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https://github.com/bsnes-emu/bsnes.git
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byuu says: Changelog: - added Cocoa target: higan can now be compiled for OS X Lion [Cydrak, byuu] - SNES/accuracy profile hires color blending improvements - fixes Marvelous text [AWJ] - fixed a slight bug in SNES/SA-1 VBR support caused by a typo - added support for multi-pass shaders that can load external textures (requires OpenGL 3.2+) - added game library path (used by ananke->Import Game) to Settings->Advanced - system profiles, shaders and cheats database can be stored in "all users" shared folders now (eg /usr/share on Linux) - all configuration files are in BML format now, instead of XML (much easier to read and edit this way) - main window supports drag-and-drop of game folders (but not game files / ZIP archives) - audio buffer clears when entering a modal loop on Windows (prevents audio repetition with DirectSound driver) - a substantial amount of code clean-up (probably the biggest refactoring to date) One highly desired target for this release was to default to the optimal drivers instead of the safest drivers, but because AMD drivers don't seem to like my OpenGL 3.2 driver, I've decided to postpone that. AMD has too big a market share. Hopefully with v093 officially released, we can get some public input on what AMD doesn't like.
172 lines
4.7 KiB
C++
172 lines
4.7 KiB
C++
#ifdef PPU_CPP
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void PPU::Window::scanline() {
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x = 0;
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}
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void PPU::Window::run() {
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bool main, sub;
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one = (x >= regs.one_left && x <= regs.one_right);
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two = (x >= regs.two_left && x <= regs.two_right);
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x++;
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test(
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main, sub,
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regs.bg1_one_enable, regs.bg1_one_invert,
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regs.bg1_two_enable, regs.bg1_two_invert,
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regs.bg1_mask, regs.bg1_main_enable, regs.bg1_sub_enable
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);
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if(main) self.bg1.output.main.priority = 0;
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if(sub) self.bg1.output.sub.priority = 0;
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test(
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main, sub,
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regs.bg2_one_enable, regs.bg2_one_invert,
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regs.bg2_two_enable, regs.bg2_two_invert,
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regs.bg2_mask, regs.bg2_main_enable, regs.bg2_sub_enable
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);
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if(main) self.bg2.output.main.priority = 0;
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if(sub) self.bg2.output.sub.priority = 0;
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test(
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main, sub,
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regs.bg3_one_enable, regs.bg3_one_invert,
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regs.bg3_two_enable, regs.bg3_two_invert,
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regs.bg3_mask, regs.bg3_main_enable, regs.bg3_sub_enable
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);
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if(main) self.bg3.output.main.priority = 0;
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if(sub) self.bg3.output.sub.priority = 0;
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test(
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main, sub,
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regs.bg4_one_enable, regs.bg4_one_invert,
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regs.bg4_two_enable, regs.bg4_two_invert,
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regs.bg4_mask, regs.bg4_main_enable, regs.bg4_sub_enable
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);
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if(main) self.bg4.output.main.priority = 0;
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if(sub) self.bg4.output.sub.priority = 0;
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test(
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main, sub,
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regs.oam_one_enable, regs.oam_one_invert,
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regs.oam_two_enable, regs.oam_two_invert,
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regs.oam_mask, regs.oam_main_enable, regs.oam_sub_enable
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);
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if(main) self.sprite.output.main.priority = 0;
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if(sub) self.sprite.output.sub.priority = 0;
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test(
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main, sub,
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regs.col_one_enable, regs.col_one_invert,
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regs.col_two_enable, regs.col_two_invert,
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regs.col_mask, true, true
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);
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switch(regs.col_main_mask) {
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case 0: main = true; break;
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case 1: break;
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case 2: main = !main; break;
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case 3: main = false; break;
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}
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switch(regs.col_sub_mask) {
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case 0: sub = true; break;
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case 1: break;
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case 2: sub = !sub; break;
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case 3: sub = false; break;
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}
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output.main.color_enable = main;
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output.sub.color_enable = sub;
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}
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void PPU::Window::test(
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bool& main, bool& sub,
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bool one_enable, bool one_invert,
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bool two_enable, bool two_invert,
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uint8 mask, bool main_enable, bool sub_enable
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) {
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bool one = Window::one ^ one_invert;
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bool two = Window::two ^ two_invert;
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bool output;
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if(one_enable == false && two_enable == false) {
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output = false;
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} else if(one_enable == true && two_enable == false) {
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output = one;
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} else if(one_enable == false && two_enable == true) {
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output = two;
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} else {
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switch(mask) {
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case 0: output = (one | two) == 1; break;
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case 1: output = (one & two) == 1; break;
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case 2: output = (one ^ two) == 1; break;
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case 3: output = (one ^ two) == 0; break;
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}
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}
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main = main_enable ? output : false;
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sub = sub_enable ? output : false;
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}
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void PPU::Window::reset() {
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regs.bg1_one_enable = random(false);
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regs.bg1_one_invert = random(false);
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regs.bg1_two_enable = random(false);
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regs.bg1_two_invert = random(false);
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regs.bg2_one_enable = random(false);
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regs.bg2_one_invert = random(false);
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regs.bg2_two_enable = random(false);
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regs.bg2_two_invert = random(false);
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regs.bg3_one_enable = random(false);
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regs.bg3_one_invert = random(false);
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regs.bg3_two_enable = random(false);
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regs.bg3_two_invert = random(false);
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regs.bg4_one_enable = random(false);
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regs.bg4_one_invert = random(false);
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regs.bg4_two_enable = random(false);
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regs.bg4_two_invert = random(false);
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regs.oam_one_enable = random(false);
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regs.oam_one_invert = random(false);
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regs.oam_two_enable = random(false);
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regs.oam_two_invert = random(false);
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regs.col_one_enable = random(false);
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regs.col_one_invert = random(false);
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regs.col_two_enable = random(false);
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regs.col_two_invert = random(false);
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regs.one_left = random(0x00);
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regs.one_right = random(0x00);
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regs.two_left = random(0x00);
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regs.two_right = random(0x00);
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regs.bg1_mask = random(0);
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regs.bg2_mask = random(0);
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regs.bg3_mask = random(0);
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regs.bg4_mask = random(0);
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regs.oam_mask = random(0);
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regs.col_mask = random(0);
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regs.bg1_main_enable = random(false);
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regs.bg1_sub_enable = random(false);
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regs.bg2_main_enable = random(false);
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regs.bg2_sub_enable = random(false);
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regs.bg3_main_enable = random(false);
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regs.bg3_sub_enable = random(false);
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regs.bg4_main_enable = random(false);
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regs.bg4_sub_enable = random(false);
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regs.oam_main_enable = random(false);
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regs.oam_sub_enable = random(false);
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regs.col_main_mask = random(0);
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regs.col_sub_mask = random(0);
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output.main.color_enable = 0;
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output.sub.color_enable = 0;
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x = 0;
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one = 0;
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two = 0;
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}
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PPU::Window::Window(PPU& self) : self(self) {
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}
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#endif
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