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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) & 0x7FFE); \
 72	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
 73	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
 74	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 75	current = renderer->spriteLayer[outX]; \
 76	if ((current & FLAG_ORDER_MASK) > flags) { \
 77		if (tileData) { \
 78			renderer->spriteLayer[outX] = palette[tileData] | flags; \
 79		} else if (current != FLAG_UNWRITTEN) { \
 80			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
 81		} \
 82	}
 83
 84#define SPRITE_DRAW_PIXEL_16_NORMAL_OBJWIN(localX) \
 85	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x7FFE); \
 86	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
 87	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
 88	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 89	current = renderer->spriteLayer[outX]; \
 90	if ((current & FLAG_ORDER_MASK) > flags) { \
 91		if (tileData) { \
 92			unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
 93			renderer->spriteLayer[outX] = color | flags; \
 94		} else if (current != FLAG_UNWRITTEN) { \
 95			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
 96		} \
 97	}
 98
 99#define SPRITE_DRAW_PIXEL_16_OBJWIN(localX) \
100	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x7FFE); \
101	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
102	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
103	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
104	if (tileData) { \
105		renderer->row[outX] |= FLAG_OBJWIN; \
106	}
107
108#define SPRITE_XBASE_256(localX) unsigned xBase = (localX & ~0x7) * 8 + (localX & 6);
109#define SPRITE_YBASE_256(localY) unsigned yBase = (localY & ~0x7) * stride + (localY & 0x7) * 8;
110
111#define SPRITE_DRAW_PIXEL_256_NORMAL(localX) \
112	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x7FFE); \
113	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
114	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
115	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
116	current = renderer->spriteLayer[outX]; \
117	if ((current & FLAG_ORDER_MASK) > flags) { \
118		if (tileData) { \
119			renderer->spriteLayer[outX] = palette[tileData] | flags; \
120		} else if (current != FLAG_UNWRITTEN) { \
121			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
122		} \
123	}
124
125#define SPRITE_DRAW_PIXEL_256_NORMAL_OBJWIN(localX) \
126	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x7FFE); \
127	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
128	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
129	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
130	current = renderer->spriteLayer[outX]; \
131	if ((current & FLAG_ORDER_MASK) > flags) { \
132		if (tileData) { \
133			unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
134			renderer->spriteLayer[outX] = color | flags; \
135		} else if (current != FLAG_UNWRITTEN) { \
136			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
137		} \
138	}
139
140#define SPRITE_DRAW_PIXEL_256_OBJWIN(localX) \
141	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x7FFE); \
142	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
143	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
144	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
145	if (tileData) { \
146		renderer->row[outX] |= FLAG_OBJWIN; \
147	}
148
149int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y) {
150	int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
151	int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
152	int start = renderer->start;
153	int end = renderer->end;
154	uint32_t flags = GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY;
155	flags |= FLAG_TARGET_1 * ((GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
156	flags |= FLAG_OBJWIN * (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN);
157	if ((flags & FLAG_OBJWIN) && renderer->currentWindow.priority < renderer->objwin.priority) {
158		return 0;
159	}
160	int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
161	x >>= 23;
162	unsigned charBase = GBAObjAttributesCGetTile(sprite->c) * renderer->tileStride;
163	uint16_t* vramBase = NULL;
164	if (GBARegisterDISPCNTGetMode(renderer->dispcnt) >= 3 && GBAObjAttributesCGetTile(sprite->c) < 512) {
165		return 0;
166	}
167	if (renderer->spriteCyclesRemaining <= 0) {
168		return 0;
169	}
170
171	int variant = renderer->target1Obj &&
172	              GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&
173	              (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
174	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) {
175		int target2 = renderer->target2Bd << 4;
176		target2 |= renderer->bg[0].target2 << (renderer->bg[0].priority);
177		target2 |= renderer->bg[1].target2 << (renderer->bg[1].priority);
178		target2 |= renderer->bg[2].target2 << (renderer->bg[2].priority);
179		target2 |= renderer->bg[3].target2 << (renderer->bg[3].priority);
180		if ((1 << GBAObjAttributesCGetPriority(sprite->c)) <= target2) {
181			variant = 0;
182		}
183	}
184	color_t* palette = &renderer->normalPalette[0x100];
185	color_t* objwinPalette = palette;
186	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt) && GBAWindowControlGetBlendEnable(renderer->objwin.packed) != GBAWindowControlIsBlendEnable(renderer->currentWindow.packed);
187
188	if (variant) {
189		palette = &renderer->variantPalette[0x100];
190		if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
191			objwinPalette = palette;
192		}
193	}
194
195	int inY = y - (int) GBAObjAttributesAGetY(sprite->a);
196	int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> !GBAObjAttributesAIs256Color(sprite->a)) : 0x80;
197
198	uint32_t current;
199	if (GBAObjAttributesAIsTransformed(sprite->a)) {
200		int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
201		int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
202		renderer->spriteCyclesRemaining -= 10;
203		struct GBAOAMMatrix mat;
204		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
205		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
206		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
207		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
208
209		if (inY < 0) {
210			inY += 256;
211		}
212		int outX = x >= start ? x : start;
213		int condition = x + totalWidth;
214		int inX = outX - x;
215		if (end < condition) {
216			condition = end;
217		}
218
219		int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1)) + (width << 7);
220		int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1)) + (height << 7);
221
222		// Clip off early pixels
223		// TODO: Transform end coordinates too
224		if (mat.a) {
225			if ((xAccum >> 8) < 0) {
226				int32_t diffX = -xAccum - 1;
227				int32_t x = mat.a ? diffX / mat.a : 0;
228				xAccum += mat.a * x;
229				yAccum += mat.c * x;
230				outX += x;
231				inX += x;
232			} else if ((xAccum >> 8) >= width) {
233				int32_t diffX = (width << 8) - xAccum;
234				int32_t x = mat.a ? diffX / mat.a : 0;
235				xAccum += mat.a * x;
236				yAccum += mat.c * x;
237				outX += x;
238				inX += x;
239			}
240		}
241		if (mat.c) {
242			if ((yAccum >> 8) < 0) {
243				int32_t diffY = - yAccum - 1;
244				int32_t y = mat.c ? diffY / mat.c : 0;
245				xAccum += mat.a * y;
246				yAccum += mat.c * y;
247				outX += y;
248				inX += y;
249			} else if ((yAccum >> 8) >= height) {
250				int32_t diffY = (height << 8) - yAccum;
251				int32_t y = mat.c ? diffY / mat.c : 0;
252				xAccum += mat.a * y;
253				yAccum += mat.c * y;
254				outX += y;
255				inX += y;
256			}
257		}
258
259		if (outX < start || outX >= condition) {
260			return 0;
261		}
262
263		if (!GBAObjAttributesAIs256Color(sprite->a)) {
264			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
265			if (flags & FLAG_OBJWIN) {
266				SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
267			} else if (objwinSlowPath) {
268				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
269				SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
270			} else {
271				SPRITE_TRANSFORMED_LOOP(16, NORMAL);
272			}
273		} else {
274			if (flags & FLAG_OBJWIN) {
275				SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
276			} else if (objwinSlowPath) {
277				SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
278			} else {
279				SPRITE_TRANSFORMED_LOOP(256, NORMAL);
280			}
281		}
282		if (x + totalWidth > renderer->masterEnd) {
283			renderer->spriteCyclesRemaining -= (x + totalWidth - renderer->masterEnd) * 2;
284		}
285	} else {
286		int outX = x >= start ? x : start;
287		int condition = x + width;
288		int mosaicH = 1;
289		if (GBAObjAttributesAIsMosaic(sprite->a)) {
290			mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
291			if (condition % mosaicH) {
292				condition += mosaicH - (condition % mosaicH);
293			}
294		}
295		if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
296			inY += 256;
297		}
298		if (GBAObjAttributesBIsVFlip(sprite->b)) {
299			inY = height - inY - 1;
300		}
301		if (end < condition) {
302			condition = end;
303		}
304		int inX = outX - x;
305		int xOffset = 1;
306		if (GBAObjAttributesBIsHFlip(sprite->b)) {
307			inX = width - inX - 1;
308			xOffset = -1;
309		}
310		if (!GBAObjAttributesAIs256Color(sprite->a)) {
311			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
312			if (flags & FLAG_OBJWIN) {
313				SPRITE_NORMAL_LOOP(16, OBJWIN);
314			} else if (mosaicH > 1) {
315				if (objwinSlowPath) {
316					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
317					SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
318				} else {
319					SPRITE_MOSAIC_LOOP(16, NORMAL);
320				}
321			} else if (objwinSlowPath) {
322				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
323				SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
324			} else {
325				SPRITE_NORMAL_LOOP(16, NORMAL);
326			}
327		} else {
328			if (flags & FLAG_OBJWIN) {
329				SPRITE_NORMAL_LOOP(256, OBJWIN);
330			} else if (mosaicH > 1) {
331				if (objwinSlowPath) {
332					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
333					SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
334				} else {
335					SPRITE_MOSAIC_LOOP(256, NORMAL);
336				}
337			} else if (objwinSlowPath) {
338				SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
339			} else {
340				SPRITE_NORMAL_LOOP(256, NORMAL);
341			}
342		}
343		if (x + width > renderer->masterEnd) {
344			renderer->spriteCyclesRemaining -= x + width - renderer->masterEnd;
345		}
346	}
347	return 1;
348}
349
350void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
351	int x;
352	uint32_t* pixel = &renderer->row[renderer->start];
353	uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
354
355	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
356	bool objwinDisable = false;
357	bool objwinOnly = false;
358	if (objwinSlowPath) {
359		objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
360		objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
361		if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
362			return;
363		}
364
365		if (objwinDisable) {
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 if (objwinOnly) {
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 && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
379					_compositeBlendObjwin(renderer, pixel, color | flags, current);
380				}
381			}
382			return;
383		} else {
384			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
385				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
386				uint32_t current = *pixel;
387				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
388					_compositeBlendObjwin(renderer, pixel, color | flags, current);
389				}
390			}
391			return;
392		}
393	} else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
394		return;
395	}
396	for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
397		uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
398		uint32_t current = *pixel;
399		if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
400			_compositeBlendNoObjwin(renderer, pixel, color | flags, current);
401		}
402	}
403}