all repos — mgba @ 9a538f872a78f7964d808d5a042474d563b4eb71

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