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367 lines
11 KiB
C
367 lines
11 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),
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Jerremy Koot (jkoot@snes9x.com)
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(c) Copyright 2002 - 2004 Matthew Kendora
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(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
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(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
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(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
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(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
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Kris Bleakley (codeviolation@hotmail.com)
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(c) Copyright 2002 - 2010 Brad Jorsch (anomie@users.sourceforge.net),
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Nach (n-a-c-h@users.sourceforge.net),
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zones (kasumitokoduck@yahoo.com)
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(c) Copyright 2006 - 2007 nitsuja
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(c) Copyright 2009 - 2010 BearOso,
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OV2
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BS-X C emulator code
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(c) Copyright 2005 - 2006 Dreamer Nom,
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zones
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C4 x86 assembler and some C emulation code
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(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
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Nach,
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zsKnight (zsknight@zsnes.com)
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C4 C++ code
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(c) Copyright 2003 - 2006 Brad Jorsch,
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Nach
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DSP-1 emulator code
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(c) Copyright 1998 - 2006 _Demo_,
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Andreas Naive (andreasnaive@gmail.com),
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Gary Henderson,
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Ivar (ivar@snes9x.com),
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John Weidman,
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Kris Bleakley,
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Matthew Kendora,
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Nach,
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neviksti (neviksti@hotmail.com)
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DSP-2 emulator code
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(c) Copyright 2003 John Weidman,
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Kris Bleakley,
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Lord Nightmare (lord_nightmare@users.sourceforge.net),
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Matthew Kendora,
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neviksti
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DSP-3 emulator code
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(c) Copyright 2003 - 2006 John Weidman,
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Kris Bleakley,
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Lancer,
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z80 gaiden
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DSP-4 emulator code
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(c) Copyright 2004 - 2006 Dreamer Nom,
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John Weidman,
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Kris Bleakley,
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Nach,
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z80 gaiden
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OBC1 emulator code
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(c) Copyright 2001 - 2004 zsKnight,
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pagefault (pagefault@zsnes.com),
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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 used in 1.39-1.51
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(c) Copyright 2002 Matthew Kendora with research by
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zsKnight,
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John Weidman,
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Dark Force
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SPC7110 and RTC C++ emulator code used in 1.52+
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(c) Copyright 2009 byuu,
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neviksti
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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,
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John Weidman
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S-RTC C emulator code
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(c) Copyright 2001 - 2006 byuu,
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John Weidman
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ST010 C++ emulator code
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(c) Copyright 2003 Feather,
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John Weidman,
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Kris Bleakley,
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Matthew Kendora
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Super FX x86 assembler emulator code
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(c) Copyright 1998 - 2003 _Demo_,
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pagefault,
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zsKnight
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Super FX C emulator code
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(c) Copyright 1997 - 1999 Ivar,
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Gary Henderson,
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John Weidman
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Sound emulator code used in 1.5-1.51
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(c) Copyright 1998 - 2003 Brad Martin
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(c) Copyright 1998 - 2006 Charles Bilyue'
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Sound emulator code used in 1.52+
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(c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com)
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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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2xSaI filter
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(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
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HQ2x, HQ3x, HQ4x filters
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(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
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NTSC filter
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(c) Copyright 2006 - 2007 Shay Green
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GTK+ GUI code
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(c) Copyright 2004 - 2010 BearOso
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Win32 GUI code
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(c) Copyright 2003 - 2006 blip,
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funkyass,
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Matthew Kendora,
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Nach,
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nitsuja
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(c) Copyright 2009 - 2010 OV2
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Mac OS GUI code
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(c) Copyright 1998 - 2001 John Stiles
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(c) Copyright 2001 - 2010 zones
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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/or distribute Snes9x in both binary
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and source form, for non-commercial purposes, is hereby granted without
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fee, providing that this license information and copyright notice appear
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with 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 or it's derivatives.
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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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but is not limited to, charging money for Snes9x or software derived from
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Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
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using Snes9x as a promotion for your commercial product.
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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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#ifndef _GFX_H_
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#define _GFX_H_
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struct SGFX
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{
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uint16 *Screen;
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uint16 *SubScreen;
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uint8 *ZBuffer;
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uint8 *SubZBuffer;
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uint32 Pitch;
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uint32 ScreenSize;
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uint16 *S;
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uint8 *DB;
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uint16 *X2;
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uint16 *ZERO;
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uint32 RealPPL; // true PPL of Screen buffer
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uint32 PPL; // number of pixels on each of Screen buffer
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uint32 LinesPerTile; // number of lines in 1 tile (4 or 8 due to interlace)
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uint16 *ScreenColors; // screen colors for rendering main
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uint16 *RealScreenColors; // screen colors, ignoring color window clipping
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uint8 Z1; // depth for comparison
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uint8 Z2; // depth to save
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uint32 FixedColour;
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uint8 DoInterlace;
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uint8 InterlaceFrame;
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uint32 StartY;
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uint32 EndY;
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bool8 ClipColors;
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uint8 OBJWidths[128];
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uint8 OBJVisibleTiles[128];
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struct ClipData *Clip;
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struct
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{
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uint8 RTOFlags;
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int16 Tiles;
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struct
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{
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int8 Sprite;
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uint8 Line;
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} OBJ[32];
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} OBJLines[SNES_HEIGHT_EXTENDED];
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#ifdef GFX_MULTI_FORMAT
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uint32 PixelFormat;
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uint32 (*BuildPixel) (uint32, uint32, uint32);
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uint32 (*BuildPixel2) (uint32, uint32, uint32);
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void (*DecomposePixel) (uint32, uint32 &, uint32 &, uint32 &);
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#endif
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void (*DrawBackdropMath) (uint32, uint32, uint32);
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void (*DrawBackdropNomath) (uint32, uint32, uint32);
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void (*DrawTileMath) (uint32, uint32, uint32, uint32);
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void (*DrawTileNomath) (uint32, uint32, uint32, uint32);
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void (*DrawClippedTileMath) (uint32, uint32, uint32, uint32, uint32, uint32);
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void (*DrawClippedTileNomath) (uint32, uint32, uint32, uint32, uint32, uint32);
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void (*DrawMosaicPixelMath) (uint32, uint32, uint32, uint32, uint32, uint32);
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void (*DrawMosaicPixelNomath) (uint32, uint32, uint32, uint32, uint32, uint32);
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void (*DrawMode7BG1Math) (uint32, uint32, int);
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void (*DrawMode7BG1Nomath) (uint32, uint32, int);
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void (*DrawMode7BG2Math) (uint32, uint32, int);
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void (*DrawMode7BG2Nomath) (uint32, uint32, int);
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const char *InfoString;
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uint32 InfoStringTimeout;
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char FrameDisplayString[256];
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};
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struct SBG
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{
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uint8 (*ConvertTile) (uint8 *, uint32, uint32);
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uint8 (*ConvertTileFlip) (uint8 *, uint32, uint32);
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uint32 TileSizeH;
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uint32 TileSizeV;
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uint32 OffsetSizeH;
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uint32 OffsetSizeV;
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uint32 TileShift;
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uint32 TileAddress;
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uint32 NameSelect;
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uint32 SCBase;
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uint32 StartPalette;
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uint32 PaletteShift;
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uint32 PaletteMask;
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uint8 EnableMath;
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uint8 InterlaceLine;
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uint8 *Buffer;
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uint8 *BufferFlip;
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uint8 *Buffered;
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uint8 *BufferedFlip;
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bool8 DirectColourMode;
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};
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struct SLineData
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{
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struct
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{
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uint16 VOffset;
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uint16 HOffset;
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} BG[4];
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};
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struct SLineMatrixData
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{
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short MatrixA;
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short MatrixB;
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short MatrixC;
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short MatrixD;
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short CentreX;
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short CentreY;
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short M7HOFS;
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short M7VOFS;
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};
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extern uint16 BlackColourMap[256];
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extern uint16 DirectColourMaps[8][256];
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extern uint8 mul_brightness[16][32];
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extern struct SBG BG;
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extern struct SGFX GFX;
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#define H_FLIP 0x4000
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#define V_FLIP 0x8000
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#define BLANK_TILE 2
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#define COLOR_ADD1_2(C1, C2) \
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((((((C1) & RGB_REMOVE_LOW_BITS_MASK) + \
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((C2) & RGB_REMOVE_LOW_BITS_MASK)) >> 1) + \
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((C1) & (C2) & RGB_LOW_BITS_MASK)) | ALPHA_BITS_MASK)
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#define COLOR_ADD(C1, C2) \
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(GFX.X2[((((C1) & RGB_REMOVE_LOW_BITS_MASK) + \
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((C2) & RGB_REMOVE_LOW_BITS_MASK)) >> 1) + \
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((C1) & (C2) & RGB_LOW_BITS_MASK)] | \
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(((C1) ^ (C2)) & RGB_LOW_BITS_MASK))
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#define COLOR_SUB1_2(C1, C2) \
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GFX.ZERO[(((C1) | RGB_HI_BITS_MASKx2) - \
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((C2) & RGB_REMOVE_LOW_BITS_MASK)) >> 1]
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inline uint16 COLOR_SUB (uint16 C1, uint16 C2)
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{
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uint16 mC1, mC2, v = ALPHA_BITS_MASK;
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mC1 = C1 & FIRST_COLOR_MASK;
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mC2 = C2 & FIRST_COLOR_MASK;
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if (mC1 > mC2) v += (mC1 - mC2);
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mC1 = C1 & SECOND_COLOR_MASK;
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mC2 = C2 & SECOND_COLOR_MASK;
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if (mC1 > mC2) v += (mC1 - mC2);
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mC1 = C1 & THIRD_COLOR_MASK;
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mC2 = C2 & THIRD_COLOR_MASK;
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if (mC1 > mC2) v += (mC1 - mC2);
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return (v);
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}
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void S9xStartScreenRefresh (void);
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void S9xEndScreenRefresh (void);
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void S9xUpdateScreen (void);
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void S9xBuildDirectColourMaps (void);
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void RenderLine (uint8);
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void S9xComputeClipWindows (void);
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void S9xDisplayChar (uint16 *, uint8);
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// called automatically unless Settings.AutoDisplayMessages is false
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void S9xDisplayMessages (uint16 *, int, int, int, int);
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#ifdef GFX_MULTI_FORMAT
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bool8 S9xSetRenderPixelFormat (int);
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#endif
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// external port interface which must be implemented or initialised for each port
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bool8 S9xGraphicsInit (void);
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void S9xGraphicsDeinit (void);
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bool8 S9xInitUpdate (void);
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bool8 S9xDeinitUpdate (int, int);
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bool8 S9xContinueUpdate (int, int);
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void S9xReRefresh (void);
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void S9xSetPalette (void);
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void S9xSyncSpeed (void);
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// called instead of S9xDisplayString if set to non-NULL
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extern void (*S9xCustomDisplayString) (const char *, int, int, bool);
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#endif
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