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_ORDER_MASK) > flags) { \
66 if (tileData) { \
67 renderer->spriteLayer[outX] = palette[tileData] | flags; \
68 } else if (current != FLAG_UNWRITTEN) { \
69 renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
70 } \
71 }
72
73#define SPRITE_DRAW_PIXEL_16_NORMAL_OBJWIN(localX) \
74 LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
75 tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
76 current = renderer->spriteLayer[outX]; \
77 if ((current & FLAG_ORDER_MASK) > flags) { \
78 if (tileData) { \
79 unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
80 renderer->spriteLayer[outX] = color | flags; \
81 } else if (current != FLAG_UNWRITTEN) { \
82 renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
83 } \
84 }
85
86#define SPRITE_DRAW_PIXEL_16_OBJWIN(localX) \
87 LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
88 tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
89 if (tileData) { \
90 renderer->row[outX] |= FLAG_OBJWIN; \
91 }
92
93#define SPRITE_XBASE_256(localX) unsigned xBase = (localX & ~0x7) * 8 + (localX & 6);
94#define SPRITE_YBASE_256(localY) unsigned yBase = (localY & ~0x7) * stride + (localY & 0x7) * 8;
95
96#define SPRITE_DRAW_PIXEL_256_NORMAL(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_ORDER_MASK) > flags) { \
101 if (tileData) { \
102 renderer->spriteLayer[outX] = palette[tileData] | flags; \
103 } else if (current != FLAG_UNWRITTEN) { \
104 renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
105 } \
106 }
107
108#define SPRITE_DRAW_PIXEL_256_NORMAL_OBJWIN(localX) \
109 LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
110 tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
111 current = renderer->spriteLayer[outX]; \
112 if ((current & FLAG_ORDER_MASK) > flags) { \
113 if (tileData) { \
114 unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
115 renderer->spriteLayer[outX] = color | flags; \
116 } else if (current != FLAG_UNWRITTEN) { \
117 renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
118 } \
119 }
120
121#define SPRITE_DRAW_PIXEL_256_OBJWIN(localX) \
122 LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
123 tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
124 if (tileData) { \
125 renderer->row[outX] |= FLAG_OBJWIN; \
126 }
127
128int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y) {
129 int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
130 int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
131 int start = renderer->start;
132 int end = renderer->end;
133 uint32_t flags = GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY;
134 flags |= FLAG_TARGET_1 * ((GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
135 flags |= FLAG_OBJWIN * (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN);
136 if ((flags & FLAG_OBJWIN) && renderer->currentWindow.priority < renderer->objwin.priority) {
137 return 0;
138 }
139 int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
140 x >>= 23;
141 x += renderer->objOffsetX;
142 uint16_t* vramBase = &renderer->d.vram[BASE_TILE >> 1];
143 bool align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
144 unsigned charBase = (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x20;
145 if (GBARegisterDISPCNTGetMode(renderer->dispcnt) >= 3 && GBAObjAttributesCGetTile(sprite->c) < 512) {
146 return 0;
147 }
148
149 int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt) && GBAWindowControlGetBlendEnable(renderer->objwin.packed) != GBAWindowControlIsBlendEnable(renderer->currentWindow.packed);
150 int variant = renderer->target1Obj &&
151 GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&
152 (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
153 if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT || objwinSlowPath) {
154 int target2 = renderer->target2Bd;
155 target2 |= renderer->bg[0].target2;
156 target2 |= renderer->bg[1].target2;
157 target2 |= renderer->bg[2].target2;
158 target2 |= renderer->bg[3].target2;
159 if (target2) {
160 flags |= FLAG_REBLEND;
161 variant = 0;
162 } else {
163 flags &= ~FLAG_TARGET_1;
164 }
165 }
166
167 color_t* palette = &renderer->normalPalette[0x100];
168 color_t* objwinPalette = palette;
169
170 if (variant) {
171 palette = &renderer->variantPalette[0x100];
172 if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
173 objwinPalette = palette;
174 }
175 }
176
177 int inY = y - ((int) GBAObjAttributesAGetY(sprite->a) + renderer->objOffsetY);
178 int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> !GBAObjAttributesAIs256Color(sprite->a)) : 0x80;
179
180 uint32_t current;
181 if (GBAObjAttributesAIsTransformed(sprite->a)) {
182 int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
183 int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
184 struct GBAOAMMatrix mat;
185 LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
186 LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
187 LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
188 LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
189
190 if (inY < 0) {
191 inY += 256;
192 }
193 int outX = x >= start ? x : start;
194 int condition = x + totalWidth;
195 int inX = outX - x;
196 if (end < condition) {
197 condition = end;
198 }
199
200 int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1)) + (width << 7);
201 int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1)) + (height << 7);
202
203 // Clip off early pixels
204 // TODO: Transform end coordinates too
205 if (mat.a) {
206 if ((xAccum >> 8) < 0) {
207 int32_t diffX = -xAccum - 1;
208 int32_t x = mat.a ? diffX / mat.a : 0;
209 xAccum += mat.a * x;
210 yAccum += mat.c * x;
211 outX += x;
212 inX += x;
213 } else if ((xAccum >> 8) >= width) {
214 int32_t diffX = (width << 8) - xAccum;
215 int32_t x = mat.a ? diffX / mat.a : 0;
216 xAccum += mat.a * x;
217 yAccum += mat.c * x;
218 outX += x;
219 inX += x;
220 }
221 }
222 if (mat.c) {
223 if ((yAccum >> 8) < 0) {
224 int32_t diffY = - yAccum - 1;
225 int32_t y = mat.c ? diffY / mat.c : 0;
226 xAccum += mat.a * y;
227 yAccum += mat.c * y;
228 outX += y;
229 inX += y;
230 } else if ((yAccum >> 8) >= height) {
231 int32_t diffY = (height << 8) - yAccum;
232 int32_t y = mat.c ? diffY / mat.c : 0;
233 xAccum += mat.a * y;
234 yAccum += mat.c * y;
235 outX += y;
236 inX += y;
237 }
238 }
239
240 if (outX < start || outX >= condition) {
241 return 0;
242 }
243 renderer->spriteCyclesRemaining -= 10;
244
245 if (!GBAObjAttributesAIs256Color(sprite->a)) {
246 palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
247 if (flags & FLAG_OBJWIN) {
248 SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
249 } else if (objwinSlowPath) {
250 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
251 SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
252 } else {
253 SPRITE_TRANSFORMED_LOOP(16, NORMAL);
254 }
255 } else {
256 if (flags & FLAG_OBJWIN) {
257 SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
258 } else if (objwinSlowPath) {
259 SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
260 } else {
261 SPRITE_TRANSFORMED_LOOP(256, NORMAL);
262 }
263 }
264 if (end == GBA_VIDEO_HORIZONTAL_PIXELS && x + totalWidth > GBA_VIDEO_HORIZONTAL_PIXELS) {
265 renderer->spriteCyclesRemaining -= (x + totalWidth - GBA_VIDEO_HORIZONTAL_PIXELS) * 2;
266 }
267 } else {
268 int outX = x >= start ? x : start;
269 int condition = x + width;
270 int mosaicH = 1;
271 if (GBAObjAttributesAIsMosaic(sprite->a)) {
272 mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
273 if (condition % mosaicH) {
274 condition += mosaicH - (condition % mosaicH);
275 }
276 }
277 if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
278 inY += 256;
279 }
280 if (GBAObjAttributesBIsVFlip(sprite->b)) {
281 inY = height - inY - 1;
282 }
283 if (end < condition) {
284 condition = end;
285 }
286 int inX = outX - x;
287 int xOffset = 1;
288 if (GBAObjAttributesBIsHFlip(sprite->b)) {
289 inX = width - inX - 1;
290 xOffset = -1;
291 }
292 if (!GBAObjAttributesAIs256Color(sprite->a)) {
293 palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
294 if (flags & FLAG_OBJWIN) {
295 SPRITE_NORMAL_LOOP(16, OBJWIN);
296 } else if (mosaicH > 1) {
297 if (objwinSlowPath) {
298 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
299 SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
300 } else {
301 SPRITE_MOSAIC_LOOP(16, NORMAL);
302 }
303 } else if (objwinSlowPath) {
304 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
305 SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
306 } else {
307 SPRITE_NORMAL_LOOP(16, NORMAL);
308 }
309 } else {
310 if (flags & FLAG_OBJWIN) {
311 SPRITE_NORMAL_LOOP(256, OBJWIN);
312 } else if (mosaicH > 1) {
313 if (objwinSlowPath) {
314 SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
315 } else {
316 SPRITE_MOSAIC_LOOP(256, NORMAL);
317 }
318 } else if (objwinSlowPath) {
319 SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
320 } else {
321 SPRITE_NORMAL_LOOP(256, NORMAL);
322 }
323 }
324 if (end == GBA_VIDEO_HORIZONTAL_PIXELS && x + width > GBA_VIDEO_HORIZONTAL_PIXELS) {
325 renderer->spriteCyclesRemaining -= x + width - GBA_VIDEO_HORIZONTAL_PIXELS;
326 }
327 }
328 return 1;
329}
330
331void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
332 int x;
333 uint32_t* pixel = &renderer->row[renderer->start];
334 uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
335
336 int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
337 bool objwinDisable = false;
338 bool objwinOnly = false;
339 if (objwinSlowPath) {
340 objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
341 objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
342 if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
343 return;
344 }
345
346 if (objwinDisable) {
347 for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
348 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
349 uint32_t current = *pixel;
350 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
351 _compositeBlendObjwin(renderer, pixel, color | flags, current);
352 }
353 }
354 return;
355 } else if (objwinOnly) {
356 for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
357 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
358 uint32_t current = *pixel;
359 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
360 _compositeBlendObjwin(renderer, pixel, color | flags, current);
361 }
362 }
363 return;
364 } else {
365 for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
366 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
367 uint32_t current = *pixel;
368 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
369 _compositeBlendObjwin(renderer, pixel, color | flags, current);
370 }
371 }
372 return;
373 }
374 } else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
375 return;
376 }
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 _compositeBlendNoObjwin(renderer, pixel, color | flags, current);
382 }
383 }
384}