Move blitter commoon stuff to blitter header
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11
bun.c
11
bun.c
@ -13,6 +13,7 @@
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#include "screen.h"
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#include "bun.h"
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#include "system/system.h"
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#include "system/blitter.h"
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#define COOL_BUN_WIDTH (32)
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#define COOL_BUN_WIDTH_BYTES (COOL_BUN_WIDTH / 8)
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@ -40,16 +41,8 @@
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// linked as raw bytes in assembler
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extern unsigned char chip coolbun[];
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#define BLTCON0( \
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minterm, aChan, bChan, cChan, dChan, shift \
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) (minterm + (aChan << 11) + (bChan << 10) + (cChan << 9) + (dChan << 8) + (shift << 12))
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#define BLTCON1(descending, shift) ((descending << 1) + (shift << 12))
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extern struct Custom far custom;
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#define BLITTER_ASCENDING (0)
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#define BLITTER_DESCENDING (1)
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struct BunClear {
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uint16_t memoryStartOffsetBytes;
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uint16_t widthWords;
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@ -373,7 +366,7 @@ void clearCurrentBuns(
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if (!hasBunClear[bunRenderer->activeScreenBufferDetails->currentBuffer]) return;
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bltcon0 = 0xc0 + (1 << 8);
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bltcon0 = BLTCON0(0xc0, 0, 0, 0, 1, 0);
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for (bun = 0; bun < BUN_COUNT; ++bun) {
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currentBunClear = &bunClearForScreen[bunRenderer->activeScreenBufferDetails->currentBuffer][bun];
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22
main.c
22
main.c
@ -29,6 +29,16 @@
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#include "types.h"
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#include "bun.h"
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/**
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* This barely gets 50fps but I'm leaving it for now. Potential improvements:
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*
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* [ ] Topaz re-rendering is limited to squares or rows that changed in the last frame.
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* I tried this once but I need a more precise way of redrawing those areas.
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* [ ] Cool bun clears and re-renders happen in the same pass.
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* This would likely mean extending the cool bun art to have a blank word on the left,
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* and enough blank rows above and below to cover clearing areas above and below.
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*/
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extern struct Custom far custom;
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extern struct CIA far ciaa;
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@ -61,20 +71,17 @@ extern uint8_t chip MaskBitplane[];
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#define TOPAZ_WIDTH_BYTES (TOPAZ_WIDTH_PIXELS / 8)
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#define TOPAZ_WIDTH_WORDS (TOPAZ_WIDTH_PIXELS / 16)
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#define BLTSIZE(w, h) (w + (h << 6))
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void renderTopaz(void) {
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int plane;
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uint16_t bltcon0, bltcmod;
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uint16_t bltcmod;
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uint8_t *bltbpt;
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bltcon0 = 0xca + (1 << 8) + (1 << 9) + (1 << 10) + (1 << 11);
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bltcmod = screenDefinition.byteWidth - TOPAZ_WIDTH_BYTES;
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bltbpt = TopazBitplanes;
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for (plane = 0; plane < 3; ++plane) {
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custom.bltcon0 = bltcon0;
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custom.bltcon0 = BLTCON0(0xca, 1, 1, 1, 1, 0);
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custom.bltcon1 = 0;
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custom.bltafwm = 0xffff;
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custom.bltalwm = 0xffff;
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@ -99,15 +106,14 @@ void renderTopaz(void) {
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void renderMostlyTopaz(void) {
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int plane;
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uint16_t bltcon0, bltcmod;
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uint16_t bltcmod;
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uint8_t *bltbpt;
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bltcon0 = 0xca + (1 << 8) + (1 << 9) + (1 << 10) + (1 << 11);
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bltcmod = screenDefinition.byteWidth - TOPAZ_WIDTH_BYTES;
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bltbpt = TopazBitplanes;
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for (plane = 0; plane < 2; ++plane) {
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custom.bltcon0 = bltcon0;
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custom.bltcon0 = BLTCON0(0xca, 1, 1, 1, 1, 0);
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custom.bltcon1 = 0;
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custom.bltafwm = 0xffff;
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custom.bltalwm = 0xffff;
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@ -1,8 +1,14 @@
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#ifndef __BLITTER_H__
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#define __BLITTER_H__
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#include "types.h"
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#include "screen.h"
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#define BLTSIZE(w, h) (w + (h << 6))
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#define BLTCON0( \
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minterm, aChan, bChan, cChan, dChan, shift \
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) (minterm + (aChan << 11) + (bChan << 10) + (cChan << 9) + (dChan << 8) + (shift << 12))
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#define BLTCON1(descending, shift) ((descending << 1) + (shift << 12))
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#define BLITTER_ASCENDING (0)
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#define BLITTER_DESCENDING (1)
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/*
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