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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		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	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	if ((flags & FLAG_OBJWIN) && renderer->currentWindow.priority < renderer->objwin.priority) {
146		return 0;
147	}
148	int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
149	x >>= 23;
150	x += renderer->objOffsetX;
151	uint16_t* vramBase = &renderer->d.vram[BASE_TILE >> 1];
152	bool align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
153	unsigned charBase = (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x20;
154	if (GBARegisterDISPCNTGetMode(renderer->dispcnt) >= 3 && GBAObjAttributesCGetTile(sprite->c) < 512) {
155		return 0;
156	}
157	if (renderer->spriteCyclesRemaining <= 0) {
158		return 0;
159	}
160
161	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt) && GBAWindowControlGetBlendEnable(renderer->objwin.packed) != GBAWindowControlIsBlendEnable(renderer->currentWindow.packed);
162	int variant = renderer->target1Obj &&
163	              GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&
164	              (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
165	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT || objwinSlowPath) {
166		int target2 = renderer->target2Bd;
167		target2 |= renderer->bg[0].target2;
168		target2 |= renderer->bg[1].target2;
169		target2 |= renderer->bg[2].target2;
170		target2 |= renderer->bg[3].target2;
171		if (target2) {
172			flags |= FLAG_REBLEND;
173			variant = 0;
174		} else {
175			flags &= ~FLAG_TARGET_1;
176		}
177	}
178
179	color_t* palette = &renderer->normalPalette[0x100];
180	color_t* objwinPalette = palette;
181
182	if (variant) {
183		palette = &renderer->variantPalette[0x100];
184		if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
185			objwinPalette = palette;
186		}
187	}
188
189	int inY = y - ((int) GBAObjAttributesAGetY(sprite->a) + renderer->objOffsetY);
190	int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> !GBAObjAttributesAIs256Color(sprite->a)) : 0x80;
191
192	uint32_t current;
193	if (GBAObjAttributesAIsTransformed(sprite->a)) {
194		int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
195		int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
196		renderer->spriteCyclesRemaining -= 10;
197		struct GBAOAMMatrix mat;
198		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
199		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
200		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
201		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
202
203		if (inY < 0) {
204			inY += 256;
205		}
206		int outX = x >= start ? x : start;
207		int condition = x + totalWidth;
208		int inX = outX - x;
209		if (end < condition) {
210			condition = end;
211		}
212
213		int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1)) + (width << 7);
214		int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1)) + (height << 7);
215
216		// Clip off early pixels
217		// TODO: Transform end coordinates too
218		if (mat.a) {
219			if ((xAccum >> 8) < 0) {
220				int32_t diffX = -xAccum - 1;
221				int32_t x = mat.a ? diffX / mat.a : 0;
222				xAccum += mat.a * x;
223				yAccum += mat.c * x;
224				outX += x;
225				inX += x;
226			} else if ((xAccum >> 8) >= width) {
227				int32_t diffX = (width << 8) - xAccum;
228				int32_t x = mat.a ? diffX / mat.a : 0;
229				xAccum += mat.a * x;
230				yAccum += mat.c * x;
231				outX += x;
232				inX += x;
233			}
234		}
235		if (mat.c) {
236			if ((yAccum >> 8) < 0) {
237				int32_t diffY = - yAccum - 1;
238				int32_t y = mat.c ? diffY / mat.c : 0;
239				xAccum += mat.a * y;
240				yAccum += mat.c * y;
241				outX += y;
242				inX += y;
243			} else if ((yAccum >> 8) >= height) {
244				int32_t diffY = (height << 8) - yAccum;
245				int32_t y = mat.c ? diffY / mat.c : 0;
246				xAccum += mat.a * y;
247				yAccum += mat.c * y;
248				outX += y;
249				inX += y;
250			}
251		}
252
253		if (outX < start || outX >= condition) {
254			return 0;
255		}
256
257		if (!GBAObjAttributesAIs256Color(sprite->a)) {
258			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
259			if (flags & FLAG_OBJWIN) {
260				SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
261			} else if (objwinSlowPath) {
262				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
263				SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
264			} else {
265				SPRITE_TRANSFORMED_LOOP(16, NORMAL);
266			}
267		} else {
268			if (flags & FLAG_OBJWIN) {
269				SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
270			} else if (objwinSlowPath) {
271				SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
272			} else {
273				SPRITE_TRANSFORMED_LOOP(256, NORMAL);
274			}
275		}
276		if (x + totalWidth > VIDEO_HORIZONTAL_PIXELS) {
277			renderer->spriteCyclesRemaining -= (x + totalWidth - VIDEO_HORIZONTAL_PIXELS) * 2;
278		}
279	} else {
280		int outX = x >= start ? x : start;
281		int condition = x + width;
282		int mosaicH = 1;
283		if (GBAObjAttributesAIsMosaic(sprite->a)) {
284			mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
285			if (condition % mosaicH) {
286				condition += mosaicH - (condition % mosaicH);
287			}
288		}
289		if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
290			inY += 256;
291		}
292		if (GBAObjAttributesBIsVFlip(sprite->b)) {
293			inY = height - inY - 1;
294		}
295		if (end < condition) {
296			condition = end;
297		}
298		int inX = outX - x;
299		int xOffset = 1;
300		if (GBAObjAttributesBIsHFlip(sprite->b)) {
301			inX = width - inX - 1;
302			xOffset = -1;
303		}
304		if (!GBAObjAttributesAIs256Color(sprite->a)) {
305			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
306			if (flags & FLAG_OBJWIN) {
307				SPRITE_NORMAL_LOOP(16, OBJWIN);
308			} else if (mosaicH > 1) {
309				if (objwinSlowPath) {
310					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
311					SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
312				} else {
313					SPRITE_MOSAIC_LOOP(16, NORMAL);
314				}
315			} else if (objwinSlowPath) {
316				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
317				SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
318			} else {
319				SPRITE_NORMAL_LOOP(16, NORMAL);
320			}
321		} else {
322			if (flags & FLAG_OBJWIN) {
323				SPRITE_NORMAL_LOOP(256, OBJWIN);
324			} else if (mosaicH > 1) {
325				if (objwinSlowPath) {
326					SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
327				} else {
328					SPRITE_MOSAIC_LOOP(256, NORMAL);
329				}
330			} else if (objwinSlowPath) {
331				SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
332			} else {
333				SPRITE_NORMAL_LOOP(256, NORMAL);
334			}
335		}
336		if (x + width > VIDEO_HORIZONTAL_PIXELS) {
337			renderer->spriteCyclesRemaining -= x + width - VIDEO_HORIZONTAL_PIXELS;
338		}
339	}
340	return 1;
341}
342
343void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
344	int x;
345	uint32_t* pixel = &renderer->row[renderer->start];
346	uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
347
348	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
349	bool objwinDisable = false;
350	bool objwinOnly = false;
351	if (objwinSlowPath) {
352		objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
353		objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
354		if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
355			return;
356		}
357
358		if (objwinDisable) {
359			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
360				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
361				uint32_t current = *pixel;
362				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
363					_compositeBlendObjwin(renderer, pixel, color | flags, current);
364				}
365			}
366			return;
367		} else if (objwinOnly) {
368			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
369				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
370				uint32_t current = *pixel;
371				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
372					_compositeBlendObjwin(renderer, pixel, color | flags, current);
373				}
374			}
375			return;
376		} else {
377			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
378				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
379				uint32_t current = *pixel;
380				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
381					_compositeBlendObjwin(renderer, pixel, color | flags, current);
382				}
383			}
384			return;
385		}
386	} else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
387		return;
388	}
389	for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
390		uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
391		uint32_t current = *pixel;
392		if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
393			_compositeBlendNoObjwin(renderer, pixel, color | flags, current);
394		}
395	}
396}