all repos — mgba @ 21e7d763206959ac325f1d5d6e55bb61433c700e

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 "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		renderer->spriteCyclesRemaining -= 1; \
 13		SPRITE_XBASE_ ## DEPTH(inX); \
 14		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(inX); \
 15	}
 16
 17#define SPRITE_MOSAIC_LOOP(DEPTH, TYPE) \
 18	SPRITE_YBASE_ ## DEPTH(inY); \
 19	unsigned tileData; \
 20	if (outX % mosaicH) { \
 21		if (!inX && xOffset > 0) { \
 22			inX = mosaicH - (outX % mosaicH); \
 23			outX += mosaicH - (outX % mosaicH); \
 24		} else if (inX == width - xOffset) { \
 25			inX = mosaicH + (outX % mosaicH); \
 26			outX += mosaicH - (outX % mosaicH); \
 27		} \
 28	} \
 29	for (; outX < condition; ++outX, inX += xOffset) { \
 30		int localX = inX - xOffset * (outX % mosaicH); \
 31		if (localX < 0 || localX > width - 1) { \
 32			continue; \
 33		} \
 34		SPRITE_XBASE_ ## DEPTH(localX); \
 35		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
 36	}
 37
 38#define SPRITE_TRANSFORMED_LOOP(DEPTH, TYPE) \
 39	unsigned tileData; \
 40	unsigned widthMask = ~(width - 1); \
 41	unsigned heightMask = ~(height - 1); \
 42	for (; outX < condition; ++outX, ++inX) { \
 43		renderer->spriteCyclesRemaining -= 2; \
 44		xAccum += mat.a; \
 45		yAccum += mat.c; \
 46		int localX = xAccum >> 8; \
 47		int localY = yAccum >> 8; \
 48		\
 49		if (localX & widthMask || localY & heightMask) { \
 50			break; \
 51		} \
 52		\
 53		SPRITE_YBASE_ ## DEPTH(localY); \
 54		SPRITE_XBASE_ ## DEPTH(localX); \
 55		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
 56	}
 57
 58#define SPRITE_XBASE_16(localX) unsigned xBase = (localX & ~0x7) * 4 + ((localX >> 1) & 2);
 59#define SPRITE_YBASE_16(localY) unsigned yBase = (localY & ~0x7) * stride + (localY & 0x7) * 4;
 60
 61#define SPRITE_DRAW_PIXEL_16_NORMAL(localX) \
 62	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
 63	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
 64	if (UNLIKELY(!vramBase)) { \
 65		return 0; \
 66	} \
 67	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
 68	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 69	current = renderer->spriteLayer[outX]; \
 70	if ((current & FLAG_ORDER_MASK) > flags) { \
 71		if (tileData) { \
 72			renderer->spriteLayer[outX] = palette[tileData] | flags; \
 73		} else if (current != FLAG_UNWRITTEN) { \
 74			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
 75		} \
 76	}
 77
 78#define SPRITE_DRAW_PIXEL_16_NORMAL_OBJWIN(localX) \
 79	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
 80	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
 81	if (UNLIKELY(!vramBase)) { \
 82		return 0; \
 83	} \
 84	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
 85	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 86	current = renderer->spriteLayer[outX]; \
 87	if ((current & FLAG_ORDER_MASK) > flags) { \
 88		if (tileData) { \
 89			unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
 90			renderer->spriteLayer[outX] = color | flags; \
 91		} else if (current != FLAG_UNWRITTEN) { \
 92			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
 93		} \
 94	}
 95
 96#define SPRITE_DRAW_PIXEL_16_OBJWIN(localX) \
 97	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
 98	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
 99	if (UNLIKELY(!vramBase)) { \
100		return 0; \
101	} \
102	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
103	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
104	if (tileData) { \
105		renderer->row[outX] |= FLAG_OBJWIN; \
106	}
107
108#define SPRITE_XBASE_256(localX) unsigned xBase = (localX & ~0x7) * 8 + (localX & 6);
109#define SPRITE_YBASE_256(localY) unsigned yBase = (localY & ~0x7) * stride + (localY & 0x7) * 8;
110
111#define SPRITE_DRAW_PIXEL_256_NORMAL(localX) \
112	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
113	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
114	if (UNLIKELY(!vramBase)) { \
115		return 0; \
116	} \
117	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
118	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
119	current = renderer->spriteLayer[outX]; \
120	if ((current & FLAG_ORDER_MASK) > flags) { \
121		if (tileData) { \
122			renderer->spriteLayer[outX] = palette[tileData] | flags; \
123		} else if (current != FLAG_UNWRITTEN) { \
124			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
125		} \
126	}
127
128#define SPRITE_DRAW_PIXEL_256_NORMAL_OBJWIN(localX) \
129	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
130	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
131	if (UNLIKELY(!vramBase)) { \
132		return 0; \
133	} \
134	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
135	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
136	current = renderer->spriteLayer[outX]; \
137	if ((current & FLAG_ORDER_MASK) > flags) { \
138		if (tileData) { \
139			unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
140			renderer->spriteLayer[outX] = color | flags; \
141		} else if (current != FLAG_UNWRITTEN) { \
142			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
143		} \
144	}
145
146#define SPRITE_DRAW_PIXEL_256_OBJWIN(localX) \
147	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
148	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
149	if (UNLIKELY(!vramBase)) { \
150		return 0; \
151	} \
152	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
153	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
154	if (tileData) { \
155		renderer->row[outX] |= FLAG_OBJWIN; \
156	}
157
158#ifndef COLOR_16_BIT
159#define TILE_TO_COLOR(tileData) \
160	unsigned color32; \
161	color32 = 0; \
162	color32 |= (tileData << 3) & 0xF8; \
163	color32 |= (tileData << 6) & 0xF800; \
164	color32 |= (tileData << 9) & 0xF80000; \
165	color32 |= (color32 >> 5) & 0x070707; \
166	color = color32;
167#elif COLOR_5_6_5
168#define TILE_TO_COLOR(tileData) \
169	uint16_t color16 = 0; \
170	color16 |= (tileData & 0x001F) << 11; \
171	color16 |= (tileData & 0x03E0) << 1; \
172	color16 |= (tileData & 0x7C00) >> 10; \
173	color = color16;
174#else
175#define TILE_TO_COLOR(tileData) \
176	color = tileData;
177#endif
178
179#define SPRITE_XBASE_BITMAP(localX) unsigned xBase = (localX & (stride - 1)) << 1;
180#define SPRITE_YBASE_BITMAP(localY) unsigned yBase = localY * (stride << 1);
181
182#define SPRITE_DRAW_PIXEL_BITMAP_NORMAL(localX) \
183	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
184	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
185	if (UNLIKELY(!vramBase)) { \
186		return 0; \
187	} \
188	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
189	current = renderer->spriteLayer[outX]; \
190	if ((current & FLAG_ORDER_MASK) > flags) { \
191		if (tileData & 0x8000) { \
192			uint32_t color; \
193			TILE_TO_COLOR(tileData); \
194			renderer->spriteLayer[outX] = color | flags; \
195		} else if (current != FLAG_UNWRITTEN) { \
196			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
197		} \
198	}
199
200#define SPRITE_DRAW_PIXEL_BITMAP_NORMAL_OBJWIN(localX) SPRITE_DRAW_PIXEL_BITMAP_NORMAL(localX)
201
202#define SPRITE_DRAW_PIXEL_BITMAP_OBJWIN(localX) \
203	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
204	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
205	if (UNLIKELY(!vramBase)) { \
206		return 0; \
207	} \
208	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
209	if (tileData & 0x8000) { \
210		renderer->row[outX] |= FLAG_OBJWIN; \
211	}
212
213int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y) {
214	int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
215	int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
216	int start = renderer->start;
217	int end = renderer->end;
218	uint32_t flags = GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY;
219	flags |= FLAG_TARGET_1 * ((GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
220	flags |= FLAG_OBJWIN * (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN);
221	if ((flags & FLAG_OBJWIN) && renderer->currentWindow.priority < renderer->objwin.priority) {
222		return 0;
223	}
224	int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
225	x >>= 23;
226	x += renderer->objOffsetX;
227	unsigned charBase = GBAObjAttributesCGetTile(sprite->c);
228	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP && renderer->bitmapStride) {
229		charBase = (charBase & (renderer->bitmapStride - 1)) * 0x10 + (charBase & ~(renderer->bitmapStride - 1)) * 0x80;
230	} else {
231		charBase *= renderer->tileStride;
232	}
233	if (!renderer->d.vramOBJ[charBase >> VRAM_BLOCK_OFFSET]) {
234		return 0;
235	}
236
237	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt) && GBAWindowControlGetBlendEnable(renderer->objwin.packed) != GBAWindowControlIsBlendEnable(renderer->currentWindow.packed);
238	int variant = renderer->target1Obj &&
239	              GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&
240	              (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
241	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT || objwinSlowPath) {
242		int target2 = renderer->target2Bd;
243		target2 |= renderer->bg[0].target2;
244		target2 |= renderer->bg[1].target2;
245		target2 |= renderer->bg[2].target2;
246		target2 |= renderer->bg[3].target2;
247		if (target2) {
248			flags |= FLAG_REBLEND;
249			variant = 0;
250		} else {
251			flags &= ~FLAG_TARGET_1;
252		}
253	}
254
255	color_t* palette = &renderer->normalPalette[0x100];
256	color_t* objwinPalette = palette;
257
258	if (GBAObjAttributesAIs256Color(sprite->a) && renderer->objExtPalette) {
259		if (!variant) {
260			palette = renderer->objExtPalette;
261			objwinPalette = palette;
262		} else {
263			palette = renderer->objExtVariantPalette;
264			if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
265				objwinPalette = palette;
266			}
267		}
268	} else if (variant) {
269		palette = &renderer->variantPalette[0x100];
270		if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
271			objwinPalette = palette;
272		}
273	}
274
275	int inY = y - ((int) GBAObjAttributesAGetY(sprite->a) + renderer->objOffsetY);
276	int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> !GBAObjAttributesAIs256Color(sprite->a)) : 0x80;
277	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP && renderer->bitmapStride) {
278		stride = renderer->bitmapStride << 3;
279	}
280
281	uint32_t current;
282	if (GBAObjAttributesAIsTransformed(sprite->a)) {
283		int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
284		int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
285		struct GBAOAMMatrix mat;
286		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
287		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
288		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
289		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
290
291		if (inY < 0) {
292			inY += 256;
293		}
294		int outX = x >= start ? x : start;
295		int condition = x + totalWidth;
296		int inX = outX - x;
297		if (end < condition) {
298			condition = end;
299		}
300
301		int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1)) + (width << 7);
302		int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1)) + (height << 7);
303
304		// Clip off early pixels
305		// TODO: Transform end coordinates too
306		if (mat.a) {
307			if ((xAccum >> 8) < 0) {
308				int32_t diffX = -xAccum - 1;
309				int32_t x = mat.a ? diffX / mat.a : 0;
310				xAccum += mat.a * x;
311				yAccum += mat.c * x;
312				outX += x;
313				inX += x;
314			} else if ((xAccum >> 8) >= width) {
315				int32_t diffX = (width << 8) - xAccum;
316				int32_t x = mat.a ? diffX / mat.a : 0;
317				xAccum += mat.a * x;
318				yAccum += mat.c * x;
319				outX += x;
320				inX += x;
321			}
322		}
323		if (mat.c) {
324			if ((yAccum >> 8) < 0) {
325				int32_t diffY = - yAccum - 1;
326				int32_t y = mat.c ? diffY / mat.c : 0;
327				xAccum += mat.a * y;
328				yAccum += mat.c * y;
329				outX += y;
330				inX += y;
331			} else if ((yAccum >> 8) >= height) {
332				int32_t diffY = (height << 8) - yAccum;
333				int32_t y = mat.c ? diffY / mat.c : 0;
334				xAccum += mat.a * y;
335				yAccum += mat.c * y;
336				outX += y;
337				inX += y;
338			}
339		}
340
341		if (outX < start || outX >= condition) {
342			return 0;
343		}
344		renderer->spriteCyclesRemaining -= 10;
345
346		if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP && renderer->bitmapStride) {
347			int alpha = GBAObjAttributesCGetPalette(sprite->c);
348			if (flags & FLAG_OBJWIN) {
349				SPRITE_TRANSFORMED_LOOP(BITMAP, OBJWIN);
350			} else if (objwinSlowPath) {
351				SPRITE_TRANSFORMED_LOOP(BITMAP, NORMAL_OBJWIN);
352			} else {
353				SPRITE_TRANSFORMED_LOOP(BITMAP, NORMAL);
354			}
355		} else if (!GBAObjAttributesAIs256Color(sprite->a)) {
356			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
357			if (flags & FLAG_OBJWIN) {
358				SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
359			} else if (objwinSlowPath) {
360				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
361				SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
362			} else {
363				SPRITE_TRANSFORMED_LOOP(16, NORMAL);
364			}
365		} else if (!renderer->objExtPalette) {
366			if (flags & FLAG_OBJWIN) {
367				SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
368			} else if (objwinSlowPath) {
369				SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
370			} else {
371				SPRITE_TRANSFORMED_LOOP(256, NORMAL);
372			}
373		} else {
374			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 8];
375			if (flags & FLAG_OBJWIN) {
376				SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
377			} else if (objwinSlowPath) {
378				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 8];
379				SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
380			} else {
381				SPRITE_TRANSFORMED_LOOP(256, NORMAL);
382			}
383		}
384		if (end == renderer->masterEnd && x + totalWidth > renderer->masterEnd) {
385			renderer->spriteCyclesRemaining -= (x + totalWidth - renderer->masterEnd) * 2;
386		}
387	} else {
388		int outX = x >= start ? x : start;
389		int condition = x + width;
390		int mosaicH = 1;
391		if (GBAObjAttributesAIsMosaic(sprite->a)) {
392			mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
393			if (condition % mosaicH) {
394				condition += mosaicH - (condition % mosaicH);
395			}
396		}
397		if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
398			inY += 256;
399		}
400		if (GBAObjAttributesBIsVFlip(sprite->b)) {
401			inY = height - inY - 1;
402		}
403		if (end < condition) {
404			condition = end;
405		}
406		int inX = outX - x;
407		int xOffset = 1;
408		if (GBAObjAttributesBIsHFlip(sprite->b)) {
409			inX = width - inX - 1;
410			xOffset = -1;
411		}
412		if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP && renderer->bitmapStride) {
413			int alpha = GBAObjAttributesCGetPalette(sprite->c);
414			if (flags & FLAG_OBJWIN) {
415				SPRITE_NORMAL_LOOP(BITMAP, OBJWIN);
416			} else if (mosaicH > 1) {
417				if (objwinSlowPath) {
418					SPRITE_MOSAIC_LOOP(BITMAP, NORMAL_OBJWIN);
419				} else {
420					SPRITE_MOSAIC_LOOP(BITMAP, NORMAL);
421				}
422			} else if (objwinSlowPath) {
423				SPRITE_NORMAL_LOOP(BITMAP, NORMAL_OBJWIN);
424			} else {
425				SPRITE_NORMAL_LOOP(BITMAP, NORMAL);
426			}
427		} else if (!GBAObjAttributesAIs256Color(sprite->a)) {
428			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
429			if (flags & FLAG_OBJWIN) {
430				SPRITE_NORMAL_LOOP(16, OBJWIN);
431			} else if (mosaicH > 1) {
432				if (objwinSlowPath) {
433					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
434					SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
435				} else {
436					SPRITE_MOSAIC_LOOP(16, NORMAL);
437				}
438			} else if (objwinSlowPath) {
439				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
440				SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
441			} else {
442				SPRITE_NORMAL_LOOP(16, NORMAL);
443			}
444		} else if (!renderer->objExtPalette) {
445			if (flags & FLAG_OBJWIN) {
446				SPRITE_NORMAL_LOOP(256, OBJWIN);
447			} else if (mosaicH > 1) {
448				if (objwinSlowPath) {
449					SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
450				} else {
451					SPRITE_MOSAIC_LOOP(256, NORMAL);
452				}
453			} else if (objwinSlowPath) {
454				SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
455			} else {
456				SPRITE_NORMAL_LOOP(256, NORMAL);
457			}
458		} else {
459			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 8];
460			if (flags & FLAG_OBJWIN) {
461				SPRITE_NORMAL_LOOP(256, OBJWIN);
462			} else if (mosaicH > 1) {
463				if (objwinSlowPath) {
464					SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
465				} else {
466					SPRITE_MOSAIC_LOOP(256, NORMAL);
467				}
468			} else if (objwinSlowPath) {
469				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 8];
470				SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
471			} else {
472				SPRITE_NORMAL_LOOP(256, NORMAL);
473			}
474
475		}
476		if (end = renderer->masterEnd && x + width > renderer->masterEnd) {
477			renderer->spriteCyclesRemaining -= x + width - renderer->masterEnd;
478		}
479	}
480	return 1;
481}
482
483void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
484	int x;
485	uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
486
487	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
488	bool objwinDisable = false;
489	bool objwinOnly = false;
490	if (objwinSlowPath) {
491		objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
492		objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
493		if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
494			return;
495		}
496
497		if (objwinDisable) {
498			for (x = renderer->start; x < renderer->end; ++x) {
499				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
500				uint32_t current = renderer->row[x];
501				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
502					_compositeBlendObjwin(renderer, x, color | flags, current);
503				}
504			}
505			return;
506		} else if (objwinOnly) {
507			for (x = renderer->start; x < renderer->end; ++x) {
508				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
509				uint32_t current = renderer->row[x];
510				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
511					_compositeBlendObjwin(renderer, x, color | flags, current);
512				}
513			}
514			return;
515		} else {
516			for (x = renderer->start; x < renderer->end; ++x) {
517				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
518				uint32_t current = renderer->row[x];
519				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
520					_compositeBlendObjwin(renderer, x, color | flags, current);
521				}
522			}
523			return;
524		}
525	} else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
526		return;
527	}
528	for (x = renderer->start; x < renderer->end; ++x) {
529		uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
530		uint32_t current = renderer->row[x];
531		if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
532			_compositeBlendNoObjwin(renderer, x, color | flags, current);
533		}
534	}
535}