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}