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https://github.com/holub/mame
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taito_f3: moved video functions into the driver class (nw)
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@ -214,9 +214,9 @@ public:
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struct f3_playfield_line_inf *m_pf_line_inf;
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struct f3_spritealpha_line_inf *m_sa_line_inf;
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const struct F3config *m_f3_game_config;
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int (*m_dpix_n[8][16])(taito_f3_state *state, UINT32 s_pix);
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int (**m_dpix_lp[5])(taito_f3_state *state, UINT32 s_pix);
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int (**m_dpix_sp[9])(taito_f3_state *state, UINT32 s_pix);
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int (taito_f3_state::*m_dpix_n[8][16])(UINT32 s_pix);
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int (taito_f3_state::**m_dpix_lp[5])(UINT32 s_pix);
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int (taito_f3_state::**m_dpix_sp[9])(UINT32 s_pix);
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DECLARE_READ32_MEMBER(f3_control_r);
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DECLARE_WRITE32_MEMBER(f3_control_w);
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@ -307,4 +307,67 @@ private:
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inline void f3_drawgfxzoom(bitmap_rgb32 &dest_bmp,const rectangle &clip,gfx_element *gfx,int code,int color,int flipx,int flipy,int sx,int sy,int scalex,int scaley,UINT8 pri_dst);
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void draw_sprites(bitmap_rgb32 &bitmap, const rectangle &cliprect);
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void get_sprite_info(const UINT16 *spriteram16_ptr);
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void print_debug_info(bitmap_rgb32 &bitmap);
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inline void f3_alpha_set_level();
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inline void f3_alpha_blend32_s(int alphas, UINT32 s);
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inline void f3_alpha_blend32_d(int alphas, UINT32 s);
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inline void f3_alpha_blend_1_1(UINT32 s);
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inline void f3_alpha_blend_1_2(UINT32 s);
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inline void f3_alpha_blend_1_4(UINT32 s);
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inline void f3_alpha_blend_1_5(UINT32 s);
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inline void f3_alpha_blend_1_6(UINT32 s);
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inline void f3_alpha_blend_1_8(UINT32 s);
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inline void f3_alpha_blend_1_9(UINT32 s);
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inline void f3_alpha_blend_1_a(UINT32 s);
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inline void f3_alpha_blend_2a_0(UINT32 s);
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inline void f3_alpha_blend_2a_4(UINT32 s);
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inline void f3_alpha_blend_2a_8(UINT32 s);
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inline void f3_alpha_blend_2b_0(UINT32 s);
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inline void f3_alpha_blend_2b_4(UINT32 s);
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inline void f3_alpha_blend_2b_8(UINT32 s);
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inline void f3_alpha_blend_3a_0(UINT32 s);
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inline void f3_alpha_blend_3a_1(UINT32 s);
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inline void f3_alpha_blend_3a_2(UINT32 s);
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inline void f3_alpha_blend_3b_0(UINT32 s);
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inline void f3_alpha_blend_3b_1(UINT32 s);
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inline void f3_alpha_blend_3b_2(UINT32 s);
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int dpix_1_noalpha(UINT32 s_pix);
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int dpix_ret1(UINT32 s_pix);
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int dpix_ret0(UINT32 s_pix);
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int dpix_1_1(UINT32 s_pix);
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int dpix_1_2(UINT32 s_pix);
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int dpix_1_4(UINT32 s_pix);
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int dpix_1_5(UINT32 s_pix);
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int dpix_1_6(UINT32 s_pix);
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int dpix_1_8(UINT32 s_pix);
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int dpix_1_9(UINT32 s_pix);
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int dpix_1_a(UINT32 s_pix);
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int dpix_2a_0(UINT32 s_pix);
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int dpix_2a_4(UINT32 s_pix);
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int dpix_2a_8(UINT32 s_pix);
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int dpix_3a_0(UINT32 s_pix);
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int dpix_3a_1(UINT32 s_pix);
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int dpix_3a_2(UINT32 s_pix);
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int dpix_2b_0(UINT32 s_pix);
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int dpix_2b_4(UINT32 s_pix);
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int dpix_2b_8(UINT32 s_pix);
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int dpix_3b_0(UINT32 s_pix);
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int dpix_3b_1(UINT32 s_pix);
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int dpix_3b_2(UINT32 s_pix);
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int dpix_2_0(UINT32 s_pix);
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int dpix_2_4(UINT32 s_pix);
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int dpix_2_8(UINT32 s_pix);
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int dpix_3_0(UINT32 s_pix);
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int dpix_3_1(UINT32 s_pix);
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int dpix_3_2(UINT32 s_pix);
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inline void dpix_1_sprite(UINT32 s_pix);
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inline void dpix_bg(UINT32 bgcolor);
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void init_alpha_blend_func();
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inline void draw_scanlines(bitmap_rgb32 &bitmap, int xsize, INT16 *draw_line_num, const struct f3_playfield_line_inf **line_t, const int *sprite, UINT32 orient, int skip_layer_num);
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void visible_tile_check(struct f3_playfield_line_inf *line_t, int line, UINT32 x_index_fx,UINT32 y_index, UINT16 *f3_pf_data_n);
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void calculate_clip(int y, UINT16 pri, UINT32* clip0, UINT32* clip1, int* line_enable);
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void get_spritealphaclip_info();
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void get_line_ram_info(tilemap_t *tmap, int sx, int sy, int pos, UINT16 *f3_pf_data_n);
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void get_vram_info(tilemap_t *vram_tilemap, tilemap_t *pixel_tilemap, int sx, int sy);
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void scanline_draw(bitmap_rgb32 &bitmap, const rectangle &cliprect);
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};
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