PREAMBLE
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RENDER_CLIPPED_TILE(WRITE_4PIXELSx2x2, WRITE_4PIXELS_FLIPPEDx2x2, 8)
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}
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void DrawLargePixel (uint32 Tile, uint32 Offset,
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uint32 StartPixel, uint32 Pixels,
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uint32 StartLine, uint32 LineCount)
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{
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TILE_PREAMBLE
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register uint8 *sp = GFX.S + Offset;
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uint8 *Depth = GFX.DB + Offset;
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uint8 pixel;
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RENDER_TILE_LARGE (((uint8) ScreenColors [pixel]), PLOT_PIXEL)
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}
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void DrawLargePixelHalfWidth (uint32 Tile, uint32 Offset,
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uint32 StartPixel, uint32 Pixels,
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uint32 StartLine, uint32 LineCount)
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{
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TILE_PREAMBLE
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|
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register uint8 *sp = GFX.S + Offset;
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uint8 *Depth = GFX.DB + Offset;
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uint8 pixel;
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RENDER_TILE_LARGE_HALFWIDTH (((uint8) ScreenColors [pixel]), PLOT_PIXEL)
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}
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#endif
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static void WRITE_4PIXELS16 (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
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{
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uint8 Pixel;
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uint16 *Screen = (uint16 *) GFX.S + Offset;
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uint8 *Depth = GFX.DB + Offset;
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for (uint8 N = 0; N < 4; N++)
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{
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if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N]))
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{
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Screen [N] = ScreenColors [Pixel];
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Depth [N] = GFX.Z2;
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}
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}
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}
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static void WRITE_4PIXELS16_FLIPPED (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
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{
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uint8 Pixel;
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uint16 *Screen = (uint16 *) GFX.S + Offset;
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uint8 *Depth = GFX.DB + Offset;
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for (uint8 N = 0; N < 4; N++)
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{
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if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N]))
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{
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Screen [N] = ScreenColors [Pixel];
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Depth [N] = GFX.Z2;
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}
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}
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}
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static void WRITE_4PIXELS16_HALFWIDTH (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
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{
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uint8 Pixel;
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uint16 *Screen = (uint16 *) GFX.S + Offset;
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uint8 *Depth = GFX.DB + Offset;
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for (uint8 N = 0; N < 4; N += 2)
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{
|
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if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N]))
|
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{
|
|
Screen [N >> 1] = ScreenColors [Pixel];
|
|
Depth [N >> 1] = GFX.Z2;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void WRITE_4PIXELS16_FLIPPED_HALFWIDTH (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
|
|
{
|
|
uint8 Pixel;
|
|
uint16 *Screen = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.DB + Offset;
|
|
|
|
for (uint8 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 (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
|
|
{
|
|
uint8 Pixel;
|
|
uint16 *Screen = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.DB + Offset;
|
|
|
|
for (uint8 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 (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
|
|
{
|
|
uint8 Pixel;
|
|
uint16 *Screen = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.DB + Offset;
|
|
|
|
for (uint8 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 (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
|
|
{
|
|
uint8 Pixel;
|
|
uint16 *Screen = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.DB + Offset;
|
|
|
|
for (uint8 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 (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
|
|
{
|
|
uint8 Pixel;
|
|
uint16 *Screen = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.DB + Offset;
|
|
|
|
for (uint8 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 Tile, uint32 Offset, uint32 StartLine,
|
|
uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
register uint8 *bp;
|
|
|
|
RENDER_TILE(WRITE_4PIXELS16, WRITE_4PIXELS16_FLIPPED, 4)
|
|
}
|
|
|
|
void DrawClippedTile16 (uint32 Tile, uint32 Offset,
|
|
uint32 StartPixel, uint32 Width,
|
|
uint32 StartLine, uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
register uint8 *bp;
|
|
|
|
TILE_CLIP_PREAMBLE
|
|
RENDER_CLIPPED_TILE(WRITE_4PIXELS16, WRITE_4PIXELS16_FLIPPED, 4)
|
|
}
|
|
|
|
void DrawTile16HalfWidth (uint32 Tile, uint32 Offset, uint32 StartLine,
|
|
uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
register uint8 *bp;
|
|
|
|
RENDER_TILE(WRITE_4PIXELS16_HALFWIDTH, WRITE_4PIXELS16_FLIPPED_HALFWIDTH, 2)
|
|
}
|
|
|
|
void DrawClippedTile16HalfWidth (uint32 Tile, uint32 Offset,
|
|
uint32 StartPixel, uint32 Width,
|
|
uint32 StartLine, uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
register uint8 *bp;
|
|
|
|
TILE_CLIP_PREAMBLE
|
|
RENDER_CLIPPED_TILE(WRITE_4PIXELS16_HALFWIDTH, WRITE_4PIXELS16_FLIPPED_HALFWIDTH, 2)
|
|
}
|
|
|
|
void DrawTile16x2 (uint32 Tile, uint32 Offset, uint32 StartLine,
|
|
uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
register uint8 *bp;
|
|
|
|
RENDER_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8)
|
|
}
|
|
|
|
void DrawClippedTile16x2 (uint32 Tile, uint32 Offset,
|
|
uint32 StartPixel, uint32 Width,
|
|
uint32 StartLine, uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
register uint8 *bp;
|
|
|
|
TILE_CLIP_PREAMBLE
|
|
RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8)
|
|
}
|
|
|
|
void DrawTile16x2x2 (uint32 Tile, uint32 Offset, uint32 StartLine,
|
|
uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
register uint8 *bp;
|
|
|
|
RENDER_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8)
|
|
}
|
|
|
|
void DrawClippedTile16x2x2 (uint32 Tile, uint32 Offset,
|
|
uint32 StartPixel, uint32 Width,
|
|
uint32 StartLine, uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
register uint8 *bp;
|
|
|
|
TILE_CLIP_PREAMBLE
|
|
RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8)
|
|
}
|
|
|
|
void DrawLargePixel16 (uint32 Tile, uint32 Offset,
|
|
uint32 StartPixel, uint32 Pixels,
|
|
uint32 StartLine, uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
|
|
register uint16 *sp = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.DB + Offset;
|
|
uint16 pixel;
|
|
|
|
RENDER_TILE_LARGE (ScreenColors [pixel], PLOT_PIXEL)
|
|
}
|
|
|
|
void DrawLargePixel16HalfWidth (uint32 Tile, uint32 Offset,
|
|
uint32 StartPixel, uint32 Pixels,
|
|
uint32 StartLine, uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
|
|
register uint16 *sp = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.DB + Offset;
|
|
uint16 pixel;
|
|
|
|
RENDER_TILE_LARGE_HALFWIDTH (ScreenColors [pixel], PLOT_PIXEL)
|
|
}
|
|
|
|
static void WRITE_4PIXELS16_ADD (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
|
|
{
|
|
uint8 Pixel;
|
|
uint16 *Screen = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.ZBuffer + Offset;
|
|
uint8 *SubDepth = GFX.SubZBuffer + Offset;
|
|
|
|
for (uint8 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 (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
|
|
{
|
|
uint8 Pixel;
|
|
uint16 *Screen = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.ZBuffer + Offset;
|
|
uint8 *SubDepth = GFX.SubZBuffer + Offset;
|
|
|
|
for (uint8 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 (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
|
|
{
|
|
uint8 Pixel;
|
|
uint16 *Screen = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.ZBuffer + Offset;
|
|
uint8 *SubDepth = GFX.SubZBuffer + Offset;
|
|
|
|
for (uint8 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) (COLOR_ADD1_2 (ScreenColors [Pixel], Screen [GFX.Delta + N]));
|
|
break;
|
|
}
|
|
Depth [N] = GFX.Z2;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void WRITE_4PIXELS16_FLIPPED_ADD1_2 (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
|
|
{
|
|
uint8 Pixel;
|
|
uint16 *Screen = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.ZBuffer + Offset;
|
|
uint8 *SubDepth = GFX.SubZBuffer + Offset;
|
|
|
|
for (uint8 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) (COLOR_ADD1_2 (ScreenColors [Pixel], Screen [GFX.Delta + N]));
|
|
break;
|
|
}
|
|
Depth [N] = GFX.Z2;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void WRITE_4PIXELS16_SUB (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
|
|
{
|
|
uint8 Pixel;
|
|
uint16 *Screen = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.ZBuffer + Offset;
|
|
uint8 *SubDepth = GFX.SubZBuffer + Offset;
|
|
|
|
for (uint8 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) COLOR_SUB (ScreenColors [Pixel], GFX.FixedColour);
|
|
break;
|
|
default:
|
|
Screen [N] = (uint16) COLOR_SUB (ScreenColors [Pixel], Screen [GFX.Delta + N]);
|
|
break;
|
|
}
|
|
Depth [N] = GFX.Z2;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void WRITE_4PIXELS16_FLIPPED_SUB (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
|
|
{
|
|
uint8 Pixel;
|
|
uint16 *Screen = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.ZBuffer + Offset;
|
|
uint8 *SubDepth = GFX.SubZBuffer + Offset;
|
|
|
|
for (uint8 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) COLOR_SUB (ScreenColors [Pixel], GFX.FixedColour);
|
|
break;
|
|
default:
|
|
Screen [N] = (uint16) COLOR_SUB (ScreenColors [Pixel], Screen [GFX.Delta + N]);
|
|
break;
|
|
}
|
|
Depth [N] = GFX.Z2;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void WRITE_4PIXELS16_SUB1_2 (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
|
|
{
|
|
uint8 Pixel;
|
|
uint16 *Screen = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.ZBuffer + Offset;
|
|
uint8 *SubDepth = GFX.SubZBuffer + Offset;
|
|
|
|
for (uint8 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) COLOR_SUB (ScreenColors [Pixel], GFX.FixedColour);
|
|
break;
|
|
default:
|
|
Screen [N] = (uint16) COLOR_SUB1_2 (ScreenColors [Pixel], Screen [GFX.Delta + N]);
|
|
break;
|
|
}
|
|
Depth [N] = GFX.Z2;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void WRITE_4PIXELS16_FLIPPED_SUB1_2 (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
|
|
{
|
|
uint8 Pixel;
|
|
uint16 *Screen = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.ZBuffer + Offset;
|
|
uint8 *SubDepth = GFX.SubZBuffer + Offset;
|
|
|
|
for (uint8 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) COLOR_SUB (ScreenColors [Pixel], GFX.FixedColour);
|
|
break;
|
|
default:
|
|
Screen [N] = (uint16) COLOR_SUB1_2 (ScreenColors [Pixel], Screen [GFX.Delta + N]);
|
|
break;
|
|
}
|
|
Depth [N] = GFX.Z2;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void DrawTile16Add (uint32 Tile, uint32 Offset, uint32 StartLine,
|
|
uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
register uint8 *bp;
|
|
uint8 Pixel;
|
|
uint16 *Screen = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.ZBuffer + Offset;
|
|
uint8 *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)
|
|
{
|
|
for (uint8 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)
|
|
{
|
|
for (uint8 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)
|
|
{
|
|
for (uint8 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)
|
|
{
|
|
for (uint8 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 Tile, uint32 Offset,
|
|
uint32 StartPixel, uint32 Width,
|
|
uint32 StartLine, uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
register uint8 *bp;
|
|
|
|
TILE_CLIP_PREAMBLE
|
|
RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADD, WRITE_4PIXELS16_FLIPPED_ADD, 4)
|
|
}
|
|
|
|
void DrawTile16Add1_2 (uint32 Tile, uint32 Offset, uint32 StartLine,
|
|
uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
register uint8 *bp;
|
|
|
|
RENDER_TILE(WRITE_4PIXELS16_ADD1_2, WRITE_4PIXELS16_FLIPPED_ADD1_2, 4)
|
|
}
|
|
|
|
void DrawClippedTile16Add1_2 (uint32 Tile, uint32 Offset,
|
|
uint32 StartPixel, uint32 Width,
|
|
uint32 StartLine, uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
register uint8 *bp;
|
|
|
|
TILE_CLIP_PREAMBLE
|
|
RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADD1_2, WRITE_4PIXELS16_FLIPPED_ADD1_2, 4)
|
|
}
|
|
|
|
void DrawTile16Sub (uint32 Tile, uint32 Offset, uint32 StartLine,
|
|
uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
register uint8 *bp;
|
|
|
|
RENDER_TILE(WRITE_4PIXELS16_SUB, WRITE_4PIXELS16_FLIPPED_SUB, 4)
|
|
}
|
|
|
|
void DrawClippedTile16Sub (uint32 Tile, uint32 Offset,
|
|
uint32 StartPixel, uint32 Width,
|
|
uint32 StartLine, uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
register uint8 *bp;
|
|
|
|
TILE_CLIP_PREAMBLE
|
|
RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUB, WRITE_4PIXELS16_FLIPPED_SUB, 4)
|
|
}
|
|
|
|
void DrawTile16Sub1_2 (uint32 Tile, uint32 Offset, uint32 StartLine,
|
|
uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
register uint8 *bp;
|
|
|
|
RENDER_TILE(WRITE_4PIXELS16_SUB1_2, WRITE_4PIXELS16_FLIPPED_SUB1_2, 4)
|
|
}
|
|
|
|
void DrawClippedTile16Sub1_2 (uint32 Tile, uint32 Offset,
|
|
uint32 StartPixel, uint32 Width,
|
|
uint32 StartLine, uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
register uint8 *bp;
|
|
|
|
TILE_CLIP_PREAMBLE
|
|
RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUB1_2, WRITE_4PIXELS16_FLIPPED_SUB1_2, 4)
|
|
}
|
|
|
|
static void WRITE_4PIXELS16_ADDF1_2 (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
|
|
{
|
|
uint8 Pixel;
|
|
uint16 *Screen = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.ZBuffer + Offset;
|
|
uint8 *SubDepth = GFX.SubZBuffer + Offset;
|
|
|
|
for (uint N = 0; N < 4; N++)
|
|
{
|
|
if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N]))
|
|
{
|
|
if (SubDepth [N] == 1)
|
|
Screen [N] = (uint16) (COLOR_ADD1_2 (ScreenColors [Pixel], GFX.FixedColour));
|
|
else
|
|
Screen [N] = ScreenColors [Pixel];
|
|
Depth [N] = GFX.Z2;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void WRITE_4PIXELS16_FLIPPED_ADDF1_2 (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
|
|
{
|
|
uint8 Pixel;
|
|
uint16 *Screen = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.ZBuffer + Offset;
|
|
uint8 *SubDepth = GFX.SubZBuffer + Offset;
|
|
|
|
for (uint N = 0; N < 4; N++)
|
|
{
|
|
if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N]))
|
|
{
|
|
if (SubDepth [N] == 1)
|
|
Screen [N] = (uint16) (COLOR_ADD1_2 (ScreenColors [Pixel], GFX.FixedColour));
|
|
else
|
|
Screen [N] = ScreenColors [Pixel];
|
|
Depth [N] = GFX.Z2;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void WRITE_4PIXELS16_SUBF1_2 (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
|
|
{
|
|
uint8 Pixel;
|
|
uint16 *Screen = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.ZBuffer + Offset;
|
|
uint8 *SubDepth = GFX.SubZBuffer + Offset;
|
|
|
|
for (uint N = 0; N < 4; N++)
|
|
{
|
|
if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N]))
|
|
{
|
|
if (SubDepth [N] == 1)
|
|
Screen [N] = (uint16) COLOR_SUB1_2 (ScreenColors [Pixel], GFX.FixedColour);
|
|
else
|
|
Screen [N] = ScreenColors [Pixel];
|
|
Depth [N] = GFX.Z2;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void WRITE_4PIXELS16_FLIPPED_SUBF1_2 (uint32 Offset, uint8 *Pixels, uint16 *ScreenColors)
|
|
{
|
|
uint8 Pixel;
|
|
uint16 *Screen = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.ZBuffer + Offset;
|
|
uint8 *SubDepth = GFX.SubZBuffer + Offset;
|
|
|
|
for (uint N = 0; N < 4; N++)
|
|
{
|
|
if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N]))
|
|
{
|
|
if (SubDepth [N] == 1)
|
|
Screen [N] = (uint16) COLOR_SUB1_2 (ScreenColors [Pixel], GFX.FixedColour);
|
|
else
|
|
Screen [N] = ScreenColors [Pixel];
|
|
Depth [N] = GFX.Z2;
|
|
}
|
|
}
|
|
}
|
|
|
|
void DrawTile16FixedAdd1_2 (uint32 Tile, uint32 Offset, uint32 StartLine,
|
|
uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
register uint8 *bp;
|
|
|
|
RENDER_TILE(WRITE_4PIXELS16_ADDF1_2, WRITE_4PIXELS16_FLIPPED_ADDF1_2, 4)
|
|
}
|
|
|
|
void DrawClippedTile16FixedAdd1_2 (uint32 Tile, uint32 Offset,
|
|
uint32 StartPixel, uint32 Width,
|
|
uint32 StartLine, uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
register uint8 *bp;
|
|
|
|
TILE_CLIP_PREAMBLE
|
|
RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADDF1_2,
|
|
WRITE_4PIXELS16_FLIPPED_ADDF1_2, 4)
|
|
}
|
|
|
|
void DrawTile16FixedSub1_2 (uint32 Tile, uint32 Offset, uint32 StartLine,
|
|
uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
register uint8 *bp;
|
|
|
|
RENDER_TILE(WRITE_4PIXELS16_SUBF1_2, WRITE_4PIXELS16_FLIPPED_SUBF1_2, 4)
|
|
}
|
|
|
|
void DrawClippedTile16FixedSub1_2 (uint32 Tile, uint32 Offset,
|
|
uint32 StartPixel, uint32 Width,
|
|
uint32 StartLine, uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
register uint8 *bp;
|
|
|
|
TILE_CLIP_PREAMBLE
|
|
RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUBF1_2,
|
|
WRITE_4PIXELS16_FLIPPED_SUBF1_2, 4)
|
|
}
|
|
|
|
void DrawLargePixel16Add (uint32 Tile, uint32 Offset,
|
|
uint32 StartPixel, uint32 Pixels,
|
|
uint32 StartLine, uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
|
|
register uint16 *sp = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.ZBuffer + Offset;
|
|
uint16 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 Tile, uint32 Offset,
|
|
uint32 StartPixel, uint32 Pixels,
|
|
uint32 StartLine, uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
|
|
register uint16 *sp = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.ZBuffer + Offset;
|
|
uint16 pixel;
|
|
|
|
#define LARGE_ADD_PIXEL1_2(s, p) \
|
|
((uint16) (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 Tile, uint32 Offset,
|
|
uint32 StartPixel, uint32 Pixels,
|
|
uint32 StartLine, uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
|
|
register uint16 *sp = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.ZBuffer + Offset;
|
|
uint16 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 Tile, uint32 Offset,
|
|
uint32 StartPixel, uint32 Pixels,
|
|
uint32 StartLine, uint32 LineCount)
|
|
{
|
|
TILE_PREAMBLE
|
|
|
|
register uint16 *sp = (uint16 *) GFX.S + Offset;
|
|
uint8 *Depth = GFX.ZBuffer + Offset;
|
|
uint16 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)
|
|
}
|
|
|