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