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gfx_psp.cpp
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gfx_psp.cpp
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/*
* Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
*
* (c) Copyright 1996 - 2001 Gary Henderson ([email protected]) and
* Jerremy Koot ([email protected])
*
* Super FX C emulator code
* (c) Copyright 1997 - 1999 Ivar ([email protected]) 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 ([email protected]).
*
* 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 "cpuexec.h"
#include "display.h"
#include "gfx.h"
#include "apu.h"
#include "cheats.h"
#include "tile_psp.h"
#define M7 19
#define M8 19
void ComputeClipWindows ();
extern int os9x_BG0,os9x_BG1,os9x_BG2,os9x_BG3,os9x_OBJ,os9x_easy,os9x_fastsprite;
extern int os9x_render;
int add_sub_mode;
int last_palette;
int current_bitshift;
int render_timestamp;
//extern u16 __attribute__((aligned(16))) clut256[256*3];
extern u16* clut256;
u16* clut;
u32 fixedcol16;
u32 fixedcol;
int rendering_beware_fix16;
// for OBJ & BGS
struct Vertex *vertices[3];
struct Vertex *vertices_ptr[3];
struct Vertex *vertices_end[3];
// for Blending
struct Vertex *_vertices;
struct Vertex *_vertices_ptr;
struct VertexCol *_verticesCol;
struct VertexCol *_verticesCol_ptr;
struct VertexCol *_verticesCol_end;
//s32 realZ1,realZ2;
extern void S9xSetupOBJ(void);
extern uint8 BitShifts[8][4];
extern uint8 TileShifts[8][4];
extern uint8 PaletteShifts[8][4];
extern uint8 PaletteMasks[8][4];
extern uint8 Depths[8][4];
extern uint8 BGSizes [2];
extern NormalTileRendererPSP DrawTilePtr;
extern ClippedTileRendererPSP DrawClippedTilePtr;
extern NormalTileRendererPSP DrawHiResTilePtr;
extern ClippedTileRendererPSP DrawHiResClippedTilePtr;
extern LargePixelRendererPSP DrawLargePixelPtr;
extern struct SBG BG;
extern struct SLineData LineData[240];
extern struct SLineMatrixData LineMatrixData [240];
extern uint8 Mode7Depths [2];
#define ON_MAIN(N) \
(GPUPack.GFX.r212c & (1 << (N)) && \
!(PPUPack.PPU.BG_Forced & (1 << (N))))
#define SUB_OR_ADD(N) \
(GPUPack.GFX.r2131 & (1 << (N)))
#define ON_SUB(N) \
((GPUPack.GFX.r2130 & 0x30) != 0x30 && \
(GPUPack.GFX.r2130 & 2) && \
(GPUPack.GFX.r212d & (1 << N)) && \
!(PPUPack.PPU.BG_Forced & (1 << (N))))
#define ANYTHING_ON_SUB \
((GPUPack.GFX.r2130 & 0x30) != 0x30 && \
(GPUPack.GFX.r2130 & 2) && \
(GPUPack.GFX.r212d & 0x1f))
#define ADD_OR_SUB_ON_ANYTHING \
(GPUPack.GFX.r2131 & 0x3f)
#define BLACK BUILD_PIXEL(0,0,0)
void pspDrawTile16 (uint32 Tile, s32 x,s32 y, uint32 StartLine,
uint32 LineCount,short realZ2);
void pspDrawClippedTile16 (uint32 Tile, s32 x,s32 y,
uint32 StartPixel, uint32 Width,
uint32 StartLine, uint32 LineCount,short realZ2);
void pspDrawHiResTile16 (uint32 Tile, s32 x,s32 y, uint32 StartLine,
uint32 LineCount,short realZ2);
void pspDrawHiResClippedTile16 (uint32 Tile, s32 x,s32 y,
uint32 StartPixel, uint32 Width,
uint32 StartLine, uint32 LineCount,short realZ2);
void pspDrawLargePixel16 (uint32 Tile, s32 x,s32 y,
uint32 StartPixel, uint32 Pixels,
uint32 StartLine, uint32 LineCount,short realZ2);
inline void pspSelectAddSubMode() {
if (GPUPack.GFX.r2131 & 0x80) {
if (GPUPack.GFX.r2131 & 0x40) {
if (GPUPack.GFX.r2130 & 2) {
add_sub_mode=1;
//debug_log("tile sub 1_2");
} else {
add_sub_mode=2;
// Fixed colour substraction
//debug_log("Fixed colour substraction");
}
} else {
add_sub_mode=3;
//debug_log("tile sub");
}
} else {
if (GPUPack.GFX.r2131 & 0x40) {
if (GPUPack.GFX.r2130 & 2) {
add_sub_mode=4;
//debug_log("tile add1_2");
} else {
add_sub_mode=5;
// Fixed colour addition
//debug_log("Fixed colour addition");
}
} else {
add_sub_mode=6;
//debug_log("tile add");
}
}
}
#define pspDrawTile16_order pspDrawTile16
#define pspDrawClippedTile16_order pspDrawClippedTile16
void initRendering(){
sceGuStart(GU_DIRECT,list);
//rendering options
sceGuEnable(GU_DEPTH_TEST);
sceGuDepthFunc(GU_GREATER);
sceGuEnable(GU_ALPHA_TEST);
sceGuAlphaFunc(GU_EQUAL,0,0x1);
sceGuEnable(GU_TEXTURE_2D);
sceGuTexFilter(GU_NEAREST,GU_NEAREST);
sceGuTexFunc(GU_TFX_REPLACE,GU_TCC_RGBA);\
sceGuClutMode(GU_PSM_5551,0,255,0);
last_palette=0; //start in non directcolour mode, coz first things to be rendered are s
clut = (u16*)NO_CPU_CACHE(&clut256[0]);
memcpy(clut,&IPPU.ScreenColors[0],256*2);
if (rendering_beware_fix16)
for (int i=0;i<256;i++) {
if (clut[i]==fixedcol16) clut[i]^=1<<10; //swap blue 1st bit
}
clut[0]|=0x8000;
sceGuClutLoad(256/16,clut);
}
void endRendering(){
sceGuFinish();
sceGuSync(0,0);
}
void waitRendering() {
/*sceGuFinish();
sceGuSync(0,0);
sceGuStart(GU_DIRECT,list);
*/
}
void pspDrawFASTOBJS (bool8 OnMain, uint8 D, uint8 drawmode)
{
//uint32 O;
s32 Xs,Ys;
uint32 BaseTile, Tile;
GPUPack.BG.BitShift = 4;
GPUPack.BG.TileShift = 5;
GPUPack.BG.TileAddress = PPUPack.PPU.OBJNameBase;
GPUPack.BG.StartPalette = 128;
GPUPack.BG.PaletteShift = 4;
GPUPack.BG.PaletteMask = 7;
current_bitshift=TILE_4BIT;
GPUPack.BG.Buffer = tile_texture[TILE_4BIT];//IPPU.TileCache8 [TILE_4BIT];
GPUPack.BG.Buffered = IPPU.TileCached [TILE_4BIT];
GPUPack.BG.NameSelect = PPUPack.PPU.OBJNameSelect;
GPUPack.BG.DirectColourMode = false;
/********************************************************/
/****************PSP STUFF*******************************/
/********************************************************/
int num_vert=0;//8192;//0;
int I=0;
for (int S = GPUPack.GFX.OBJList [I++]; S >= 0; S = GPUPack.GFX.OBJList [I++]) {
int VPos = GPUPack.GFX.VPositions [S];
int Size = GPUPack.GFX.Sizes[S];;
if (VPos + Size <= (int) GPUPack.GFX.StartY || VPos > (int) GPUPack.GFX.EndY) continue;
num_vert+=(Size/8)*(Size/8);
}
if (!(vertices[current_bitshift]=(struct Vertex*)sceGuGetMemory(num_vert*2* sizeof(struct Vertex)))){
debug_log("not enough vertices!");
return;
}
vertices_ptr[current_bitshift]=vertices[current_bitshift];
vertices_end[current_bitshift]=vertices_ptr[current_bitshift]+num_vert*2;
/********************************************************/
/********************************************************/
GPUPack.GFX.Z1 = (D + 2);
//realZ1=(int)(GPUPack.GFX.Z1);
I=0;
for (int S = GPUPack.GFX.OBJList [I++]; S >= 0; S = GPUPack.GFX.OBJList [I++]) {
int VPos = GPUPack.GFX.VPositions [S];
int Size = GPUPack.GFX.Sizes[S];
int TileInc = 1;
int Offset;
if (VPos + Size <= (int) GPUPack.GFX.StartY || VPos > (int) GPUPack.GFX.EndY)
continue;
//drawing sub/added sprites => palette has to be 4-7
if (OnMain){
if ((drawmode==1) && (PPUPack.PPU.OBJ [S].Palette < 4) ) continue;
//drawing not sub/added sprites => palette has to be 4-7 or no add/sub in effect for OBJ
if ((drawmode==2) && (PPUPack.PPU.OBJ [S].Palette >= 4) && SUB_OR_ADD(4)) continue;
}
BaseTile = PPUPack.PPU.OBJ[S].Name | (PPUPack.PPU.OBJ[S].Palette << 10);
if (PPUPack.PPU.OBJ[S].HFlip) {
BaseTile += ((Size >> 3) - 1) | H_FLIP;
TileInc = -1;
}
if (PPUPack.PPU.OBJ[S].VFlip) BaseTile |= V_FLIP;
int clipcount = GPUPack.GFX.pCurrentClip->Count [4];
if (!clipcount) clipcount = 1;
GPUPack.GFX.Z2 = ((PPUPack.PPU.OBJ[S].Priority + 1) * 4 + D);
short realZ2=(short)(GPUPack.GFX.Z2);//+I-1;
for (int clip = 0; clip < clipcount; clip++){
int Left;
int Right;
if (!GPUPack.GFX.pCurrentClip->Count [4]){
Left = 0;
Right = 256;
}else{
Left = GPUPack.GFX.pCurrentClip->Left [clip][4];
Right = GPUPack.GFX.pCurrentClip->Right [clip][4];
}
if (Right <= Left || PPUPack.PPU.OBJ[S].HPos + Size <= Left || PPUPack.PPU.OBJ[S].HPos >= Right) continue;
for (int Y = 0; Y < Size; Y += 8) {
if (VPos + Y + 7 >= (int) GPUPack.GFX.StartY && VPos + Y <= (int) GPUPack.GFX.EndY){
int StartLine;
int TileLine;
int LineCount;
int Last;
if ((StartLine = VPos + Y) < (int) GPUPack.GFX.StartY) {
StartLine = GPUPack.GFX.StartY - StartLine;
LineCount = 8 - StartLine;
}else{
StartLine = 0;
LineCount = 8;
}
if ((Last = VPos + Y + 7 - GPUPack.GFX.EndY) > 0)
if ((LineCount -= Last) <= 0) break;
TileLine = StartLine;// << 3;
Ys = (VPos + Y + StartLine);
if (!PPUPack.PPU.OBJ[S].VFlip) Tile = BaseTile + (Y << 1);
else Tile = BaseTile + ((Size - Y - 8) << 1);
int Middle = Size >> 3;
if (PPUPack.PPU.OBJ[S].HPos < Left) {
Tile += ((Left - PPUPack.PPU.OBJ[S].HPos) >> 3) * TileInc;
Middle -= (Left - PPUPack.PPU.OBJ[S].HPos) >> 3;
Xs = Left ;
if ((Offset = (Left - PPUPack.PPU.OBJ[S].HPos) & 7)) {
Xs -= Offset ;
int W = 8 - Offset;
int Width = Right - Left;
if (W > Width) W = Width;
pspDrawClippedTile16 (Tile, Xs,Ys, Offset, W,TileLine, LineCount,realZ2);
if (W >= Width) continue;
Tile += TileInc;
Middle--;
Xs += 8 ;
}
} else Xs = PPUPack.PPU.OBJ[S].HPos ;
if (PPUPack.PPU.OBJ[S].HPos + Size >= Right) {
Middle -= ((PPUPack.PPU.OBJ[S].HPos + Size + 7) - Right) >> 3;
Offset = (Right - (PPUPack.PPU.OBJ[S].HPos + Size)) & 7;
}else Offset = 0;
for (int X = 0; X < Middle; X++, Xs += 8 , Tile += TileInc){
pspDrawTile16 (Tile, Xs,Ys, TileLine, LineCount,realZ2);
}
if (Offset){
pspDrawClippedTile16 (Tile, Xs,Ys, 0, Offset,TileLine, LineCount,realZ2);
}
}
}
}
}
if (vertices_ptr[current_bitshift]-vertices[current_bitshift]) {
sceGuTexImage(0,512,512,512,tile_texture[current_bitshift]);
sceGuDrawArray(GU_SPRITES,GU_TEXTURE_16BIT|GU_VERTEX_16BIT|GU_TRANSFORM_2D,(vertices_ptr[current_bitshift]-vertices[current_bitshift]),0,vertices[current_bitshift]);
}
}
void pspDrawOBJS (bool8 OnMain, uint8 D, uint8 drawmode) {
//uint32 O;
s32 Xs,Ys;
int speZ;
uint32 BaseTile, Tile;
GPUPack.BG.BitShift = 4;
current_bitshift=TILE_4BIT;
GPUPack.BG.TileShift = 5;
GPUPack.BG.TileAddress = PPUPack.PPU.OBJNameBase;
GPUPack.BG.StartPalette = 128;
GPUPack.BG.PaletteShift = 4;
GPUPack.BG.PaletteMask = 7;
GPUPack.BG.Buffer = tile_texture[TILE_4BIT];//IPPU.TileCache8 [TILE_4BIT];
GPUPack.BG.Buffered = IPPU.TileCached [TILE_4BIT];
GPUPack.BG.NameSelect = PPUPack.PPU.OBJNameSelect;
GPUPack.BG.DirectColourMode = false;
/********************************************************/
/****************PSP STUFF*******************************/
/********************************************************/
int num_vert=0;//8192;//0;
int I=0;
for (int S = GPUPack.GFX.OBJList [I++]; S >= 0; S = GPUPack.GFX.OBJList [I++]) {
int VPos = GPUPack.GFX.VPositions [S];
int Size = GPUPack.GFX.Sizes[S];
if (VPos + Size <= (int) GPUPack.GFX.StartY || VPos > (int) GPUPack.GFX.EndY)
continue;
//drawing sub/added sprites => palette has to be 4-7
num_vert+=(Size/8)*(Size/8);
}
if (!(vertices[current_bitshift]=(struct Vertex*)sceGuGetMemory(num_vert*2* sizeof(struct Vertex)))){
debug_log("not enough vertices!");
return;
}
vertices_ptr[current_bitshift]=vertices[current_bitshift];
vertices_end[current_bitshift]=vertices_ptr[current_bitshift]+num_vert*2;
/********************************************************/
/********************************************************/
GPUPack.GFX.Z1 = (D + 2);
//realZ1=(int)(GPUPack.GFX.Z1);
I=0;
for (int S = GPUPack.GFX.OBJList [I++]; S >= 0; S = GPUPack.GFX.OBJList [I++]) {
int VPos = GPUPack.GFX.VPositions [S];
int Size = GPUPack.GFX.Sizes[S];
int TileInc = 1;
int Offset;
if (VPos + Size <= (int) GPUPack.GFX.StartY || VPos > (int) GPUPack.GFX.EndY)
continue;
//drawing sub/added sprites => palette has to be 4-7
speZ=0;
if (OnMain){
if ((drawmode==1) && (PPUPack.PPU.OBJ [S].Palette < 4) ) speZ=1;
//drawing not sub/added sprites => palette has to be 4-7 or no add/sub in effect for OBJ
else if ((drawmode==2) && (PPUPack.PPU.OBJ [S].Palette >= 4) && SUB_OR_ADD(4)) speZ=1;
}
BaseTile = PPUPack.PPU.OBJ[S].Name | (PPUPack.PPU.OBJ[S].Palette << 10);
if (PPUPack.PPU.OBJ[S].HFlip) {
BaseTile += ((Size >> 3) - 1) | H_FLIP;
TileInc = -1;
}
if (PPUPack.PPU.OBJ[S].VFlip) BaseTile |= V_FLIP;
int clipcount = GPUPack.GFX.pCurrentClip->Count [4];
if (!clipcount) clipcount = 1;
GPUPack.GFX.Z2 = ((PPUPack.PPU.OBJ[S].Priority + 1) * 4 + D);
short realZ2;
if (!speZ) realZ2=(short)(GPUPack.GFX.Z2);//+I-1;
else realZ2=0;
for (int clip = 0; clip < clipcount; clip++){
int Left;
int Right;
if (!GPUPack.GFX.pCurrentClip->Count [4]){
Left = 0;
Right = 256;
}else{
Left = GPUPack.GFX.pCurrentClip->Left [clip][4];
Right = GPUPack.GFX.pCurrentClip->Right [clip][4];
}
if (Right <= Left || PPUPack.PPU.OBJ[S].HPos + Size <= Left || PPUPack.PPU.OBJ[S].HPos >= Right) continue;
for (int Y = 0; Y < Size; Y += 8) {
if (VPos + Y + 7 >= (int) GPUPack.GFX.StartY && VPos + Y <= (int) GPUPack.GFX.EndY) {
int StartLine;
int TileLine;
int LineCount;
int Last;
if ((StartLine = VPos + Y) < (int) GPUPack.GFX.StartY) {
StartLine = GPUPack.GFX.StartY - StartLine;
LineCount = 8 - StartLine;
} else {
StartLine = 0;
LineCount = 8;
}
if ((Last = VPos + Y + 7 - GPUPack.GFX.EndY) > 0)
if ((LineCount -= Last) <= 0) break;
TileLine = StartLine;// << 3;
Ys = (VPos + Y + StartLine);
if (!PPUPack.PPU.OBJ[S].VFlip) Tile = BaseTile + (Y << 1);
else Tile = BaseTile + ((Size - Y - 8) << 1);
int Middle = Size >> 3;
if (PPUPack.PPU.OBJ[S].HPos < Left) {
Tile += ((Left - PPUPack.PPU.OBJ[S].HPos) >> 3) * TileInc;
Middle -= (Left - PPUPack.PPU.OBJ[S].HPos) >> 3;
Xs = Left ;
if ((Offset = (Left - PPUPack.PPU.OBJ[S].HPos) & 7)) {
Xs -= Offset ;
int W = 8 - Offset;
int Width = Right - Left;
if (W > Width) W = Width;
pspDrawClippedTile16 (Tile, Xs,Ys, Offset, W,TileLine, LineCount,realZ2);
if (W >= Width) continue;
Tile += TileInc;
Middle--;
Xs += 8 ;
}
} else Xs = PPUPack.PPU.OBJ[S].HPos ;
if (PPUPack.PPU.OBJ[S].HPos + Size >= Right) {
Middle -= ((PPUPack.PPU.OBJ[S].HPos + Size + 7) - Right) >> 3;
Offset = (Right - (PPUPack.PPU.OBJ[S].HPos + Size)) & 7;
}else Offset = 0;
for (int X = 0; X < Middle; X++, Xs += 8 , Tile += TileInc){
pspDrawTile16 (Tile, Xs,Ys, TileLine, LineCount,realZ2);
}
if (Offset){
pspDrawClippedTile16 (Tile, Xs,Ys, 0, Offset,TileLine, LineCount,realZ2);
}
}
}
}
}
/*{
int i=0;
char str[32];
tile_cache_t *p=tile_cache_first_free[TILE_4BIT];
while (p) {i++;p=p->next;}
sprintf(str,"cached %d free %d/%d",tile_cached[TILE_4BIT],i,i+tile_cached[TILE_4BIT]);
info(32,12,str);
}*/
if (vertices_ptr[current_bitshift]-vertices[current_bitshift]) {
sceGuEnable(GU_STENCIL_TEST);//stencil
sceGuClearStencil(0);
sceGuClear(GU_STENCIL_BUFFER_BIT);
sceGuStencilOp( GU_KEEP, GU_INCR, GU_INCR);
sceGuStencilFunc(GU_EQUAL,0,0xFFFFFFFF);
sceGuTexImage(0,512,512,512,tile_texture[current_bitshift]);
sceGuDrawArray(GU_SPRITES,GU_TEXTURE_16BIT|GU_VERTEX_16BIT|GU_TRANSFORM_2D,(vertices_ptr[current_bitshift]-vertices[current_bitshift]),0,vertices[current_bitshift]);
}
sceGuDisable(GU_STENCIL_TEST);//stencil
}
void pspDrawBackgroundMosaic (uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2) {
uint32 Tile;
uint16 *SC0;
uint16 *SC1;
uint16 *SC2;
uint16 *SC3;
uint8 depths [2] = {Z1, Z2};
if (last_palette!=GPUPack.BG.DirectColourMode){
//DirectColourMode has changed, so we have to reload palette
waitRendering();
last_palette=GPUPack.BG.DirectColourMode;
clut = (u16*)NO_CPU_CACHE(&clut256[0]);
memcpy(clut,GPUPack.GFX.ScreenColors,256*2);
if (rendering_beware_fix16)
for (int i=0;i<256;i++) {
if (clut[i]==fixedcol16) clut[i]^=1<<10; //swap blue 1st bit
}
clut[0]|=0x8000;
sceGuClutLoad(256/16,clut);
}
//bg is 32x30 tile but needs more in case of clipping or scroll changing every line
int num_vert=((GPUPack.GFX.EndY-GPUPack.GFX.StartY+1)+2)*(256/PPUPack.PPU.Mosaic+6);
if (!(_verticesCol=(struct VertexCol*)sceGuGetMemory(num_vert*2* sizeof(struct VertexCol)))){
debug_log("not enough vertices!");
return;
}
_verticesCol_ptr=_verticesCol;
_verticesCol_end=_verticesCol_ptr+num_vert*2;
/***********************************************************/
/***********************************************************/
if (BGMode == 0) GPUPack.BG.StartPalette = bg << 5;
else GPUPack.BG.StartPalette = 0;
SC0 = (uint16 *) &VRAM[PPUPack.PPU.BG[bg].SCBase << 1];
if (PPUPack.PPU.BG[bg].SCSize & 1) SC1 = SC0 + 1024;
else SC1 = SC0;
if((SC1-(unsigned short*)VRAM)>0x10000) SC1-=0x10000;
if (PPUPack.PPU.BG[bg].SCSize & 2) SC2 = SC1 + 1024;
else SC2 = SC0;
if((SC2-(unsigned short*)VRAM)>0x10000) SC2-=0x10000;
if (PPUPack.PPU.BG[bg].SCSize & 1) SC3 = SC2 + 1024;
else SC3 = SC2;
if((SC3-(unsigned short*)VRAM)>0x10000) SC3-=0x10000;
uint32 Lines;
uint32 OffsetMask;
uint32 OffsetShift;
if (GPUPack.BG.TileSize == 16) {
OffsetMask = 0x3ff;
OffsetShift = 4;
} else {
OffsetMask = 0x1ff;
OffsetShift = 3;
}
for (uint32 Y = GPUPack.GFX.StartY; Y <= GPUPack.GFX.EndY; Y += Lines) {
uint32 VOffset = LineData [Y].BG[bg].VOffset;
uint32 HOffset = LineData [Y].BG[bg].HOffset;
uint32 MosaicOffset = Y % PPUPack.PPU.Mosaic;
for (Lines = 1; Lines < PPUPack.PPU.Mosaic - MosaicOffset; Lines++)
if ((VOffset != LineData [Y + Lines].BG[bg].VOffset) || (HOffset != LineData [Y + Lines].BG[bg].HOffset)) break;
uint32 MosaicLine = VOffset + Y - MosaicOffset;
if (Y + Lines > GPUPack.GFX.EndY) Lines = GPUPack.GFX.EndY + 1 - Y;
uint32 VirtAlign = (MosaicLine & 7);// << 3;
uint16 *b1;
uint16 *b2;
uint32 ScreenLine = MosaicLine >> OffsetShift;
uint32 Rem16 = MosaicLine & 15;
if (ScreenLine & 0x20) b1 = SC2, b2 = SC3;
else b1 = SC0, b2 = SC1;
b1 += (ScreenLine & 0x1f) << 5;
b2 += (ScreenLine & 0x1f) << 5;
uint16 *t;
uint32 Left = 0;
uint32 Right = 256;
uint32 ClipCount = GPUPack.GFX.pCurrentClip->Count [bg];
uint32 HPos = HOffset;
uint32 PixWidth = PPUPack.PPU.Mosaic;
if (!ClipCount) ClipCount = 1;
for (uint32 clip = 0; clip < ClipCount; clip++) {
if (GPUPack.GFX.pCurrentClip->Count [bg]) {
Left = GPUPack.GFX.pCurrentClip->Left [clip][bg];
Right = GPUPack.GFX.pCurrentClip->Right [clip][bg];
uint32 r = Left % PPUPack.PPU.Mosaic;
HPos = HOffset + Left;
PixWidth = PPUPack.PPU.Mosaic - r;
}
//uint32 s = Y * GPUPack.GFX.PPL + Left * GPUPack.GFX.PixSize;
s32 Xt=Left;
s32 Yt=Y;
for (uint32 x = Left; x < Right; x += PixWidth, /*s += PixWidth * GPUPack.GFX.PixSize*/Xt+=PixWidth,HPos += PixWidth, PixWidth = PPUPack.PPU.Mosaic) {
uint32 Quot = (HPos & OffsetMask) >> 3;
if (x + PixWidth >= Right) PixWidth = Right - x;
if (GPUPack.BG.TileSize == 8) {
if (Quot > 31) t = b2 + (Quot & 0x1f);
else t = b1 + Quot;
} else {
if (Quot > 63) t = b2 + ((Quot >> 1) & 0x1f);
else t = b1 + (Quot >> 1);
}
Tile = READ_2BYTES (t);
GPUPack.GFX.Z1 = GPUPack.GFX.Z2 = depths [(Tile & 0x2000) >> 13];
//realZ1=(int)GPUPack.GFX.Z1;realZ2=(int)GPUPack.GFX.Z2;
short realZ2=(short)GPUPack.GFX.Z2;
// pspDraw tile...
if (GPUPack.BG.TileSize != 8) {
if (Tile & H_FLIP) {
// Horizontal flip, but what about vertical flip ?
if (Tile & V_FLIP) {
// Both horzontal & vertical flip
if (Rem16 < 8) {
pspDrawLargePixel16 (Tile + 17 - (Quot & 1), Xt,Yt,HPos & 7, PixWidth,VirtAlign, Lines,realZ2);
} else {
pspDrawLargePixel16 (Tile + 1 - (Quot & 1), Xt,Yt,HPos & 7, PixWidth,VirtAlign, Lines,realZ2);
}
} else {
// Horizontal flip only
if (Rem16 > 7) {
pspDrawLargePixel16 (Tile + 17 - (Quot & 1), Xt,Yt,HPos & 7, PixWidth,VirtAlign, Lines,realZ2);
} else {
pspDrawLargePixel16 (Tile + 1 - (Quot & 1), Xt,Yt,HPos & 7, PixWidth,VirtAlign, Lines,realZ2);
}
}
} else {
// No horizontal flip, but is there a vertical flip ?
if (Tile & V_FLIP) {
// Vertical flip only
if (Rem16 < 8) {
pspDrawLargePixel16 (Tile + 16 + (Quot & 1), Xt,Yt,HPos & 7, PixWidth,VirtAlign, Lines,realZ2);
} else {
pspDrawLargePixel16 (Tile + (Quot & 1), Xt,Yt,HPos & 7, PixWidth,VirtAlign, Lines,realZ2);
}
} else {
// Normal unflipped
if (Rem16 > 7) {
pspDrawLargePixel16 (Tile + 16 + (Quot & 1), Xt,Yt,HPos & 7, PixWidth,VirtAlign, Lines,realZ2);
} else {
pspDrawLargePixel16 (Tile + (Quot & 1), Xt,Yt,HPos & 7, PixWidth,VirtAlign, Lines,realZ2);
}
}
}
} else pspDrawLargePixel16 (Tile, Xt,Yt, HPos & 7, PixWidth,VirtAlign, Lines,realZ2);
}
}
}
//render
if (_verticesCol_ptr-_verticesCol) {
sceGuTexImage(0,512,512,512,tile_texture[current_bitshift]);
sceGuDrawArray(GU_SPRITES,GU_TEXTURE_16BIT/*GU_COLOR_5551*/|GU_VERTEX_16BIT|GU_TRANSFORM_2D,(_verticesCol_ptr-_verticesCol),0,_verticesCol);
}
}
void pspDrawBackgroundMode5 (uint32 /* BGMODE */, uint32 bg, uint8 Z1, uint8 Z2) {
GPUPack.GFX.Pitch = GPUPack.GFX.RealPitch;
GPUPack.GFX.PPL = GPUPack.GFX.PPLx2 >> 1;
uint8 depths [2] = {Z1, Z2};
uint32 Tile;
uint16 *SC0;
uint16 *SC1;
uint16 *SC2;
uint16 *SC3;
uint32 Width;
if (last_palette!=GPUPack.BG.DirectColourMode){
//DirectColourMode has changed, so we have to reload palette
waitRendering();
last_palette=GPUPack.BG.DirectColourMode;
clut = (u16*)NO_CPU_CACHE(&clut256[0]);
memcpy(clut,GPUPack.GFX.ScreenColors,256*2);
if (rendering_beware_fix16)
for (int i=0;i<256;i++) {
if (clut[i]==fixedcol16) clut[i]^=1<<10; //swap blue 1st bit
}
clut[0]|=0x8000;
sceGuClutLoad(256/16,clut);
}
//bg is 32x30 tile but needs more in case of clipping or scroll changing every line
int num_vert=((GPUPack.GFX.EndY-GPUPack.GFX.StartY+1)+2)*(256/8+6);
if (!(vertices[current_bitshift]=(struct Vertex*)sceGuGetMemory(num_vert*2* sizeof(struct Vertex)))){
debug_log("not enough vertices!");
return;
}
vertices_ptr[current_bitshift]=vertices[current_bitshift];
vertices_end[current_bitshift]=vertices_ptr[current_bitshift]+num_vert*2;
/********************************************************/
/********************************************************/
GPUPack.BG.StartPalette = 0;
SC0 = (uint16 *) &VRAM[PPUPack.PPU.BG[bg].SCBase << 1];
if ((PPUPack.PPU.BG[bg].SCSize & 1)) SC1 = SC0 + 1024;
else SC1 = SC0;
if((SC1-(unsigned short*)VRAM)>0x10000) SC1=(uint16*)&VRAM[(((uint8*)SC1)-VRAM)%0x10000];
if ((PPUPack.PPU.BG[bg].SCSize & 2)) SC2 = SC1 + 1024;
else SC2 = SC0;
if((SC2-(unsigned short*)VRAM)>0x10000) SC2=(uint16*)&VRAM[(((uint8*)SC2)-VRAM)%0x10000];
if ((PPUPack.PPU.BG[bg].SCSize & 1)) SC3 = SC2 + 1024;
else SC3 = SC2;
if((SC3-(unsigned short*)VRAM)>0x10000) SC3=(uint16*)&VRAM[(((uint8*)SC3)-VRAM)%0x10000];
int Lines;
int endy = GPUPack.GFX.EndY;
for (int Y = GPUPack.GFX.StartY; Y <= endy; Y += Lines) {
int y = Y;
uint32 VOffset = LineData [y].BG[bg].VOffset;
uint32 HOffset = LineData [y].BG[bg].HOffset;
int VirtAlign = (Y + VOffset) & 7;
for (Lines = 1; Lines < 8 - VirtAlign; Lines++)
if ((VOffset != LineData [y + Lines].BG[bg].VOffset) || (HOffset != LineData [y + Lines].BG[bg].HOffset)) break;
HOffset <<= 1;
if (Y + Lines > endy) Lines = endy + 1 - Y;
// VirtAlign <<= 3;
int ScreenLine = (VOffset + Y) >> (GPUPack.BG.TileSize == 16 ? 4 : 3);
int t1;
int t2;
if (((VOffset + Y) & 15) > 7) {
t1 = 16;
t2 = 0;
} else {
t1 = 0;
t2 = 16;
}
uint16 *b1;
uint16 *b2;
if (ScreenLine & 0x20) b1 = SC2, b2 = SC3;
else b1 = SC0, b2 = SC1;
b1 += (ScreenLine & 0x1f) << 5;
b2 += (ScreenLine & 0x1f) << 5;
int clipcount = GPUPack.GFX.pCurrentClip->Count [bg];
if (!clipcount) clipcount = 1;
for (int clip = 0; clip < clipcount; clip++) {
int Left;
int Right;
if (!GPUPack.GFX.pCurrentClip->Count [bg]) {
Left = 0;
Right = 512;
} else {
Left = GPUPack.GFX.pCurrentClip->Left [clip][bg]* 2;
Right = GPUPack.GFX.pCurrentClip->Right [clip][bg] * 2;
if (Right <= Left) continue;
}
//uint32 s = (Left>>1) * GPUPack.GFX.PixSize + Y * 256;//GPUPack.GFX.PPL;
s32 Xt=Left>>1;
s32 Yt=Y;
uint32 HPos = (HOffset + Left * 1) & 0x3ff;
uint32 Quot = HPos >> 3;
uint32 Count = 0;
uint16 *t;
if (Quot > 63) t = b2 + ((Quot >> 1) & 0x1f);
else t = b1 + (Quot >> 1);
Width = Right - Left;
// Left hand edge clipped tile
if (HPos & 7) {
int Offset = (HPos & 7);
Count = 8 - Offset;
if (Count > Width) Count = Width;
//s -= Offset>>1;
Xt-=Offset>>1;
Tile = READ_2BYTES (t);
GPUPack.GFX.Z1 = GPUPack.GFX.Z2 = depths [(Tile & 0x2000) >> 13];
//realZ1=(int)GPUPack.GFX.Z1;realZ2=(int)GPUPack.GFX.Z2;
short realZ2=(short)GPUPack.GFX.Z2;
if (GPUPack.BG.TileSize == 8) {
if (!(Tile & H_FLIP)) {
// Normal, unflipped
pspDrawHiResClippedTile16 (Tile + (Quot & 1), Xt,Yt, Offset, Count, VirtAlign, Lines,realZ2);
} else {
// H flip
pspDrawHiResClippedTile16 (Tile + 1 - (Quot & 1),Xt,Yt, Offset, Count, VirtAlign, Lines,realZ2);
}
} else {
if (!(Tile & (V_FLIP | H_FLIP))) {
// Normal, unflipped
pspDrawHiResClippedTile16 (Tile + t1 + (Quot & 1), Xt,Yt, Offset, Count, VirtAlign, Lines,realZ2);
} else
if (Tile & H_FLIP) {
if (Tile & V_FLIP) {
// H & V flip
pspDrawHiResClippedTile16 (Tile + t2 + 1 - (Quot & 1), Xt,Yt, Offset, Count, VirtAlign, Lines,realZ2);
} else {
// H flip only
pspDrawHiResClippedTile16 (Tile + t1 + 1 - (Quot & 1), Xt,Yt, Offset, Count, VirtAlign, Lines,realZ2);
}
} else {
// V flip only
pspDrawHiResClippedTile16 (Tile + t2 + (Quot & 1), Xt,Yt, Offset, Count, VirtAlign, Lines,realZ2);
}
}
t += Quot & 1;
if (Quot == 63) t = b2;
else if (Quot == 127) t = b1;
Quot++;
//s += 4;
Xt+=4;
}
// Middle, unclipped tiles
Count = Width - Count;
int Middle = Count >> 3;
Count &= 7;
for (int C = Middle; C > 0; Xt+=4/*s += 4*/, Quot++, C--) {
Tile = READ_2BYTES(t);
GPUPack.GFX.Z1 = GPUPack.GFX.Z2 = depths [(Tile & 0x2000) >> 13];
//realZ1=(int)GPUPack.GFX.Z1;realZ2=(int)GPUPack.GFX.Z2;
short realZ2=(short)GPUPack.GFX.Z2;
if (GPUPack.BG.TileSize == 8) {
if (!(Tile & H_FLIP)) {
// Normal, unflipped
pspDrawHiResTile16 (Tile + (Quot & 1),Xt,Yt, VirtAlign, Lines,realZ2);
} else {
// H flip
pspDrawHiResTile16 (Tile + 1 - (Quot & 1), Xt,Yt, VirtAlign, Lines,realZ2);
}
} else {
if (!(Tile & (V_FLIP | H_FLIP))) {
// Normal, unflipped
pspDrawHiResTile16 (Tile + t1 + (Quot & 1),Xt,Yt, VirtAlign, Lines,realZ2);
} else if (Tile & H_FLIP) {
if (Tile & V_FLIP) {
// H & V flip
pspDrawHiResTile16 (Tile + t2 + 1 - (Quot & 1), Xt,Yt, VirtAlign, Lines,realZ2);
} else {
// H flip only
pspDrawHiResTile16 (Tile + t1 + 1 - (Quot & 1), Xt,Yt, VirtAlign, Lines,realZ2);
}