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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 "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		SPRITE_XBASE_ ## DEPTH(inX); \
 16		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(inX); \
 17	}
 18
 19#define SPRITE_MOSAIC_LOOP(DEPTH, TYPE) \
 20	SPRITE_YBASE_ ## DEPTH(inY); \
 21	unsigned tileData; \
 22	if (outX % mosaicH) { \
 23		if (!inX && xOffset > 0) { \
 24			inX = mosaicH - (outX % mosaicH); \
 25			outX += mosaicH - (outX % mosaicH); \
 26		} else if (inX == width - xOffset) { \
 27			inX = mosaicH + (outX % mosaicH); \
 28			outX += mosaicH - (outX % mosaicH); \
 29		} \
 30	} \
 31	for (; outX < condition; ++outX, inX += xOffset) { \
 32		if (!(renderer->row[outX] & FLAG_UNWRITTEN)) { \
 33			continue; \
 34		} \
 35		int localX = inX - xOffset * (outX % mosaicH); \
 36		if (localX < 0 || localX > width - 1) { \
 37			continue; \
 38		} \
 39		SPRITE_XBASE_ ## DEPTH(localX); \
 40		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
 41	}
 42
 43#define SPRITE_TRANSFORMED_LOOP(DEPTH, TYPE) \
 44	unsigned tileData; \
 45	unsigned widthMask = ~(width - 1); \
 46	unsigned heightMask = ~(height - 1); \
 47	for (; outX < x + totalWidth && outX < end; ++outX, ++inX) { \
 48		if (!(renderer->row[outX] & FLAG_UNWRITTEN)) { \
 49			continue; \
 50		} \
 51		xAccum += mat.a; \
 52		yAccum += mat.c; \
 53		int localX = (xAccum >> 8) + (width >> 1); \
 54		int localY = (yAccum >> 8) + (height >> 1); \
 55		\
 56		if (localX & widthMask || localY & heightMask) { \
 57			continue; \
 58		} \
 59		\
 60		SPRITE_YBASE_ ## DEPTH(localY); \
 61		SPRITE_XBASE_ ## DEPTH(localX); \
 62		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
 63	}
 64
 65#define SPRITE_XBASE_16(localX) unsigned xBase = (localX & ~0x7) * 4 + ((localX >> 1) & 2);
 66#define SPRITE_YBASE_16(localY) unsigned yBase = (localY & ~0x7) * (GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? width >> 1 : 0x80) + (localY & 0x7) * 4;
 67
 68#define SPRITE_DRAW_PIXEL_16_NORMAL(localX) \
 69	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
 70	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 71	current = renderer->spriteLayer[outX]; \
 72	if ((current & FLAG_ORDER_MASK) > flags) { \
 73		if (tileData) { \
 74			renderer->spriteLayer[outX] = palette[tileData] | flags; \
 75		} else if (current != FLAG_UNWRITTEN) { \
 76			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
 77		} \
 78	}
 79
 80#define SPRITE_DRAW_PIXEL_16_NORMAL_OBJWIN(localX) \
 81	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
 82	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 83	current = renderer->spriteLayer[outX]; \
 84	if ((current & FLAG_ORDER_MASK) > flags) { \
 85		if (tileData) { \
 86			unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
 87			renderer->spriteLayer[outX] = color | flags; \
 88		} else if (current != FLAG_UNWRITTEN) { \
 89			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
 90		} \
 91	}
 92
 93#define SPRITE_DRAW_PIXEL_16_OBJWIN(localX) \
 94	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
 95	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 96	if (tileData) { \
 97		renderer->row[outX] |= FLAG_OBJWIN; \
 98	}
 99
100#define SPRITE_XBASE_256(localX) unsigned xBase = (localX & ~0x7) * 8 + (localX & 6);
101#define SPRITE_YBASE_256(localY) unsigned yBase = (localY & ~0x7) * stride + (localY & 0x7) * 8;
102
103#define SPRITE_DRAW_PIXEL_256_NORMAL(localX) \
104	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
105	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
106	current = renderer->spriteLayer[outX]; \
107	if ((current & FLAG_ORDER_MASK) > flags) { \
108		if (tileData) { \
109			renderer->spriteLayer[outX] = palette[tileData] | flags; \
110		} else if (current != FLAG_UNWRITTEN) { \
111			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
112		} \
113	}
114
115#define SPRITE_DRAW_PIXEL_256_NORMAL_OBJWIN(localX) \
116	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase);  \
117	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
118	current = renderer->spriteLayer[outX]; \
119	if ((current & FLAG_ORDER_MASK) > flags) { \
120		if (tileData) { \
121			unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
122			renderer->spriteLayer[outX] = color | flags; \
123		} else if (current != FLAG_UNWRITTEN) { \
124			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
125		} \
126	}
127
128#define SPRITE_DRAW_PIXEL_256_OBJWIN(localX) \
129	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
130	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
131	if (tileData) { \
132		renderer->row[outX] |= FLAG_OBJWIN; \
133	}
134
135int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y) {
136	int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
137	int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
138	int start = renderer->start;
139	int end = renderer->end;
140	uint32_t flags = GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY;
141	flags |= FLAG_TARGET_1 * ((GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
142	flags |= FLAG_OBJWIN * (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN);
143	int32_t x = GBAObjAttributesBGetX(sprite->b) << 23;
144	x >>= 23;
145	uint16_t* vramBase = &renderer->d.vram[BASE_TILE >> 1];
146	unsigned charBase = GBAObjAttributesCGetTile(sprite->c) * 0x20;
147	if (GBARegisterDISPCNTGetMode(renderer->dispcnt) >= 3 && GBAObjAttributesCGetTile(sprite->c) < 512) {
148		return 0;
149	}
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) {
154		int target2 = renderer->target2Bd << 4;
155		target2 |= renderer->bg[0].target2 << (renderer->bg[0].priority);
156		target2 |= renderer->bg[1].target2 << (renderer->bg[1].priority);
157		target2 |= renderer->bg[2].target2 << (renderer->bg[2].priority);
158		target2 |= renderer->bg[3].target2 << (renderer->bg[3].priority);
159		if ((1 << GBAObjAttributesCGetPriority(sprite->c)) <= target2) {
160			variant = 0;
161		}
162	}
163	color_t* palette = &renderer->normalPalette[0x100];
164	color_t* objwinPalette = palette;
165	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt) && GBAWindowControlGetBlendEnable(renderer->objwin.packed) != GBAWindowControlIsBlendEnable(renderer->currentWindow.packed);
166
167	if (variant) {
168		palette = &renderer->variantPalette[0x100];
169		if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
170			objwinPalette = palette;
171		}
172	}
173
174	int inY = y - (int) GBAObjAttributesAGetY(sprite->a);
175	int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? width : 0x80;
176
177	uint32_t current;
178	if (GBAObjAttributesAIsTransformed(sprite->a)) {
179		int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
180		int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
181		struct GBAOAMMatrix mat;
182		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
183		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
184		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
185		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
186
187		if (inY < 0) {
188			inY += 256;
189		}
190		int outX = x >= start ? x : start;
191		int inX = outX - x;
192		int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1));
193		int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1));
194
195		if (!GBAObjAttributesAIs256Color(sprite->a)) {
196			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
197			if (flags & FLAG_OBJWIN) {
198				SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
199			} else if (objwinSlowPath) {
200				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
201				SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
202			} else {
203				SPRITE_TRANSFORMED_LOOP(16, NORMAL);
204			}
205		} else {
206			if (flags & FLAG_OBJWIN) {
207				SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
208			} else if (objwinSlowPath) {
209				SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
210			} else {
211				SPRITE_TRANSFORMED_LOOP(256, NORMAL);
212			}
213		}
214	} else {
215		int outX = x >= start ? x : start;
216		int condition = x + width;
217		int mosaicH = 1;
218		if (GBAObjAttributesAIsMosaic(sprite->a)) {
219			mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
220			if (condition % mosaicH) {
221				condition += mosaicH - (condition % mosaicH);
222			}
223		}
224		if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
225			inY += 256;
226		}
227		if (GBAObjAttributesBIsVFlip(sprite->b)) {
228			inY = height - inY - 1;
229		}
230		if (end < condition) {
231			condition = end;
232		}
233		int inX = outX - x;
234		int xOffset = 1;
235		if (GBAObjAttributesBIsHFlip(sprite->b)) {
236			inX = width - inX - 1;
237			xOffset = -1;
238		}
239		if (!GBAObjAttributesAIs256Color(sprite->a)) {
240			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
241			if (flags & FLAG_OBJWIN) {
242				SPRITE_NORMAL_LOOP(16, OBJWIN);
243			} else if (GBAObjAttributesAIsMosaic(sprite->a)) {
244				if (objwinSlowPath) {
245					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
246					SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
247				} else {
248					SPRITE_MOSAIC_LOOP(16, NORMAL);
249				}
250			} else if (objwinSlowPath) {
251				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
252				SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
253			} else {
254				SPRITE_NORMAL_LOOP(16, NORMAL);
255			}
256		} else {
257			if (flags & FLAG_OBJWIN) {
258				SPRITE_NORMAL_LOOP(256, OBJWIN);
259			} else if (GBAObjAttributesAIsMosaic(sprite->a)) {
260				if (objwinSlowPath) {
261					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
262					SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
263				} else {
264					SPRITE_MOSAIC_LOOP(256, NORMAL);
265				}
266			} else if (objwinSlowPath) {
267				SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
268			} else {
269				SPRITE_NORMAL_LOOP(256, NORMAL);
270			}
271		}
272	}
273	return 1;
274}
275
276void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
277	int x;
278	uint32_t* pixel = &renderer->row[renderer->start];
279	uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
280
281	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
282	bool objwinDisable = false;
283	bool objwinOnly = false;
284	if (objwinSlowPath) {
285		objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
286		objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
287		if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
288			return;
289		}
290
291		if (objwinDisable) {
292			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
293				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
294				uint32_t current = *pixel;
295				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
296					_compositeBlendObjwin(renderer, pixel, color | flags, current);
297				}
298			}
299			return;
300		} else if (objwinOnly) {
301			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
302				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
303				uint32_t current = *pixel;
304				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
305					_compositeBlendObjwin(renderer, pixel, color | flags, current);
306				}
307			}
308			return;
309		} else {
310			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
311				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
312				uint32_t current = *pixel;
313				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
314					_compositeBlendObjwin(renderer, pixel, color | flags, current);
315				}
316			}
317			return;
318		}
319	} else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
320		return;
321	}
322	for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
323		uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
324		uint32_t current = *pixel;
325		if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
326			_compositeBlendNoObjwin(renderer, pixel, color | flags, current);
327		}
328	}
329}