all repos — mgba @ a6ce525da1ed0f7e14e8db927871d2127681fc95

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 && 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}