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 "gba/renderers/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; \
56 int localY = yAccum >> 8; \
57 \
58 if (localX & widthMask || localY & heightMask) { \
59 break; \
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) * stride + (localY & 0x7) * 4;
69
70#define SPRITE_DRAW_PIXEL_16_NORMAL(localX) \
71 uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
72 uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
73 if (UNLIKELY(!vramBase)) { \
74 return 0; \
75 } \
76 LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
77 tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
78 current = renderer->spriteLayer[outX]; \
79 if ((current & FLAG_ORDER_MASK) > flags) { \
80 if (tileData) { \
81 renderer->spriteLayer[outX] = palette[tileData] | flags; \
82 } else if (current != FLAG_UNWRITTEN) { \
83 renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
84 } \
85 }
86
87#define SPRITE_DRAW_PIXEL_16_NORMAL_OBJWIN(localX) \
88 uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
89 uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
90 if (UNLIKELY(!vramBase)) { \
91 return 0; \
92 } \
93 LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
94 tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
95 current = renderer->spriteLayer[outX]; \
96 if ((current & FLAG_ORDER_MASK) > flags) { \
97 if (tileData) { \
98 unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
99 renderer->spriteLayer[outX] = color | flags; \
100 } else if (current != FLAG_UNWRITTEN) { \
101 renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
102 } \
103 }
104
105#define SPRITE_DRAW_PIXEL_16_OBJWIN(localX) \
106 uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
107 uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
108 if (UNLIKELY(!vramBase)) { \
109 return 0; \
110 } \
111 LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
112 tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
113 if (tileData) { \
114 renderer->row[outX] |= FLAG_OBJWIN; \
115 }
116
117#define SPRITE_XBASE_256(localX) unsigned xBase = (localX & ~0x7) * 8 + (localX & 6);
118#define SPRITE_YBASE_256(localY) unsigned yBase = (localY & ~0x7) * stride + (localY & 0x7) * 8;
119
120#define SPRITE_DRAW_PIXEL_256_NORMAL(localX) \
121 uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
122 uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
123 if (UNLIKELY(!vramBase)) { \
124 return 0; \
125 } \
126 LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
127 tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
128 current = renderer->spriteLayer[outX]; \
129 if ((current & FLAG_ORDER_MASK) > flags) { \
130 if (tileData) { \
131 renderer->spriteLayer[outX] = palette[tileData] | flags; \
132 } else if (current != FLAG_UNWRITTEN) { \
133 renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
134 } \
135 }
136
137#define SPRITE_DRAW_PIXEL_256_NORMAL_OBJWIN(localX) \
138 uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
139 uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
140 if (UNLIKELY(!vramBase)) { \
141 return 0; \
142 } \
143 LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
144 tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
145 current = renderer->spriteLayer[outX]; \
146 if ((current & FLAG_ORDER_MASK) > flags) { \
147 if (tileData) { \
148 unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
149 renderer->spriteLayer[outX] = color | flags; \
150 } else if (current != FLAG_UNWRITTEN) { \
151 renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
152 } \
153 }
154
155#define SPRITE_DRAW_PIXEL_256_OBJWIN(localX) \
156 uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
157 uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
158 if (UNLIKELY(!vramBase)) { \
159 return 0; \
160 } \
161 LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
162 tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
163 if (tileData) { \
164 renderer->row[outX] |= FLAG_OBJWIN; \
165 }
166
167int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y) {
168 int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
169 int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
170 int start = renderer->start;
171 int end = renderer->end;
172 uint32_t flags = GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY;
173 flags |= FLAG_TARGET_1 * ((GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
174 flags |= FLAG_OBJWIN * (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN);
175 if ((flags & FLAG_OBJWIN) && renderer->currentWindow.priority < renderer->objwin.priority) {
176 return 0;
177 }
178 int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
179 x >>= 23;
180 unsigned charBase = GBAObjAttributesCGetTile(sprite->c) * renderer->tileStride;
181 if (!renderer->d.vramOBJ[charBase >> VRAM_BLOCK_OFFSET]) {
182 return 0;
183 }
184 if (renderer->spriteCyclesRemaining <= 0) {
185 return 0;
186 }
187
188 int variant = renderer->target1Obj &&
189 GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&
190 (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
191 if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) {
192 int target2 = renderer->target2Bd << 4;
193 target2 |= renderer->bg[0].target2 << (renderer->bg[0].priority);
194 target2 |= renderer->bg[1].target2 << (renderer->bg[1].priority);
195 target2 |= renderer->bg[2].target2 << (renderer->bg[2].priority);
196 target2 |= renderer->bg[3].target2 << (renderer->bg[3].priority);
197 if ((1 << GBAObjAttributesCGetPriority(sprite->c)) <= target2) {
198 variant = 0;
199 }
200 }
201 color_t* palette = &renderer->normalPalette[0x100];
202 color_t* objwinPalette = palette;
203 int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt) && GBAWindowControlGetBlendEnable(renderer->objwin.packed) != GBAWindowControlIsBlendEnable(renderer->currentWindow.packed);
204
205 if (GBAObjAttributesAIs256Color(sprite->a) && renderer->objExtPalette) {
206 if (!variant) {
207 palette = renderer->objExtPalette;
208 objwinPalette = palette;
209 } else {
210 palette = renderer->objExtVariantPalette;
211 if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
212 objwinPalette = palette;
213 }
214 }
215 } else if (variant) {
216 palette = &renderer->variantPalette[0x100];
217 if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
218 objwinPalette = palette;
219 }
220 }
221
222 int inY = y - (int) GBAObjAttributesAGetY(sprite->a);
223 int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> !GBAObjAttributesAIs256Color(sprite->a)) : 0x80;
224
225 uint32_t current;
226 if (GBAObjAttributesAIsTransformed(sprite->a)) {
227 int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
228 int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
229 renderer->spriteCyclesRemaining -= 10;
230 struct GBAOAMMatrix mat;
231 LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
232 LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
233 LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
234 LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
235
236 if (inY < 0) {
237 inY += 256;
238 }
239 int outX = x >= start ? x : start;
240 int condition = x + totalWidth;
241 int inX = outX - x;
242 if (end < condition) {
243 condition = end;
244 }
245
246 int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1)) + (width << 7);
247 int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1)) + (height << 7);
248
249 // Clip off early pixels
250 // TODO: Transform end coordinates too
251 if (mat.a) {
252 if ((xAccum >> 8) < 0) {
253 int32_t diffX = -xAccum - 1;
254 int32_t x = mat.a ? diffX / mat.a : 0;
255 xAccum += mat.a * x;
256 yAccum += mat.c * x;
257 outX += x;
258 inX += x;
259 } else if ((xAccum >> 8) >= width) {
260 int32_t diffX = (width << 8) - xAccum;
261 int32_t x = mat.a ? diffX / mat.a : 0;
262 xAccum += mat.a * x;
263 yAccum += mat.c * x;
264 outX += x;
265 inX += x;
266 }
267 }
268 if (mat.c) {
269 if ((yAccum >> 8) < 0) {
270 int32_t diffY = - yAccum - 1;
271 int32_t y = mat.c ? diffY / mat.c : 0;
272 xAccum += mat.a * y;
273 yAccum += mat.c * y;
274 outX += y;
275 inX += y;
276 } else if ((yAccum >> 8) >= height) {
277 int32_t diffY = (height << 8) - yAccum;
278 int32_t y = mat.c ? diffY / mat.c : 0;
279 xAccum += mat.a * y;
280 yAccum += mat.c * y;
281 outX += y;
282 inX += y;
283 }
284 }
285
286 if (outX < start || outX >= condition) {
287 return 0;
288 }
289
290 if (!GBAObjAttributesAIs256Color(sprite->a)) {
291 palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
292 if (flags & FLAG_OBJWIN) {
293 SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
294 } else if (objwinSlowPath) {
295 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
296 SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
297 } else {
298 SPRITE_TRANSFORMED_LOOP(16, NORMAL);
299 }
300 } else if (!renderer->objExtPalette) {
301 if (flags & FLAG_OBJWIN) {
302 SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
303 } else if (objwinSlowPath) {
304 SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
305 } else {
306 SPRITE_TRANSFORMED_LOOP(256, NORMAL);
307 }
308 } else {
309 palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 8];
310 if (flags & FLAG_OBJWIN) {
311 SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
312 } else if (objwinSlowPath) {
313 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 8];
314 SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
315 } else {
316 SPRITE_TRANSFORMED_LOOP(256, NORMAL);
317 }
318 }
319 if (x + totalWidth > renderer->masterEnd) {
320 renderer->spriteCyclesRemaining -= (x + totalWidth - renderer->masterEnd) * 2;
321 }
322 } else {
323 int outX = x >= start ? x : start;
324 int condition = x + width;
325 int mosaicH = 1;
326 if (GBAObjAttributesAIsMosaic(sprite->a)) {
327 mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
328 if (condition % mosaicH) {
329 condition += mosaicH - (condition % mosaicH);
330 }
331 }
332 if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
333 inY += 256;
334 }
335 if (GBAObjAttributesBIsVFlip(sprite->b)) {
336 inY = height - inY - 1;
337 }
338 if (end < condition) {
339 condition = end;
340 }
341 int inX = outX - x;
342 int xOffset = 1;
343 if (GBAObjAttributesBIsHFlip(sprite->b)) {
344 inX = width - inX - 1;
345 xOffset = -1;
346 }
347 if (!GBAObjAttributesAIs256Color(sprite->a)) {
348 palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
349 if (flags & FLAG_OBJWIN) {
350 SPRITE_NORMAL_LOOP(16, OBJWIN);
351 } else if (mosaicH > 1) {
352 if (objwinSlowPath) {
353 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
354 SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
355 } else {
356 SPRITE_MOSAIC_LOOP(16, NORMAL);
357 }
358 } else if (objwinSlowPath) {
359 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
360 SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
361 } else {
362 SPRITE_NORMAL_LOOP(16, NORMAL);
363 }
364 } else if (!renderer->objExtPalette) {
365 if (flags & FLAG_OBJWIN) {
366 SPRITE_NORMAL_LOOP(256, OBJWIN);
367 } else if (mosaicH > 1) {
368 if (objwinSlowPath) {
369 SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
370 } else {
371 SPRITE_MOSAIC_LOOP(256, NORMAL);
372 }
373 } else if (objwinSlowPath) {
374 SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
375 } else {
376 SPRITE_NORMAL_LOOP(256, NORMAL);
377 }
378 } else {
379 palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 8];
380 if (flags & FLAG_OBJWIN) {
381 SPRITE_NORMAL_LOOP(256, OBJWIN);
382 } else if (mosaicH > 1) {
383 if (objwinSlowPath) {
384 SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
385 } else {
386 SPRITE_MOSAIC_LOOP(256, NORMAL);
387 }
388 } else if (objwinSlowPath) {
389 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 8];
390 SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
391 } else {
392 SPRITE_NORMAL_LOOP(256, NORMAL);
393 }
394
395 }
396 if (x + width > renderer->masterEnd) {
397 renderer->spriteCyclesRemaining -= x + width - renderer->masterEnd;
398 }
399 }
400 return 1;
401}
402
403void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
404 int x;
405 uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
406
407 int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
408 bool objwinDisable = false;
409 bool objwinOnly = false;
410 if (objwinSlowPath) {
411 objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
412 objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
413 if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
414 return;
415 }
416
417 if (objwinDisable) {
418 for (x = renderer->start; x < renderer->end; ++x) {
419 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
420 uint32_t current = renderer->row[x];
421 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
422 _compositeBlendObjwin(renderer, x, color | flags, current);
423 }
424 }
425 return;
426 } else if (objwinOnly) {
427 for (x = renderer->start; x < renderer->end; ++x) {
428 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
429 uint32_t current = renderer->row[x];
430 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
431 _compositeBlendObjwin(renderer, x, color | flags, current);
432 }
433 }
434 return;
435 } else {
436 for (x = renderer->start; x < renderer->end; ++x) {
437 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
438 uint32_t current = renderer->row[x];
439 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
440 _compositeBlendObjwin(renderer, x, color | flags, current);
441 }
442 }
443 return;
444 }
445 } else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
446 return;
447 }
448 for (x = renderer->start; x < renderer->end; ++x) {
449 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
450 uint32_t current = renderer->row[x];
451 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
452 _compositeBlendNoObjwin(renderer, x, color | flags, current);
453 }
454 }
455}