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