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/*
* Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
*
* (c) Copyright 1996 - 2001 Gary Henderson (gary.henderson@ntlworld.com) and
* Jerremy Koot (jkoot@snes9x.com)
*
* Super FX C emulator code
* (c) Copyright 1997 - 1999 Ivar (ivar@snes9x.com) and
* Gary Henderson.
* Super FX assembler emulator code (c) Copyright 1998 zsKnight and _Demo_.
*
* DSP1 emulator code (c) Copyright 1998 Ivar, _Demo_ and Gary Henderson.
* C4 asm and some C emulation code (c) Copyright 2000 zsKnight and _Demo_.
* C4 C code (c) Copyright 2001 Gary Henderson (gary.henderson@ntlworld.com).
*
* DOS port code 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_org.h"
extern uint32 HeadMask [4];
extern uint32 TailMask [5];
uint8 orgConvertTile (uint8 *pCache, uint32 TileAddr)
{
register uint8 *tp = &VRAM[TileAddr];
uint32 *p = (uint32 *) pCache;
uint32 non_zero = 0;
uint8 line;
switch (GPUPack.BG.BitShift)
{
case 8:
for (line = 8; line != 0; line--, tp += 2)
{
uint32 p1 = 0;
uint32 p2 = 0;
register uint8 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 p1 = 0;
uint32 p2 = 0;
register uint8 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 p1 = 0;
uint32 p2 = 0;
register uint8 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)
inline void WRITE_4PIXELS16 (uint32 Offset, uint8 *Pixels)
{
uint32 Pixel;
uint16 *Screen = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.DB + Offset;
#define FN(N) \
if (GPUPack.GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) \
{ \
Screen [N] = GPUPack.GFX.ScreenColors [Pixel]; \
Depth [N] = GPUPack.GFX.Z2; \
}
FN(0)
FN(1)
FN(2)
FN(3)
#undef FN
}
inline void WRITE_4PIXELS16_FLIPPED (uint32 Offset, uint8 *Pixels)
{
uint32 Pixel;
uint16 *Screen = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.DB + Offset;
#define FN(N) \
if (GPUPack.GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
{ \
Screen [N] = GPUPack.GFX.ScreenColors [Pixel]; \
Depth [N] = GPUPack.GFX.Z2; \
}
FN(0)
FN(1)
FN(2)
FN(3)
#undef FN
}
inline void WRITE_4PIXELSHI16 (uint32 Offset, uint8 *Pixels)
{
uint32 Pixel;
uint16 *Screen = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.DB + Offset;
#define FN(N) \
if (GPUPack.GFX.Z1 > Depth [N] && (Pixel = Pixels[2*N])) \
{ \
Screen [N] = GPUPack.GFX.ScreenColors [Pixel]; \
Depth [N] = GPUPack.GFX.Z2; \
}
FN(0)
FN(1)
FN(2)
FN(3)
#undef FN
}
inline void WRITE_4PIXELSHI16_FLIPPED (uint32 Offset, uint8 *Pixels)
{
uint32 Pixel;
uint16 *Screen = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.DB + Offset;
#define FN(N) \
if (GPUPack.GFX.Z1 > Depth [N] && (Pixel = Pixels[6 - 2*N])) \
{ \
Screen [N] = GPUPack.GFX.ScreenColors [Pixel]; \
Depth [N] = GPUPack.GFX.Z2; \
}
FN(0)
FN(1)
FN(2)
FN(3)
#undef FN
}
inline void WRITE_4PIXELS16x2 (uint32 Offset, uint8 *Pixels)
{
uint32 Pixel;
uint16 *Screen = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.DB + Offset;
#define FN(N) \
if (GPUPack.GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[N])) \
{ \
Screen [N * 2] = Screen [N * 2 + 1] = GPUPack.GFX.ScreenColors [Pixel]; \
Depth [N * 2] = Depth [N * 2 + 1] = GPUPack.GFX.Z2; \
}
FN(0)
FN(1)
FN(2)
FN(3)
#undef FN
}
inline void WRITE_4PIXELS16_FLIPPEDx2 (uint32 Offset, uint8 *Pixels)
{
uint32 Pixel;
uint16 *Screen = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.DB + Offset;
#define FN(N) \
if (GPUPack.GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \
{ \
Screen [N * 2] = Screen [N * 2 + 1] = GPUPack.GFX.ScreenColors [Pixel]; \
Depth [N * 2] = Depth [N * 2 + 1] = GPUPack.GFX.Z2; \
}
FN(0)
FN(1)
FN(2)
FN(3)
#undef FN
}
inline void WRITE_4PIXELS16x2x2 (uint32 Offset, uint8 *Pixels)
{
uint32 Pixel;
uint16 *Screen = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.DB + Offset;
#define FN(N) \
if (GPUPack.GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[N])) \
{ \
Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GPUPack.GFX.RealPitch >> 1) + N * 2] = \
Screen [(GPUPack.GFX.RealPitch >> 1) + N * 2 + 1] = GPUPack.GFX.ScreenColors [Pixel]; \
Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GPUPack.GFX.RealPitch >> 1) + N * 2] = \
Depth [(GPUPack.GFX.RealPitch >> 1) + N * 2 + 1] = GPUPack.GFX.Z2; \
}
FN(0)
FN(1)
FN(2)
FN(3)
#undef FN
}
inline void WRITE_4PIXELS16_FLIPPEDx2x2 (uint32 Offset, uint8 *Pixels)
{
uint32 Pixel;
uint16 *Screen = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.DB + Offset;
#define FN(N) \
if (GPUPack.GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \
{ \
Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GPUPack.GFX.RealPitch >> 1) + N * 2] = \
Screen [(GPUPack.GFX.RealPitch >> 1) + N * 2 + 1] = GPUPack.GFX.ScreenColors [Pixel]; \
Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GPUPack.GFX.RealPitch >> 1) + N * 2] = \
Depth [(GPUPack.GFX.RealPitch >> 1) + N * 2 + 1] = GPUPack.GFX.Z2; \
}
FN(0)
FN(1)
FN(2)
FN(3)
#undef FN
}
void orgDrawTile16 (uint32 Tile, uint32 Offset, uint32 StartLine,
uint32 LineCount)
{
TILE_PREAMBLE
register uint8 *bp;
RENDER_TILE(WRITE_4PIXELS16, WRITE_4PIXELS16_FLIPPED, 4)
}
void orgDrawClippedTile16 (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 orgDrawTileHi16 (uint32 Tile, uint32 Offset, uint32 StartLine,
uint32 LineCount)
{
TILE_PREAMBLE
register uint8 *bp;
RENDER_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4)
}
void orgDrawClippedTileHi16 (uint32 Tile, uint32 Offset,
uint32 StartPixel, uint32 Width,
uint32 StartLine, uint32 LineCount)
{
TILE_PREAMBLE
register uint8 *bp;
TILE_CLIP_PREAMBLE
RENDER_CLIPPED_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4)
}
void orgDrawTile16x2 (uint32 Tile, uint32 Offset, uint32 StartLine,
uint32 LineCount)
{
TILE_PREAMBLE
register uint8 *bp;
RENDER_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8)
}
void orgDrawClippedTile16x2 (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 orgDrawTile16x2x2 (uint32 Tile, uint32 Offset, uint32 StartLine,
uint32 LineCount)
{
TILE_PREAMBLE
register uint8 *bp;
RENDER_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8)
}
void orgDrawClippedTile16x2x2 (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 orgDrawLargePixel16 (uint32 Tile, uint32 Offset,
uint32 StartPixel, uint32 Pixels,
uint32 StartLine, uint32 LineCount)
{
TILE_PREAMBLE
register uint16 *sp = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.DB + Offset;
uint16 pixel;
RENDER_TILE_LARGE (GPUPack.GFX.ScreenColors [pixel], PLOT_PIXEL)
}
inline void WRITE_4PIXELS16_ADD (uint32 Offset, uint8 *Pixels)
{
uint32 Pixel;
uint16 *Screen = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.ZBuffer + Offset;
uint8 *SubDepth = GPUPack.GFX.SubZBuffer + Offset;
#define FN(N) \
if (GPUPack.GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) \
{ \
if (SubDepth [N]) \
{ \
if (SubDepth [N] != 1) \
Screen [N] = COLOR_ADD (GPUPack.GFX.ScreenColors [Pixel], \
Screen [GPUPack.GFX.Delta + N]); \
else \
Screen [N] = COLOR_ADD (GPUPack.GFX.ScreenColors [Pixel], \
GPUPack.GFX.FixedColour); \
} \
else \
Screen [N] = GPUPack.GFX.ScreenColors [Pixel]; \
Depth [N] = GPUPack.GFX.Z2; \
}
FN(0)
FN(1)
FN(2)
FN(3)
#undef FN
}
inline void WRITE_4PIXELS16_FLIPPED_ADD (uint32 Offset, uint8 *Pixels)
{
uint32 Pixel;
uint16 *Screen = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.ZBuffer + Offset;
uint8 *SubDepth = GPUPack.GFX.SubZBuffer + Offset;
#define FN(N) \
if (GPUPack.GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
{ \
if (SubDepth [N]) \
{ \
if (SubDepth [N] != 1) \
Screen [N] = COLOR_ADD (GPUPack.GFX.ScreenColors [Pixel], \
Screen [GPUPack.GFX.Delta + N]); \
else \
Screen [N] = COLOR_ADD (GPUPack.GFX.ScreenColors [Pixel], \
GPUPack.GFX.FixedColour); \
} \
else \
Screen [N] = GPUPack.GFX.ScreenColors [Pixel]; \
Depth [N] = GPUPack.GFX.Z2; \
}
FN(0)
FN(1)
FN(2)
FN(3)
#undef FN
}
inline void WRITE_4PIXELS16_ADD1_2 (uint32 Offset, uint8 *Pixels)
{
uint32 Pixel;
uint16 *Screen = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.ZBuffer + Offset;
uint8 *SubDepth = GPUPack.GFX.SubZBuffer + Offset;
#define FN(N) \
if (GPUPack.GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) \
{ \
if (SubDepth [N]) \
{ \
if (SubDepth [N] != 1) \
Screen [N] = (uint16) (COLOR_ADD1_2 (GPUPack.GFX.ScreenColors [Pixel], \
Screen [GPUPack.GFX.Delta + N])); \
else \
Screen [N] = COLOR_ADD (GPUPack.GFX.ScreenColors [Pixel], \
GPUPack.GFX.FixedColour); \
} \
else \
Screen [N] = GPUPack.GFX.ScreenColors [Pixel]; \
Depth [N] = GPUPack.GFX.Z2; \
}
FN(0)
FN(1)
FN(2)
FN(3)
#undef FN
}
inline void WRITE_4PIXELS16_FLIPPED_ADD1_2 (uint32 Offset, uint8 *Pixels)
{
uint32 Pixel;
uint16 *Screen = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.ZBuffer + Offset;
uint8 *SubDepth = GPUPack.GFX.SubZBuffer + Offset;
#define FN(N) \
if (GPUPack.GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
{ \
if (SubDepth [N]) \
{ \
if (SubDepth [N] != 1) \
Screen [N] = (uint16) (COLOR_ADD1_2 (GPUPack.GFX.ScreenColors [Pixel], \
Screen [GPUPack.GFX.Delta + N])); \
else \
Screen [N] = COLOR_ADD (GPUPack.GFX.ScreenColors [Pixel], \
GPUPack.GFX.FixedColour); \
} \
else \
Screen [N] = GPUPack.GFX.ScreenColors [Pixel]; \
Depth [N] = GPUPack.GFX.Z2; \
}
FN(0)
FN(1)
FN(2)
FN(3)
#undef FN
}
inline void WRITE_4PIXELS16_SUB (uint32 Offset, uint8 *Pixels)
{
uint32 Pixel;
uint16 *Screen = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.ZBuffer + Offset;
uint8 *SubDepth = GPUPack.GFX.SubZBuffer + Offset;
#define FN(N) \
if (GPUPack.GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) \
{ \
if (SubDepth [N]) \
{ \
if (SubDepth [N] != 1) \
Screen [N] = (uint16) COLOR_SUB (GPUPack.GFX.ScreenColors [Pixel], \
Screen [GPUPack.GFX.Delta + N]); \
else \
Screen [N] = (uint16) COLOR_SUB (GPUPack.GFX.ScreenColors [Pixel], \
GPUPack.GFX.FixedColour); \
} \
else \
Screen [N] = GPUPack.GFX.ScreenColors [Pixel]; \
Depth [N] = GPUPack.GFX.Z2; \
}
FN(0)
FN(1)
FN(2)
FN(3)
#undef FN
}
inline void WRITE_4PIXELS16_FLIPPED_SUB (uint32 Offset, uint8 *Pixels)
{
uint32 Pixel;
uint16 *Screen = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.ZBuffer + Offset;
uint8 *SubDepth = GPUPack.GFX.SubZBuffer + Offset;
#define FN(N) \
if (GPUPack.GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
{ \
if (SubDepth [N]) \
{ \
if (SubDepth [N] != 1) \
Screen [N] = (uint16) COLOR_SUB (GPUPack.GFX.ScreenColors [Pixel], \
Screen [GPUPack.GFX.Delta + N]); \
else \
Screen [N] = (uint16) COLOR_SUB (GPUPack.GFX.ScreenColors [Pixel], \
GPUPack.GFX.FixedColour); \
} \
else \
Screen [N] = GPUPack.GFX.ScreenColors [Pixel]; \
Depth [N] = GPUPack.GFX.Z2; \
}
FN(0)
FN(1)
FN(2)
FN(3)
#undef FN
}
inline void WRITE_4PIXELS16_SUB1_2 (uint32 Offset, uint8 *Pixels)
{
uint32 Pixel;
uint16 *Screen = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.ZBuffer + Offset;
uint8 *SubDepth = GPUPack.GFX.SubZBuffer + Offset;
#define FN(N) \
if (GPUPack.GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) \
{ \
if (SubDepth [N]) \
{ \
if (SubDepth [N] != 1) \
Screen [N] = (uint16) COLOR_SUB1_2 (GPUPack.GFX.ScreenColors [Pixel], \
Screen [GPUPack.GFX.Delta + N]); \
else \
Screen [N] = (uint16) COLOR_SUB (GPUPack.GFX.ScreenColors [Pixel], \
GPUPack.GFX.FixedColour); \
} \
else \
Screen [N] = GPUPack.GFX.ScreenColors [Pixel]; \
Depth [N] = GPUPack.GFX.Z2; \
}
FN(0)
FN(1)
FN(2)
FN(3)
#undef FN
}
inline void WRITE_4PIXELS16_FLIPPED_SUB1_2 (uint32 Offset, uint8 *Pixels)
{
uint32 Pixel;
uint16 *Screen = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.ZBuffer + Offset;
uint8 *SubDepth = GPUPack.GFX.SubZBuffer + Offset;
#define FN(N) \
if (GPUPack.GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
{ \
if (SubDepth [N]) \
{ \
if (SubDepth [N] != 1) \
Screen [N] = (uint16) COLOR_SUB1_2 (GPUPack.GFX.ScreenColors [Pixel], \
Screen [GPUPack.GFX.Delta + N]); \
else \
Screen [N] = (uint16) COLOR_SUB (GPUPack.GFX.ScreenColors [Pixel], \
GPUPack.GFX.FixedColour); \
} \
else \
Screen [N] = GPUPack.GFX.ScreenColors [Pixel]; \
Depth [N] = GPUPack.GFX.Z2; \
}
FN(0)
FN(1)
FN(2)
FN(3)
#undef FN
}
void orgDrawTile16Add (uint32 Tile, uint32 Offset, uint32 StartLine,
uint32 LineCount)
{
TILE_PREAMBLE
register uint8 *bp;
RENDER_TILE(WRITE_4PIXELS16_ADD, WRITE_4PIXELS16_FLIPPED_ADD, 4)
}
void orgDrawClippedTile16Add (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 orgDrawTile16Add1_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 orgDrawClippedTile16Add1_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 orgDrawTile16Sub (uint32 Tile, uint32 Offset, uint32 StartLine,
uint32 LineCount)
{
TILE_PREAMBLE
register uint8 *bp;
RENDER_TILE(WRITE_4PIXELS16_SUB, WRITE_4PIXELS16_FLIPPED_SUB, 4)
}
void orgDrawClippedTile16Sub (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 orgDrawTile16Sub1_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 orgDrawClippedTile16Sub1_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)
}
inline void WRITE_4PIXELS16_ADDF1_2 (uint32 Offset, uint8 *Pixels)
{
uint32 Pixel;
uint16 *Screen = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.ZBuffer + Offset;
uint8 *SubDepth = GPUPack.GFX.SubZBuffer + Offset;
#define FN(N) \
if (GPUPack.GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) \
{ \
if (SubDepth [N] == 1) \
Screen [N] = (uint16) (COLOR_ADD1_2 (GPUPack.GFX.ScreenColors [Pixel], \
GPUPack.GFX.FixedColour)); \
else \
Screen [N] = GPUPack.GFX.ScreenColors [Pixel];\
Depth [N] = GPUPack.GFX.Z2; \
}
FN(0)
FN(1)
FN(2)
FN(3)
#undef FN
}
inline void WRITE_4PIXELS16_FLIPPED_ADDF1_2 (uint32 Offset, uint8 *Pixels)
{
uint32 Pixel;
uint16 *Screen = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.ZBuffer + Offset;
uint8 *SubDepth = GPUPack.GFX.SubZBuffer + Offset;
#define FN(N) \
if (GPUPack.GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
{ \
if (SubDepth [N] == 1) \
Screen [N] = (uint16) (COLOR_ADD1_2 (GPUPack.GFX.ScreenColors [Pixel], \
GPUPack.GFX.FixedColour)); \
else \
Screen [N] = GPUPack.GFX.ScreenColors [Pixel];\
Depth [N] = GPUPack.GFX.Z2; \
}
FN(0)
FN(1)
FN(2)
FN(3)
#undef FN
}
inline void WRITE_4PIXELS16_SUBF1_2 (uint32 Offset, uint8 *Pixels)
{
uint32 Pixel;
uint16 *Screen = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.ZBuffer + Offset;
uint8 *SubDepth = GPUPack.GFX.SubZBuffer + Offset;
#define FN(N) \
if (GPUPack.GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) \
{ \
if (SubDepth [N] == 1) \
Screen [N] = (uint16) COLOR_SUB1_2 (GPUPack.GFX.ScreenColors [Pixel], \
GPUPack.GFX.FixedColour); \
else \
Screen [N] = GPUPack.GFX.ScreenColors [Pixel]; \
Depth [N] = GPUPack.GFX.Z2; \
}
FN(0)
FN(1)
FN(2)
FN(3)
#undef FN
}
inline void WRITE_4PIXELS16_FLIPPED_SUBF1_2 (uint32 Offset, uint8 *Pixels)
{
uint32 Pixel;
uint16 *Screen = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.ZBuffer + Offset;
uint8 *SubDepth = GPUPack.GFX.SubZBuffer + Offset;
#define FN(N) \
if (GPUPack.GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
{ \
if (SubDepth [N] == 1) \
Screen [N] = (uint16) COLOR_SUB1_2 (GPUPack.GFX.ScreenColors [Pixel], \
GPUPack.GFX.FixedColour); \
else \
Screen [N] = GPUPack.GFX.ScreenColors [Pixel]; \
Depth [N] = GPUPack.GFX.Z2; \
}
FN(0)
FN(1)
FN(2)
FN(3)
#undef FN
}
void orgDrawTile16FixedAdd1_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 orgDrawClippedTile16FixedAdd1_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 orgDrawTile16FixedSub1_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 orgDrawClippedTile16FixedSub1_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 orgDrawLargePixel16Add (uint32 Tile, uint32 Offset,
uint32 StartPixel, uint32 Pixels,
uint32 StartLine, uint32 LineCount)
{
TILE_PREAMBLE
register uint16 *sp = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.ZBuffer + Offset;
uint16 pixel;
#define LARGE_ADD_PIXEL(s, p) \
(Depth [z + GPUPack.GFX.DepthDelta] ? (Depth [z + GPUPack.GFX.DepthDelta] != 1 ? \
COLOR_ADD (p, *(s + GPUPack.GFX.Delta)) : \
COLOR_ADD (p, GPUPack.GFX.FixedColour)) \
: p)
RENDER_TILE_LARGE (GPUPack.GFX.ScreenColors [pixel], LARGE_ADD_PIXEL)
}
void orgDrawLargePixel16Add1_2 (uint32 Tile, uint32 Offset,
uint32 StartPixel, uint32 Pixels,
uint32 StartLine, uint32 LineCount)
{
TILE_PREAMBLE
register uint16 *sp = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.ZBuffer + Offset;
uint16 pixel;
#define LARGE_ADD_PIXEL1_2(s, p) \
((uint16) (Depth [z + GPUPack.GFX.DepthDelta] ? (Depth [z + GPUPack.GFX.DepthDelta] != 1 ? \
COLOR_ADD1_2 (p, *(s + GPUPack.GFX.Delta)) : \
COLOR_ADD (p, GPUPack.GFX.FixedColour)) \
: p))
RENDER_TILE_LARGE (GPUPack.GFX.ScreenColors [pixel], LARGE_ADD_PIXEL1_2)
}
void orgDrawLargePixel16Sub (uint32 Tile, uint32 Offset,
uint32 StartPixel, uint32 Pixels,
uint32 StartLine, uint32 LineCount)
{
TILE_PREAMBLE
register uint16 *sp = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.ZBuffer + Offset;
uint16 pixel;
#define LARGE_SUB_PIXEL(s, p) \
(Depth [z + GPUPack.GFX.DepthDelta] ? (Depth [z + GPUPack.GFX.DepthDelta] != 1 ? \
COLOR_SUB (p, *(s + GPUPack.GFX.Delta)) : \
COLOR_SUB (p, GPUPack.GFX.FixedColour)) \
: p)
RENDER_TILE_LARGE (GPUPack.GFX.ScreenColors [pixel], LARGE_SUB_PIXEL)
}
void orgDrawLargePixel16Sub1_2 (uint32 Tile, uint32 Offset,
uint32 StartPixel, uint32 Pixels,
uint32 StartLine, uint32 LineCount)
{
TILE_PREAMBLE
register uint16 *sp = (uint16 *) GPUPack.GFX.S + Offset;
uint8 *Depth = GPUPack.GFX.ZBuffer + Offset;
uint16 pixel;
#define LARGE_SUB_PIXEL1_2(s, p) \
(Depth [z + GPUPack.GFX.DepthDelta] ? (Depth [z + GPUPack.GFX.DepthDelta] != 1 ? \
COLOR_SUB1_2 (p, *(s + GPUPack.GFX.Delta)) : \
COLOR_SUB (p, GPUPack.GFX.FixedColour)) \
: p)
RENDER_TILE_LARGE (GPUPack.GFX.ScreenColors [pixel], LARGE_SUB_PIXEL1_2)
}