// Space Taxi -- renderer: the simulation's screen RAM, colour RAM, // charset and sprite frame onto the JoeyLib stage. // // The screen is 40x25 character cells painted from the live charset // (the game edits glyphs at runtime: the transporter hatch, the title // logo flip-book, the laser beams). A glyph is one mono JoeyLib tile // (set bits = non-zero pixels), cached by shape and coloured on the way // to the stage by jlTilePasteMono from the cell's colour RAM, so a // colour change never rebuilds a tile and an animated glyph is built // once per shape. Only the cells the simulation listed as dirty are // repainted; a changed glyph dirties the cells showing it, found // inside the cell range each character was last painted in. The eight // VIC sprites are drawn from their bitmaps through a small cache of // JoeyLib sprites keyed on (pointer, colour, multicolour mode), with // save-under and LIFO restore. Sprite 0 has VIC priority, so the draw // order is sprite 7 first, sprite 0 last, and a sprite that has not // moved (and has nothing repainted under it) simply stays on the // stage: only it and everything drawn after it are undrawn and redrawn // when it changes. #include #include "spacetaxi.h" #include "stCels.h" #define ST_SPRITE_TILES 3u // The IIgs reaches its globals DBR-relative, so all of BSS must fit the // entry bank below the I/O window; the caches are sized down there. The // sprite cache must still hold every cel stRenderPrewarm builds (the // cab, exhaust and passenger sets plus the intro star) or a cel change // mid-play rebuilds and recompiles a sprite. Glyphs are direct-mapped // by character, so the count is a power of two. #if defined(__W65816__) #define ST_SPRITE_CACHE 48u #define ST_GLYPH_CACHE 64u #else #define ST_SPRITE_CACHE 72u #define ST_GLYPH_CACHE 256u #endif #define ST_SPRITE_BACKUP_BYTES JOEY_SPRITE_BACKUP_BYTES(ST_SPRITE_TILES, ST_SPRITE_TILES) #define ST_SPRITE_PX (8 * ST_SPRITE_TILES) // glyphFirst[] value for a character shown in no cell. #define ST_NO_CELL 0xFFFFu typedef struct { jlSpriteT *sprite; uint8_t ptr; uint8_t color; uint8_t multi; uint8_t mc0; uint8_t mc1; uint8_t level; // level index the bitmap came from (level sprites) bool used; bool pinned; // prewarmed moving cel: never evicted (its // compiled code is costly to re-emit on the 65816) uint32_t lastUse; // for least-recently-used eviction } StSpriteCacheT; // What is drawn in a draw slot (slot 0 = sprite 7 ... slot 7 = sprite 0). typedef struct { bool drawn; uint16_t x; uint8_t y; uint8_t ptr; uint8_t color; uint8_t multi; } StDrawnT; typedef struct { jlSurfaceT *scratch; // Glyphs as mono tiles (set bits = non-zero pixels, coloured per cell // by jlTilePasteMono), direct-mapped by character and valid while // the bits match. Parallel arrays: power-of-two element sizes keep // the 65816 indexing to shifts. uint8_t glyphBits[ST_GLYPH_CACHE][8]; jlTileT glyphTiles[ST_GLYPH_CACHE]; bool glyphUsed[ST_GLYPH_CACHE]; // Cell range (inclusive) each character has been painted in since // the last full repaint: where a changed glyph's cells can be. uint16_t glyphFirst[ST_CHARSET_CHARS]; uint16_t glyphLast[ST_CHARSET_CHARS]; uint32_t cacheStamp; StSpriteCacheT cache[ST_SPRITE_CACHE]; StSpriteCacheT *lastHit[ST_HW_SPRITES]; // the entry each hardware sprite used last jlSpriteBackupT backup[ST_HW_SPRITES]; uint8_t backupMem[ST_HW_SPRITES][ST_SPRITE_BACKUP_BYTES] __attribute__((aligned(2))); StDrawnT slot[ST_HW_SPRITES]; uint8_t lastPresentFrame; } StRenderStateT; static StRenderStateT gRender; // Set across stRenderPrewarm so a cel built there is pinned in the cache. static bool gPrewarming; // The VIC-II palette in register order, $0RGB. static const uint16_t kC64Palette[16] = { 0x0000, 0x0FFF, 0x0833, 0x06BB, 0x0839, 0x05A4, 0x0438, 0x0BC7, 0x0852, 0x0540, 0x0B66, 0x0555, 0x0777, 0x09E8, 0x076C, 0x09AA }; static void buildSpriteCel(const uint8_t *bm, uint8_t multi, uint8_t color, uint8_t mc0, uint8_t mc1); static jlSpriteT *cachedSprite(StSimT *sim, uint8_t idx); static bool loadPrecompiledCels(void); static uint8_t cellRow(uint16_t cell); static void collectGlyphs(StSimT *sim); static void dirtyRect(const StSimT *sim, int16_t *x0, int16_t *y0, int16_t *x1, int16_t *y1); static void dropCache(void); static const jlTileT *glyphTile(const StSimT *sim, uint8_t chr); static void paintCells(jlSurfaceT *stage, StSimT *sim); static void pasteCell(jlSurfaceT *stage, const StSimT *sim, uint16_t cell, uint8_t bx, uint8_t by); static bool spriteOnScreen(int16_t px, int16_t py); static void tileFromChunky(jlTileT *out, const uint8_t *chunky); // Paint a VIC sprite bitmap onto the scratch surface's top-left 3x3 // tiles from the shared cel expansion (stCels.c, the same one the // offline baker uses), so a cel built here for the interpreter fallback // matches the precompiled .spc byte for byte. static void buildSpriteCel(const uint8_t *bm, uint8_t multi, uint8_t color, uint8_t mc0, uint8_t mc1) { uint8_t blob[ST_CEL_BYTES]; jlTileT tile; uint8_t tx; uint8_t ty; stCelBlob(bm, multi, color, mc0, mc1, blob); for (ty = 0u; ty < ST_SPRITE_TILES; ty++) { for (tx = 0u; tx < ST_SPRITE_TILES; tx++) { tileFromChunky(&tile, &blob[(ty * ST_SPRITE_TILES + tx) * TILE_BYTES]); jlTilePaste(gRender.scratch, tx, ty, &tile); } } } // The JoeyLib sprite for hardware sprite `idx` of the current frame, // built on first use from its VIC bitmap and colours. static jlSpriteT *cachedSprite(StSimT *sim, uint8_t idx) { uint8_t ptr = sim->frame.ptr[idx]; uint8_t color = sim->frame.color[idx]; uint8_t multi = (uint8_t)((sim->frame.multiMask >> idx) & 1u); uint8_t mc0 = multi ? sim->spriteMc0 : 0u; uint8_t mc1 = multi ? sim->spriteMc1 : 0u; uint8_t level = (ptr < ST_SPRITE_PTR_FIRST && sim->level != 0) ? sim->level->levelIndex : 0xFFu; StSpriteCacheT *slot = 0; StSpriteCacheT *e = gRender.lastHit[idx]; uint8_t k; gRender.cacheStamp++; // Most frames a hardware sprite shows the cel it showed last time. if (e != 0 && e->used && e->ptr == ptr && e->color == color && e->multi == multi && e->mc0 == mc0 && e->mc1 == mc1 && e->level == level) { e->lastUse = gRender.cacheStamp; return e->sprite; } for (k = 0u; k < ST_SPRITE_CACHE; k++) { e = &gRender.cache[k]; if (e->used && e->ptr == ptr && e->color == color && e->multi == multi && e->mc0 == mc0 && e->mc1 == mc1 && e->level == level) { e->lastUse = gRender.cacheStamp; gRender.lastHit[idx] = e; return e->sprite; } // Pinned entries (prewarmed cab/exhaust/passenger cels) are the // costly-to-recompile ones and are never evicted; the least- // recently-used unpinned slot is the victim, a free slot first. if (e->pinned) { continue; } if (slot == 0 || !e->used || (slot->used && e->lastUse < slot->lastUse)) { slot = e; } } if (slot == 0) { // Every slot is pinned (never happens with the prewarm set sized // below the cache): reuse the queried entry's own slot is unsafe, // so fail into the interpreter path. return 0; } if (slot->used) { jlSpriteDestroy(slot->sprite); slot->sprite = 0; slot->used = false; } buildSpriteCel(stSimSpriteBitmap(sim, ptr), multi, color, mc0, mc1); slot->sprite = jlSpriteCreateFromSurface(gRender.scratch, 0, 0, ST_SPRITE_TILES, ST_SPRITE_TILES); if (slot->sprite == 0) { return 0; } // Only the cab, exhaust and passenger move every tick; the codegen // arena is theirs. Everything else stays interpreted (drawn seldom). if (idx <= 2u) { (void)jlSpriteCompile(slot->sprite); } slot->lastUse = gRender.cacheStamp; slot->ptr = ptr; slot->color = color; slot->multi = multi; slot->mc0 = mc0; slot->mc1 = mc1; slot->level = level; slot->used = true; slot->pinned = gPrewarming; gRender.lastHit[idx] = slot; return slot->sprite; } // Block row of a screen cell without a division: cell / 40 is // (cell / 8) / 5, and x * 205 / 1024 equals x / 5 for every x below 125. static uint8_t cellRow(uint16_t cell) { return (uint8_t)(((uint16_t)(cell >> 3) * 205u) >> 10); } // A changed glyph (the hatch, the logo flip, the laser beams) makes // every cell that shows it dirty. The glyph cache self-invalidates on // the bitmap compare, so nothing is rebuilt here; the search covers // only the cell range the character was last painted in. static void collectGlyphs(StSimT *sim) { uint16_t ch; uint16_t cell; uint16_t last; for (ch = 0u; ch < ST_CHARSET_CHARS; ch++) { if (sim->charDirty[ch] == 0u) { continue; } sim->charDirty[ch] = 0u; if (sim->dirtyAll) { continue; } last = gRender.glyphLast[ch]; for (cell = gRender.glyphFirst[ch]; cell <= last; cell++) { if (sim->screen[cell] != (uint8_t)ch || sim->cellDirty[cell] != 0u) { continue; } sim->cellDirty[cell] = 1u; if (sim->dirtyCount < (uint16_t)(sizeof(sim->dirtyList) / sizeof(sim->dirtyList[0]))) { sim->dirtyList[sim->dirtyCount++] = cell; } else { sim->dirtyAll = true; break; } } } } // Bounding box (pixels, x1/y1 exclusive) of the cells about to be // repainted. Empty when x1 <= x0. static void dirtyRect(const StSimT *sim, int16_t *x0, int16_t *y0, int16_t *x1, int16_t *y1) { uint16_t k; if (sim->dirtyAll) { *x0 = 0; *y0 = 0; *x1 = SURFACE_WIDTH; *y1 = SURFACE_HEIGHT; return; } *x0 = SURFACE_WIDTH; *y0 = SURFACE_HEIGHT; *x1 = 0; *y1 = 0; for (k = 0u; k < sim->dirtyCount; k++) { uint16_t cell = sim->dirtyList[k]; uint8_t by = cellRow(cell); int16_t cy = (int16_t)(by * 8u); int16_t cx = (int16_t)((cell - ((uint16_t)by << 5) - ((uint16_t)by << 3)) * 8u); if (cx < *x0) { *x0 = cx; } if (cy < *y0) { *y0 = cy; } if ((int16_t)(cx + 8) > *x1) { *x1 = (int16_t)(cx + 8); } if ((int16_t)(cy + 8) > *y1) { *y1 = (int16_t)(cy + 8); } } } static void dropCache(void) { uint8_t k; for (k = 0u; k < ST_SPRITE_CACHE; k++) { if (gRender.cache[k].used) { jlSpriteDestroy(gRender.cache[k].sprite); gRender.cache[k].sprite = 0; gRender.cache[k].used = false; } } } // The mono tile for character `chr`, rebuilt when the glyph's bits no // longer match the cached shape (direct-mapped by character). static const jlTileT *glyphTile(const StSimT *sim, uint8_t chr) { // Two glyph bits -> one chunky byte of non-zero (set) / zero pixels. static const uint8_t kMonoPair[4] = { 0x00u, 0x0Fu, 0xF0u, 0xFFu }; const uint8_t *bits = sim->charset[chr]; uint8_t slot = (uint8_t)(chr & (ST_GLYPH_CACHE - 1u)); jlTileT *tile = &gRender.glyphTiles[slot]; uint8_t chunky[TILE_BYTES]; uint8_t row; if (gRender.glyphUsed[slot] && memcmp(gRender.glyphBits[slot], bits, 8u) == 0) { return tile; } for (row = 0u; row < TILE_PIXELS_PER_SIDE; row++) { uint8_t b = bits[row]; uint8_t *p = &chunky[row * TILE_BYTES_PER_ROW]; p[0] = kMonoPair[b >> 6]; p[1] = kMonoPair[(b >> 4) & 3u]; p[2] = kMonoPair[(b >> 2) & 3u]; p[3] = kMonoPair[b & 3u]; } tileFromChunky(tile, chunky); memcpy(gRender.glyphBits[slot], bits, 8u); gRender.glyphUsed[slot] = true; return tile; } // Repaint the dirty cells: the list, or everything after an overflow // or a scene change (which also restarts the per-character cell ranges). static void paintCells(jlSurfaceT *stage, StSimT *sim) { uint16_t cell; uint16_t k; uint8_t bx; uint8_t by; if (sim->dirtyAll) { memset(gRender.glyphFirst, 0xFF, sizeof(gRender.glyphFirst)); memset(gRender.glyphLast, 0, sizeof(gRender.glyphLast)); cell = 0u; for (by = 0u; by < ST_SCREEN_ROWS; by++) { for (bx = 0u; bx < ST_SCREEN_COLS; bx++) { pasteCell(stage, sim, cell, bx, by); cell++; } } memset(sim->cellDirty, 0, ST_SCREEN_CELLS); sim->dirtyCount = 0u; sim->dirtyAll = false; return; } for (k = 0u; k < sim->dirtyCount; k++) { cell = sim->dirtyList[k]; by = cellRow(cell); bx = (uint8_t)(cell - ((uint16_t)by << 5) - ((uint16_t)by << 3)); pasteCell(stage, sim, cell, bx, by); sim->cellDirty[cell] = 0u; } sim->dirtyCount = 0u; } // Paint one cell: its glyph tile coloured from colour RAM over the // background, and note the cell in the character's range. static void pasteCell(jlSurfaceT *stage, const StSimT *sim, uint16_t cell, uint8_t bx, uint8_t by) { uint8_t chr = sim->screen[cell]; if (cell < gRender.glyphFirst[chr]) { gRender.glyphFirst[chr] = cell; } if (cell > gRender.glyphLast[chr]) { gRender.glyphLast[chr] = cell; } jlTilePasteMono(stage, bx, by, glyphTile(sim, chr), sim->color[cell], sim->bgColor); } static bool spriteOnScreen(int16_t px, int16_t py) { return px < SURFACE_WIDTH && py < SURFACE_HEIGHT && px > -ST_SPRITE_W && py > -(int16_t)ST_SPRITE_PX; } // A chunky 8x8 tile (four bytes per row, high nibble = left pixel) as // this port's jlTileT: a straight copy on the chunky ports, drawn and // snapped through the scratch surface on the planar ones. static void tileFromChunky(jlTileT *out, const uint8_t *chunky) { #if defined(JOEYLIB_NATIVE_CHUNKY) memcpy(out->pixels, chunky, TILE_BYTES); #else uint8_t row; uint8_t k; for (row = 0u; row < TILE_PIXELS_PER_SIDE; row++) { for (k = 0u; k < TILE_BYTES_PER_ROW; k++) { uint8_t b = chunky[row * TILE_BYTES_PER_ROW + k]; jlDrawPixel(gRender.scratch, (int16_t)(k * 2u), (int16_t)row, (uint8_t)(b >> 4)); jlDrawPixel(gRender.scratch, (int16_t)(k * 2u + 1u), (int16_t)row, (uint8_t)(b & 0x0Fu)); } } jlTileSnap(gRender.scratch, 0u, 0u, out); #endif } // --------------------------------------------------------------------------- // Public // --------------------------------------------------------------------------- void stRenderFrame(jlSurfaceT *stage, StSimT *sim) { int16_t dx0; int16_t dy0; int16_t dx1; int16_t dy1; uint8_t first = ST_HW_SPRITES; uint8_t k; // Find the first draw slot whose sprite changed, vanished, or sits // over cells about to be repainted; it and every later slot are // undrawn (last first) and redrawn below, the rest stay put. collectGlyphs(sim); dirtyRect(sim, &dx0, &dy0, &dx1, &dy1); for (k = 0u; k < ST_HW_SPRITES; k++) { uint8_t idx = (uint8_t)(ST_HW_SPRITES - 1u - k); StDrawnT *d = &gRender.slot[k]; uint8_t multi = (uint8_t)((sim->frame.multiMask >> idx) & 1u); int16_t px = (int16_t)((int16_t)sim->frame.x[idx] - ST_SPRITE_X_ORIGIN); int16_t py = (int16_t)((int16_t)sim->frame.y[idx] - ST_SPRITE_Y_ORIGIN); bool want = (sim->frame.enableMask & (uint8_t)(1u << idx)) != 0u && spriteOnScreen(px, py); bool same = (want == d->drawn); if (same && want) { same = (d->x == sim->frame.x[idx] && d->y == sim->frame.y[idx] && d->ptr == sim->frame.ptr[idx] && d->color == sim->frame.color[idx] && d->multi == multi); } if (same && want && dx1 > dx0) { if (px < dx1 && (int16_t)(px + ST_SPRITE_W) > dx0 && py < dy1 && (int16_t)(py + ST_SPRITE_PX) > dy0) { same = false; } } if (!same) { first = k; break; } } for (k = ST_HW_SPRITES; k > first; k--) { StDrawnT *d = &gRender.slot[k - 1u]; if (d->drawn) { jlSpriteRestoreUnder(stage, &gRender.backup[k - 1u]); d->drawn = false; } } paintCells(stage, sim); for (k = first; k < ST_HW_SPRITES; k++) { uint8_t idx = (uint8_t)(ST_HW_SPRITES - 1u - k); StDrawnT *d = &gRender.slot[k]; jlSpriteT *sp; int16_t px; int16_t py; if ((sim->frame.enableMask & (uint8_t)(1u << idx)) == 0u) { continue; } px = (int16_t)((int16_t)sim->frame.x[idx] - ST_SPRITE_X_ORIGIN); py = (int16_t)((int16_t)sim->frame.y[idx] - ST_SPRITE_Y_ORIGIN); if (!spriteOnScreen(px, py)) { continue; } sp = cachedSprite(sim, idx); if (sp == 0) { continue; } jlSpriteSaveAndDraw(stage, sp, px, py, &gRender.backup[k]); d->drawn = true; d->x = sim->frame.x[idx]; d->y = sim->frame.y[idx]; d->ptr = sim->frame.ptr[idx]; d->color = sim->frame.color[idx]; d->multi = (uint8_t)((sim->frame.multiMask >> idx) & 1u); } { // Sync to the retrace unless the frame already spans more than // one: a late frame goes out at once rather than waiting again. uint8_t now = (uint8_t)jlFrameCount(); if ((uint8_t)(now - gRender.lastPresentFrame) < 2u) { jlWaitVBL(); } jlStagePresent(); gRender.lastPresentFrame = (uint8_t)jlFrameCount(); } } void stRenderInit(jlSurfaceT *stage) { uint8_t k; memset(&gRender, 0, sizeof(gRender)); memset(gRender.glyphFirst, 0xFF, sizeof(gRender.glyphFirst)); for (k = 0u; k < ST_HW_SPRITES; k++) { gRender.backup[k].bytes = gRender.backupMem[k]; } jlPaletteSet(stage, 0u, kC64Palette); jlScbSetRange(stage, 0u, (uint16_t)(SURFACE_HEIGHT - 1u), 0u); jlSurfaceClear(stage, 0u); gRender.scratch = jlSurfaceCreate(); if (gRender.scratch != 0) { jlPaletteSet(gRender.scratch, 0u, kC64Palette); jlScbSetRange(gRender.scratch, 0u, (uint16_t)(SURFACE_HEIGHT - 1u), 0u); jlSurfaceClear(gRender.scratch, 0u); } } // Build (and compile) the cels the game draws every screen -- cab, // exhaust, passenger, wreck, warp, intro cab and star -- up front, so // no frame pays for a sprite build mid-play. A bar on the stage shows // progress on the slower ports. // Load the offline-baked, already-compiled cel bank into the pinned // cache so no cel is JIT-compiled at boot (each 65816 compile costs // ~0.4 s). Every kStCels entry becomes a pinned cache slot keyed exactly // as the play lookups: system ptr (level 0xFF), the level-wide colours. // Returns false if the .spc is missing or built for another target/shift // count (other ports, or a stale bake), so the caller falls back to the // runtime JIT prewarm below. Its cross-platform contract makes this a // no-op everywhere but the IIgs, where the bake is wired. static bool loadPrecompiledCels(void) { jlSpriteT *cels[64]; uint16_t n; uint16_t i; if (kStCelCount > (uint16_t)(sizeof(cels) / sizeof(cels[0])) || kStCelCount > ST_SPRITE_CACHE) { return false; } n = jlSpriteBankLoadPrecompiled("sprites/staxicels.spc", cels, kStCelCount, 0); if (n < kStCelCount) { for (i = 0u; i < n; i++) { jlSpriteDestroy(cels[i]); } return false; } for (i = 0u; i < n; i++) { StSpriteCacheT *e = &gRender.cache[i]; e->sprite = cels[i]; e->ptr = kStCels[i].ptr; e->color = kStCels[i].color; e->multi = kStCels[i].multi; e->mc0 = kStCels[i].mc0; e->mc1 = kStCels[i].mc1; e->level = 0xFFu; e->used = true; e->pinned = true; e->lastUse = 0u; } return true; } void stRenderPrewarm(jlSurfaceT *stage, StSimT *sim) { static const uint8_t kCabPtrs[] = { 0xC0, 0xC1, 0xDC, 0xDD, 0xCC, 0xCD, 0xCE, 0xCF, 0xD0, 0xD1, 0xE2, 0xE3, 0xE4, 0xE5, 0xE6, 0xE7, 0xE8 }; static const uint8_t kPassPtrs[] = { 0xC2, 0xC3, 0xC4, 0xC5, 0xC6, 0xC7, 0xC8, 0xC9, 0xCA, 0xCB, 0xD9 }; static const uint8_t kFlamePtrs[] = { 0xD8, 0xD4, 0xD5, 0xD2, 0xD1, 0xD7, 0xD3, 0xD6 }; uint8_t total = (uint8_t)(sizeof(kCabPtrs) + sizeof(kPassPtrs) + sizeof(kFlamePtrs) + 1u); uint8_t done = 0u; uint8_t k; StFrameT saved; // Precompiled bank: instant, no per-cel JIT. Falls through to the // runtime build below on any port without a matching .spc. if (loadPrecompiledCels()) { return; } saved = sim->frame; gPrewarming = true; sim->frame.multiMask = 0x07u; sim->spriteMc0 = 0x02u; sim->spriteMc1 = 0x07u; for (k = 0u; k < sizeof(kCabPtrs); k++) { sim->frame.ptr[0] = kCabPtrs[k]; sim->frame.color[0] = 0x06u; (void)cachedSprite(sim, 0u); done++; jlFillRect(stage, 60, 110, (uint16_t)((uint16_t)done * 200u / total), 6u, 1u); jlStagePresent(); } for (k = 0u; k < sizeof(kPassPtrs); k++) { sim->frame.ptr[1] = kPassPtrs[k]; sim->frame.color[1] = 0x06u; (void)cachedSprite(sim, 1u); done++; jlFillRect(stage, 60, 110, (uint16_t)((uint16_t)done * 200u / total), 6u, 1u); jlStagePresent(); } for (k = 0u; k < sizeof(kFlamePtrs); k++) { sim->frame.ptr[2] = kFlamePtrs[k]; sim->frame.color[2] = 0x07u; (void)cachedSprite(sim, 2u); done++; jlFillRect(stage, 60, 110, (uint16_t)((uint16_t)done * 200u / total), 6u, 1u); jlStagePresent(); } // The intro star is a hires sprite in colour 7. Build it as a moving // (idx <= 2) cel so it compiles: the level-name intro draws seven of // them every frame, and the interpreter cannot keep up. sim->frame.multiMask = 0u; sim->frame.ptr[2] = 0xDAu; sim->frame.color[2] = 0x07u; (void)cachedSprite(sim, 2u); sim->frame = saved; gPrewarming = false; jlFillRect(stage, 60, 110, 200u, 6u, 0u); } // A new scene: nothing drawn is valid any more. void stRenderSceneChanged(StSimT *sim) { uint8_t k; for (k = 0u; k < ST_HW_SPRITES; k++) { gRender.slot[k].drawn = false; } stSimDirtyAll(sim); memset(sim->charDirty, 1, ST_CHARSET_CHARS); } void stRenderShutdown(void) { dropCache(); if (gRender.scratch != 0) { jlSurfaceDestroy(gRender.scratch); gRender.scratch = 0; } }