all repos — mgba @ 838d13f2efb8b97aa7e09f93441b5f5090326b8f

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		renderer->spriteCyclesRemaining -= 1; \
 13		SPRITE_XBASE_ ## DEPTH(inX); \
 14		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(inX); \
 15	}
 16
 17#define SPRITE_MOSAIC_LOOP(DEPTH, TYPE) \
 18	SPRITE_YBASE_ ## DEPTH(inY); \
 19	unsigned tileData; \
 20	for (; outX < condition; ++outX, inX += xOffset) { \
 21		int localX = inX - xOffset * (outX % mosaicH); \
 22		if (localX < 0) { \
 23			localX = 0; \
 24		} else if (localX > width - 1) {\
 25			localX = width - 1; \
 26		} \
 27		SPRITE_XBASE_ ## DEPTH(localX); \
 28		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
 29	}
 30
 31#define SPRITE_TRANSFORMED_LOOP(DEPTH, TYPE) \
 32	unsigned tileData; \
 33	unsigned widthMask = ~(width - 1); \
 34	unsigned heightMask = ~(height - 1); \
 35	for (; outX < condition; ++outX, ++inX) { \
 36		renderer->spriteCyclesRemaining -= 2; \
 37		xAccum += mat.a; \
 38		yAccum += mat.c; \
 39		int localX = xAccum >> 8; \
 40		int localY = yAccum >> 8; \
 41		\
 42		if (localX & widthMask || localY & heightMask) { \
 43			break; \
 44		} \
 45		\
 46		SPRITE_YBASE_ ## DEPTH(localY); \
 47		SPRITE_XBASE_ ## DEPTH(localX); \
 48		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
 49	}
 50
 51#define SPRITE_XBASE_16(localX) unsigned xBase = (localX & ~0x7) * 4 + ((localX >> 1) & 2);
 52#define SPRITE_YBASE_16(localY) unsigned yBase = (localY & ~0x7) * stride + (localY & 0x7) * 4;
 53
 54#define SPRITE_DRAW_PIXEL_16_NORMAL(localX) \
 55	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
 56	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 57	current = renderer->spriteLayer[outX]; \
 58	if ((current & FLAG_UNWRITTEN) == FLAG_UNWRITTEN && tileData) { \
 59		renderer->spriteLayer[outX] = palette[tileData] | flags; \
 60	}
 61
 62#define SPRITE_DRAW_PIXEL_16_NORMAL_OBJWIN(localX) \
 63	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
 64	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 65	current = renderer->spriteLayer[outX]; \
 66	if ((current & FLAG_UNWRITTEN) == FLAG_UNWRITTEN && tileData) { \
 67		unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
 68		renderer->spriteLayer[outX] = color | flags; \
 69	}
 70
 71#define SPRITE_DRAW_PIXEL_16_OBJWIN(localX) \
 72	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
 73	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 74	if (tileData) { \
 75		renderer->row[outX] |= FLAG_OBJWIN; \
 76	}
 77
 78#define SPRITE_XBASE_256(localX) unsigned xBase = (localX & ~0x7) * 8 + (localX & 6);
 79#define SPRITE_YBASE_256(localY) unsigned yBase = (localY & ~0x7) * stride + (localY & 0x7) * 8;
 80
 81#define SPRITE_DRAW_PIXEL_256_NORMAL(localX) \
 82	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
 83	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
 84	current = renderer->spriteLayer[outX]; \
 85	if ((current & FLAG_UNWRITTEN) == FLAG_UNWRITTEN && tileData) { \
 86		renderer->spriteLayer[outX] = palette[tileData] | flags; \
 87	}
 88
 89#define SPRITE_DRAW_PIXEL_256_NORMAL_OBJWIN(localX) \
 90	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase);  \
 91	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
 92	current = renderer->spriteLayer[outX]; \
 93	if ((current & FLAG_UNWRITTEN) == FLAG_UNWRITTEN && tileData) { \
 94		unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
 95		renderer->spriteLayer[outX] = color | flags; \
 96	}
 97
 98#define SPRITE_DRAW_PIXEL_256_OBJWIN(localX) \
 99	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
100	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
101	if (tileData) { \
102		renderer->row[outX] |= FLAG_OBJWIN; \
103	}
104
105int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y) {
106	int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
107	int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
108	int start = renderer->start;
109	int end = renderer->end;
110	uint32_t flags = GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY;
111	flags |= FLAG_TARGET_1 * ((GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
112	flags |= FLAG_OBJWIN * (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN);
113	if ((flags & FLAG_OBJWIN) && renderer->currentWindow.priority < renderer->objwin.priority) {
114		return 0;
115	}
116	int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
117	x >>= 23;
118	x += renderer->objOffsetX;
119	uint16_t* vramBase = &renderer->d.vram[BASE_TILE >> 1];
120	bool align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
121	unsigned charBase = (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x20;
122	if (GBARegisterDISPCNTGetMode(renderer->dispcnt) >= 3 && GBAObjAttributesCGetTile(sprite->c) < 512) {
123		return 0;
124	}
125
126	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt) && GBAWindowControlGetBlendEnable(renderer->objwin.packed) != GBAWindowControlIsBlendEnable(renderer->currentWindow.packed);
127	int variant = renderer->target1Obj &&
128	              GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&
129	              (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
130	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT || objwinSlowPath) {
131		int target2 = renderer->target2Bd;
132		target2 |= renderer->bg[0].target2;
133		target2 |= renderer->bg[1].target2;
134		target2 |= renderer->bg[2].target2;
135		target2 |= renderer->bg[3].target2;
136		if (target2) {
137			flags |= FLAG_REBLEND;
138			variant = 0;
139		} else {
140			flags &= ~FLAG_TARGET_1;
141		}
142	}
143
144	color_t* palette = &renderer->normalPalette[0x100];
145	color_t* objwinPalette = palette;
146
147	if (variant) {
148		palette = &renderer->variantPalette[0x100];
149		if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
150			objwinPalette = palette;
151		}
152	}
153
154	int inY = y - ((int) GBAObjAttributesAGetY(sprite->a) + renderer->objOffsetY);
155	int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> !GBAObjAttributesAIs256Color(sprite->a)) : 0x80;
156
157	uint32_t current;
158	if (GBAObjAttributesAIsTransformed(sprite->a)) {
159		int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
160		int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
161		struct GBAOAMMatrix mat;
162		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
163		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
164		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
165		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
166
167		if (inY < 0) {
168			inY += 256;
169		}
170		int outX = x >= start ? x : start;
171		int condition = x + totalWidth;
172		int inX = outX - x;
173		if (end < condition) {
174			condition = end;
175		}
176
177		int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1)) + (width << 7);
178		int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1)) + (height << 7);
179
180		// Clip off early pixels
181		// TODO: Transform end coordinates too
182		if (mat.a) {
183			if ((xAccum >> 8) < 0) {
184				int32_t diffX = -xAccum - 1;
185				int32_t x = mat.a ? diffX / mat.a : 0;
186				xAccum += mat.a * x;
187				yAccum += mat.c * x;
188				outX += x;
189				inX += x;
190			} else if ((xAccum >> 8) >= width) {
191				int32_t diffX = (width << 8) - xAccum;
192				int32_t x = mat.a ? diffX / mat.a : 0;
193				xAccum += mat.a * x;
194				yAccum += mat.c * x;
195				outX += x;
196				inX += x;
197			}
198		}
199		if (mat.c) {
200			if ((yAccum >> 8) < 0) {
201				int32_t diffY = - yAccum - 1;
202				int32_t y = mat.c ? diffY / mat.c : 0;
203				xAccum += mat.a * y;
204				yAccum += mat.c * y;
205				outX += y;
206				inX += y;
207			} else if ((yAccum >> 8) >= height) {
208				int32_t diffY = (height << 8) - yAccum;
209				int32_t y = mat.c ? diffY / mat.c : 0;
210				xAccum += mat.a * y;
211				yAccum += mat.c * y;
212				outX += y;
213				inX += y;
214			}
215		}
216
217		if (outX < start || outX >= condition) {
218			return 0;
219		}
220		renderer->spriteCyclesRemaining -= 10;
221
222		if (!GBAObjAttributesAIs256Color(sprite->a)) {
223			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
224			if (flags & FLAG_OBJWIN) {
225				SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
226			} else if (objwinSlowPath) {
227				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
228				SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
229			} else {
230				SPRITE_TRANSFORMED_LOOP(16, NORMAL);
231			}
232		} else {
233			if (flags & FLAG_OBJWIN) {
234				SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
235			} else if (objwinSlowPath) {
236				SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
237			} else {
238				SPRITE_TRANSFORMED_LOOP(256, NORMAL);
239			}
240		}
241		if (end == GBA_VIDEO_HORIZONTAL_PIXELS && x + totalWidth > GBA_VIDEO_HORIZONTAL_PIXELS) {
242			renderer->spriteCyclesRemaining -= (x + totalWidth - GBA_VIDEO_HORIZONTAL_PIXELS) * 2;
243		}
244	} else {
245		int outX = x >= start ? x : start;
246		int condition = x + width;
247		int mosaicH = 1;
248		if (GBAObjAttributesAIsMosaic(sprite->a)) {
249			mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
250			if (condition % mosaicH) {
251				condition += mosaicH - (condition % mosaicH);
252			}
253		}
254		if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
255			inY += 256;
256		}
257		if (GBAObjAttributesBIsVFlip(sprite->b)) {
258			inY = height - inY - 1;
259		}
260		if (end < condition) {
261			condition = end;
262		}
263		int inX = outX - x;
264		int xOffset = 1;
265		if (GBAObjAttributesBIsHFlip(sprite->b)) {
266			inX = width - inX - 1;
267			xOffset = -1;
268		}
269		if (!GBAObjAttributesAIs256Color(sprite->a)) {
270			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
271			if (flags & FLAG_OBJWIN) {
272				SPRITE_NORMAL_LOOP(16, OBJWIN);
273			} else if (mosaicH > 1) {
274				if (objwinSlowPath) {
275					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
276					SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
277				} else {
278					SPRITE_MOSAIC_LOOP(16, NORMAL);
279				}
280			} else if (objwinSlowPath) {
281				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
282				SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
283			} else {
284				SPRITE_NORMAL_LOOP(16, NORMAL);
285			}
286		} else {
287			if (flags & FLAG_OBJWIN) {
288				SPRITE_NORMAL_LOOP(256, OBJWIN);
289			} else if (mosaicH > 1) {
290				if (objwinSlowPath) {
291					SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
292				} else {
293					SPRITE_MOSAIC_LOOP(256, NORMAL);
294				}
295			} else if (objwinSlowPath) {
296				SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
297			} else {
298				SPRITE_NORMAL_LOOP(256, NORMAL);
299			}
300		}
301		if (end == GBA_VIDEO_HORIZONTAL_PIXELS && x + width > GBA_VIDEO_HORIZONTAL_PIXELS) {
302			renderer->spriteCyclesRemaining -= x + width - GBA_VIDEO_HORIZONTAL_PIXELS;
303		}
304	}
305	return 1;
306}
307
308void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
309	int x;
310	uint32_t* pixel = &renderer->row[renderer->start];
311	uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
312
313	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
314	bool objwinDisable = false;
315	bool objwinOnly = false;
316	if (objwinSlowPath) {
317		objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
318		objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
319		if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
320			return;
321		}
322
323		if (objwinDisable) {
324			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
325				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
326				uint32_t current = *pixel;
327				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
328					_compositeBlendObjwin(renderer, pixel, color | flags, current);
329				}
330			}
331			return;
332		} else if (objwinOnly) {
333			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
334				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
335				uint32_t current = *pixel;
336				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
337					_compositeBlendObjwin(renderer, pixel, color | flags, current);
338				}
339			}
340			return;
341		} else {
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 && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
346					_compositeBlendObjwin(renderer, pixel, color | flags, current);
347				}
348			}
349			return;
350		}
351	} else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
352		return;
353	}
354	for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
355		uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
356		uint32_t current = *pixel;
357		if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
358			_compositeBlendNoObjwin(renderer, pixel, color | flags, current);
359		}
360	}
361}