all repos — mgba @ 2f2e5398719f9d6a78ae84fc241945b46839b01c

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		SPRITE_XBASE_ ## DEPTH(inX); \
 16		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(inX); \
 17	}
 18
 19#define SPRITE_MOSAIC_LOOP(DEPTH, TYPE) \
 20	SPRITE_YBASE_ ## DEPTH(inY); \
 21	unsigned tileData; \
 22	if (outX % mosaicH) { \
 23		if (!inX && xOffset > 0) { \
 24			inX = mosaicH - (outX % mosaicH); \
 25			outX += mosaicH - (outX % mosaicH); \
 26		} else if (inX == width - xOffset) { \
 27			inX = mosaicH + (outX % mosaicH); \
 28			outX += mosaicH - (outX % mosaicH); \
 29		} \
 30	} \
 31	for (; outX < condition; ++outX, inX += xOffset) { \
 32		if (!(renderer->row[outX] & FLAG_UNWRITTEN)) { \
 33			continue; \
 34		} \
 35		int localX = inX - xOffset * (outX % mosaicH); \
 36		if (localX < 0 || localX > width - 1) { \
 37			continue; \
 38		} \
 39		SPRITE_XBASE_ ## DEPTH(localX); \
 40		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
 41	}
 42
 43#define SPRITE_TRANSFORMED_LOOP(DEPTH, TYPE) \
 44	unsigned tileData; \
 45	for (; outX < x + totalWidth && outX < end; ++outX, ++inX) { \
 46		if (!(renderer->row[outX] & FLAG_UNWRITTEN)) { \
 47			continue; \
 48		} \
 49		xAccum += mat.a; \
 50		yAccum += mat.c; \
 51		int localX = (xAccum >> 8) + (width >> 1); \
 52		int localY = (yAccum >> 8) + (height >> 1); \
 53		\
 54		if (localX < 0 || localX >= width || localY < 0 || localY >= height) { \
 55			continue; \
 56		} \
 57		\
 58		SPRITE_YBASE_ ## DEPTH(localY); \
 59		SPRITE_XBASE_ ## DEPTH(localX); \
 60		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
 61	}
 62
 63#define SPRITE_XBASE_16(localX) unsigned xBase = (localX & ~0x7) * 4 + ((localX >> 1) & 2);
 64#define SPRITE_YBASE_16(localY) unsigned yBase = (localY & ~0x7) * (GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? width >> 1 : 0x80) + (localY & 0x7) * 4;
 65
 66#define SPRITE_DRAW_PIXEL_16_NORMAL(localX) \
 67	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), 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_OBJWIN(localX) \
 79	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
 80	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 81	if (tileData) { \
 82		renderer->row[outX] |= FLAG_OBJWIN; \
 83	}
 84
 85#define SPRITE_XBASE_256(localX) unsigned xBase = (localX & ~0x7) * 8 + (localX & 6);
 86#define SPRITE_YBASE_256(localY) unsigned yBase = (localY & ~0x7) * (GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? width : 0x80) + (localY & 0x7) * 8;
 87
 88#define SPRITE_DRAW_PIXEL_256_NORMAL(localX) \
 89	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
 90	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
 91	current = renderer->spriteLayer[outX]; \
 92	if ((current & FLAG_ORDER_MASK) > flags) { \
 93		if (tileData) { \
 94			renderer->spriteLayer[outX] = palette[tileData] | flags; \
 95		} else if (current != FLAG_UNWRITTEN) { \
 96			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
 97		} \
 98	}
 99
100#define SPRITE_DRAW_PIXEL_256_OBJWIN(localX) \
101	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
102	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
103	if (tileData) { \
104		renderer->row[outX] |= FLAG_OBJWIN; \
105	}
106
107int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y) {
108	int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
109	int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
110	int start = renderer->start;
111	int end = renderer->end;
112	uint32_t flags = GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY;
113	flags |= FLAG_TARGET_1 * ((GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
114	flags |= FLAG_OBJWIN * (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN);
115	int32_t x = GBAObjAttributesBGetX(sprite->b) << 23;
116	x >>= 23;
117	uint16_t* vramBase = &renderer->d.vram[BASE_TILE >> 1];
118	unsigned charBase = GBAObjAttributesCGetTile(sprite->c) * 0x20;
119	int variant = renderer->target1Obj && GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) && (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
120	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) {
121		int target2 = renderer->target2Bd << 4;
122		target2 |= renderer->bg[0].target2 << (renderer->bg[0].priority);
123		target2 |= renderer->bg[1].target2 << (renderer->bg[1].priority);
124		target2 |= renderer->bg[2].target2 << (renderer->bg[2].priority);
125		target2 |= renderer->bg[3].target2 << (renderer->bg[3].priority);
126		if (GBAObjAttributesCGetPriority(sprite->c) < target2) {
127			variant = 0;
128		}
129	}
130	color_t* palette = &renderer->normalPalette[0x100];
131	if (variant) {
132		palette = &renderer->variantPalette[0x100];
133	}
134
135	int inY = y - (int) GBAObjAttributesAGetY(sprite->a);
136
137	uint32_t current;
138	if (GBAObjAttributesAIsTransformed(sprite->a)) {
139		int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
140		int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
141		struct GBAOAMMatrix mat;
142		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
143		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
144		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
145		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
146
147		if (inY < 0) {
148			inY += 256;
149		}
150		int outX = x >= start ? x : start;
151		int inX = outX - x;
152		int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1));
153		int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1));
154
155		if (!GBAObjAttributesAIs256Color(sprite->a)) {
156			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
157			if (flags & FLAG_OBJWIN) {
158				SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
159			} else {
160				SPRITE_TRANSFORMED_LOOP(16, NORMAL);
161			}
162		} else {
163			if (flags & FLAG_OBJWIN) {
164				SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
165			} else {
166				SPRITE_TRANSFORMED_LOOP(256, NORMAL);
167			}
168		}
169	} else {
170		int outX = x >= start ? x : start;
171		int condition = x + width;
172		int mosaicH = 1;
173		if (GBAObjAttributesAIsMosaic(sprite->a)) {
174			mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
175			if (condition % mosaicH) {
176				condition += mosaicH - (condition % mosaicH);
177			}
178		}
179		if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
180			inY += 256;
181		}
182		if (GBAObjAttributesBIsVFlip(sprite->b)) {
183			inY = height - inY - 1;
184		}
185		if (end < condition) {
186			condition = end;
187		}
188		int inX = outX - x;
189		int xOffset = 1;
190		if (GBAObjAttributesBIsHFlip(sprite->b)) {
191			inX = width - inX - 1;
192			xOffset = -1;
193		}
194		if (!GBAObjAttributesAIs256Color(sprite->a)) {
195			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
196			if (flags & FLAG_OBJWIN) {
197				SPRITE_NORMAL_LOOP(16, OBJWIN);
198			} else if (GBAObjAttributesAIsMosaic(sprite->a)) {
199				SPRITE_MOSAIC_LOOP(16, NORMAL);
200			} else {
201				SPRITE_NORMAL_LOOP(16, NORMAL);
202			}
203		} else {
204			if (flags & FLAG_OBJWIN) {
205				SPRITE_NORMAL_LOOP(256, OBJWIN);
206			} else if (GBAObjAttributesAIsMosaic(sprite->a)) {
207				SPRITE_MOSAIC_LOOP(256, NORMAL);
208			} else {
209				SPRITE_NORMAL_LOOP(256, NORMAL);
210			}
211		}
212	}
213	return 1;
214}
215
216void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
217	int x;
218	uint32_t* pixel = &renderer->row[renderer->start];
219	uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
220
221	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
222	bool objwinDisable = false;
223	bool objwinOnly = false;
224	if (objwinSlowPath) {
225		objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
226		objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
227		if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
228			return;
229		}
230
231		if (objwinDisable) {
232			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
233				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
234				uint32_t current = *pixel;
235				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
236					_compositeBlendObjwin(renderer, pixel, color | flags, current);
237				}
238			}
239			return;
240		} else if (objwinOnly) {
241			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
242				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
243				uint32_t current = *pixel;
244				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
245					_compositeBlendObjwin(renderer, pixel, color | flags, current);
246				}
247			}
248			return;
249		} else {
250			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
251				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
252				uint32_t current = *pixel;
253				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
254					_compositeBlendObjwin(renderer, pixel, color | flags, current);
255				}
256			}
257			return;
258		}
259	} else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
260		return;
261	}
262	for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
263		uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
264		uint32_t current = *pixel;
265		if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
266			_compositeBlendNoObjwin(renderer, pixel, color | flags, current);
267		}
268	}
269}