all repos — mgba @ b9a0e14561ae81213585dd63ec273b8fd51da0b3

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		renderer->spriteCyclesRemaining -= 1; \
 13		SPRITE_XBASE_ ## DEPTH(inX); \
 14		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(inX); \
 15	}
 16
 17#define SPRITE_MOSAIC_LOOP(DEPTH, TYPE) \
 18	SPRITE_YBASE_ ## DEPTH(inY); \
 19	unsigned tileData; \
 20	for (; outX < condition; ++outX, inX += xOffset) { \
 21		int localX = inX - xOffset * (outX % mosaicH); \
 22		if (localX < 0) { \
 23			localX = 0; \
 24		} else if (localX > width - 1) {\
 25			localX = width - 1; \
 26		} \
 27		SPRITE_XBASE_ ## DEPTH(localX); \
 28		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
 29	}
 30
 31#define SPRITE_TRANSFORMED_LOOP(DEPTH, TYPE) \
 32	unsigned tileData; \
 33	unsigned widthMask = ~(width - 1); \
 34	unsigned heightMask = ~(height - 1); \
 35	for (; outX < condition; ++outX, ++inX) { \
 36		renderer->spriteCyclesRemaining -= 2; \
 37		xAccum += mat.a; \
 38		yAccum += mat.c; \
 39		int localX = xAccum >> 8; \
 40		int localY = yAccum >> 8; \
 41		\
 42		if (localX & widthMask || localY & heightMask) { \
 43			break; \
 44		} \
 45		\
 46		SPRITE_YBASE_ ## DEPTH(localY); \
 47		SPRITE_XBASE_ ## DEPTH(localX); \
 48		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
 49	}
 50
 51#define SPRITE_TRANSFORMED_MOSAIC_LOOP(DEPTH, TYPE) \
 52	unsigned tileData; \
 53	unsigned widthMask = ~(width - 1); \
 54	unsigned heightMask = ~(height - 1); \
 55	int localX = xAccum >> 8; \
 56	int localY = yAccum >> 8; \
 57	for (; outX < condition; ++outX, ++inX) { \
 58		renderer->spriteCyclesRemaining -= 2; \
 59		xAccum += mat.a; \
 60		yAccum += mat.c; \
 61		\
 62		if (outX % mosaicH == 0) { \
 63			localX = xAccum >> 8; \
 64			localY = yAccum >> 8; \
 65		} \
 66		\
 67		if (localX & widthMask || localY & heightMask) { \
 68			continue; \
 69		} \
 70		\
 71		SPRITE_YBASE_ ## DEPTH(localY); \
 72		SPRITE_XBASE_ ## DEPTH(localX); \
 73		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
 74	}
 75
 76#define SPRITE_XBASE_16(localX) unsigned xBase = (localX & ~0x7) * 4 + ((localX >> 1) & 2);
 77#define SPRITE_YBASE_16(localY) unsigned yBase = (localY & ~0x7) * stride + (localY & 0x7) * 4;
 78
 79#define SPRITE_DRAW_PIXEL_16_NORMAL(localX) \
 80	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
 81	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 82	current = renderer->spriteLayer[outX]; \
 83	if ((current & FLAG_ORDER_MASK) > flags) { \
 84		if (tileData) { \
 85			renderer->spriteLayer[outX] = palette[tileData] | flags; \
 86		} else if (current != FLAG_UNWRITTEN) { \
 87			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
 88		} \
 89	}
 90
 91#define SPRITE_DRAW_PIXEL_16_NORMAL_OBJWIN(localX) \
 92	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
 93	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 94	current = renderer->spriteLayer[outX]; \
 95	if ((current & FLAG_ORDER_MASK) > flags) { \
 96		if (tileData) { \
 97			unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
 98			renderer->spriteLayer[outX] = color | flags; \
 99		} else if (current != FLAG_UNWRITTEN) { \
100			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
101		} \
102	}
103
104#define SPRITE_DRAW_PIXEL_16_OBJWIN(localX) \
105	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
106	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
107	if (tileData) { \
108		renderer->row[outX] |= FLAG_OBJWIN; \
109	}
110
111#define SPRITE_XBASE_256(localX) unsigned xBase = (localX & ~0x7) * 8 + (localX & 6);
112#define SPRITE_YBASE_256(localY) unsigned yBase = (localY & ~0x7) * stride + (localY & 0x7) * 8;
113
114#define SPRITE_DRAW_PIXEL_256_NORMAL(localX) \
115	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
116	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
117	current = renderer->spriteLayer[outX]; \
118	if ((current & FLAG_ORDER_MASK) > flags) { \
119		if (tileData) { \
120			renderer->spriteLayer[outX] = palette[tileData] | flags; \
121		} else if (current != FLAG_UNWRITTEN) { \
122			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
123		} \
124	}
125
126#define SPRITE_DRAW_PIXEL_256_NORMAL_OBJWIN(localX) \
127	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase);  \
128	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
129	current = renderer->spriteLayer[outX]; \
130	if ((current & FLAG_ORDER_MASK) > flags) { \
131		if (tileData) { \
132			unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
133			renderer->spriteLayer[outX] = color | flags; \
134		} else if (current != FLAG_UNWRITTEN) { \
135			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
136		} \
137	}
138
139#define SPRITE_DRAW_PIXEL_256_OBJWIN(localX) \
140	LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
141	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
142	if (tileData) { \
143		renderer->row[outX] |= FLAG_OBJWIN; \
144	}
145
146int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int index, int y) {
147	int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
148	int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
149	int start = renderer->start;
150	int end = renderer->end;
151	uint32_t flags = GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY;
152	flags |= FLAG_TARGET_1 * ((GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
153	flags |= FLAG_OBJWIN * (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN);
154	if ((flags & FLAG_OBJWIN) && renderer->currentWindow.priority < renderer->objwin.priority) {
155		return 0;
156	}
157	int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
158	x >>= 23;
159	x += renderer->objOffsetX;
160	uint16_t* vramBase = &renderer->d.vram[BASE_TILE >> 1];
161	bool align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
162	unsigned charBase = (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x20;
163	if (GBARegisterDISPCNTGetMode(renderer->dispcnt) >= 3 && GBAObjAttributesCGetTile(sprite->c) < 512) {
164		return 0;
165	}
166
167	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt) && GBAWindowControlGetBlendEnable(renderer->objwin.packed) != GBAWindowControlIsBlendEnable(renderer->currentWindow.packed);
168	int variant = renderer->target1Obj &&
169	              GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&
170	              (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
171	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT || objwinSlowPath) {
172		int target2 = renderer->target2Bd;
173		target2 |= renderer->bg[0].target2;
174		target2 |= renderer->bg[1].target2;
175		target2 |= renderer->bg[2].target2;
176		target2 |= renderer->bg[3].target2;
177		if (target2) {
178			flags |= FLAG_REBLEND;
179			variant = 0;
180		} else {
181			flags &= ~FLAG_TARGET_1;
182		}
183	}
184
185	color_t* palette = &renderer->normalPalette[0x100];
186	if (renderer->d.highlightAmount && renderer->d.highlightOBJ[index]) {
187		palette = &renderer->highlightPalette[0x100];
188	}
189	color_t* objwinPalette = palette;
190
191	if (variant) {
192		palette = &renderer->variantPalette[0x100];
193		if (renderer->d.highlightAmount && renderer->d.highlightOBJ[index]) {
194			palette = &renderer->highlightVariantPalette[0x100];
195		}
196		if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
197			objwinPalette = palette;
198		}
199	}
200
201	int inY = y - ((int) GBAObjAttributesAGetY(sprite->a) + renderer->objOffsetY);
202	int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> !GBAObjAttributesAIs256Color(sprite->a)) : 0x80;
203
204	uint32_t current;
205	if (GBAObjAttributesAIsTransformed(sprite->a)) {
206		int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
207		int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
208		struct GBAOAMMatrix mat;
209		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
210		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
211		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
212		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
213
214		if (inY < 0) {
215			inY += 256;
216		}
217		int outX = x >= start ? x : start;
218		int condition = x + totalWidth;
219		int inX = outX - x;
220		if (end < condition) {
221			condition = end;
222		}
223		int mosaicH = 1;
224		if (GBAObjAttributesAIsMosaic(sprite->a)) {
225			mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
226			if (condition % mosaicH) {
227				condition += mosaicH - (condition % mosaicH);
228			}
229		}
230
231		int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1)) + (width << 7);
232		int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1)) + (height << 7);
233
234		// Clip off early pixels
235		// TODO: Transform end coordinates too
236		if (mat.a) {
237			if ((xAccum >> 8) < 0) {
238				int32_t diffX = -xAccum - 1;
239				int32_t x = mat.a ? diffX / mat.a : 0;
240				xAccum += mat.a * x;
241				yAccum += mat.c * x;
242				outX += x;
243				inX += x;
244			} else if ((xAccum >> 8) >= width) {
245				int32_t diffX = (width << 8) - xAccum;
246				int32_t x = mat.a ? diffX / mat.a : 0;
247				xAccum += mat.a * x;
248				yAccum += mat.c * x;
249				outX += x;
250				inX += x;
251			}
252		}
253		if (mat.c) {
254			if ((yAccum >> 8) < 0) {
255				int32_t diffY = - yAccum - 1;
256				int32_t y = mat.c ? diffY / mat.c : 0;
257				xAccum += mat.a * y;
258				yAccum += mat.c * y;
259				outX += y;
260				inX += y;
261			} else if ((yAccum >> 8) >= height) {
262				int32_t diffY = (height << 8) - yAccum;
263				int32_t y = mat.c ? diffY / mat.c : 0;
264				xAccum += mat.a * y;
265				yAccum += mat.c * y;
266				outX += y;
267				inX += y;
268			}
269		}
270
271		if (outX < start || outX >= condition) {
272			return 0;
273		}
274		renderer->spriteCyclesRemaining -= 10;
275
276		if (!GBAObjAttributesAIs256Color(sprite->a)) {
277			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
278			if (flags & FLAG_OBJWIN) {
279				SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
280			} else if (mosaicH > 1) {
281				if (objwinSlowPath) {
282					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
283					SPRITE_TRANSFORMED_MOSAIC_LOOP(16, NORMAL_OBJWIN);
284				} else {
285					SPRITE_TRANSFORMED_MOSAIC_LOOP(16, NORMAL);
286				}
287			} else if (objwinSlowPath) {
288				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
289				SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
290			} else {
291				SPRITE_TRANSFORMED_LOOP(16, NORMAL);
292			}
293		} else {
294			if (flags & FLAG_OBJWIN) {
295				SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
296			} else if (mosaicH > 1) {
297				if (objwinSlowPath) {
298					SPRITE_TRANSFORMED_MOSAIC_LOOP(256, NORMAL_OBJWIN);
299				} else {
300					SPRITE_TRANSFORMED_MOSAIC_LOOP(256, NORMAL);
301				}
302			} else if (objwinSlowPath) {
303				SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
304			} else {
305				SPRITE_TRANSFORMED_LOOP(256, NORMAL);
306			}
307		}
308		if (end == GBA_VIDEO_HORIZONTAL_PIXELS && x + totalWidth > GBA_VIDEO_HORIZONTAL_PIXELS) {
309			renderer->spriteCyclesRemaining -= (x + totalWidth - GBA_VIDEO_HORIZONTAL_PIXELS) * 2;
310		}
311	} else {
312		int outX = x >= start ? x : start;
313		int condition = x + width;
314		int mosaicH = 1;
315		if (GBAObjAttributesAIsMosaic(sprite->a)) {
316			mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
317			if (condition % mosaicH) {
318				condition += mosaicH - (condition % mosaicH);
319			}
320		}
321		if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
322			inY += 256;
323		}
324		if (GBAObjAttributesBIsVFlip(sprite->b)) {
325			inY = height - inY - 1;
326		}
327		if (end < condition) {
328			condition = end;
329		}
330		int inX = outX - x;
331		int xOffset = 1;
332		if (GBAObjAttributesBIsHFlip(sprite->b)) {
333			inX = width - inX - 1;
334			xOffset = -1;
335		}
336		if (!GBAObjAttributesAIs256Color(sprite->a)) {
337			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
338			if (flags & FLAG_OBJWIN) {
339				SPRITE_NORMAL_LOOP(16, OBJWIN);
340			} else if (mosaicH > 1) {
341				if (objwinSlowPath) {
342					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
343					SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
344				} else {
345					SPRITE_MOSAIC_LOOP(16, NORMAL);
346				}
347			} else if (objwinSlowPath) {
348				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
349				SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
350			} else {
351				SPRITE_NORMAL_LOOP(16, NORMAL);
352			}
353		} else {
354			if (flags & FLAG_OBJWIN) {
355				SPRITE_NORMAL_LOOP(256, OBJWIN);
356			} else if (mosaicH > 1) {
357				if (objwinSlowPath) {
358					SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
359				} else {
360					SPRITE_MOSAIC_LOOP(256, NORMAL);
361				}
362			} else if (objwinSlowPath) {
363				SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
364			} else {
365				SPRITE_NORMAL_LOOP(256, NORMAL);
366			}
367		}
368		if (end == GBA_VIDEO_HORIZONTAL_PIXELS && x + width > GBA_VIDEO_HORIZONTAL_PIXELS) {
369			renderer->spriteCyclesRemaining -= x + width - GBA_VIDEO_HORIZONTAL_PIXELS;
370		}
371	}
372	return 1;
373}
374
375void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
376	int x;
377	uint32_t* pixel = &renderer->row[renderer->start];
378	uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
379
380	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
381	bool objwinDisable = false;
382	bool objwinOnly = false;
383	if (objwinSlowPath) {
384		objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
385		objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
386		if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
387			return;
388		}
389
390		if (objwinDisable) {
391			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
392				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
393				uint32_t current = *pixel;
394				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
395					_compositeBlendObjwin(renderer, pixel, color | flags, current);
396				}
397			}
398			return;
399		} else if (objwinOnly) {
400			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
401				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
402				uint32_t current = *pixel;
403				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
404					_compositeBlendObjwin(renderer, pixel, color | flags, current);
405				}
406			}
407			return;
408		} else {
409			for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
410				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
411				uint32_t current = *pixel;
412				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
413					_compositeBlendObjwin(renderer, pixel, color | flags, current);
414				}
415			}
416			return;
417		}
418	} else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
419		return;
420	}
421	for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
422		uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
423		uint32_t current = *pixel;
424		if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
425			_compositeBlendNoObjwin(renderer, pixel, color | flags, current);
426		}
427	}
428}