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more rendering fixes and optimisations
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parent
758abbebc2
commit
33cb1ab015
3 changed files with 66 additions and 11 deletions
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@ -41,6 +41,13 @@ static void convert_pal555(int invert_prio)
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Pico32x.dirty_pal = 0;
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}
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// 555 conversion for direct color mode
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#if defined(USE_BGR555)
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#define DC555(t) t
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#else
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#define DC555(t) ((t&m1) << 11) | ((t&m2) << 1) | ((t&m3) >> 10)
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#endif
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// direct color mode
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#define do_line_dc(pd, p32x, pmd, inv, pmd_draw_code) \
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{ \
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@ -53,12 +60,12 @@ static void convert_pal555(int invert_prio)
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while (i > 0) { \
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for (; i > 0 && (*pmd & 0x3f) == mdbg; pd++, pmd++, i--) { \
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t = *p32x++; \
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*pd = ((t&m1) << 11) | ((t&m2) << 1) | ((t&m3) >> 10); \
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*pd = DC555(t); \
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} \
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for (; i > 0 && (*pmd & 0x3f) != mdbg; pd++, pmd++, i--) { \
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t = *p32x++; \
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if ((t ^ inv) & 0x8000) \
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*pd = ((t&m1) << 11) | ((t&m2) << 1) | ((t&m3) >> 10); \
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*pd = DC555(t); \
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else \
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pmd_draw_code; \
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} \
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37
pico/draw.c
37
pico/draw.c
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@ -33,13 +33,14 @@
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*
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* low prio s/h rendering:
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* - plane and non-op sprite pixels have shadow
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* - sprite op pixel rendering is marked with hilight (deferred)
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* - s/h sprite op pixel rendering is marked with hilight (deferred)
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* high prio s/h rendering:
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* - plane and non-op sprite pixels are normal
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* - all op sprite pixels (either marked or high prio) are rendered
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* - all s/h sprite op pixels (either marked or high prio) are rendered
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*
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* not handled properly:
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* - high prio s/h sprite overlapping low prio sprite shows sprite, not A,B,G
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* - high prio s/h sprite op overlapping low prio sprite shows sprite, not A,B,G
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* - in debug sprite-masked, transparent high-prio sprite px don't remove shadow
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*/
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#include "pico_int.h"
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@ -252,16 +253,18 @@ TileFlipMakerAS(TileFlipAS_onlymark, pix_sh_as_onlymark)
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// NB s/h already resolved by non-forced drawing
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// forced both layer draw (through debug reg)
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#define pix_and(x) \
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pd[x] = (pd[x] & 0xc0) | (pd[x] & (pal | t))
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pal |= 0xc0; /* leave s/h bits untouched in pixel "and" */ \
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pd[x] &= pal | t
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TileNormMaker(TileNorm_and, pix_and)
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TileFlipMaker(TileFlip_and, pix_and)
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// forced sprite draw (through debug reg)
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#define pix_sh_as_and(x) \
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pal |= 0xc0; /* leave s/h bits untouched in pixel "and" */ \
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if (m & (1<<(x+8))) { \
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m &= ~(1<<(x+8)); \
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if (t<0xe) pd[x] = (pd[x] & 0xc0) | (pd[x] & (pal | t)); \
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if (t<0xe) pd[x] &= pal | t; \
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}
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TileNormMakerAS(TileNormSH_AS_and, pix_sh_as_and)
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@ -356,11 +359,21 @@ static void DrawStripVSRam(struct TileStrip *ts, int plane_sh, int cellskip)
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dx+=cellskip<<3;
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// int force = (plane_sh&LF_FORCE) << 13;
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if ((cell&1)==1)
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{
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int line,vscroll;
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vscroll = PicoMem.vsram[plane + (cell&0x3e)];
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// Find the line in the name table
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line=(vscroll+scan)&ts->line&0xffff; // ts->line is really ymask ..
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nametabadd=(line>>3)<<(ts->line>>24); // .. and shift[width]
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ty=(line&7)<<1; // Y-Offset into tile
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}
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for (; cell < ts->cells; dx+=8,tilex++,cell++)
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{
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u32 code, pack;
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if ((cell&1)==0 || cell<0)
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if ((cell&1)==0)
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{
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int line,vscroll;
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vscroll = PicoMem.vsram[plane + (cell&0x3e)];
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@ -1121,11 +1134,21 @@ static void DrawStripVSRamForced(struct TileStrip *ts, int plane_sh, int cellski
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tilex+=cellskip;
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dx+=cellskip<<3;
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if ((cell&1)==1)
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{
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int line,vscroll;
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vscroll = PicoMem.vsram[plane + (cell&0x3e)];
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// Find the line in the name table
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line=(vscroll+scan)&ts->line&0xffff; // ts->line is really ymask ..
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nametabadd=(line>>3)<<(ts->line>>24); // .. and shift[width]
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ty=(line&7)<<1; // Y-Offset into tile
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}
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for (; cell < ts->cells; dx+=8,tilex++,cell++)
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{
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unsigned int pack;
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if ((cell&1)==0 || cell<0)
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if ((cell&1)==0)
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{
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int line,vscroll;
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vscroll = PicoMem.vsram[plane + (cell&0x3e)];
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@ -570,6 +570,32 @@ DrawLayer:
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@ r3=nametabadd[31:16]|must_be_0[15:8]|pal[7:0]
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@ r1=pd+dx r2=pack r6=hc r9=prevcode r11=HighCol r12=nametab lr=vram
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@ r4 & r7 are scratch in this loop
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@ need to calc new ty?
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lsls r7, r10, #7 @ (cell&1)?
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bmi .dsloop_vs_subr1
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@ calc offset and read tileline code to r7, also calc ty
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add_c24 r7, lr, (OFS_PMEM_vsram-OFS_PMEM_vram)
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and r4, r10, #0x3e000000
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add r7, r7, r4, asr #23 @ vsram + ((cell&0x3e)<<1)
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tst r10,#0x8000 @ plane1?
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addne r7, r7, #2
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ldrh r7, [r7] @ r7=vscroll
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bic r10,r10,#0xff @ clear old ty
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and r4, r5, #0xff0000 @ scanline
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add r4, r4, r7, lsl #16 @ ... += vscroll
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and r4, r4, r5, lsl #16 @ ... &= ymask
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and r7, r4, #0x70000
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orr r10,r10,r7, lsr #15 @ new ty
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mov r4, r4, lsr #19
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mov r7, r5, lsr #24
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mov r4, r4, lsl r7 @ nametabadd
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and r3, r3, #0xff
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orr r3, r3, r4, lsl #16 @ r3=(nametabadd[31:16],pal[15:0])
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.dsloop_vs_subr1:
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sub r1, r1, #8
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.dsloop_vs: @ 40-41 times
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@ -579,8 +605,7 @@ DrawLayer:
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ble .dsloop_vs_exit
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@ need to calc new ty?
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lsls r7, r10, #7 @ (cell&1) && ...
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mvnmis r7, r10 @ ... cell>=0
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lsls r7, r10, #7 @ (cell&1)?
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bmi 0f
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@ calc offset and read tileline code to r7, also calc ty
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