all repos — mgba @ 7cb30ba83e0805cba80ee6ccca8fe9c1bdc61b39

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 "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		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; \
 56		int localY = yAccum >> 8; \
 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) * stride + (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	if ((flags & FLAG_OBJWIN) && renderer->currentWindow.priority < renderer->objwin.priority) {
146		return 0;
147	}
148	int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
149	x >>= 23;
150	uint16_t* vramBase = &renderer->d.vram[BASE_TILE >> 1];
151	unsigned charBase = (GBAObjAttributesCGetTile(sprite->c) & ~GBAObjAttributesAGet256Color(sprite->a)) * 0x20;
152	if (GBARegisterDISPCNTGetMode(renderer->dispcnt) >= 3 && GBAObjAttributesCGetTile(sprite->c) < 512) {
153		return 0;
154	}
155	if (renderer->spriteCyclesRemaining <= 0) {
156		return 0;
157	}
158
159	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt) && GBAWindowControlGetBlendEnable(renderer->objwin.packed) != GBAWindowControlIsBlendEnable(renderer->currentWindow.packed);
160	int variant = renderer->target1Obj &&
161	              GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&
162	              (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
163	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT || objwinSlowPath) {
164		int target2 = renderer->target2Bd;
165		target2 |= renderer->bg[0].target2;
166		target2 |= renderer->bg[1].target2;
167		target2 |= renderer->bg[2].target2;
168		target2 |= renderer->bg[3].target2;
169		if (target2) {
170			flags |= FLAG_REBLEND;
171			variant = 0;
172		} else {
173			flags &= ~FLAG_TARGET_1;
174		}
175	}
176
177	color_t* palette = &renderer->normalPalette[0x100];
178	color_t* objwinPalette = palette;
179
180	if (variant) {
181		palette = &renderer->variantPalette[0x100];
182		if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
183			objwinPalette = palette;
184		}
185	}
186
187	int inY = y - (int) GBAObjAttributesAGetY(sprite->a);
188	int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> !GBAObjAttributesAIs256Color(sprite->a)) : 0x80;
189
190	uint32_t current;
191	if (GBAObjAttributesAIsTransformed(sprite->a)) {
192		int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
193		int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
194		renderer->spriteCyclesRemaining -= 10;
195		struct GBAOAMMatrix mat;
196		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
197		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
198		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
199		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
200
201		if (inY < 0) {
202			inY += 256;
203		}
204		int outX = x >= start ? x : start;
205		int condition = x + totalWidth;
206		int inX = outX - x;
207		if (end < condition) {
208			condition = end;
209		}
210
211		int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1)) + (width << 7);
212		int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1)) + (height << 7);
213
214		// Clip off early pixels
215		// TODO: Transform end coordinates too
216		if (mat.a) {
217			if ((xAccum >> 8) < 0) {
218				int32_t diffX = -xAccum - 1;
219				int32_t x = mat.a ? diffX / mat.a : 0;
220				xAccum += mat.a * x;
221				yAccum += mat.c * x;
222				outX += x;
223				inX += x;
224			} else if ((xAccum >> 8) >= width) {
225				int32_t diffX = (width << 8) - xAccum;
226				int32_t x = mat.a ? diffX / mat.a : 0;
227				xAccum += mat.a * x;
228				yAccum += mat.c * x;
229				outX += x;
230				inX += x;
231			}
232		}
233		if (mat.c) {
234			if ((yAccum >> 8) < 0) {
235				int32_t diffY = - yAccum - 1;
236				int32_t y = mat.c ? diffY / mat.c : 0;
237				xAccum += mat.a * y;
238				yAccum += mat.c * y;
239				outX += y;
240				inX += y;
241			} else if ((yAccum >> 8) >= height) {
242				int32_t diffY = (height << 8) - yAccum;
243				int32_t y = mat.c ? diffY / mat.c : 0;
244				xAccum += mat.a * y;
245				yAccum += mat.c * y;
246				outX += y;
247				inX += y;
248			}
249		}
250
251		if (outX < start || outX >= condition) {
252			return 0;
253		}
254
255		if (!GBAObjAttributesAIs256Color(sprite->a)) {
256			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
257			if (flags & FLAG_OBJWIN) {
258				SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
259			} else if (objwinSlowPath) {
260				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
261				SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
262			} else {
263				SPRITE_TRANSFORMED_LOOP(16, NORMAL);
264			}
265		} else {
266			if (flags & FLAG_OBJWIN) {
267				SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
268			} else if (objwinSlowPath) {
269				SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
270			} else {
271				SPRITE_TRANSFORMED_LOOP(256, NORMAL);
272			}
273		}
274		if (x + totalWidth > VIDEO_HORIZONTAL_PIXELS) {
275			renderer->spriteCyclesRemaining -= (x + totalWidth - VIDEO_HORIZONTAL_PIXELS) * 2;
276		}
277	} else {
278		int outX = x >= start ? x : start;
279		int condition = x + width;
280		int mosaicH = 1;
281		if (GBAObjAttributesAIsMosaic(sprite->a)) {
282			mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
283			if (condition % mosaicH) {
284				condition += mosaicH - (condition % mosaicH);
285			}
286		}
287		if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
288			inY += 256;
289		}
290		if (GBAObjAttributesBIsVFlip(sprite->b)) {
291			inY = height - inY - 1;
292		}
293		if (end < condition) {
294			condition = end;
295		}
296		int inX = outX - x;
297		int xOffset = 1;
298		if (GBAObjAttributesBIsHFlip(sprite->b)) {
299			inX = width - inX - 1;
300			xOffset = -1;
301		}
302		if (!GBAObjAttributesAIs256Color(sprite->a)) {
303			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
304			if (flags & FLAG_OBJWIN) {
305				SPRITE_NORMAL_LOOP(16, OBJWIN);
306			} else if (mosaicH > 1) {
307				if (objwinSlowPath) {
308					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
309					SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
310				} else {
311					SPRITE_MOSAIC_LOOP(16, NORMAL);
312				}
313			} else if (objwinSlowPath) {
314				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
315				SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
316			} else {
317				SPRITE_NORMAL_LOOP(16, NORMAL);
318			}
319		} else {
320			if (flags & FLAG_OBJWIN) {
321				SPRITE_NORMAL_LOOP(256, OBJWIN);
322			} else if (mosaicH > 1) {
323				if (objwinSlowPath) {
324					SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
325				} else {
326					SPRITE_MOSAIC_LOOP(256, NORMAL);
327				}
328			} else if (objwinSlowPath) {
329				SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
330			} else {
331				SPRITE_NORMAL_LOOP(256, NORMAL);
332			}
333		}
334		if (x + width > VIDEO_HORIZONTAL_PIXELS) {
335			renderer->spriteCyclesRemaining -= x + width - VIDEO_HORIZONTAL_PIXELS;
336		}
337	}
338	return 1;
339}
340
341void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
342	int x;
343	uint32_t* pixel = &renderer->row[renderer->start];
344	uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
345
346	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
347	bool objwinDisable = false;
348	bool objwinOnly = false;
349	if (objwinSlowPath) {
350		objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
351		objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
352		if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
353			return;
354		}
355
356		if (objwinDisable) {
357			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
358				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
359				uint32_t current = *pixel;
360				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
361					_compositeBlendObjwin(renderer, pixel, color | flags, current);
362				}
363			}
364			return;
365		} else if (objwinOnly) {
366			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
367				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
368				uint32_t current = *pixel;
369				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
370					_compositeBlendObjwin(renderer, pixel, color | flags, current);
371				}
372			}
373			return;
374		} else {
375			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
376				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
377				uint32_t current = *pixel;
378				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
379					_compositeBlendObjwin(renderer, pixel, color | flags, current);
380				}
381			}
382			return;
383		}
384	} else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
385		return;
386	}
387	for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
388		uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
389		uint32_t current = *pixel;
390		if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
391			_compositeBlendNoObjwin(renderer, pixel, color | flags, current);
392		}
393	}
394}