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