all repos — mgba @ 570f2c5f380464ae7f6d468242151d520cb00c15

mGBA Game Boy Advance Emulator

src/gba/renderers/software-private.h (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#ifndef SOFTWARE_PRIVATE_H
  7#define SOFTWARE_PRIVATE_H
  8
  9#include <mgba/internal/arm/macros.h>
 10#include <mgba/internal/gba/renderers/video-software.h>
 11
 12#ifdef NDEBUG
 13#define VIDEO_CHECKS false
 14#else
 15#define VIDEO_CHECKS true
 16#endif
 17
 18void GBAVideoSoftwareRendererDrawBackgroundMode0(struct GBAVideoSoftwareRenderer* renderer,
 19                                                 struct GBAVideoSoftwareBackground* background, int y);
 20void GBAVideoSoftwareRendererDrawBackgroundMode2(struct GBAVideoSoftwareRenderer* renderer,
 21                                                 struct GBAVideoSoftwareBackground* background, int y);
 22void GBAVideoSoftwareRendererDrawBackgroundMode3(struct GBAVideoSoftwareRenderer* renderer,
 23                                                 struct GBAVideoSoftwareBackground* background, int y);
 24void GBAVideoSoftwareRendererDrawBackgroundMode4(struct GBAVideoSoftwareRenderer* renderer,
 25                                                 struct GBAVideoSoftwareBackground* background, int y);
 26void GBAVideoSoftwareRendererDrawBackgroundMode5(struct GBAVideoSoftwareRenderer* renderer,
 27                                                 struct GBAVideoSoftwareBackground* background, int y);
 28
 29int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y);
 30void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority);
 31
 32static inline unsigned _brighten(unsigned color, int y);
 33static inline unsigned _darken(unsigned color, int y);
 34static unsigned _mix(int weightA, unsigned colorA, int weightB, unsigned colorB);
 35
 36
 37// We stash the priority on the top bits so we can do a one-operator comparison
 38// The lower the number, the higher the priority, and sprites take precedence over backgrounds
 39// We want to do special processing if the color pixel is target 1, however
 40
 41static inline void _compositeBlendObjwin(struct GBAVideoSoftwareRenderer* renderer, uint32_t* pixel, uint32_t color, uint32_t current) {
 42	if (color >= current) {
 43		if (current & FLAG_TARGET_1 && color & FLAG_TARGET_2) {
 44			color = _mix(renderer->blda, current, renderer->bldb, color);
 45		} else {
 46			color = (current & 0x00FFFFFF) | (current & (FLAG_REBLEND | FLAG_OBJWIN));
 47		}
 48	} else {
 49		color = (color & ~FLAG_TARGET_2) | (current & FLAG_OBJWIN);
 50	}
 51	*pixel = color;
 52}
 53
 54static inline void _compositeBlendNoObjwin(struct GBAVideoSoftwareRenderer* renderer, uint32_t* pixel, uint32_t color, uint32_t current) {
 55	if (!IS_WRITABLE(current)) { \
 56		return; \
 57	} \
 58	if (color >= current) {
 59		if (current & FLAG_TARGET_1 && color & FLAG_TARGET_2) {
 60			color = _mix(renderer->blda, current, renderer->bldb, color);
 61		} else {
 62			color = (current & 0x00FFFFFF) | (current & (FLAG_REBLEND | FLAG_OBJWIN));
 63		}
 64	} else {
 65		color = color & ~FLAG_TARGET_2;
 66	}
 67	*pixel = color;
 68}
 69
 70static inline void _compositeNoBlendObjwin(struct GBAVideoSoftwareRenderer* renderer, uint32_t* pixel, uint32_t color,
 71                                           uint32_t current) {
 72	UNUSED(renderer);
 73	if (color < current) {
 74		color |= (current & FLAG_OBJWIN);
 75	} else {
 76		color = (current & 0x00FFFFFF) | (current & (FLAG_REBLEND | FLAG_OBJWIN));
 77	}
 78	*pixel = color;
 79}
 80
 81static inline void _compositeNoBlendNoObjwin(struct GBAVideoSoftwareRenderer* renderer, uint32_t* pixel, uint32_t color,
 82                                             uint32_t current) {
 83	UNUSED(renderer);
 84	if (color >= current) {
 85		color = (current & 0x00FFFFFF) | (current & (FLAG_REBLEND | FLAG_OBJWIN));
 86	}
 87	*pixel = color;
 88}
 89
 90#define COMPOSITE_16_OBJWIN(BLEND, IDX)  \
 91	if (!IS_WRITABLE(current)) { \
 92		continue; \
 93	} \
 94	if (objwinForceEnable || (!(current & FLAG_OBJWIN)) == objwinOnly) {                                          \
 95		unsigned color = (current & FLAG_OBJWIN) ? objwinPalette[paletteData | pixelData] : palette[pixelData]; \
 96		unsigned mergedFlags = flags; \
 97		if (current & FLAG_OBJWIN) { \
 98			mergedFlags = objwinFlags; \
 99		} \
100		_composite ## BLEND ## Objwin(renderer, &pixel[IDX], color | mergedFlags, current); \
101	}
102
103#define COMPOSITE_16_NO_OBJWIN(BLEND, IDX) \
104	_composite ## BLEND ## NoObjwin(renderer, &pixel[IDX], palette[pixelData] | flags, current);
105
106#define COMPOSITE_256_OBJWIN(BLEND, IDX) \
107	if (!IS_WRITABLE(current)) { \
108		continue; \
109	} \
110	if (objwinForceEnable || (!(current & FLAG_OBJWIN)) == objwinOnly) { \
111		unsigned color = (current & FLAG_OBJWIN) ? objwinPalette[pixelData] : palette[pixelData]; \
112		unsigned mergedFlags = flags; \
113		if (current & FLAG_OBJWIN) { \
114			mergedFlags = objwinFlags; \
115		} \
116		_composite ## BLEND ## Objwin(renderer, &pixel[IDX], color | mergedFlags, current); \
117	}
118
119#define COMPOSITE_256_NO_OBJWIN COMPOSITE_16_NO_OBJWIN
120
121#define BACKGROUND_DRAW_PIXEL_16(BLEND, OBJWIN, IDX) \
122	pixelData = tileData & 0xF; \
123	current = pixel[IDX]; \
124	if (pixelData && IS_WRITABLE(current)) { \
125		COMPOSITE_16_ ## OBJWIN (BLEND, IDX); \
126	} \
127	tileData >>= 4;
128
129#define BACKGROUND_DRAW_PIXEL_256(BLEND, OBJWIN, IDX) \
130	pixelData = tileData & 0xFF; \
131	current = pixel[IDX]; \
132	if (pixelData && IS_WRITABLE(current)) { \
133		COMPOSITE_256_ ## OBJWIN (BLEND, IDX); \
134	} \
135	tileData >>= 8;
136
137// TODO: Remove UNUSEDs after implementing OBJWIN for modes 3 - 5
138#define PREPARE_OBJWIN                                                                            \
139	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);                     \
140	int objwinOnly = 0;                                                                           \
141	int objwinForceEnable = 0;                                                                    \
142	UNUSED(objwinForceEnable);                                                                    \
143	color_t* objwinPalette = renderer->normalPalette;                                             \
144	UNUSED(objwinPalette);                                                                        \
145	if (objwinSlowPath) {                                                                         \
146		if (background->target1 && GBAWindowControlIsBlendEnable(renderer->objwin.packed) &&      \
147		    (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN)) { \
148			objwinPalette = renderer->variantPalette;                                             \
149		}                                                                                         \
150		switch (background->index) {                                                              \
151		case 0:                                                                                   \
152			objwinForceEnable = GBAWindowControlIsBg0Enable(renderer->objwin.packed) &&           \
153			    GBAWindowControlIsBg0Enable(renderer->currentWindow.packed);                      \
154			objwinOnly = !GBAWindowControlIsBg0Enable(renderer->objwin.packed);                   \
155			break;                                                                                \
156		case 1:                                                                                   \
157			objwinForceEnable = GBAWindowControlIsBg1Enable(renderer->objwin.packed) &&           \
158			    GBAWindowControlIsBg1Enable(renderer->currentWindow.packed);                      \
159			objwinOnly = !GBAWindowControlIsBg1Enable(renderer->objwin.packed);                   \
160			break;                                                                                \
161		case 2:                                                                                   \
162			objwinForceEnable = GBAWindowControlIsBg2Enable(renderer->objwin.packed) &&           \
163			    GBAWindowControlIsBg2Enable(renderer->currentWindow.packed);                      \
164			objwinOnly = !GBAWindowControlIsBg2Enable(renderer->objwin.packed);                   \
165			break;                                                                                \
166		case 3:                                                                                   \
167			objwinForceEnable = GBAWindowControlIsBg3Enable(renderer->objwin.packed) &&           \
168			    GBAWindowControlIsBg3Enable(renderer->currentWindow.packed);                      \
169			objwinOnly = !GBAWindowControlIsBg3Enable(renderer->objwin.packed);                   \
170			break;                                                                                \
171		}                                                                                         \
172	}
173
174#define BACKGROUND_BITMAP_INIT                                                                                        \
175	int32_t x = background->sx + (renderer->start - 1) * background->dx;                                              \
176	int32_t y = background->sy + (renderer->start - 1) * background->dy;                                              \
177	int mosaicH = 0;                                                                                                  \
178	int mosaicWait = 0;                                                                                               \
179	if (background->mosaic) {                                                                                         \
180		int mosaicV = GBAMosaicControlGetBgV(renderer->mosaic) + 1;                                                   \
181		y -= (inY % mosaicV) * background->dmy;                                                                       \
182		x -= (inY % mosaicV) * background->dmx;                                                                       \
183		mosaicH = GBAMosaicControlGetBgH(renderer->mosaic);                                                           \
184		mosaicWait = renderer->start % (mosaicH + 1);                                                                 \
185	}                                                                                                                 \
186	int32_t localX;                                                                                                   \
187	int32_t localY;                                                                                                   \
188                                                                                                                      \
189	uint32_t flags = (background->priority << OFFSET_PRIORITY) | (background->index << OFFSET_INDEX) | FLAG_IS_BACKGROUND; \
190	flags |= FLAG_TARGET_2 * background->target2;                                                                     \
191	int objwinFlags = FLAG_TARGET_1 * (background->target1 && renderer->blendEffect == BLEND_ALPHA &&                 \
192	                                   GBAWindowControlIsBlendEnable(renderer->objwin.packed));                       \
193	objwinFlags |= flags;                                                                                             \
194	flags |= FLAG_TARGET_1 * (background->target1 && renderer->blendEffect == BLEND_ALPHA &&                          \
195	                          GBAWindowControlIsBlendEnable(renderer->currentWindow.packed));                         \
196	if (renderer->blendEffect == BLEND_ALPHA && renderer->blda == 0x10 && renderer->bldb == 0) {                      \
197		flags &= ~(FLAG_TARGET_1 | FLAG_TARGET_2);                                                                    \
198		objwinFlags &= ~(FLAG_TARGET_1 | FLAG_TARGET_2);                                                              \
199	}                                                                                                                 \
200	int variant = background->target1 && GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&             \
201	    (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);                           \
202	color_t* palette = renderer->normalPalette;                                                                       \
203	if (variant) {                                                                                                    \
204		palette = renderer->variantPalette;                                                                           \
205	}                                                                                                                 \
206	UNUSED(palette);                                                                                                  \
207	PREPARE_OBJWIN;
208
209#define BACKGROUND_BITMAP_ITERATE(W, H)                     \
210	x += background->dx;                                    \
211	y += background->dy;                                    \
212                                                            \
213	if (x < 0 || y < 0 || (x >> 8) >= W || (y >> 8) >= H) { \
214		continue;                                           \
215	} else {                                                \
216		localX = x;                                         \
217		localY = y;                                         \
218	}
219
220static inline unsigned _brighten(unsigned color, int y) {
221	unsigned c = 0;
222	unsigned a;
223#ifdef COLOR_16_BIT
224	a = color & 0x1F;
225	c |= (a + ((0x1F - a) * y) / 16) & 0x1F;
226
227#ifdef COLOR_5_6_5
228	a = color & 0x7C0;
229	c |= (a + ((0x7C0 - a) * y) / 16) & 0x7C0;
230
231	a = color & 0xF800;
232	c |= (a + ((0xF800 - a) * y) / 16) & 0xF800;
233#else
234	a = color & 0x3E0;
235	c |= (a + ((0x3E0 - a) * y) / 16) & 0x3E0;
236
237	a = color & 0x7C00;
238	c |= (a + ((0x7C00 - a) * y) / 16) & 0x7C00;
239#endif
240#else
241	a = color & 0xFF;
242	c |= (a + ((0xFF - a) * y) / 16) & 0xFF;
243
244	a = color & 0xFF00;
245	c |= (a + ((0xFF00 - a) * y) / 16) & 0xFF00;
246
247	a = color & 0xFF0000;
248	c |= (a + ((0xFF0000 - a) * y) / 16) & 0xFF0000;
249#endif
250	return c;
251}
252
253static inline unsigned _darken(unsigned color, int y) {
254	unsigned c = 0;
255	unsigned a;
256#ifdef COLOR_16_BIT
257	a = color & 0x1F;
258	c |= (a - (a * y) / 16) & 0x1F;
259
260#ifdef COLOR_5_6_5
261	a = color & 0x7C0;
262	c |= (a - (a * y) / 16) & 0x7C0;
263
264	a = color & 0xF800;
265	c |= (a - (a * y) / 16) & 0xF800;
266#else
267	a = color & 0x3E0;
268	c |= (a - (a * y) / 16) & 0x3E0;
269
270	a = color & 0x7C00;
271	c |= (a - (a * y) / 16) & 0x7C00;
272#endif
273#else
274	a = color & 0xFF;
275	c |= (a - (a * y) / 16) & 0xFF;
276
277	a = color & 0xFF00;
278	c |= (a - (a * y) / 16) & 0xFF00;
279
280	a = color & 0xFF0000;
281	c |= (a - (a * y) / 16) & 0xFF0000;
282#endif
283	return c;
284}
285
286static unsigned _mix(int weightA, unsigned colorA, int weightB, unsigned colorB) {
287	unsigned c = 0;
288	unsigned a, b;
289#ifdef COLOR_16_BIT
290#ifdef COLOR_5_6_5
291	a = colorA & 0xF81F;
292	b = colorB & 0xF81F;
293	a |= (colorA & 0x7C0) << 16;
294	b |= (colorB & 0x7C0) << 16;
295	c = ((a * weightA + b * weightB) / 16);
296	if (c & 0x08000000) {
297		c = (c & ~0x0FC00000) | 0x07C00000;
298	}
299	if (c & 0x0020) {
300		c = (c & ~0x003F) | 0x001F;
301	}
302	if (c & 0x10000) {
303		c = (c & ~0x1F800) | 0xF800;
304	}
305	c = (c & 0xF81F) | ((c >> 16) & 0x07C0);
306#else
307	a = colorA & 0x7C1F;
308	b = colorB & 0x7C1F;
309	a |= (colorA & 0x3E0) << 16;
310	b |= (colorB & 0x3E0) << 16;
311	c = ((a * weightA + b * weightB) / 16);
312	if (c & 0x04000000) {
313		c = (c & ~0x07E00000) | 0x03E00000;
314	}
315	if (c & 0x0020) {
316		c = (c & ~0x003F) | 0x001F;
317	}
318	if (c & 0x8000) {
319		c = (c & ~0xF800) | 0x7C00;
320	}
321	c = (c & 0x7C1F) | ((c >> 16) & 0x03E0);
322#endif
323#else
324	a = colorA & 0xFF;
325	b = colorB & 0xFF;
326	c |= ((a * weightA + b * weightB) / 16) & 0x1FF;
327	if (c & 0x00000100) {
328		c = 0x000000FF;
329	}
330
331	a = colorA & 0xFF00;
332	b = colorB & 0xFF00;
333	c |= ((a * weightA + b * weightB) / 16) & 0x1FF00;
334	if (c & 0x00010000) {
335		c = (c & 0x000000FF) | 0x0000FF00;
336	}
337
338	a = colorA & 0xFF0000;
339	b = colorB & 0xFF0000;
340	c |= ((a * weightA + b * weightB) / 16) & 0x1FF0000;
341	if (c & 0x01000000) {
342		c = (c & 0x0000FFFF) | 0x00FF0000;
343	}
344#endif
345	return c;
346}
347
348#endif