bsnes/gba/ppu/state.hpp
Tim Allen 4e2eb23835 Update to v093 release.
byuu says:

Changelog:
- added Cocoa target: higan can now be compiled for OS X Lion
  [Cydrak, byuu]
- SNES/accuracy profile hires color blending improvements - fixes
  Marvelous text [AWJ]
- fixed a slight bug in SNES/SA-1 VBR support caused by a typo
- added support for multi-pass shaders that can load external textures
  (requires OpenGL 3.2+)
- added game library path (used by ananke->Import Game) to
  Settings->Advanced
- system profiles, shaders and cheats database can be stored in "all
  users" shared folders now (eg /usr/share on Linux)
- all configuration files are in BML format now, instead of XML (much
  easier to read and edit this way)
- main window supports drag-and-drop of game folders (but not game files
  / ZIP archives)
- audio buffer clears when entering a modal loop on Windows (prevents
  audio repetition with DirectSound driver)
- a substantial amount of code clean-up (probably the biggest
  refactoring to date)

One highly desired target for this release was to default to the optimal
drivers instead of the safest drivers, but because AMD drivers don't
seem to like my OpenGL 3.2 driver, I've decided to postpone that. AMD
has too big a market share. Hopefully with v093 officially released, we
can get some public input on what AMD doesn't like.
2013-08-18 13:21:14 +10:00

55 lines
1.1 KiB
C++

struct Pixel {
bool enable;
unsigned priority;
unsigned color;
//objects only
bool translucent;
bool mosaic;
alwaysinline void write(bool e) { enable = e; }
alwaysinline void write(bool e, unsigned p, unsigned c) { enable = e; priority = p; color = c; }
alwaysinline void write(bool e, unsigned p, unsigned c, bool t, bool m) { enable = e; priority = p; color = c; translucent = t; mosaic = m; }
} layer[6][240];
bool windowmask[3][240];
unsigned vmosaic[5];
unsigned hmosaic[5];
struct Object {
uint8 y;
uint1 affine;
uint1 affinesize;
uint2 mode;
uint1 mosaic;
uint1 colors; //0 = 16, 1 = 256
uint2 shape; //0 = square, 1 = horizontal, 2 = vertical
uint9 x;
uint5 affineparam;
uint1 hflip;
uint1 vflip;
uint2 size;
uint10 character;
uint2 priority;
uint4 palette;
//ancillary data
unsigned width;
unsigned height;
} object[128];
struct ObjectParam {
int16 pa;
int16 pb;
int16 pc;
int16 pd;
} objectparam[32];
struct Tile {
uint10 character;
uint1 hflip;
uint1 vflip;
uint4 palette;
};