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/*
* Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
*
* (c) Copyright 1996, 1997, 1998 Gary Henderson (gary@daniver.demon.co.uk) and
* Jerremy Koot (jkoot@snes9x.com)
*
* Super FX C emulator code
* (c) Copyright 1997, 1998 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.
* DOS port code contains the works of other authors. See headers in
* individual files.
*
* Snes9x homepage: 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 <stdlib.h>
#include "snes9x.h"
#include "memmap.h"
#include "ppu.h"
struct Band
{
uint32 Left;
uint32 Right;
};
#undef MIN
#undef MAX
#define MIN(A,B) ((A) < (B) ? (A) : (B))
#define MAX(A,B) ((A) > (B) ? (A) : (B))
#define BAND_EMPTY(B) (B.Left >= B.Right)
#define BANDS_INTERSECT(A,B) ((A.Left >= B.Left && A.Left < B.Right) || \
(A.Right > B.Left && A.Right <= B.Right))
#define OR_BANDS(R,A,B) {\
R.Left = MIN(A.Left, B.Left); \
R.Right = MAX(A.Right, B.Right);}
#define AND_BANDS(R,A,B) {\
R.Left = MAX(A.Left, B.Left); \
R.Right = MIN(A.Right, B.Right);}
static int IntCompare (const void *d1, const void *d2)
{
if (*(uint32 *) d1 > *(uint32 *) d2)
return (1);
else
if (*(uint32 *) d1 < *(uint32 *) d2)
return (-1);
return (0);
}
static int BandCompare (const void *d1, const void *d2)
{
if (((struct Band *) d1)->Left > ((struct Band *) d2)->Left)
return (1);
else
if (((struct Band *) d1)->Left < ((struct Band *) d2)->Left)
return (-1);
return (0);
}
void ComputeClipWindows ()
{
struct ClipData *pClip = &IPPU.Clip [0];
for (int c = 0; c < 2; c++, pClip++)
{
for (int w = 5; w >= 0; w--)
{
pClip->Count[w] = 0;
if (w == 5)
{
if (c == 0)
{
if ((Memory.FillRAM [0x2130] & 0xc0) == 0xc0)
{
// The whole of the main screen is switched off,
// completely clip everything.
for (c = 0; c < 2; c++)
{
for (w = 0; w < 6; w++)
{
IPPU.Clip [c].Count [w] = 1;
IPPU.Clip [c].Left [0][w] = 1;
IPPU.Clip [c].Right [0][w] = 0;
}
}
return;
}
else
if ((Memory.FillRAM [0x2130] & 0xc0) == 0x00)
continue;
}
else
{
if ((Memory.FillRAM [0x2130] & 0x30) == 0x30)
{
// The sub-screen is switched off, completely
// clip everything.
for (w = 0; w < 6; w++)
{
IPPU.Clip [1].Count [w] = 1;
IPPU.Clip [1].Left [0][w] = 1;
IPPU.Clip [1].Right [0][w] = 0;
}
return;
}
else
if ((Memory.FillRAM [0x2130] & 0x30) == 0x00)
continue;
}
}
if (!Settings.DisableGraphicWindows)
{
if (w == 5 || pClip->Count [5] ||
(Memory.FillRAM [0x212c + c] &
Memory.FillRAM [0x212e + c] & (1 << w)))
{
struct Band Win1[3];
struct Band Win2[3];
uint32 Window1Enabled = 0;
uint32 Window2Enabled = 0;
bool8 invert = (w == 5 &&
(c == 1 && (Memory.FillRAM [0x2130] & 0x30) == 0x10) ||
(c == 0 && (Memory.FillRAM [0x2130] & 0xc0) == 0x40));
if (PPU.ClipWindow1Enable [w])
{
if (!PPU.ClipWindow1Inside [w])
{
Win1[Window1Enabled].Left = PPU.Window1Left;
Win1[Window1Enabled++].Right = PPU.Window1Right + 1;
}
else
{
if (PPU.Window1Left <= PPU.Window1Right)
{
if (PPU.Window1Left > 0)
{
Win1[Window1Enabled].Left = 0;
Win1[Window1Enabled++].Right = PPU.Window1Left;
}
if (PPU.Window1Right < 255)
{
Win1[Window1Enabled].Left = PPU.Window1Right + 1;
Win1[Window1Enabled++].Right = 256;
}
if (Window1Enabled == 0)
{
Win1[Window1Enabled].Left = 1;
Win1[Window1Enabled++].Right = 0;
}
}
else
{
// XXX: What about 'outside' a window with no
// range - is that the whole screen or is this
// special cased as well?
Win1[Window1Enabled].Left = 0;
Win1[Window1Enabled++].Right = 256;
}
}
}
if (PPU.ClipWindow2Enable [w])
{
if (!PPU.ClipWindow2Inside [w])
{
Win2[Window2Enabled].Left = PPU.Window2Left;
Win2[Window2Enabled++].Right = PPU.Window2Right + 1;
}
else
{
if (PPU.Window2Left <= PPU.Window2Right)
{
if (PPU.Window2Left > 0)
{
Win2[Window2Enabled].Left = 0;
Win2[Window2Enabled++].Right = PPU.Window2Left + 1;
}
if (PPU.Window2Right < 255)
{
Win2[Window2Enabled].Left = PPU.Window2Right + 1;
Win2[Window2Enabled++].Right = 256;
}
if (Window2Enabled == 0)
{
Win2[Window2Enabled].Left = 1;
Win2[Window2Enabled++].Right = 0;
}
}
else
{
Win2[Window2Enabled].Left = 0;
Win2[Window2Enabled++].Right = 256;
}
}
}
if (Window1Enabled && Window2Enabled)
{
// Overlap logic
//
// Each window will be in one of three states:
// 1. <no range> (Left > Right. One band)
// 2. | ---------------- | (Left >= 0, Right <= 255, Left <= Right. One band)
// 3. |------------ ----------| (Left1 == 0, Right1 < Left2; Left2 > Right1, Right2 == 255. Two bands)
struct Band Bands [6];
int B = 0;
switch (PPU.ClipWindowOverlapLogic [w] ^ 1)
{
case CLIP_OR:
if (Window1Enabled == 1)
{
if (BAND_EMPTY(Win1[0]))
{
B = Window2Enabled;
memmove (Bands, Win2,
sizeof(Win2[0]) * Window2Enabled);
}
else
{
if (Window2Enabled == 1)
{
if (BAND_EMPTY (Win2[0]))
Bands[B++] = Win1[0];
else
{
if (BANDS_INTERSECT (Win1[0], Win2[0]))
{
OR_BANDS(Bands[0],Win1[0], Win2[0])
B = 1;
}
else
{
Bands[B++] = Win1[0];
Bands[B++] = Win2[0];
}
}
}
else
{
if (BANDS_INTERSECT(Win1[0], Win2[0]))
{
OR_BANDS(Bands[0], Win1[0], Win2[0])
if (BANDS_INTERSECT(Win1[0], Win2[1]))
OR_BANDS(Bands[1], Win1[0], Win2[1])
else
Bands[1] = Win2[1];
B = 1;
if (BANDS_INTERSECT(Bands[0], Bands[1]))
OR_BANDS(Bands[0], Bands[0], Bands[1])
else
B = 2;
}
else
if (BANDS_INTERSECT(Win1[0], Win2[1]))
{
Bands[B++] = Win2[0];
OR_BANDS(Bands[B], Win1[0], Win2[1]);
B++;
}
else
{
Bands[0] = Win2[0];
Bands[1] = Win1[0];
Bands[2] = Win2[1];
B = 3;
}
}
}
}
else
if (Window2Enabled == 1)
{
if (BAND_EMPTY(Win2[0]))
{
// Window 2 defines an empty range - just
// use window 1 as the clipping (which
// could also be empty).
B = Window1Enabled;
memmove (Bands, Win1,
sizeof(Win1[0]) * Window1Enabled);
}
else
{
// Window 1 has two bands and Window 2 has one.
// Neither is an empty region.
if (BANDS_INTERSECT(Win2[0], Win1[0]))
{
OR_BANDS(Bands[0], Win2[0], Win1[0])
if (BANDS_INTERSECT(Win2[0], Win1[1]))
OR_BANDS(Bands[1], Win2[0], Win1[1])
else
Bands[1] = Win1[1];
B = 1;
if (BANDS_INTERSECT(Bands[0], Bands[1]))
OR_BANDS(Bands[0], Bands[0], Bands[1])
else
B = 2;
}
else
if (BANDS_INTERSECT(Win2[0], Win1[1]))
{
Bands[B++] = Win1[0];
OR_BANDS(Bands[B], Win2[0], Win1[1]);
B++;
}
else
{
Bands[0] = Win1[0];
Bands[1] = Win2[0];
Bands[2] = Win1[1];
B = 3;
}
}
}
else
{
// Both windows have two bands
OR_BANDS(Bands[0], Win1[0], Win2[0]);
OR_BANDS(Bands[1], Win1[1], Win2[1]);
B = 1;
if (BANDS_INTERSECT(Bands[0], Bands[1]))
OR_BANDS(Bands[0], Bands[0], Bands[1])
else
B = 2;
}
break;
case CLIP_AND:
if (Window1Enabled == 1)
{
// Window 1 has one band
if (BAND_EMPTY(Win1[0]))
Bands [B++] = Win1[0];
else
if (Window2Enabled == 1)
{
if (BAND_EMPTY (Win2[0]))
Bands [B++] = Win2[0];
else
{
AND_BANDS(Bands[0], Win1[0], Win2[0]);
B = 1;
}
}
else
{
AND_BANDS(Bands[0], Win1[0], Win2[0]);
AND_BANDS(Bands[1], Win1[0], Win2[1]);
B = 2;
}
}
else
if (Window2Enabled == 1)
{
if (BAND_EMPTY(Win2[0]))
Bands[B++] = Win2[0];
else
{
// Window 1 has two bands.
AND_BANDS(Bands[0], Win1[0], Win2[0]);
AND_BANDS(Bands[1], Win1[1], Win2[0]);
B = 2;
}
}
else
{
// Both windows have two bands.
AND_BANDS(Bands[0], Win1[0], Win2[0]);
AND_BANDS(Bands[1], Win1[1], Win2[1]);
B = 2;
if (BANDS_INTERSECT(Win1[0], Win2[1]))
{
AND_BANDS(Bands[2], Win1[0], Win2[1]);
B = 3;
}
else
if (BANDS_INTERSECT(Win1[1], Win2[0]))
{
AND_BANDS(Bands[2], Win1[1], Win2[0]);
B = 3;
}
}
break;
case CLIP_XNOR:
invert = !invert;
// Fall...
case CLIP_XOR:
if (Window1Enabled == 1 && BAND_EMPTY(Win1[0]))
{
B = Window2Enabled;
memmove (Bands, Win2,
sizeof(Win2[0]) * Window2Enabled);
}
else
if (Window2Enabled == 1 && BAND_EMPTY(Win2[0]))
{
B = Window1Enabled;
memmove (Bands, Win1,
sizeof(Win1[0]) * Window1Enabled);
}
else
{
uint32 p = 0;
uint32 points [10];
int i;
invert = !invert;
// Build an array of points (window edges)
points [p++] = 0;
for (i = 0; i < Window1Enabled; i++)
{
points [p++] = Win1[i].Left;
points [p++] = Win1[i].Right;
}
for (i = 0; i < Window2Enabled; i++)
{
points [p++] = Win2[i].Left;
points [p++] = Win2[i].Right;
}
points [p++] = 256;
// Sort them
qsort ((void *) points, p, sizeof (points [0]),
IntCompare);
for (i = 0; i < p; i += 2)
{
if (points [i] == points [i + 1])
continue;
Bands [B].Left = points [i];
while (i + 2 < p &&
points [i + 1] == points [i + 2])
{
i += 2;
}
Bands [B++].Right = points [i + 1];
}
}
break;
}
if (invert)
{
int b;
int j = 0;
// First remove all empty bands from the list.
for (b = 0; b < B; b++)
{
if (!BAND_EMPTY(Bands[b]))
{
if (b != j)
Bands[j] = Bands[b];
j++;
}
}
if (j > 0)
{
if (j == 1)
{
j = 0;
// Easy case to deal with, so special case it.
if (Bands[0].Left > 0)
{
pClip->Left[j][w] = 0;
pClip->Right[j++][w] = Bands[0].Left + 1;
}
if (Bands[0].Right < 256)
{
pClip->Left[j][w] = Bands[0].Right;
pClip->Right[j++][w] = 256;
}
if (j == 0)
{
pClip->Left[j][w] = 1;
pClip->Right[j++][w] = 0;
}
}
else
{
// Now sort the bands into order
B = j;
qsort ((void *) Bands, B,
sizeof (Bands [0]), BandCompare);
// Now invert the area the bands cover
j = 0;
for (b = 0; b < B; b++)
{
if (b == 0 && Bands[b].Left > 0)
{
pClip->Left[j][w] = 0;
pClip->Right[j++][w] = Bands[b].Left + 1;
}
else
if (b == B - 1 && Bands[b].Right < 256)
{
pClip->Left[j][w] = Bands[b].Right;
pClip->Right[j++][w] = 256;
}
if (b < B - 1)
{
pClip->Left[j][w] = Bands[b].Right;
pClip->Right[j++][w] = Bands[b + 1].Left + 1;
}
}
}
}
pClip->Count[w] = j;
}
else
{
for (int j = 0; j < B; j++)
{
pClip->Left[j][w] = Bands[j].Left;
pClip->Right[j][w] = Bands[j].Right;
}
pClip->Count [w] = B;
}
}
else
{
if (Window1Enabled)
{
if (invert)
{
int j = 0;
if (Window1Enabled == 1)
{
if (Win1[0].Left <= Win1[0].Right)
{
if (Win1[0].Left > 0)
{
pClip->Left[j][w] = 0;
pClip->Right[j++][w] = Win1[0].Left;
}
if (Win1[0].Right < 256)
{
pClip->Left[j][w] = Win1[0].Right;
pClip->Right[j++][w] = 256;
}
if (j == 0)
{
pClip->Left[j][w] = 1;
pClip->Right[j++][w] = 0;
}
}
else
{
pClip->Left[j][w] = 0;
pClip->Right[j++][w] = 256;
}
}
else
{
pClip->Left [j][w] = Win1[0].Right;
pClip->Right[j++][w] = Win1[1].Left;
}
pClip->Count [w] = j;
}
else
{
for (int j = 0; j < Window1Enabled; j++)
{
pClip->Left [j][w] = Win1[j].Left;
pClip->Right [j][w] = Win1[j].Right;
}
pClip->Count [w] = Window1Enabled;
}
}
else
if (Window2Enabled)
{
if (invert)
{
int j = 0;
if (Window2Enabled == 1)
{
if (Win2[0].Left <= Win2[0].Right)
{
if (Win2[0].Left > 0)
{
pClip->Left[j][w] = 0;
pClip->Right[j++][w] = Win2[0].Left;
}
if (Win2[0].Right < 256)
{
pClip->Left[j][w] = Win2[0].Right;
pClip->Right[j++][w] = 256;
}
if (j == 0)
{
pClip->Left[j][w] = 1;
pClip->Right[j++][w] = 0;
}
}
else
{
pClip->Left[j][w] = 0;
pClip->Right[j++][w] = 256;
}
}
else
{
pClip->Left [j][w] = Win2[0].Right;
pClip->Right[j++][w] = Win2[1].Left + 1;
}
pClip->Count [w] = j;
}
else
{
for (int j = 0; j < Window2Enabled; j++)
{
pClip->Left [j][w] = Win2[j].Left;
pClip->Right [j][w] = Win2[j].Right;
}
pClip->Count [w] = Window2Enabled;
}
}
}
}
if (w != 5)// && c == 0)
{
if (pClip->Count [5])
{
// Colour window enabled. Set the
// clip windows for all remaining backgrounds to be
// the same as the colour window.
// XXX: should really intersect them instead.
pClip->Count [w] = pClip->Count [5];
for (int i = 0; i < pClip->Count [w]; i++)
{
pClip->Left [i][w] = pClip->Left [i][5];
pClip->Right [i][w] = pClip->Right [i][5];
}
}
}
}
}
}
}
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