all repos — mgba @ 5ef980116a65c9eb31343859f87d6e3b74ffd52f

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	              GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_SEMITRANSPARENT;
154	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) {
155		int target2 = renderer->target2Bd << 4;
156		target2 |= renderer->bg[0].target2 << (renderer->bg[0].priority);
157		target2 |= renderer->bg[1].target2 << (renderer->bg[1].priority);
158		target2 |= renderer->bg[2].target2 << (renderer->bg[2].priority);
159		target2 |= renderer->bg[3].target2 << (renderer->bg[3].priority);
160		if ((1 << GBAObjAttributesCGetPriority(sprite->c)) < target2) {
161			variant = 0;
162		}
163	}
164	color_t* palette = &renderer->normalPalette[0x100];
165	color_t* objwinPalette = palette;
166	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt) && GBAWindowControlGetBlendEnable(renderer->objwin.packed) != GBAWindowControlIsBlendEnable(renderer->currentWindow.packed);
167
168	if (variant) {
169		palette = &renderer->variantPalette[0x100];
170		if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
171			objwinPalette = palette;
172		}
173	}
174
175	int inY = y - (int) GBAObjAttributesAGetY(sprite->a);
176	int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? width : 0x80;
177
178	uint32_t current;
179	if (GBAObjAttributesAIsTransformed(sprite->a)) {
180		int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
181		int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
182		struct GBAOAMMatrix mat;
183		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
184		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
185		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
186		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
187
188		if (inY < 0) {
189			inY += 256;
190		}
191		int outX = x >= start ? x : start;
192		int inX = outX - x;
193		int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1));
194		int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1));
195
196		if (!GBAObjAttributesAIs256Color(sprite->a)) {
197			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
198			if (flags & FLAG_OBJWIN) {
199				SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
200			} else if (objwinSlowPath) {
201				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
202				SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
203			} else {
204				SPRITE_TRANSFORMED_LOOP(16, NORMAL);
205			}
206		} else {
207			if (flags & FLAG_OBJWIN) {
208				SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
209			} else if (objwinSlowPath) {
210				SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
211			} else {
212				SPRITE_TRANSFORMED_LOOP(256, NORMAL);
213			}
214		}
215	} else {
216		int outX = x >= start ? x : start;
217		int condition = x + width;
218		int mosaicH = 1;
219		if (GBAObjAttributesAIsMosaic(sprite->a)) {
220			mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
221			if (condition % mosaicH) {
222				condition += mosaicH - (condition % mosaicH);
223			}
224		}
225		if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
226			inY += 256;
227		}
228		if (GBAObjAttributesBIsVFlip(sprite->b)) {
229			inY = height - inY - 1;
230		}
231		if (end < condition) {
232			condition = end;
233		}
234		int inX = outX - x;
235		int xOffset = 1;
236		if (GBAObjAttributesBIsHFlip(sprite->b)) {
237			inX = width - inX - 1;
238			xOffset = -1;
239		}
240		if (!GBAObjAttributesAIs256Color(sprite->a)) {
241			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
242			if (flags & FLAG_OBJWIN) {
243				SPRITE_NORMAL_LOOP(16, OBJWIN);
244			} else if (GBAObjAttributesAIsMosaic(sprite->a)) {
245				if (objwinSlowPath) {
246					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
247					SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
248				} else {
249					SPRITE_MOSAIC_LOOP(16, NORMAL);
250				}
251			} else if (objwinSlowPath) {
252				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
253				SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
254			} else {
255				SPRITE_NORMAL_LOOP(16, NORMAL);
256			}
257		} else {
258			if (flags & FLAG_OBJWIN) {
259				SPRITE_NORMAL_LOOP(256, OBJWIN);
260			} else if (GBAObjAttributesAIsMosaic(sprite->a)) {
261				if (objwinSlowPath) {
262					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
263					SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
264				} else {
265					SPRITE_MOSAIC_LOOP(256, NORMAL);
266				}
267			} else if (objwinSlowPath) {
268				SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
269			} else {
270				SPRITE_NORMAL_LOOP(256, NORMAL);
271			}
272		}
273	}
274	return 1;
275}
276
277void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
278	int x;
279	uint32_t* pixel = &renderer->row[renderer->start];
280	uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
281
282	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
283	bool objwinDisable = false;
284	bool objwinOnly = false;
285	if (objwinSlowPath) {
286		objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
287		objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
288		if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
289			return;
290		}
291
292		if (objwinDisable) {
293			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
294				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
295				uint32_t current = *pixel;
296				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
297					_compositeBlendObjwin(renderer, pixel, color | flags, current);
298				}
299			}
300			return;
301		} else if (objwinOnly) {
302			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
303				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
304				uint32_t current = *pixel;
305				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
306					_compositeBlendObjwin(renderer, pixel, color | flags, current);
307				}
308			}
309			return;
310		} else {
311			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
312				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
313				uint32_t current = *pixel;
314				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
315					_compositeBlendObjwin(renderer, pixel, color | flags, current);
316				}
317			}
318			return;
319		}
320	} else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
321		return;
322	}
323	for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
324		uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
325		uint32_t current = *pixel;
326		if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
327			_compositeBlendNoObjwin(renderer, pixel, color | flags, current);
328		}
329	}
330}