249 lines
13 KiB
C
249 lines
13 KiB
C
// Sprites: rectangles of 8x8 tiles drawn at arbitrary pixel positions
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// with color-0 transparency.
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//
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// A sprite's pixel data is `widthTiles * heightTiles * 32` bytes,
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// 4bpp packed, laid out as a flat blob of 8x8 tiles. Tile order is
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// row-major (tile (0,0), tile (1,0), ..., tile (widthTiles-1,0),
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// tile (0,1), ...). Within each tile, rows are top-to-bottom and
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// each row is 4 bytes (8 pixels at 4bpp packed; high nibble = left
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// pixel).
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//
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// Color 0 is always transparent on draw (DESIGN.md contract). Use a
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// tile-block draw if you need an opaque rectangle.
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//
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// Performance contract: jlSpriteDraw should be at least as fast as the
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// IIgs reference (the DESIGN.md spec calls for runtime-compiled draw
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// code per CPU). Every port has a runtime emitter (DOS x86, Amiga/ST
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// 68k planar, IIgs 65816); jlSpriteCompile compiles the shift/op
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// variants into the codegen arena and the draw/save/restore calls
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// dispatch to the compiled routines, falling back to the interpreter
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// for clipped draws or uncompiled variants. On the IIgs the compiled
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// path is temporarily toolchain-gated off (PERF-AUDIT.md #77).
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// jlSpritePrewarm compiles ahead of the first draw so the emit cost
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// does not land mid-frame.
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#ifndef JOEYLIB_SPRITE_H
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#define JOEYLIB_SPRITE_H
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#include "platform.h"
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#include "surface.h"
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#include "types.h"
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// Sprite codegen emits per-shift variants so smooth horizontal motion
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// at any pixel position uses pre-shifted routines without runtime
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// bit-shifting. The variant count is per-platform (chunky 4bpp ports
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// need only x & 1; Amiga planar needs x & 7; ST word-interleaved
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// planar needs the full x & 15 intra-group phase) and lives with the
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// dispatcher's index macro in src/core/spriteInternal.h so count and
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// mask cannot drift. jlSpriteT is opaque to applications, so the
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// count is not part of the public ABI.
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typedef struct jlSpriteT jlSpriteT;
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// jlSpriteBackupT holds the destination bytes that lived under a sprite
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// before it was drawn, so the application can restore them after the
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// sprite moves. Sized for the largest backup the app will need; a
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// stack-allocated jlSpriteBackupT plus a caller-owned byte buffer keeps
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// the runtime allocation-free.
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typedef struct {
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jlSpriteT *sprite;
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int16_t x;
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int16_t y;
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uint16_t width; // pixels
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uint16_t height; // pixels
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uint8_t *bytes; // caller-owned, capacity >= sizeBytes
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uint16_t sizeBytes;
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} jlSpriteBackupT;
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// Load up to maxCels cels from a baked .spr file produced by
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// tools/assetbake/assetbake.py. Each cel becomes a freshly-allocated
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// jlSpriteT (release with jlSpriteDestroy); the file's cellCount is
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// capped at maxCels.
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//
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// If outPalette is non-NULL and the file embeds a 16-entry $0RGB
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// LE16 palette, it is copied in; otherwise outPalette is unchanged.
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//
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// Returns the number of cels actually written into outCels[]. Returns
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// 0 if the file is missing, the magic / target byte is wrong, or no
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// cel could be allocated.
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uint16_t jlSpriteBankLoad(const char *path, jlSpriteT **outCels,
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uint16_t maxCels, uint16_t *outPalette);
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// Load up to maxCels cels from a baked .spc PRE-COMPILED sprite bank
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// (tools/spritebake output for THIS platform). Identical contract to
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// jlSpriteBankLoad, but each cel arrives already compiled: its native blit
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// routines are copied straight into the codegen arena and the sprite draws at
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// full compiled speed with NO runtime jlSpriteCompile. A cel that does not fit
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// the arena is loaded uncompiled (interpreter fallback), never an error -- so
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// this is a drop-in, faster-starting replacement for jlSpriteBankLoad + a
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// jlSpriteCompile/Prewarm pass. Returns 0 if the file is missing or its magic
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// / target / shift-count does not match this build.
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uint16_t jlSpriteBankLoadPrecompiled(const char *path, jlSpriteT **outCels,
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uint16_t maxCels, uint16_t *outPalette);
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// Write an already-compiled sprite bank to a .spc cache file (the runtime twin
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// of the offline tools/spritebake). Call after jlSpriteBankLoad + a
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// jlSpriteCompile pass so a later launch can jlSpriteBankLoadPrecompiled the
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// cache and skip the JIT -- i.e. SHIP the small cross-platform .spr, compile
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// once, and cache the (large) per-platform compiled bank on first run. `cels`
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// are `count` sprites (uncompiled ones are cached as-is and JIT again next
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// run); `palette` (or NULL) is embedded. Returns false if the destination
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// isn't writable (e.g. a write-protected disk), which is harmless -- the app
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// just keeps compiling at startup.
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bool jlSpriteBankSavePrecompiled(const char *path, jlSpriteT **cels,
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uint16_t count, const uint16_t *palette);
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// Wrap a tile-data blob in a jlSpriteT. The tile data must outlive the
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// jlSpriteT; we do not copy it. Returns NULL if widthTiles or
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// heightTiles is 0, or if the codegen arena cannot fit a placeholder
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// entry for this sprite.
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jlSpriteT *jlSpriteCreate(const uint8_t *tileData, uint8_t widthTiles, uint8_t heightTiles);
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// Release a jlSpriteT and any codegen entries cached for it. The tile
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// data the sprite was constructed from is NOT freed -- the caller
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// owns that buffer.
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void jlSpriteDestroy(jlSpriteT *sp);
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// Compile the sprite's draw routines into the codegen arena. After
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// this returns true, jlSpriteDraw uses the compiled fast path on
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// platforms where the emitter is wired (all four ports). Returns
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// false if the arena is full (caller may run jlSpriteCompact and
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// retry), the platform doesn't have a real emitter yet, or the
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// sprite has no source tile data.
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//
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// Idempotent: calling on a sprite that's already compiled is a
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// no-op and returns true.
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bool jlSpriteCompile(jlSpriteT *sp);
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// Returns the number of bytes this sprite occupies in the codegen
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// arena (sum of all compiled draw/save/restore shift variants).
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// Returns 0 if the sprite has never been compiled or has no slot.
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// Diagnostic only -- useful for tuning jlConfigT.codegenBytes against
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// the actual per-cel cost of the current platform's emitter.
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uint32_t jlSpriteCompiledSize(const jlSpriteT *sp);
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// Hint that this sprite will be drawn soon. Currently a wrapper
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// around jlSpriteCompile that ignores the return value, kept for API
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// symmetry with the rest of the library and for callers that don't
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// care about compile success.
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void jlSpritePrewarm(jlSpriteT *sp);
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// Draw the sprite at pixel (x,y) on the destination surface. Pixels
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// equal to color 0 in the sprite source are skipped (transparent).
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// Off-surface portions are clipped.
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void jlSpriteDraw(jlSurfaceT *s, jlSpriteT *sp, int16_t x, int16_t y);
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// TRUSTED draw (P7-1 family). Same trust contract as
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// jlSpriteRestoreUnderTrusted: skips the per-call geometry validation
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// for a caller that pre-compiles its sprites and guarantees the sprite
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// is FULLY on-surface at (x,y); UB if violated (no clipping happens).
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// Falls back to the fully-validated jlSpriteDraw for uncompiled
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// sprites and on ports without a compiled fast path.
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void jlSpriteDrawTrusted(jlSurfaceT *s, jlSpriteT *sp, int16_t x, int16_t y);
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// Worst-case backup capacity for a widthTiles x heightTiles sprite at
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// ANY x, on every port. The planar 68k compiled save/restore operates
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// on the 16-pixel-group-aligned window covering the sprite (x rounded
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// DOWN to a 16-px boundary, width UP), so the worst case is one extra
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// 16-px group: (ceil(w/16) + 1) * 8 bytes per row. This also covers the
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// chunky ports' (w/2 + 1) * h trivially. Give the backing array 2-byte
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// alignment (e.g. uint16_t backing or __attribute__((aligned(2)))) --
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// odd buffer pointers route save/restore to the slower interpreted
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// paths on planar ports (68000 word ops require even addresses).
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#define JOEY_SPRITE_BACKUP_BYTES(_wT, _hT) \
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((uint16_t)((((((uint16_t)(_wT) * 8u) + 15u) >> 4) + 1u) * 8u * ((uint16_t)(_hT) * 8u)))
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// Capture the destination region a subsequent jlSpriteDraw at the same
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// (x,y) would write to. backup->bytes must have at least
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// JOEY_SPRITE_BACKUP_BYTES(widthTiles, heightTiles) bytes of capacity
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// for fully in-bounds draws; for clipped draws only the visible bytes
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// are stored. The captured region's exact geometry is reported in
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// backup->x/width/height/sizeBytes -- on planar ports (Amiga, ST) it is
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// the 16-px-aligned window containing the sprite, so the region a
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// caller must not invalidate before restoring is the RECORDED window,
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// not just the sprite rect.
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void jlSpriteSaveUnder(const jlSurfaceT *s, jlSpriteT *sp, int16_t x, int16_t y, jlSpriteBackupT *backup);
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// TRUSTED save-under (P7-1). Same trust contract as
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// jlSpriteRestoreUnderTrusted (skips the per-call geometry validation
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// for a caller that pre-compiles its sprites and keeps them on-screen;
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// UB if violated). Falls back to the fully-validated jlSpriteSaveUnder
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// for uncompiled sprites.
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void jlSpriteSaveUnderTrusted(const jlSurfaceT *s, jlSpriteT *sp, int16_t x, int16_t y, jlSpriteBackupT *backup);
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// Repaint the destination region from a jlSpriteBackupT captured by a
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// prior jlSpriteSaveUnder. The backup must not have been invalidated
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// by other writes that overlapped its captured region.
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void jlSpriteRestoreUnder(jlSurfaceT *s, const jlSpriteBackupT *backup);
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// TRUSTED fast-path restore (NATIVE-PERF Phase 7, P7-1). Identical
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// effect to jlSpriteRestoreUnder, but SKIPS the geometry-validation
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// chain (~11 range/alignment checks + the NULL and sprite-slot gates)
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// that jlSpriteRestoreUnder runs every call. The caller MUST guarantee
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// ALL of the following or behavior is UNDEFINED (out-of-bounds writes,
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// crashes):
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// * s and backup (and backup->sprite, backup->bytes) are non-NULL,
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// * backup was produced by a jlSpriteSaveUnder that took the COMPILED
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// path (a "trusted" backup: 16-px-aligned x/width on planar ports,
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// even x/width on chunky, backup->height == the sprite's pixel
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// height, buffer at least 2-byte aligned),
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// * the recorded window is fully on the destination surface.
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// It is the expert inner-loop entry for a game that pre-compiles its
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// sprites (jlSpritePrewarm) and already clamps positions on-screen --
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// use jlSpriteRestoreUnder anywhere those invariants are not statically
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// guaranteed. Anything the trusted fast path does not recognize (an
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// uncompiled shift, a non-stage / non-16-row window on the 68k ports)
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// falls back to the fully-validated jlSpriteRestoreUnder, so a
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// conservative caller degrades safely rather than corrupting -- but the
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// NULL / on-surface guarantees above are still the caller's.
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void jlSpriteRestoreUnderTrusted(jlSurfaceT *s, const jlSpriteBackupT *backup);
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// Combined save-then-draw entry point. The common animation pattern
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// captures the destination bytes about to be overwritten, then draws
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// the sprite. Both ops share validation, the destination ptr is
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// computed once, and a single dirty-rect mark covers both. Saves
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// roughly one full dispatcher chain (~150 cyc on IIgs) per
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// frame versus calling jlSpriteSaveUnder + jlSpriteDraw separately.
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//
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// Identical semantics to:
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// jlSpriteSaveUnder(s, sp, x, y, backup);
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// jlSpriteDraw(s, sp, x, y);
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// modulo: the dirty rect is marked once for the union (which here is
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// just the draw rect, since save doesn't write).
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void jlSpriteSaveAndDraw(jlSurfaceT *s, jlSpriteT *sp, int16_t x, int16_t y, jlSpriteBackupT *backup);
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// TRUSTED save-and-draw (P7-1). The inner-loop companion to
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// jlSpriteRestoreUnderTrusted -- same trust contract (skips the per-call
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// geometry validation for a caller that pre-compiles its sprites and
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// keeps them on-screen; UB if those guarantees are violated). The
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// canonical pattern is a trusted save-and-draw this frame, a trusted
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// restore next. Falls back to the fully-validated jlSpriteSaveAndDraw
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// for anything the fast path does not recognize.
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void jlSpriteSaveAndDrawTrusted(jlSurfaceT *s, jlSpriteT *sp, int16_t x, int16_t y, jlSpriteBackupT *backup);
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// Snapshot an 8x8-aligned region of a jlSurfaceT into a new jlSpriteT.
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// The captured pixel data is copied into a sprite-owned buffer so
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// the source surface can be modified afterwards. Width and height
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// are in TILES (each tile = 8x8 pixels). x and y are in pixels and
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// must be aligned to a tile boundary (multiple of 8) on the source
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// surface; misaligned coordinates return NULL.
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jlSpriteT *jlSpriteCreateFromSurface(const jlSurfaceT *src, int16_t x, int16_t y,
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uint8_t widthTiles, uint8_t heightTiles);
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// Defragment the codegen arena. Walks live sprite slots and
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// memmoves them down to consolidate free space; any holes left by
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// destroyed sprites are reclaimed. Costs O(arena_used_bytes); call
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// between levels rather than per frame. jlSpriteT pointers held by
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// the application are NOT invalidated -- internal indirection
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// through the slot record means draw calls automatically pick up
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// the new code address on the next call.
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void jlSpriteCompact(void);
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// Arena introspection. Used to gauge whether jlSpriteCompact is
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// worth running, or whether the codegenBytes budget needs to grow.
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// Free space is (Total - Used), but it may be fragmented across
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// holes until jlSpriteCompact runs.
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uint32_t jlSpriteCodegenBytesUsed(void);
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uint32_t jlSpriteCodegenBytesTotal(void);
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#endif
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