all repos — mgba @ 9b5bda237a75d6d82fafe5a8406811bd6b017b9d

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	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
 72	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
 73	if (UNLIKELY(!vramBase)) { \
 74		return 0; \
 75	} \
 76	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
 77	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 78	current = renderer->spriteLayer[outX]; \
 79	if ((current & FLAG_ORDER_MASK) > flags) { \
 80		if (tileData) { \
 81			renderer->spriteLayer[outX] = palette[tileData] | flags; \
 82		} else if (current != FLAG_UNWRITTEN) { \
 83			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
 84		} \
 85	}
 86
 87#define SPRITE_DRAW_PIXEL_16_NORMAL_OBJWIN(localX) \
 88	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
 89	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
 90	if (UNLIKELY(!vramBase)) { \
 91		return 0; \
 92	} \
 93	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
 94	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 95	current = renderer->spriteLayer[outX]; \
 96	if ((current & FLAG_ORDER_MASK) > flags) { \
 97		if (tileData) { \
 98			unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
 99			renderer->spriteLayer[outX] = color | flags; \
100		} else if (current != FLAG_UNWRITTEN) { \
101			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
102		} \
103	}
104
105#define SPRITE_DRAW_PIXEL_16_OBJWIN(localX) \
106	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
107	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
108	if (UNLIKELY(!vramBase)) { \
109		return 0; \
110	} \
111	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
112	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
113	if (tileData) { \
114		renderer->row[outX] |= FLAG_OBJWIN; \
115	}
116
117#define SPRITE_XBASE_256(localX) unsigned xBase = (localX & ~0x7) * 8 + (localX & 6);
118#define SPRITE_YBASE_256(localY) unsigned yBase = (localY & ~0x7) * stride + (localY & 0x7) * 8;
119
120#define SPRITE_DRAW_PIXEL_256_NORMAL(localX) \
121	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
122	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
123	if (UNLIKELY(!vramBase)) { \
124		return 0; \
125	} \
126	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
127	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
128	current = renderer->spriteLayer[outX]; \
129	if ((current & FLAG_ORDER_MASK) > flags) { \
130		if (tileData) { \
131			renderer->spriteLayer[outX] = palette[tileData] | flags; \
132		} else if (current != FLAG_UNWRITTEN) { \
133			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
134		} \
135	}
136
137#define SPRITE_DRAW_PIXEL_256_NORMAL_OBJWIN(localX) \
138	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
139	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
140	if (UNLIKELY(!vramBase)) { \
141		return 0; \
142	} \
143	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
144	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
145	current = renderer->spriteLayer[outX]; \
146	if ((current & FLAG_ORDER_MASK) > flags) { \
147		if (tileData) { \
148			unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
149			renderer->spriteLayer[outX] = color | flags; \
150		} else if (current != FLAG_UNWRITTEN) { \
151			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
152		} \
153	}
154
155#define SPRITE_DRAW_PIXEL_256_OBJWIN(localX) \
156	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
157	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
158	if (UNLIKELY(!vramBase)) { \
159		return 0; \
160	} \
161	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
162	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
163	if (tileData) { \
164		renderer->row[outX] |= FLAG_OBJWIN; \
165	}
166
167int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y) {
168	int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
169	int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
170	int start = renderer->start;
171	int end = renderer->end;
172	uint32_t flags = GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY;
173	flags |= FLAG_TARGET_1 * ((GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
174	flags |= FLAG_OBJWIN * (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN);
175	if ((flags & FLAG_OBJWIN) && renderer->currentWindow.priority < renderer->objwin.priority) {
176		return 0;
177	}
178	int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
179	x >>= 23;
180	unsigned charBase = GBAObjAttributesCGetTile(sprite->c) * renderer->tileStride;
181	if (!renderer->d.vramOBJ[charBase >> VRAM_BLOCK_OFFSET]) {
182		return 0;
183	}
184	if (renderer->spriteCyclesRemaining <= 0) {
185		return 0;
186	}
187
188	int variant = renderer->target1Obj &&
189	              GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&
190	              (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
191	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) {
192		int target2 = renderer->target2Bd << 4;
193		target2 |= renderer->bg[0].target2 << (renderer->bg[0].priority);
194		target2 |= renderer->bg[1].target2 << (renderer->bg[1].priority);
195		target2 |= renderer->bg[2].target2 << (renderer->bg[2].priority);
196		target2 |= renderer->bg[3].target2 << (renderer->bg[3].priority);
197		if ((1 << GBAObjAttributesCGetPriority(sprite->c)) <= target2) {
198			variant = 0;
199		}
200	}
201	color_t* palette = &renderer->normalPalette[0x100];
202	color_t* objwinPalette = palette;
203	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt) && GBAWindowControlGetBlendEnable(renderer->objwin.packed) != GBAWindowControlIsBlendEnable(renderer->currentWindow.packed);
204
205	if (GBAObjAttributesAIs256Color(sprite->a) && renderer->objExtPalette) {
206		palette = renderer->objExtPalette;
207	} else if (variant) {
208		palette = &renderer->variantPalette[0x100];
209		if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
210			objwinPalette = palette;
211		}
212	}
213
214	int inY = y - (int) GBAObjAttributesAGetY(sprite->a);
215	int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> !GBAObjAttributesAIs256Color(sprite->a)) : 0x80;
216
217	uint32_t current;
218	if (GBAObjAttributesAIsTransformed(sprite->a)) {
219		int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
220		int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
221		renderer->spriteCyclesRemaining -= 10;
222		struct GBAOAMMatrix mat;
223		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
224		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
225		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
226		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
227
228		if (inY < 0) {
229			inY += 256;
230		}
231		int outX = x >= start ? x : start;
232		int condition = x + totalWidth;
233		int inX = outX - x;
234		if (end < condition) {
235			condition = end;
236		}
237
238		int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1)) + (width << 7);
239		int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1)) + (height << 7);
240
241		// Clip off early pixels
242		// TODO: Transform end coordinates too
243		if (mat.a) {
244			if ((xAccum >> 8) < 0) {
245				int32_t diffX = -xAccum - 1;
246				int32_t x = mat.a ? diffX / mat.a : 0;
247				xAccum += mat.a * x;
248				yAccum += mat.c * x;
249				outX += x;
250				inX += x;
251			} else if ((xAccum >> 8) >= width) {
252				int32_t diffX = (width << 8) - xAccum;
253				int32_t x = mat.a ? diffX / mat.a : 0;
254				xAccum += mat.a * x;
255				yAccum += mat.c * x;
256				outX += x;
257				inX += x;
258			}
259		}
260		if (mat.c) {
261			if ((yAccum >> 8) < 0) {
262				int32_t diffY = - yAccum - 1;
263				int32_t y = mat.c ? diffY / mat.c : 0;
264				xAccum += mat.a * y;
265				yAccum += mat.c * y;
266				outX += y;
267				inX += y;
268			} else if ((yAccum >> 8) >= height) {
269				int32_t diffY = (height << 8) - yAccum;
270				int32_t y = mat.c ? diffY / mat.c : 0;
271				xAccum += mat.a * y;
272				yAccum += mat.c * y;
273				outX += y;
274				inX += y;
275			}
276		}
277
278		if (outX < start || outX >= condition) {
279			return 0;
280		}
281
282		if (!GBAObjAttributesAIs256Color(sprite->a)) {
283			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
284			if (flags & FLAG_OBJWIN) {
285				SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
286			} else if (objwinSlowPath) {
287				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
288				SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
289			} else {
290				SPRITE_TRANSFORMED_LOOP(16, NORMAL);
291			}
292		} else {
293			if (flags & FLAG_OBJWIN) {
294				SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
295			} else if (objwinSlowPath) {
296				SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
297			} else {
298				SPRITE_TRANSFORMED_LOOP(256, NORMAL);
299			}
300		}
301		if (x + totalWidth > renderer->masterEnd) {
302			renderer->spriteCyclesRemaining -= (x + totalWidth - renderer->masterEnd) * 2;
303		}
304	} else {
305		int outX = x >= start ? x : start;
306		int condition = x + width;
307		int mosaicH = 1;
308		if (GBAObjAttributesAIsMosaic(sprite->a)) {
309			mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
310			if (condition % mosaicH) {
311				condition += mosaicH - (condition % mosaicH);
312			}
313		}
314		if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
315			inY += 256;
316		}
317		if (GBAObjAttributesBIsVFlip(sprite->b)) {
318			inY = height - inY - 1;
319		}
320		if (end < condition) {
321			condition = end;
322		}
323		int inX = outX - x;
324		int xOffset = 1;
325		if (GBAObjAttributesBIsHFlip(sprite->b)) {
326			inX = width - inX - 1;
327			xOffset = -1;
328		}
329		if (!GBAObjAttributesAIs256Color(sprite->a)) {
330			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
331			if (flags & FLAG_OBJWIN) {
332				SPRITE_NORMAL_LOOP(16, OBJWIN);
333			} else if (mosaicH > 1) {
334				if (objwinSlowPath) {
335					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
336					SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
337				} else {
338					SPRITE_MOSAIC_LOOP(16, NORMAL);
339				}
340			} else if (objwinSlowPath) {
341				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
342				SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
343			} else {
344				SPRITE_NORMAL_LOOP(16, NORMAL);
345			}
346		} else {
347			if (flags & FLAG_OBJWIN) {
348				SPRITE_NORMAL_LOOP(256, OBJWIN);
349			} else if (mosaicH > 1) {
350				if (objwinSlowPath) {
351					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
352					SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
353				} else {
354					SPRITE_MOSAIC_LOOP(256, NORMAL);
355				}
356			} else if (objwinSlowPath) {
357				SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
358			} else {
359				SPRITE_NORMAL_LOOP(256, NORMAL);
360			}
361		}
362		if (x + width > renderer->masterEnd) {
363			renderer->spriteCyclesRemaining -= x + width - renderer->masterEnd;
364		}
365	}
366	return 1;
367}
368
369void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
370	int x;
371	uint32_t* pixel = &renderer->row[renderer->start];
372	uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
373
374	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
375	bool objwinDisable = false;
376	bool objwinOnly = false;
377	if (objwinSlowPath) {
378		objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
379		objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
380		if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
381			return;
382		}
383
384		if (objwinDisable) {
385			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
386				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
387				uint32_t current = *pixel;
388				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
389					_compositeBlendObjwin(renderer, pixel, color | flags, current);
390				}
391			}
392			return;
393		} else if (objwinOnly) {
394			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
395				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
396				uint32_t current = *pixel;
397				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
398					_compositeBlendObjwin(renderer, pixel, color | flags, current);
399				}
400			}
401			return;
402		} else {
403			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
404				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
405				uint32_t current = *pixel;
406				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
407					_compositeBlendObjwin(renderer, pixel, color | flags, current);
408				}
409			}
410			return;
411		}
412	} else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
413		return;
414	}
415	for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
416		uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
417		uint32_t current = *pixel;
418		if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
419			_compositeBlendNoObjwin(renderer, pixel, color | flags, current);
420		}
421	}
422}