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 && renderer->bitmapStride) {
237 charBase = (charBase & (renderer->bitmapStride - 1)) * 0x10 + (charBase & ~(renderer->bitmapStride - 1)) * 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 objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt) && GBAWindowControlGetBlendEnable(renderer->objwin.packed) != GBAWindowControlIsBlendEnable(renderer->currentWindow.packed);
249 int variant = renderer->target1Obj &&
250 GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&
251 (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
252 if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT || objwinSlowPath) {
253 int target2 = renderer->target2Bd;
254 target2 |= renderer->bg[0].target2;
255 target2 |= renderer->bg[1].target2;
256 target2 |= renderer->bg[2].target2;
257 target2 |= renderer->bg[3].target2;
258 if (target2) {
259 flags |= FLAG_REBLEND;
260 variant = 0;
261 } else {
262 flags &= ~FLAG_TARGET_1;
263 }
264 }
265
266 color_t* palette = &renderer->normalPalette[0x100];
267 color_t* objwinPalette = palette;
268
269 if (GBAObjAttributesAIs256Color(sprite->a) && renderer->objExtPalette) {
270 if (!variant) {
271 palette = renderer->objExtPalette;
272 objwinPalette = palette;
273 } else {
274 palette = renderer->objExtVariantPalette;
275 if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
276 objwinPalette = palette;
277 }
278 }
279 } else if (variant) {
280 palette = &renderer->variantPalette[0x100];
281 if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
282 objwinPalette = palette;
283 }
284 }
285
286 int inY = y - (int) GBAObjAttributesAGetY(sprite->a);
287 int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> !GBAObjAttributesAIs256Color(sprite->a)) : 0x80;
288 if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP && renderer->bitmapStride) {
289 stride = renderer->bitmapStride << 3;
290 }
291
292 uint32_t current;
293 if (GBAObjAttributesAIsTransformed(sprite->a)) {
294 int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
295 int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
296 renderer->spriteCyclesRemaining -= 10;
297 struct GBAOAMMatrix mat;
298 LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
299 LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
300 LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
301 LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
302
303 if (inY < 0) {
304 inY += 256;
305 }
306 int outX = x >= start ? x : start;
307 int condition = x + totalWidth;
308 int inX = outX - x;
309 if (end < condition) {
310 condition = end;
311 }
312
313 int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1)) + (width << 7);
314 int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1)) + (height << 7);
315
316 // Clip off early pixels
317 // TODO: Transform end coordinates too
318 if (mat.a) {
319 if ((xAccum >> 8) < 0) {
320 int32_t diffX = -xAccum - 1;
321 int32_t x = mat.a ? diffX / mat.a : 0;
322 xAccum += mat.a * x;
323 yAccum += mat.c * x;
324 outX += x;
325 inX += x;
326 } else if ((xAccum >> 8) >= width) {
327 int32_t diffX = (width << 8) - xAccum;
328 int32_t x = mat.a ? diffX / mat.a : 0;
329 xAccum += mat.a * x;
330 yAccum += mat.c * x;
331 outX += x;
332 inX += x;
333 }
334 }
335 if (mat.c) {
336 if ((yAccum >> 8) < 0) {
337 int32_t diffY = - yAccum - 1;
338 int32_t y = mat.c ? diffY / mat.c : 0;
339 xAccum += mat.a * y;
340 yAccum += mat.c * y;
341 outX += y;
342 inX += y;
343 } else if ((yAccum >> 8) >= height) {
344 int32_t diffY = (height << 8) - yAccum;
345 int32_t y = mat.c ? diffY / mat.c : 0;
346 xAccum += mat.a * y;
347 yAccum += mat.c * y;
348 outX += y;
349 inX += y;
350 }
351 }
352
353 if (outX < start || outX >= condition) {
354 return 0;
355 }
356
357 if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP && renderer->bitmapStride) {
358 int alpha = GBAObjAttributesCGetPalette(sprite->c);
359 if (flags & FLAG_OBJWIN) {
360 SPRITE_TRANSFORMED_LOOP(BITMAP, OBJWIN);
361 } else if (objwinSlowPath) {
362 SPRITE_TRANSFORMED_LOOP(BITMAP, NORMAL_OBJWIN);
363 } else {
364 SPRITE_TRANSFORMED_LOOP(BITMAP, NORMAL);
365 }
366 } else if (!GBAObjAttributesAIs256Color(sprite->a)) {
367 palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
368 if (flags & FLAG_OBJWIN) {
369 SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
370 } else if (objwinSlowPath) {
371 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
372 SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
373 } else {
374 SPRITE_TRANSFORMED_LOOP(16, NORMAL);
375 }
376 } else if (!renderer->objExtPalette) {
377 if (flags & FLAG_OBJWIN) {
378 SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
379 } else if (objwinSlowPath) {
380 SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
381 } else {
382 SPRITE_TRANSFORMED_LOOP(256, NORMAL);
383 }
384 } else {
385 palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 8];
386 if (flags & FLAG_OBJWIN) {
387 SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
388 } else if (objwinSlowPath) {
389 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 8];
390 SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
391 } else {
392 SPRITE_TRANSFORMED_LOOP(256, NORMAL);
393 }
394 }
395 if (x + totalWidth > renderer->masterEnd) {
396 renderer->spriteCyclesRemaining -= (x + totalWidth - renderer->masterEnd) * 2;
397 }
398 } else {
399 int outX = x >= start ? x : start;
400 int condition = x + width;
401 int mosaicH = 1;
402 if (GBAObjAttributesAIsMosaic(sprite->a)) {
403 mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
404 if (condition % mosaicH) {
405 condition += mosaicH - (condition % mosaicH);
406 }
407 }
408 if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
409 inY += 256;
410 }
411 if (GBAObjAttributesBIsVFlip(sprite->b)) {
412 inY = height - inY - 1;
413 }
414 if (end < condition) {
415 condition = end;
416 }
417 int inX = outX - x;
418 int xOffset = 1;
419 if (GBAObjAttributesBIsHFlip(sprite->b)) {
420 inX = width - inX - 1;
421 xOffset = -1;
422 }
423 if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP && renderer->bitmapStride) {
424 int alpha = GBAObjAttributesCGetPalette(sprite->c);
425 if (flags & FLAG_OBJWIN) {
426 SPRITE_NORMAL_LOOP(BITMAP, OBJWIN);
427 } else if (mosaicH > 1) {
428 if (objwinSlowPath) {
429 SPRITE_MOSAIC_LOOP(BITMAP, NORMAL_OBJWIN);
430 } else {
431 SPRITE_MOSAIC_LOOP(BITMAP, NORMAL);
432 }
433 } else if (objwinSlowPath) {
434 SPRITE_NORMAL_LOOP(BITMAP, NORMAL_OBJWIN);
435 } else {
436 SPRITE_NORMAL_LOOP(BITMAP, NORMAL);
437 }
438 } else if (!GBAObjAttributesAIs256Color(sprite->a)) {
439 palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
440 if (flags & FLAG_OBJWIN) {
441 SPRITE_NORMAL_LOOP(16, OBJWIN);
442 } else if (mosaicH > 1) {
443 if (objwinSlowPath) {
444 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
445 SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
446 } else {
447 SPRITE_MOSAIC_LOOP(16, NORMAL);
448 }
449 } else if (objwinSlowPath) {
450 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
451 SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
452 } else {
453 SPRITE_NORMAL_LOOP(16, NORMAL);
454 }
455 } else if (!renderer->objExtPalette) {
456 if (flags & FLAG_OBJWIN) {
457 SPRITE_NORMAL_LOOP(256, OBJWIN);
458 } else if (mosaicH > 1) {
459 if (objwinSlowPath) {
460 SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
461 } else {
462 SPRITE_MOSAIC_LOOP(256, NORMAL);
463 }
464 } else if (objwinSlowPath) {
465 SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
466 } else {
467 SPRITE_NORMAL_LOOP(256, NORMAL);
468 }
469 } else {
470 palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 8];
471 if (flags & FLAG_OBJWIN) {
472 SPRITE_NORMAL_LOOP(256, OBJWIN);
473 } else if (mosaicH > 1) {
474 if (objwinSlowPath) {
475 SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
476 } else {
477 SPRITE_MOSAIC_LOOP(256, NORMAL);
478 }
479 } else if (objwinSlowPath) {
480 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 8];
481 SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
482 } else {
483 SPRITE_NORMAL_LOOP(256, NORMAL);
484 }
485
486 }
487 if (x + width > renderer->masterEnd) {
488 renderer->spriteCyclesRemaining -= x + width - renderer->masterEnd;
489 }
490 }
491 return 1;
492}
493
494void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
495 int x;
496 uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
497
498 int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
499 bool objwinDisable = false;
500 bool objwinOnly = false;
501 if (objwinSlowPath) {
502 objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
503 objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
504 if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
505 return;
506 }
507
508 if (objwinDisable) {
509 for (x = renderer->start; x < renderer->end; ++x) {
510 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
511 uint32_t current = renderer->row[x];
512 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
513 _compositeBlendObjwin(renderer, x, color | flags, current);
514 }
515 }
516 return;
517 } else if (objwinOnly) {
518 for (x = renderer->start; x < renderer->end; ++x) {
519 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
520 uint32_t current = renderer->row[x];
521 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
522 _compositeBlendObjwin(renderer, x, color | flags, current);
523 }
524 }
525 return;
526 } else {
527 for (x = renderer->start; x < renderer->end; ++x) {
528 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
529 uint32_t current = renderer->row[x];
530 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
531 _compositeBlendObjwin(renderer, x, color | flags, current);
532 }
533 }
534 return;
535 }
536 } else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
537 return;
538 }
539 for (x = renderer->start; x < renderer->end; ++x) {
540 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
541 uint32_t current = renderer->row[x];
542 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
543 _compositeBlendNoObjwin(renderer, x, color | flags, current);
544 }
545 }
546}