void ComputeClipWindows() { struct ClipData* pClip = &IPPU.Clip [0]; int c, w, i; // Loop around the main screen then the sub-screen. for (c = 0; c < 2; c++, pClip++) { // Loop around the colour window then a clip window for each of the // background layers. for (w = 5; w >= 0; w--) { pClip->Count[w] = 0; if (w == 5) // The colour window... { if (c == 0) // ... on the main screen { if ((Memory.FillRAM [0x2130] & 0xc0) == 0xc0) { // The whole of the main screen is switched off, // completely clip everything. for (i = 0; i < 6; i++) { IPPU.Clip [c].Count [i] = 1; IPPU.Clip [c].Left [0][i] = 1; IPPU.Clip [c].Right [0][i] = 0; } continue; } else if ((Memory.FillRAM [0x2130] & 0xc0) == 0x00) continue; } else { // .. colour window on the sub-screen. if ((Memory.FillRAM [0x2130] & 0x30) == 0x30) { // The sub-screen is switched off, completely // clip everything. int i; for (i = 0; i < 6; i++) { IPPU.Clip [1].Count [i] = 1; IPPU.Clip [1].Left [0][i] = 1; IPPU.Clip [1].Right [0][i] = 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_t Window1Enabled = 0; uint32_t Window2Enabled = 0; bool invert = (w == 5 && ((c == 1 && (Memory.FillRAM [0x2130] & 0x30) == 0x10) || (c == 0 && (Memory.FillRAM [0x2130] & 0xc0) == 0x40))); if (w == 5 || (Memory.FillRAM [0x212c + c] & Memory.FillRAM [0x212e + c] & (1 << w))) { 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 { // 'outside' a window with no range - // appears to be the whole screen. 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; } 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 converted: Different stack allocations [Neb] memcpy(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 converted: Different stack allocations [Neb] memcpy(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 converted: Different stack allocations [Neb] memcpy(Bands, Win2, sizeof(Win2[0]) * Window2Enabled); } else if (Window2Enabled == 1 && BAND_EMPTY(Win2[0])) { B = Window1Enabled; // memmove converted: Different stack allocations [Neb] memcpy(Bands, Win1, sizeof(Win1[0]) * Window1Enabled); } else { uint32_t p = 0; uint32_t points [10]; uint32_t 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; int empty_band_count = 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++; } else empty_band_count++; } 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; } } } } else { // Inverting a window that consisted of only // empty bands is the whole width of the screen. // Needed for Mario Kart's rear-view mirror display. if (empty_band_count) { pClip->Left[j][w] = 0; pClip->Right[j][w] = 256; j++; } } pClip->Count[w] = j; } else { int j; for (j = 0; j < B; j++) { pClip->Left[j][w] = Bands[j].Left; pClip->Right[j][w] = Bands[j].Right; } pClip->Count [w] = B; } } else { // Only one window enabled so no need to perform // complex overlap logic... if (Window1Enabled)
void ComputeClipWindow(bool8_32 invert, int w, int wok, ClipData* pClip) { pClip->Count[w] = 0; if (!Settings.DisableGraphicWindows) { if (pClip->Count [5] || wok) { struct Band Win1[3]; struct Band Win2[3]; uint32 Window1Enabled = 0; uint32 Window2Enabled = 0; if (wok) { if (PPU.ClipWindow1Enable [w]) { if (!PPU.ClipWindow1Inside [w]) { Win1[0].Left = PPU.Window1Left; Win1[0].Right = PPU.Window1Right + 1; Window1Enabled = 1; } else { if (PPU.Window1Left <= PPU.Window1Right) { if (PPU.Window1Left > 0) { Win1[0].Left = 0; Win1[0].Right = PPU.Window1Left; Window1Enabled = 1; } if (PPU.Window1Right < 255) { Win1[Window1Enabled].Left = PPU.Window1Right + 1; Win1[Window1Enabled++].Right = 256; } if (Window1Enabled == 0) { Win1[0].Left = 1; Win1[0].Right = 0; Window1Enabled = 1; } } else { // 'outside' a window with no range - // appears to be the whole screen. Win1[0].Left = 0; Win1[0].Right = 256; Window1Enabled = 1; } } } if (PPU.ClipWindow2Enable [w]) { if (!PPU.ClipWindow2Inside [w]) { Win2[0].Left = PPU.Window2Left; Win2[0].Right = PPU.Window2Right + 1; Window2Enabled = 1; } else { if (PPU.Window2Left <= PPU.Window2Right) { if (PPU.Window2Left > 0) { Win2[0].Left = 0; Win2[0].Right = PPU.Window2Left; Window2Enabled = 1; } if (PPU.Window2Right < 255) { Win2[Window2Enabled].Left = PPU.Window2Right + 1; Win2[Window2Enabled++].Right = 256; } if (Window2Enabled == 0) { Win2[0].Left = 1; Win2[0].Right = 0; Window2Enabled = 1; } } else { Win2[0].Left = 0; Win2[0].Right = 256; Window2Enabled = 1; } } } } 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]; uint32 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; }