all repos — mgba @ 08e73bd9dfb7a4b1019020b78b6353469635dfdc

mGBA Game Boy Advance Emulator

src/gba/renderers/software-obj.c (view raw)

  1/* Copyright (c) 2013-2015 Jeffrey Pfau
  2 *
  3 * This Source Code Form is subject to the terms of the Mozilla Public
  4 * License, v. 2.0. If a copy of the MPL was not distributed with this
  5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
  6#include "software-private.h"
  7
  8#define SPRITE_NORMAL_LOOP(DEPTH, TYPE) \
  9	SPRITE_YBASE_ ## DEPTH(inY); \
 10	unsigned tileData; \
 11	for (; outX < condition; ++outX, inX += xOffset) { \
 12		if (!(renderer->row[outX] & FLAG_UNWRITTEN)) { \
 13			continue; \
 14		} \
 15		renderer->spriteCyclesRemaining -= 1; \
 16		SPRITE_XBASE_ ## DEPTH(inX); \
 17		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(inX); \
 18	}
 19
 20#define SPRITE_MOSAIC_LOOP(DEPTH, TYPE) \
 21	SPRITE_YBASE_ ## DEPTH(inY); \
 22	unsigned tileData; \
 23	if (outX % mosaicH) { \
 24		if (!inX && xOffset > 0) { \
 25			inX = mosaicH - (outX % mosaicH); \
 26			outX += mosaicH - (outX % mosaicH); \
 27		} else if (inX == width - xOffset) { \
 28			inX = mosaicH + (outX % mosaicH); \
 29			outX += mosaicH - (outX % mosaicH); \
 30		} \
 31	} \
 32	for (; outX < condition; ++outX, inX += xOffset) { \
 33		if (!(renderer->row[outX] & FLAG_UNWRITTEN)) { \
 34			continue; \
 35		} \
 36		int localX = inX - xOffset * (outX % mosaicH); \
 37		if (localX < 0 || localX > width - 1) { \
 38			continue; \
 39		} \
 40		SPRITE_XBASE_ ## DEPTH(localX); \
 41		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
 42	}
 43
 44#define SPRITE_TRANSFORMED_LOOP(DEPTH, TYPE) \
 45	unsigned tileData; \
 46	unsigned widthMask = ~(width - 1); \
 47	unsigned heightMask = ~(height - 1); \
 48	for (; outX < condition; ++outX, ++inX) { \
 49		if (!(renderer->row[outX] & FLAG_UNWRITTEN)) { \
 50			continue; \
 51		} \
 52		renderer->spriteCyclesRemaining -= 2; \
 53		xAccum += mat.a; \
 54		yAccum += mat.c; \
 55		int localX = (xAccum >> 8) + (width >> 1); \
 56		int localY = (yAccum >> 8) + (height >> 1); \
 57		\
 58		if (localX & widthMask || localY & heightMask) { \
 59			continue; \
 60		} \
 61		\
 62		SPRITE_YBASE_ ## DEPTH(localY); \
 63		SPRITE_XBASE_ ## DEPTH(localX); \
 64		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
 65	}
 66
 67#define SPRITE_XBASE_16(localX) unsigned xBase = (localX & ~0x7) * 4 + ((localX >> 1) & 2);
 68#define SPRITE_YBASE_16(localY) unsigned yBase = (localY & ~0x7) * (GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? width >> 1 : 0x80) + (localY & 0x7) * 4;
 69
 70#define SPRITE_DRAW_PIXEL_16_NORMAL(localX) \
 71	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
 72	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 73	current = renderer->spriteLayer[outX]; \
 74	if ((current & FLAG_ORDER_MASK) > flags) { \
 75		if (tileData) { \
 76			renderer->spriteLayer[outX] = palette[tileData] | flags; \
 77		} else if (current != FLAG_UNWRITTEN) { \
 78			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
 79		} \
 80	}
 81
 82#define SPRITE_DRAW_PIXEL_16_NORMAL_OBJWIN(localX) \
 83	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
 84	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 85	current = renderer->spriteLayer[outX]; \
 86	if ((current & FLAG_ORDER_MASK) > flags) { \
 87		if (tileData) { \
 88			unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
 89			renderer->spriteLayer[outX] = color | flags; \
 90		} else if (current != FLAG_UNWRITTEN) { \
 91			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
 92		} \
 93	}
 94
 95#define SPRITE_DRAW_PIXEL_16_OBJWIN(localX) \
 96	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
 97	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 98	if (tileData) { \
 99		renderer->row[outX] |= FLAG_OBJWIN; \
100	}
101
102#define SPRITE_XBASE_256(localX) unsigned xBase = (localX & ~0x7) * 8 + (localX & 6);
103#define SPRITE_YBASE_256(localY) unsigned yBase = (localY & ~0x7) * stride + (localY & 0x7) * 8;
104
105#define SPRITE_DRAW_PIXEL_256_NORMAL(localX) \
106	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
107	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
108	current = renderer->spriteLayer[outX]; \
109	if ((current & FLAG_ORDER_MASK) > flags) { \
110		if (tileData) { \
111			renderer->spriteLayer[outX] = palette[tileData] | flags; \
112		} else if (current != FLAG_UNWRITTEN) { \
113			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
114		} \
115	}
116
117#define SPRITE_DRAW_PIXEL_256_NORMAL_OBJWIN(localX) \
118	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase);  \
119	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
120	current = renderer->spriteLayer[outX]; \
121	if ((current & FLAG_ORDER_MASK) > flags) { \
122		if (tileData) { \
123			unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
124			renderer->spriteLayer[outX] = color | flags; \
125		} else if (current != FLAG_UNWRITTEN) { \
126			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
127		} \
128	}
129
130#define SPRITE_DRAW_PIXEL_256_OBJWIN(localX) \
131	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
132	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
133	if (tileData) { \
134		renderer->row[outX] |= FLAG_OBJWIN; \
135	}
136
137int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y) {
138	int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
139	int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
140	int start = renderer->start;
141	int end = renderer->end;
142	uint32_t flags = GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY;
143	flags |= FLAG_TARGET_1 * ((GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
144	flags |= FLAG_OBJWIN * (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN);
145	int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
146	x >>= 23;
147	uint16_t* vramBase = &renderer->d.vram[BASE_TILE >> 1];
148	unsigned charBase = GBAObjAttributesCGetTile(sprite->c) * 0x20;
149	if (GBARegisterDISPCNTGetMode(renderer->dispcnt) >= 3 && GBAObjAttributesCGetTile(sprite->c) < 512) {
150		return 0;
151	}
152	if (renderer->spriteCyclesRemaining <= 0) {
153		return 0;
154	}
155
156	int variant = renderer->target1Obj &&
157	              GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&
158	              (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
159	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) {
160		int target2 = renderer->target2Bd << 4;
161		target2 |= renderer->bg[0].target2 << (renderer->bg[0].priority);
162		target2 |= renderer->bg[1].target2 << (renderer->bg[1].priority);
163		target2 |= renderer->bg[2].target2 << (renderer->bg[2].priority);
164		target2 |= renderer->bg[3].target2 << (renderer->bg[3].priority);
165		if ((1 << GBAObjAttributesCGetPriority(sprite->c)) <= target2) {
166			variant = 0;
167		}
168	}
169	color_t* palette = &renderer->normalPalette[0x100];
170	color_t* objwinPalette = palette;
171	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt) && GBAWindowControlGetBlendEnable(renderer->objwin.packed) != GBAWindowControlIsBlendEnable(renderer->currentWindow.packed);
172
173	if (variant) {
174		palette = &renderer->variantPalette[0x100];
175		if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
176			objwinPalette = palette;
177		}
178	}
179
180	int inY = y - (int) GBAObjAttributesAGetY(sprite->a);
181	int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? width : 0x80;
182
183	uint32_t current;
184	if (GBAObjAttributesAIsTransformed(sprite->a)) {
185		int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
186		int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
187		renderer->spriteCyclesRemaining -= 10;
188		struct GBAOAMMatrix mat;
189		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
190		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
191		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
192		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
193
194		if (inY < 0) {
195			inY += 256;
196		}
197		int outX = x >= start ? x : start;
198		int condition = x + totalWidth;
199		int inX = outX - x;
200		int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1));
201		int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1));
202
203		if (end < condition) {
204			condition = end;
205		}
206
207		if (!GBAObjAttributesAIs256Color(sprite->a)) {
208			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
209			if (flags & FLAG_OBJWIN) {
210				SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
211			} else if (objwinSlowPath) {
212				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
213				SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
214			} else {
215				SPRITE_TRANSFORMED_LOOP(16, NORMAL);
216			}
217		} else {
218			if (flags & FLAG_OBJWIN) {
219				SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
220			} else if (objwinSlowPath) {
221				SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
222			} else {
223				SPRITE_TRANSFORMED_LOOP(256, NORMAL);
224			}
225		}
226		if (x + totalWidth > VIDEO_HORIZONTAL_PIXELS) {
227			renderer->spriteCyclesRemaining -= (x + totalWidth - VIDEO_HORIZONTAL_PIXELS) * 2;
228		}
229	} else {
230		int outX = x >= start ? x : start;
231		int condition = x + width;
232		int mosaicH = 1;
233		if (GBAObjAttributesAIsMosaic(sprite->a)) {
234			mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
235			if (condition % mosaicH) {
236				condition += mosaicH - (condition % mosaicH);
237			}
238		}
239		if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
240			inY += 256;
241		}
242		if (GBAObjAttributesBIsVFlip(sprite->b)) {
243			inY = height - inY - 1;
244		}
245		if (end < condition) {
246			condition = end;
247		}
248		int inX = outX - x;
249		int xOffset = 1;
250		if (GBAObjAttributesBIsHFlip(sprite->b)) {
251			inX = width - inX - 1;
252			xOffset = -1;
253		}
254		if (!GBAObjAttributesAIs256Color(sprite->a)) {
255			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
256			if (flags & FLAG_OBJWIN) {
257				SPRITE_NORMAL_LOOP(16, OBJWIN);
258			} else if (GBAObjAttributesAIsMosaic(sprite->a)) {
259				if (objwinSlowPath) {
260					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
261					SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
262				} else {
263					SPRITE_MOSAIC_LOOP(16, NORMAL);
264				}
265			} else if (objwinSlowPath) {
266				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
267				SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
268			} else {
269				SPRITE_NORMAL_LOOP(16, NORMAL);
270			}
271		} else {
272			if (flags & FLAG_OBJWIN) {
273				SPRITE_NORMAL_LOOP(256, OBJWIN);
274			} else if (GBAObjAttributesAIsMosaic(sprite->a)) {
275				if (objwinSlowPath) {
276					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
277					SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
278				} else {
279					SPRITE_MOSAIC_LOOP(256, NORMAL);
280				}
281			} else if (objwinSlowPath) {
282				SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
283			} else {
284				SPRITE_NORMAL_LOOP(256, NORMAL);
285			}
286		}
287		if (x + width > VIDEO_HORIZONTAL_PIXELS) {
288			renderer->spriteCyclesRemaining -= x + width - VIDEO_HORIZONTAL_PIXELS;
289		}
290	}
291	return 1;
292}
293
294void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
295	int x;
296	uint32_t* pixel = &renderer->row[renderer->start];
297	uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
298
299	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
300	bool objwinDisable = false;
301	bool objwinOnly = false;
302	if (objwinSlowPath) {
303		objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
304		objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
305		if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
306			return;
307		}
308
309		if (objwinDisable) {
310			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
311				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
312				uint32_t current = *pixel;
313				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
314					_compositeBlendObjwin(renderer, pixel, color | flags, current);
315				}
316			}
317			return;
318		} else if (objwinOnly) {
319			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
320				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
321				uint32_t current = *pixel;
322				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
323					_compositeBlendObjwin(renderer, pixel, color | flags, current);
324				}
325			}
326			return;
327		} else {
328			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
329				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
330				uint32_t current = *pixel;
331				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
332					_compositeBlendObjwin(renderer, pixel, color | flags, current);
333				}
334			}
335			return;
336		}
337	} else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
338		return;
339	}
340	for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
341		uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
342		uint32_t current = *pixel;
343		if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
344			_compositeBlendNoObjwin(renderer, pixel, color | flags, current);
345		}
346	}
347}