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mGBA Game Boy Advance Emulator

src/gba/renderers/software-private.h (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#ifndef SOFTWARE_PRIVATE_H
  7#define SOFTWARE_PRIVATE_H
  8
  9#include <mgba/internal/arm/macros.h>
 10#include <mgba/internal/gba/renderers/video-software.h>
 11
 12#ifdef NDEBUG
 13#define VIDEO_CHECKS false
 14#else
 15#define VIDEO_CHECKS true
 16#endif
 17
 18void GBAVideoSoftwareRendererDrawBackgroundMode0(struct GBAVideoSoftwareRenderer* renderer,
 19                                                 struct GBAVideoSoftwareBackground* background, int y);
 20void GBAVideoSoftwareRendererDrawBackgroundMode2(struct GBAVideoSoftwareRenderer* renderer,
 21                                                 struct GBAVideoSoftwareBackground* background, int y);
 22void GBAVideoSoftwareRendererDrawBackgroundMode3(struct GBAVideoSoftwareRenderer* renderer,
 23                                                 struct GBAVideoSoftwareBackground* background, int y);
 24void GBAVideoSoftwareRendererDrawBackgroundMode4(struct GBAVideoSoftwareRenderer* renderer,
 25                                                 struct GBAVideoSoftwareBackground* background, int y);
 26void GBAVideoSoftwareRendererDrawBackgroundMode5(struct GBAVideoSoftwareRenderer* renderer,
 27                                                 struct GBAVideoSoftwareBackground* background, int y);
 28
 29int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y);
 30void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority);
 31
 32void GBAVideoSoftwareRendererPreprocessBuffer(struct GBAVideoSoftwareRenderer* renderer, int y);
 33void GBAVideoSoftwareRendererPostprocessBuffer(struct GBAVideoSoftwareRenderer* renderer);
 34int GBAVideoSoftwareRendererPreprocessSpriteLayer(struct GBAVideoSoftwareRenderer* renderer, int y);
 35
 36static inline unsigned _brighten(unsigned color, int y);
 37static inline unsigned _darken(unsigned color, int y);
 38static unsigned _mix(int weightA, unsigned colorA, int weightB, unsigned colorB);
 39
 40
 41// We stash the priority on the top bits so we can do a one-operator comparison
 42// The lower the number, the higher the priority, and sprites take precedence over backgrounds
 43// We want to do special processing if the color pixel is target 1, however
 44
 45static inline void _compositeBlendObjwin(struct GBAVideoSoftwareRenderer* renderer, uint32_t* pixel, uint32_t color, uint32_t current) {
 46	if (color >= current) {
 47		if (current & FLAG_TARGET_1 && color & FLAG_TARGET_2) {
 48			color = _mix(renderer->blda, current, renderer->bldb, color);
 49		} else {
 50			color = (current & 0x00FFFFFF) | ((current << 1) & FLAG_REBLEND);
 51		}
 52	} else {
 53		color = (color & ~FLAG_TARGET_2) | (current & FLAG_OBJWIN);
 54	}
 55	*pixel = color;
 56}
 57
 58static inline void _compositeBlendNoObjwin(struct GBAVideoSoftwareRenderer* renderer, uint32_t* pixel, uint32_t color, uint32_t current) {
 59	if (!IS_WRITABLE(current)) { \
 60		return; \
 61	} \
 62	if (color >= current) {
 63		if (current & FLAG_TARGET_1 && color & FLAG_TARGET_2) {
 64			color = _mix(renderer->blda, current, renderer->bldb, color);
 65		} else {
 66			color = (current & 0x00FFFFFF) | ((current << 1) & FLAG_REBLEND);
 67		}
 68	} else {
 69		color = color & ~FLAG_TARGET_2;
 70	}
 71	*pixel = color;
 72}
 73
 74static inline void _compositeNoBlendObjwin(struct GBAVideoSoftwareRenderer* renderer, uint32_t* pixel, uint32_t color,
 75                                           uint32_t current) {
 76	UNUSED(renderer);
 77	if (color < current) {
 78		color |= (current & FLAG_OBJWIN);
 79	} else {
 80		color = (current & 0x00FFFFFF) | ((current << 1) & FLAG_REBLEND);
 81	}
 82	*pixel = color;
 83}
 84
 85static inline void _compositeNoBlendNoObjwin(struct GBAVideoSoftwareRenderer* renderer, uint32_t* pixel, uint32_t color,
 86                                             uint32_t current) {
 87	UNUSED(renderer);
 88	if (color >= current) {
 89		color = (current & 0x00FFFFFF) | ((current << 1) & FLAG_REBLEND);
 90	}
 91	*pixel = color;
 92}
 93
 94#define COMPOSITE_16_OBJWIN(BLEND, IDX)  \
 95	if (!IS_WRITABLE(current)) { \
 96		continue; \
 97	} \
 98	if (objwinForceEnable || (!(current & FLAG_OBJWIN)) == objwinOnly) {                                          \
 99		unsigned color = (current & FLAG_OBJWIN) ? objwinPalette[paletteData | pixelData] : palette[pixelData]; \
100		unsigned mergedFlags = flags; \
101		if (current & FLAG_OBJWIN) { \
102			mergedFlags = objwinFlags; \
103		} \
104		_composite ## BLEND ## Objwin(renderer, &pixel[IDX], color | mergedFlags, current); \
105	}
106
107#define COMPOSITE_16_NO_OBJWIN(BLEND, IDX) \
108	_composite ## BLEND ## NoObjwin(renderer, &pixel[IDX], palette[pixelData] | flags, current);
109
110#define COMPOSITE_256_OBJWIN(BLEND, IDX) \
111	if (!IS_WRITABLE(current)) { \
112		continue; \
113	} \
114	if (objwinForceEnable || (!(current & FLAG_OBJWIN)) == objwinOnly) { \
115		unsigned color = (current & FLAG_OBJWIN) ? objwinPalette[pixelData] : palette[pixelData]; \
116		unsigned mergedFlags = flags; \
117		if (current & FLAG_OBJWIN) { \
118			mergedFlags = objwinFlags; \
119		} \
120		_composite ## BLEND ## Objwin(renderer, &pixel[IDX], color | mergedFlags, current); \
121	}
122
123#define COMPOSITE_256_NO_OBJWIN COMPOSITE_16_NO_OBJWIN
124
125#define BACKGROUND_DRAW_PIXEL_16(BLEND, OBJWIN, IDX) \
126	pixelData = tileData & 0xF; \
127	current = pixel[IDX]; \
128	if (pixelData && IS_WRITABLE(current)) { \
129		COMPOSITE_16_ ## OBJWIN (BLEND, IDX); \
130	} \
131	tileData >>= 4;
132
133#define BACKGROUND_DRAW_PIXEL_256(BLEND, OBJWIN, IDX) \
134	pixelData = tileData & 0xFF; \
135	current = pixel[IDX]; \
136	if (pixelData && IS_WRITABLE(current)) { \
137		COMPOSITE_256_ ## OBJWIN (BLEND, IDX); \
138	} \
139	tileData >>= 8;
140
141// TODO: Remove UNUSEDs after implementing OBJWIN for modes 3 - 5
142#define PREPARE_OBJWIN                                                                            \
143	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);                     \
144	int objwinOnly = 0;                                                                           \
145	int objwinForceEnable = 0;                                                                    \
146	UNUSED(objwinForceEnable);                                                                    \
147	color_t* objwinPalette = renderer->normalPalette;                                             \
148	UNUSED(objwinPalette);                                                                        \
149	if (objwinSlowPath) {                                                                         \
150		if (background->target1 && GBAWindowControlIsBlendEnable(renderer->objwin.packed) &&      \
151		    (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN)) { \
152			objwinPalette = renderer->variantPalette;                                             \
153		}                                                                                         \
154		switch (background->index) {                                                              \
155		case 0:                                                                                   \
156			objwinForceEnable = GBAWindowControlIsBg0Enable(renderer->objwin.packed) &&           \
157			    GBAWindowControlIsBg0Enable(renderer->currentWindow.packed);                      \
158			objwinOnly = !GBAWindowControlIsBg0Enable(renderer->objwin.packed);                   \
159			break;                                                                                \
160		case 1:                                                                                   \
161			objwinForceEnable = GBAWindowControlIsBg1Enable(renderer->objwin.packed) &&           \
162			    GBAWindowControlIsBg1Enable(renderer->currentWindow.packed);                      \
163			objwinOnly = !GBAWindowControlIsBg1Enable(renderer->objwin.packed);                   \
164			break;                                                                                \
165		case 2:                                                                                   \
166			objwinForceEnable = GBAWindowControlIsBg2Enable(renderer->objwin.packed) &&           \
167			    GBAWindowControlIsBg2Enable(renderer->currentWindow.packed);                      \
168			objwinOnly = !GBAWindowControlIsBg2Enable(renderer->objwin.packed);                   \
169			break;                                                                                \
170		case 3:                                                                                   \
171			objwinForceEnable = GBAWindowControlIsBg3Enable(renderer->objwin.packed) &&           \
172			    GBAWindowControlIsBg3Enable(renderer->currentWindow.packed);                      \
173			objwinOnly = !GBAWindowControlIsBg3Enable(renderer->objwin.packed);                   \
174			break;                                                                                \
175		}                                                                                         \
176	}
177
178#define BACKGROUND_BITMAP_INIT                                                                                        \
179	int32_t x = background->sx + (renderer->start - 1) * background->dx;                                              \
180	int32_t y = background->sy + (renderer->start - 1) * background->dy;                                              \
181	int mosaicH = 0;                                                                                                  \
182	int mosaicWait = 0;                                                                                               \
183	if (background->mosaic) {                                                                                         \
184		int mosaicV = GBAMosaicControlGetBgV(renderer->mosaic) + 1;                                                   \
185		y -= (inY % mosaicV) * background->dmy;                                                                       \
186		x -= (inY % mosaicV) * background->dmx;                                                                       \
187		mosaicH = GBAMosaicControlGetBgH(renderer->mosaic);                                                           \
188		mosaicWait = renderer->start % (mosaicH + 1);                                                                 \
189	}                                                                                                                 \
190	int32_t localX;                                                                                                   \
191	int32_t localY;                                                                                                   \
192                                                                                                                      \
193	uint32_t flags = (background->priority << OFFSET_PRIORITY) | (background->index << OFFSET_INDEX) | FLAG_IS_BACKGROUND; \
194	flags |= FLAG_TARGET_2 * background->target2;                                                                     \
195	int objwinFlags = FLAG_TARGET_1 * (background->target1 && renderer->blendEffect == BLEND_ALPHA &&                 \
196	                                   GBAWindowControlIsBlendEnable(renderer->objwin.packed));                       \
197	objwinFlags |= flags;                                                                                             \
198	flags |= FLAG_TARGET_1 * (background->target1 && renderer->blendEffect == BLEND_ALPHA &&                          \
199	                          GBAWindowControlIsBlendEnable(renderer->currentWindow.packed));                         \
200	if (renderer->blendEffect == BLEND_ALPHA && renderer->blda == 0x10 && renderer->bldb == 0) {                      \
201		flags &= ~(FLAG_TARGET_1 | FLAG_TARGET_2);                                                                    \
202		objwinFlags &= ~(FLAG_TARGET_1 | FLAG_TARGET_2);                                                              \
203	}                                                                                                                 \
204	int variant = background->target1 && GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&             \
205	    (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);                           \
206	color_t* palette = renderer->normalPalette;                                                                       \
207	if (variant) {                                                                                                    \
208		palette = renderer->variantPalette;                                                                           \
209	}                                                                                                                 \
210	UNUSED(palette);                                                                                                  \
211	PREPARE_OBJWIN;
212
213#define BACKGROUND_BITMAP_ITERATE(W, H)                     \
214	x += background->dx;                                    \
215	y += background->dy;                                    \
216                                                            \
217	if (x < 0 || y < 0 || (x >> 8) >= W || (y >> 8) >= H) { \
218		continue;                                           \
219	} else {                                                \
220		localX = x;                                         \
221		localY = y;                                         \
222	}
223
224#define TEST_LAYER_ENABLED(X) \
225	(softwareRenderer->bg[X].enabled && \
226	(GBAWindowControlIsBg ## X ## Enable(softwareRenderer->currentWindow.packed) || \
227	(GBARegisterDISPCNTIsObjwinEnable(softwareRenderer->dispcnt) && GBAWindowControlIsBg ## X ## Enable (softwareRenderer->objwin.packed))) && \
228	softwareRenderer->bg[X].priority == priority)
229
230static inline unsigned _brighten(unsigned color, int y) {
231	unsigned c = 0;
232	unsigned a;
233#ifdef COLOR_16_BIT
234	a = color & 0x1F;
235	c |= (a + ((0x1F - a) * y) / 16) & 0x1F;
236
237#ifdef COLOR_5_6_5
238	a = color & 0x7C0;
239	c |= (a + ((0x7C0 - a) * y) / 16) & 0x7C0;
240
241	a = color & 0xF800;
242	c |= (a + ((0xF800 - a) * y) / 16) & 0xF800;
243#else
244	a = color & 0x3E0;
245	c |= (a + ((0x3E0 - a) * y) / 16) & 0x3E0;
246
247	a = color & 0x7C00;
248	c |= (a + ((0x7C00 - a) * y) / 16) & 0x7C00;
249#endif
250#else
251	a = color & 0xFF;
252	c |= (a + ((0xFF - a) * y) / 16) & 0xFF;
253
254	a = color & 0xFF00;
255	c |= (a + ((0xFF00 - a) * y) / 16) & 0xFF00;
256
257	a = color & 0xFF0000;
258	c |= (a + ((0xFF0000 - a) * y) / 16) & 0xFF0000;
259#endif
260	return c;
261}
262
263static inline unsigned _darken(unsigned color, int y) {
264	unsigned c = 0;
265	unsigned a;
266#ifdef COLOR_16_BIT
267	a = color & 0x1F;
268	c |= (a - (a * y) / 16) & 0x1F;
269
270#ifdef COLOR_5_6_5
271	a = color & 0x7C0;
272	c |= (a - (a * y) / 16) & 0x7C0;
273
274	a = color & 0xF800;
275	c |= (a - (a * y) / 16) & 0xF800;
276#else
277	a = color & 0x3E0;
278	c |= (a - (a * y) / 16) & 0x3E0;
279
280	a = color & 0x7C00;
281	c |= (a - (a * y) / 16) & 0x7C00;
282#endif
283#else
284	a = color & 0xFF;
285	c |= (a - (a * y) / 16) & 0xFF;
286
287	a = color & 0xFF00;
288	c |= (a - (a * y) / 16) & 0xFF00;
289
290	a = color & 0xFF0000;
291	c |= (a - (a * y) / 16) & 0xFF0000;
292#endif
293	return c;
294}
295
296static unsigned _mix(int weightA, unsigned colorA, int weightB, unsigned colorB) {
297	unsigned c = 0;
298	unsigned a, b;
299#ifdef COLOR_16_BIT
300#ifdef COLOR_5_6_5
301	a = colorA & 0xF81F;
302	b = colorB & 0xF81F;
303	a |= (colorA & 0x7C0) << 16;
304	b |= (colorB & 0x7C0) << 16;
305	c = ((a * weightA + b * weightB) / 16);
306	if (c & 0x08000000) {
307		c = (c & ~0x0FC00000) | 0x07C00000;
308	}
309	if (c & 0x0020) {
310		c = (c & ~0x003F) | 0x001F;
311	}
312	if (c & 0x10000) {
313		c = (c & ~0x1F800) | 0xF800;
314	}
315	c = (c & 0xF81F) | ((c >> 16) & 0x07C0);
316#else
317	a = colorA & 0x7C1F;
318	b = colorB & 0x7C1F;
319	a |= (colorA & 0x3E0) << 16;
320	b |= (colorB & 0x3E0) << 16;
321	c = ((a * weightA + b * weightB) / 16);
322	if (c & 0x04000000) {
323		c = (c & ~0x07E00000) | 0x03E00000;
324	}
325	if (c & 0x0020) {
326		c = (c & ~0x003F) | 0x001F;
327	}
328	if (c & 0x8000) {
329		c = (c & ~0xF800) | 0x7C00;
330	}
331	c = (c & 0x7C1F) | ((c >> 16) & 0x03E0);
332#endif
333#else
334	a = colorA & 0xFF;
335	b = colorB & 0xFF;
336	c |= ((a * weightA + b * weightB) / 16) & 0x1FF;
337	if (c & 0x00000100) {
338		c = 0x000000FF;
339	}
340
341	a = colorA & 0xFF00;
342	b = colorB & 0xFF00;
343	c |= ((a * weightA + b * weightB) / 16) & 0x1FF00;
344	if (c & 0x00010000) {
345		c = (c & 0x000000FF) | 0x0000FF00;
346	}
347
348	a = colorA & 0xFF0000;
349	b = colorB & 0xFF0000;
350	c |= ((a * weightA + b * weightB) / 16) & 0x1FF0000;
351	if (c & 0x01000000) {
352		c = (c & 0x0000FFFF) | 0x00FF0000;
353	}
354#endif
355	return c;
356}
357
358#endif