all repos — mgba @ a142dc3c9391f6218e500db0619f3a7835bd9c7e

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
167#ifndef COLOR_16_BIT
168#define TILE_TO_COLOR(tileData) \
169	unsigned color32; \
170	color32 = 0; \
171	color32 |= (tileData << 3) & 0xF8; \
172	color32 |= (tileData << 6) & 0xF800; \
173	color32 |= (tileData << 9) & 0xF80000; \
174	color32 |= (color32 >> 5) & 0x070707; \
175	color = color32;
176#elif COLOR_5_6_5
177#define TILE_TO_COLOR(tileData) \
178	uint16_t color16 = 0; \
179	color16 |= (tileData & 0x001F) << 11; \
180	color16 |= (tileData & 0x03E0) << 1; \
181	color16 |= (tileData & 0x7C00) >> 10; \
182	color = color16;
183#else
184#define TILE_TO_COLOR(tileData) \
185	color = tileData;
186#endif
187
188#define SPRITE_XBASE_BITMAP(localX) unsigned xBase = (localX & (stride - 1)) << 1;
189#define SPRITE_YBASE_BITMAP(localY) unsigned yBase = localY * (stride << 1);
190
191#define SPRITE_DRAW_PIXEL_BITMAP_NORMAL(localX) \
192	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
193	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
194	if (UNLIKELY(!vramBase)) { \
195		return 0; \
196	} \
197	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
198	current = renderer->spriteLayer[outX]; \
199	if ((current & FLAG_ORDER_MASK) > flags) { \
200		if (tileData & 0x8000) { \
201			uint32_t color; \
202			TILE_TO_COLOR(tileData); \
203			renderer->spriteLayer[outX] = color | flags; \
204		} else if (current != FLAG_UNWRITTEN) { \
205			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
206		} \
207	}
208
209#define SPRITE_DRAW_PIXEL_BITMAP_NORMAL_OBJWIN(localX) SPRITE_DRAW_PIXEL_BITMAP_NORMAL(localX)
210
211#define SPRITE_DRAW_PIXEL_BITMAP_OBJWIN(localX) \
212	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
213	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
214	if (UNLIKELY(!vramBase)) { \
215		return 0; \
216	} \
217	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
218	if (tileData & 0x8000) { \
219		renderer->row[outX] |= FLAG_OBJWIN; \
220	}
221
222int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y) {
223	int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
224	int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
225	int start = renderer->start;
226	int end = renderer->end;
227	uint32_t flags = GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY;
228	flags |= FLAG_TARGET_1 * ((GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
229	flags |= FLAG_OBJWIN * (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN);
230	if ((flags & FLAG_OBJWIN) && renderer->currentWindow.priority < renderer->objwin.priority) {
231		return 0;
232	}
233	int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
234	x >>= 23;
235	unsigned charBase = GBAObjAttributesCGetTile(sprite->c);
236	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP) {
237		charBase = (charBase & 0x1F) * 0x10 + (charBase & ~0x1F) * 0x80;
238	} else {
239		charBase *= renderer->tileStride;
240	}
241	if (!renderer->d.vramOBJ[charBase >> VRAM_BLOCK_OFFSET]) {
242		return 0;
243	}
244	if (renderer->spriteCyclesRemaining <= 0) {
245		return 0;
246	}
247
248	int variant = renderer->target1Obj &&
249	              GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&
250	              (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
251	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) {
252		int target2 = renderer->target2Bd << 4;
253		target2 |= renderer->bg[0].target2 << (renderer->bg[0].priority);
254		target2 |= renderer->bg[1].target2 << (renderer->bg[1].priority);
255		target2 |= renderer->bg[2].target2 << (renderer->bg[2].priority);
256		target2 |= renderer->bg[3].target2 << (renderer->bg[3].priority);
257		if ((1 << GBAObjAttributesCGetPriority(sprite->c)) <= target2) {
258			variant = 0;
259		}
260	}
261	color_t* palette = &renderer->normalPalette[0x100];
262	color_t* objwinPalette = palette;
263	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt) && GBAWindowControlGetBlendEnable(renderer->objwin.packed) != GBAWindowControlIsBlendEnable(renderer->currentWindow.packed);
264
265	if (GBAObjAttributesAIs256Color(sprite->a) && renderer->objExtPalette) {
266		if (!variant) {
267			palette = renderer->objExtPalette;
268			objwinPalette = palette;
269		} else {
270			palette = renderer->objExtVariantPalette;
271			if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
272				objwinPalette = palette;
273			}
274		}
275	} else if (variant) {
276		palette = &renderer->variantPalette[0x100];
277		if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
278			objwinPalette = palette;
279		}
280	}
281
282	int inY = y - (int) GBAObjAttributesAGetY(sprite->a);
283	int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> !GBAObjAttributesAIs256Color(sprite->a)) : 0x80;
284	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP) {
285		stride = 0x100; // TODO: Param
286	}
287
288	uint32_t current;
289	if (GBAObjAttributesAIsTransformed(sprite->a)) {
290		int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
291		int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
292		renderer->spriteCyclesRemaining -= 10;
293		struct GBAOAMMatrix mat;
294		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
295		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
296		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
297		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
298
299		if (inY < 0) {
300			inY += 256;
301		}
302		int outX = x >= start ? x : start;
303		int condition = x + totalWidth;
304		int inX = outX - x;
305		if (end < condition) {
306			condition = end;
307		}
308
309		int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1)) + (width << 7);
310		int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1)) + (height << 7);
311
312		// Clip off early pixels
313		// TODO: Transform end coordinates too
314		if (mat.a) {
315			if ((xAccum >> 8) < 0) {
316				int32_t diffX = -xAccum - 1;
317				int32_t x = mat.a ? diffX / mat.a : 0;
318				xAccum += mat.a * x;
319				yAccum += mat.c * x;
320				outX += x;
321				inX += x;
322			} else if ((xAccum >> 8) >= width) {
323				int32_t diffX = (width << 8) - xAccum;
324				int32_t x = mat.a ? diffX / mat.a : 0;
325				xAccum += mat.a * x;
326				yAccum += mat.c * x;
327				outX += x;
328				inX += x;
329			}
330		}
331		if (mat.c) {
332			if ((yAccum >> 8) < 0) {
333				int32_t diffY = - yAccum - 1;
334				int32_t y = mat.c ? diffY / mat.c : 0;
335				xAccum += mat.a * y;
336				yAccum += mat.c * y;
337				outX += y;
338				inX += y;
339			} else if ((yAccum >> 8) >= height) {
340				int32_t diffY = (height << 8) - yAccum;
341				int32_t y = mat.c ? diffY / mat.c : 0;
342				xAccum += mat.a * y;
343				yAccum += mat.c * y;
344				outX += y;
345				inX += y;
346			}
347		}
348
349		if (outX < start || outX >= condition) {
350			return 0;
351		}
352
353		if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP) {
354			int alpha = GBAObjAttributesCGetPalette(sprite->c);
355			if (flags & FLAG_OBJWIN) {
356				SPRITE_TRANSFORMED_LOOP(BITMAP, OBJWIN);
357			} else if (objwinSlowPath) {
358				SPRITE_TRANSFORMED_LOOP(BITMAP, NORMAL_OBJWIN);
359			} else {
360				SPRITE_TRANSFORMED_LOOP(BITMAP, NORMAL);
361			}
362		} else if (!GBAObjAttributesAIs256Color(sprite->a)) {
363			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
364			if (flags & FLAG_OBJWIN) {
365				SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
366			} else if (objwinSlowPath) {
367				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
368				SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
369			} else {
370				SPRITE_TRANSFORMED_LOOP(16, NORMAL);
371			}
372		} else if (!renderer->objExtPalette) {
373			if (flags & FLAG_OBJWIN) {
374				SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
375			} else if (objwinSlowPath) {
376				SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
377			} else {
378				SPRITE_TRANSFORMED_LOOP(256, NORMAL);
379			}
380		} else {
381			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 8];
382			if (flags & FLAG_OBJWIN) {
383				SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
384			} else if (objwinSlowPath) {
385				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 8];
386				SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
387			} else {
388				SPRITE_TRANSFORMED_LOOP(256, NORMAL);
389			}
390		}
391		if (x + totalWidth > renderer->masterEnd) {
392			renderer->spriteCyclesRemaining -= (x + totalWidth - renderer->masterEnd) * 2;
393		}
394	} else {
395		int outX = x >= start ? x : start;
396		int condition = x + width;
397		int mosaicH = 1;
398		if (GBAObjAttributesAIsMosaic(sprite->a)) {
399			mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
400			if (condition % mosaicH) {
401				condition += mosaicH - (condition % mosaicH);
402			}
403		}
404		if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
405			inY += 256;
406		}
407		if (GBAObjAttributesBIsVFlip(sprite->b)) {
408			inY = height - inY - 1;
409		}
410		if (end < condition) {
411			condition = end;
412		}
413		int inX = outX - x;
414		int xOffset = 1;
415		if (GBAObjAttributesBIsHFlip(sprite->b)) {
416			inX = width - inX - 1;
417			xOffset = -1;
418		}
419		if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP) {
420			int alpha = GBAObjAttributesCGetPalette(sprite->c);
421			if (flags & FLAG_OBJWIN) {
422				SPRITE_NORMAL_LOOP(BITMAP, OBJWIN);
423			} else if (mosaicH > 1) {
424				if (objwinSlowPath) {
425					SPRITE_MOSAIC_LOOP(BITMAP, NORMAL_OBJWIN);
426				} else {
427					SPRITE_MOSAIC_LOOP(BITMAP, NORMAL);
428				}
429			} else if (objwinSlowPath) {
430				SPRITE_NORMAL_LOOP(BITMAP, NORMAL_OBJWIN);
431			} else {
432				SPRITE_NORMAL_LOOP(BITMAP, NORMAL);
433			}
434		} else if (!GBAObjAttributesAIs256Color(sprite->a)) {
435			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
436			if (flags & FLAG_OBJWIN) {
437				SPRITE_NORMAL_LOOP(16, OBJWIN);
438			} else if (mosaicH > 1) {
439				if (objwinSlowPath) {
440					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
441					SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
442				} else {
443					SPRITE_MOSAIC_LOOP(16, NORMAL);
444				}
445			} else if (objwinSlowPath) {
446				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
447				SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
448			} else {
449				SPRITE_NORMAL_LOOP(16, NORMAL);
450			}
451		} else if (!renderer->objExtPalette) {
452			if (flags & FLAG_OBJWIN) {
453				SPRITE_NORMAL_LOOP(256, OBJWIN);
454			} else if (mosaicH > 1) {
455				if (objwinSlowPath) {
456					SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
457				} else {
458					SPRITE_MOSAIC_LOOP(256, NORMAL);
459				}
460			} else if (objwinSlowPath) {
461				SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
462			} else {
463				SPRITE_NORMAL_LOOP(256, NORMAL);
464			}
465		} else {
466			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 8];
467			if (flags & FLAG_OBJWIN) {
468				SPRITE_NORMAL_LOOP(256, OBJWIN);
469			} else if (mosaicH > 1) {
470				if (objwinSlowPath) {
471					SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
472				} else {
473					SPRITE_MOSAIC_LOOP(256, NORMAL);
474				}
475			} else if (objwinSlowPath) {
476				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 8];
477				SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
478			} else {
479				SPRITE_NORMAL_LOOP(256, NORMAL);
480			}
481
482		}
483		if (x + width > renderer->masterEnd) {
484			renderer->spriteCyclesRemaining -= x + width - renderer->masterEnd;
485		}
486	}
487	return 1;
488}
489
490void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
491	int x;
492	uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
493
494	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
495	bool objwinDisable = false;
496	bool objwinOnly = false;
497	if (objwinSlowPath) {
498		objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
499		objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
500		if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
501			return;
502		}
503
504		if (objwinDisable) {
505			for (x = renderer->start; x < renderer->end; ++x) {
506				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
507				uint32_t current = renderer->row[x];
508				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
509					_compositeBlendObjwin(renderer, x, color | flags, current);
510				}
511			}
512			return;
513		} else if (objwinOnly) {
514			for (x = renderer->start; x < renderer->end; ++x) {
515				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
516				uint32_t current = renderer->row[x];
517				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
518					_compositeBlendObjwin(renderer, x, color | flags, current);
519				}
520			}
521			return;
522		} else {
523			for (x = renderer->start; x < renderer->end; ++x) {
524				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
525				uint32_t current = renderer->row[x];
526				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
527					_compositeBlendObjwin(renderer, x, color | flags, current);
528				}
529			}
530			return;
531		}
532	} else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
533		return;
534	}
535	for (x = renderer->start; x < renderer->end; ++x) {
536		uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
537		uint32_t current = renderer->row[x];
538		if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
539			_compositeBlendNoObjwin(renderer, x, color | flags, current);
540		}
541	}
542}