all repos — mgba @ 95d77f76e242b28e2afb5fb1d8f79c95cb26cfc4

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 = (uint32_t) 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		renderer->spriteCyclesRemaining -= 10 + totalWidth * 2;
182		if (renderer->spriteCyclesRemaining <= 0) {
183			return 0;
184		}
185		struct GBAOAMMatrix mat;
186		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
187		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
188		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
189		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
190
191		if (inY < 0) {
192			inY += 256;
193		}
194		int outX = x >= start ? x : start;
195		int inX = outX - x;
196		int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1));
197		int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1));
198
199		if (!GBAObjAttributesAIs256Color(sprite->a)) {
200			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
201			if (flags & FLAG_OBJWIN) {
202				SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
203			} else if (objwinSlowPath) {
204				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
205				SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
206			} else {
207				SPRITE_TRANSFORMED_LOOP(16, NORMAL);
208			}
209		} else {
210			if (flags & FLAG_OBJWIN) {
211				SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
212			} else if (objwinSlowPath) {
213				SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
214			} else {
215				SPRITE_TRANSFORMED_LOOP(256, NORMAL);
216			}
217		}
218	} else {
219		renderer->spriteCyclesRemaining -= width;
220		if (renderer->spriteCyclesRemaining <= 0) {
221			return 0;
222		}
223		int outX = x >= start ? x : start;
224		int condition = x + width;
225		int mosaicH = 1;
226		if (GBAObjAttributesAIsMosaic(sprite->a)) {
227			mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
228			if (condition % mosaicH) {
229				condition += mosaicH - (condition % mosaicH);
230			}
231		}
232		if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
233			inY += 256;
234		}
235		if (GBAObjAttributesBIsVFlip(sprite->b)) {
236			inY = height - inY - 1;
237		}
238		if (end < condition) {
239			condition = end;
240		}
241		int inX = outX - x;
242		int xOffset = 1;
243		if (GBAObjAttributesBIsHFlip(sprite->b)) {
244			inX = width - inX - 1;
245			xOffset = -1;
246		}
247		if (!GBAObjAttributesAIs256Color(sprite->a)) {
248			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
249			if (flags & FLAG_OBJWIN) {
250				SPRITE_NORMAL_LOOP(16, OBJWIN);
251			} else if (GBAObjAttributesAIsMosaic(sprite->a)) {
252				if (objwinSlowPath) {
253					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
254					SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
255				} else {
256					SPRITE_MOSAIC_LOOP(16, NORMAL);
257				}
258			} else if (objwinSlowPath) {
259				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
260				SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
261			} else {
262				SPRITE_NORMAL_LOOP(16, NORMAL);
263			}
264		} else {
265			if (flags & FLAG_OBJWIN) {
266				SPRITE_NORMAL_LOOP(256, OBJWIN);
267			} else if (GBAObjAttributesAIsMosaic(sprite->a)) {
268				if (objwinSlowPath) {
269					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
270					SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
271				} else {
272					SPRITE_MOSAIC_LOOP(256, NORMAL);
273				}
274			} else if (objwinSlowPath) {
275				SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
276			} else {
277				SPRITE_NORMAL_LOOP(256, NORMAL);
278			}
279		}
280	}
281	return 1;
282}
283
284void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
285	int x;
286	uint32_t* pixel = &renderer->row[renderer->start];
287	uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
288
289	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
290	bool objwinDisable = false;
291	bool objwinOnly = false;
292	if (objwinSlowPath) {
293		objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
294		objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
295		if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
296			return;
297		}
298
299		if (objwinDisable) {
300			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
301				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
302				uint32_t current = *pixel;
303				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
304					_compositeBlendObjwin(renderer, pixel, color | flags, current);
305				}
306			}
307			return;
308		} else if (objwinOnly) {
309			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
310				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
311				uint32_t current = *pixel;
312				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
313					_compositeBlendObjwin(renderer, pixel, color | flags, current);
314				}
315			}
316			return;
317		} else {
318			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
319				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
320				uint32_t current = *pixel;
321				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
322					_compositeBlendObjwin(renderer, pixel, color | flags, current);
323				}
324			}
325			return;
326		}
327	} else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
328		return;
329	}
330	for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
331		uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
332		uint32_t current = *pixel;
333		if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
334			_compositeBlendNoObjwin(renderer, pixel, color | flags, current);
335		}
336	}
337}