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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		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	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
 63	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 64	current = renderer->spriteLayer[outX]; \
 65	if ((current & FLAG_UNWRITTEN) == FLAG_UNWRITTEN && tileData) { \
 66		renderer->spriteLayer[outX] = palette[tileData] | flags; \
 67	}
 68
 69#define SPRITE_DRAW_PIXEL_16_NORMAL_OBJWIN(localX) \
 70	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
 71	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 72	current = renderer->spriteLayer[outX]; \
 73	if ((current & FLAG_UNWRITTEN) == FLAG_UNWRITTEN && tileData) { \
 74		unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
 75		renderer->spriteLayer[outX] = color | flags; \
 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) * stride + (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_UNWRITTEN) == FLAG_UNWRITTEN && tileData) { \
 93		renderer->spriteLayer[outX] = palette[tileData] | flags; \
 94	}
 95
 96#define SPRITE_DRAW_PIXEL_256_NORMAL_OBJWIN(localX) \
 97	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase);  \
 98	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
 99	current = renderer->spriteLayer[outX]; \
100	if ((current & FLAG_UNWRITTEN) == FLAG_UNWRITTEN && tileData) { \
101		unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
102		renderer->spriteLayer[outX] = color | flags; \
103	}
104
105#define SPRITE_DRAW_PIXEL_256_OBJWIN(localX) \
106	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
107	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
108	if (tileData) { \
109		renderer->row[outX] |= FLAG_OBJWIN; \
110	}
111
112int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y) {
113	int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
114	int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
115	int start = renderer->start;
116	int end = renderer->end;
117	uint32_t flags = GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY;
118	flags |= FLAG_TARGET_1 * ((GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
119	flags |= FLAG_OBJWIN * (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN);
120	if ((flags & FLAG_OBJWIN) && renderer->currentWindow.priority < renderer->objwin.priority) {
121		return 0;
122	}
123	int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
124	x >>= 23;
125	x += renderer->objOffsetX;
126	uint16_t* vramBase = &renderer->d.vram[BASE_TILE >> 1];
127	bool align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
128	unsigned charBase = (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x20;
129	if (GBARegisterDISPCNTGetMode(renderer->dispcnt) >= 3 && GBAObjAttributesCGetTile(sprite->c) < 512) {
130		return 0;
131	}
132
133	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt) && GBAWindowControlGetBlendEnable(renderer->objwin.packed) != GBAWindowControlIsBlendEnable(renderer->currentWindow.packed);
134	int variant = renderer->target1Obj &&
135	              GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&
136	              (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
137	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT || objwinSlowPath) {
138		int target2 = renderer->target2Bd;
139		target2 |= renderer->bg[0].target2;
140		target2 |= renderer->bg[1].target2;
141		target2 |= renderer->bg[2].target2;
142		target2 |= renderer->bg[3].target2;
143		if (target2) {
144			flags |= FLAG_REBLEND;
145			variant = 0;
146		} else {
147			flags &= ~FLAG_TARGET_1;
148		}
149	}
150
151	color_t* palette = &renderer->normalPalette[0x100];
152	color_t* objwinPalette = palette;
153
154	if (variant) {
155		palette = &renderer->variantPalette[0x100];
156		if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
157			objwinPalette = palette;
158		}
159	}
160
161	int inY = y - ((int) GBAObjAttributesAGetY(sprite->a) + renderer->objOffsetY);
162	int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> !GBAObjAttributesAIs256Color(sprite->a)) : 0x80;
163
164	uint32_t current;
165	if (GBAObjAttributesAIsTransformed(sprite->a)) {
166		int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
167		int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
168		struct GBAOAMMatrix mat;
169		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
170		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
171		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
172		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
173
174		if (inY < 0) {
175			inY += 256;
176		}
177		int outX = x >= start ? x : start;
178		int condition = x + totalWidth;
179		int inX = outX - x;
180		if (end < condition) {
181			condition = end;
182		}
183
184		int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1)) + (width << 7);
185		int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1)) + (height << 7);
186
187		// Clip off early pixels
188		// TODO: Transform end coordinates too
189		if (mat.a) {
190			if ((xAccum >> 8) < 0) {
191				int32_t diffX = -xAccum - 1;
192				int32_t x = mat.a ? diffX / mat.a : 0;
193				xAccum += mat.a * x;
194				yAccum += mat.c * x;
195				outX += x;
196				inX += x;
197			} else if ((xAccum >> 8) >= width) {
198				int32_t diffX = (width << 8) - xAccum;
199				int32_t x = mat.a ? diffX / mat.a : 0;
200				xAccum += mat.a * x;
201				yAccum += mat.c * x;
202				outX += x;
203				inX += x;
204			}
205		}
206		if (mat.c) {
207			if ((yAccum >> 8) < 0) {
208				int32_t diffY = - yAccum - 1;
209				int32_t y = mat.c ? diffY / mat.c : 0;
210				xAccum += mat.a * y;
211				yAccum += mat.c * y;
212				outX += y;
213				inX += y;
214			} else if ((yAccum >> 8) >= height) {
215				int32_t diffY = (height << 8) - yAccum;
216				int32_t y = mat.c ? diffY / mat.c : 0;
217				xAccum += mat.a * y;
218				yAccum += mat.c * y;
219				outX += y;
220				inX += y;
221			}
222		}
223
224		if (outX < start || outX >= condition) {
225			return 0;
226		}
227		renderer->spriteCyclesRemaining -= 10;
228
229		if (!GBAObjAttributesAIs256Color(sprite->a)) {
230			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
231			if (flags & FLAG_OBJWIN) {
232				SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
233			} else if (objwinSlowPath) {
234				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
235				SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
236			} else {
237				SPRITE_TRANSFORMED_LOOP(16, NORMAL);
238			}
239		} else {
240			if (flags & FLAG_OBJWIN) {
241				SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
242			} else if (objwinSlowPath) {
243				SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
244			} else {
245				SPRITE_TRANSFORMED_LOOP(256, NORMAL);
246			}
247		}
248		if (end == GBA_VIDEO_HORIZONTAL_PIXELS && x + totalWidth > GBA_VIDEO_HORIZONTAL_PIXELS) {
249			renderer->spriteCyclesRemaining -= (x + totalWidth - GBA_VIDEO_HORIZONTAL_PIXELS) * 2;
250		}
251	} else {
252		int outX = x >= start ? x : start;
253		int condition = x + width;
254		int mosaicH = 1;
255		if (GBAObjAttributesAIsMosaic(sprite->a)) {
256			mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
257			if (condition % mosaicH) {
258				condition += mosaicH - (condition % mosaicH);
259			}
260		}
261		if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
262			inY += 256;
263		}
264		if (GBAObjAttributesBIsVFlip(sprite->b)) {
265			inY = height - inY - 1;
266		}
267		if (end < condition) {
268			condition = end;
269		}
270		int inX = outX - x;
271		int xOffset = 1;
272		if (GBAObjAttributesBIsHFlip(sprite->b)) {
273			inX = width - inX - 1;
274			xOffset = -1;
275		}
276		if (!GBAObjAttributesAIs256Color(sprite->a)) {
277			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
278			if (flags & FLAG_OBJWIN) {
279				SPRITE_NORMAL_LOOP(16, OBJWIN);
280			} else if (mosaicH > 1) {
281				if (objwinSlowPath) {
282					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
283					SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
284				} else {
285					SPRITE_MOSAIC_LOOP(16, NORMAL);
286				}
287			} else if (objwinSlowPath) {
288				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
289				SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
290			} else {
291				SPRITE_NORMAL_LOOP(16, NORMAL);
292			}
293		} else {
294			if (flags & FLAG_OBJWIN) {
295				SPRITE_NORMAL_LOOP(256, OBJWIN);
296			} else if (mosaicH > 1) {
297				if (objwinSlowPath) {
298					SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
299				} else {
300					SPRITE_MOSAIC_LOOP(256, NORMAL);
301				}
302			} else if (objwinSlowPath) {
303				SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
304			} else {
305				SPRITE_NORMAL_LOOP(256, NORMAL);
306			}
307		}
308		if (end == GBA_VIDEO_HORIZONTAL_PIXELS && x + width > GBA_VIDEO_HORIZONTAL_PIXELS) {
309			renderer->spriteCyclesRemaining -= x + width - GBA_VIDEO_HORIZONTAL_PIXELS;
310		}
311	}
312	return 1;
313}
314
315void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
316	int x;
317	uint32_t* pixel = &renderer->row[renderer->start];
318	uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
319
320	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
321	bool objwinDisable = false;
322	bool objwinOnly = false;
323	if (objwinSlowPath) {
324		objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
325		objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
326		if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
327			return;
328		}
329
330		if (objwinDisable) {
331			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
332				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
333				uint32_t current = *pixel;
334				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
335					_compositeBlendObjwin(renderer, pixel, color | flags, current);
336				}
337			}
338			return;
339		} else if (objwinOnly) {
340			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
341				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
342				uint32_t current = *pixel;
343				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
344					_compositeBlendObjwin(renderer, pixel, color | flags, current);
345				}
346			}
347			return;
348		} else {
349			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
350				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
351				uint32_t current = *pixel;
352				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
353					_compositeBlendObjwin(renderer, pixel, color | flags, current);
354				}
355			}
356			return;
357		}
358	} else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
359		return;
360	}
361	for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
362		uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
363		uint32_t current = *pixel;
364		if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
365			_compositeBlendNoObjwin(renderer, pixel, color | flags, current);
366		}
367	}
368}