all repos — mgba @ e6aa23f19cdfe97161f3696fbb3dbc4e3794edd5

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		if (!(renderer->row[outX] & FLAG_UNWRITTEN)) { \
 31			continue; \
 32		} \
 33		int localX = inX - xOffset * (outX % mosaicH); \
 34		if (localX < 0 || localX > width - 1) { \
 35			continue; \
 36		} \
 37		SPRITE_XBASE_ ## DEPTH(localX); \
 38		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
 39	}
 40
 41#define SPRITE_TRANSFORMED_LOOP(DEPTH, TYPE) \
 42	unsigned tileData; \
 43	unsigned widthMask = ~(width - 1); \
 44	unsigned heightMask = ~(height - 1); \
 45	for (; outX < condition; ++outX, ++inX) { \
 46		if (!(renderer->row[outX] & FLAG_UNWRITTEN)) { \
 47			continue; \
 48		} \
 49		renderer->spriteCyclesRemaining -= 2; \
 50		xAccum += mat.a; \
 51		yAccum += mat.c; \
 52		int localX = xAccum >> 8; \
 53		int localY = yAccum >> 8; \
 54		\
 55		if (localX & widthMask || localY & heightMask) { \
 56			break; \
 57		} \
 58		\
 59		SPRITE_YBASE_ ## DEPTH(localY); \
 60		SPRITE_XBASE_ ## DEPTH(localX); \
 61		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
 62	}
 63
 64#define SPRITE_XBASE_16(localX) unsigned xBase = (localX & ~0x7) * 4 + ((localX >> 1) & 2);
 65#define SPRITE_YBASE_16(localY) unsigned yBase = (localY & ~0x7) * stride + (localY & 0x7) * 4;
 66
 67#define SPRITE_DRAW_PIXEL_16_NORMAL(localX) \
 68	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
 69	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
 70	if (UNLIKELY(!vramBase)) { \
 71		return 0; \
 72	} \
 73	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
 74	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 75	current = renderer->spriteLayer[outX]; \
 76	if ((current & FLAG_ORDER_MASK) > flags) { \
 77		if (tileData) { \
 78			renderer->spriteLayer[outX] = palette[tileData] | flags; \
 79		} else if (current != FLAG_UNWRITTEN) { \
 80			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
 81		} \
 82	}
 83
 84#define SPRITE_DRAW_PIXEL_16_NORMAL_OBJWIN(localX) \
 85	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
 86	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
 87	if (UNLIKELY(!vramBase)) { \
 88		return 0; \
 89	} \
 90	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
 91	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 92	current = renderer->spriteLayer[outX]; \
 93	if ((current & FLAG_ORDER_MASK) > flags) { \
 94		if (tileData) { \
 95			unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
 96			renderer->spriteLayer[outX] = color | flags; \
 97		} else if (current != FLAG_UNWRITTEN) { \
 98			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
 99		} \
100	}
101
102#define SPRITE_DRAW_PIXEL_16_OBJWIN(localX) \
103	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
104	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
105	if (UNLIKELY(!vramBase)) { \
106		return 0; \
107	} \
108	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
109	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
110	if (tileData) { \
111		renderer->row[outX] |= FLAG_OBJWIN; \
112	}
113
114#define SPRITE_XBASE_256(localX) unsigned xBase = (localX & ~0x7) * 8 + (localX & 6);
115#define SPRITE_YBASE_256(localY) unsigned yBase = (localY & ~0x7) * stride + (localY & 0x7) * 8;
116
117#define SPRITE_DRAW_PIXEL_256_NORMAL(localX) \
118	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
119	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
120	if (UNLIKELY(!vramBase)) { \
121		return 0; \
122	} \
123	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
124	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
125	current = renderer->spriteLayer[outX]; \
126	if ((current & FLAG_ORDER_MASK) > flags) { \
127		if (tileData) { \
128			renderer->spriteLayer[outX] = palette[tileData] | flags; \
129		} else if (current != FLAG_UNWRITTEN) { \
130			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
131		} \
132	}
133
134#define SPRITE_DRAW_PIXEL_256_NORMAL_OBJWIN(localX) \
135	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
136	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
137	if (UNLIKELY(!vramBase)) { \
138		return 0; \
139	} \
140	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
141	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
142	current = renderer->spriteLayer[outX]; \
143	if ((current & FLAG_ORDER_MASK) > flags) { \
144		if (tileData) { \
145			unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
146			renderer->spriteLayer[outX] = color | flags; \
147		} else if (current != FLAG_UNWRITTEN) { \
148			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
149		} \
150	}
151
152#define SPRITE_DRAW_PIXEL_256_OBJWIN(localX) \
153	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
154	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
155	if (UNLIKELY(!vramBase)) { \
156		return 0; \
157	} \
158	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
159	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
160	if (tileData) { \
161		renderer->row[outX] |= FLAG_OBJWIN; \
162	}
163
164#ifndef COLOR_16_BIT
165#define TILE_TO_COLOR(tileData) \
166	unsigned color32; \
167	color32 = 0; \
168	color32 |= (tileData << 3) & 0xF8; \
169	color32 |= (tileData << 6) & 0xF800; \
170	color32 |= (tileData << 9) & 0xF80000; \
171	color32 |= (color32 >> 5) & 0x070707; \
172	color = color32;
173#elif COLOR_5_6_5
174#define TILE_TO_COLOR(tileData) \
175	uint16_t color16 = 0; \
176	color16 |= (tileData & 0x001F) << 11; \
177	color16 |= (tileData & 0x03E0) << 1; \
178	color16 |= (tileData & 0x7C00) >> 10; \
179	color = color16;
180#else
181#define TILE_TO_COLOR(tileData) \
182	color = tileData;
183#endif
184
185#define SPRITE_XBASE_BITMAP(localX) unsigned xBase = (localX & (stride - 1)) << 1;
186#define SPRITE_YBASE_BITMAP(localY) unsigned yBase = localY * (stride << 1);
187
188#define SPRITE_DRAW_PIXEL_BITMAP_NORMAL(localX) \
189	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
190	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
191	if (UNLIKELY(!vramBase)) { \
192		return 0; \
193	} \
194	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
195	current = renderer->spriteLayer[outX]; \
196	if ((current & FLAG_ORDER_MASK) > flags) { \
197		if (tileData & 0x8000) { \
198			uint32_t color; \
199			TILE_TO_COLOR(tileData); \
200			renderer->spriteLayer[outX] = color | flags; \
201		} else if (current != FLAG_UNWRITTEN) { \
202			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
203		} \
204	}
205
206#define SPRITE_DRAW_PIXEL_BITMAP_NORMAL_OBJWIN(localX) SPRITE_DRAW_PIXEL_BITMAP_NORMAL(localX)
207
208#define SPRITE_DRAW_PIXEL_BITMAP_OBJWIN(localX) \
209	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
210	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
211	if (UNLIKELY(!vramBase)) { \
212		return 0; \
213	} \
214	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
215	if (tileData & 0x8000) { \
216		renderer->row[outX] |= FLAG_OBJWIN; \
217	}
218
219int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y) {
220	int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
221	int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
222	int start = renderer->start;
223	int end = renderer->end;
224	uint32_t flags = GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY;
225	flags |= FLAG_TARGET_1 * ((GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
226	flags |= FLAG_OBJWIN * (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN);
227	if ((flags & FLAG_OBJWIN) && renderer->currentWindow.priority < renderer->objwin.priority) {
228		return 0;
229	}
230	int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
231	x >>= 23;
232	x += renderer->objOffsetX;
233	unsigned charBase = GBAObjAttributesCGetTile(sprite->c);
234	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP && renderer->bitmapStride) {
235		charBase = (charBase & (renderer->bitmapStride - 1)) * 0x10 + (charBase & ~(renderer->bitmapStride - 1)) * 0x80;
236	} else {
237		charBase *= renderer->tileStride;
238	}
239	if (!renderer->d.vramOBJ[charBase >> VRAM_BLOCK_OFFSET]) {
240		return 0;
241	}
242	if (renderer->spriteCyclesRemaining <= 0) {
243		return 0;
244	}
245
246	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt) && GBAWindowControlGetBlendEnable(renderer->objwin.packed) != GBAWindowControlIsBlendEnable(renderer->currentWindow.packed);
247	int variant = renderer->target1Obj &&
248	              GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&
249	              (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
250	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT || objwinSlowPath) {
251		int target2 = renderer->target2Bd;
252		target2 |= renderer->bg[0].target2;
253		target2 |= renderer->bg[1].target2;
254		target2 |= renderer->bg[2].target2;
255		target2 |= renderer->bg[3].target2;
256		if (target2) {
257			flags |= FLAG_REBLEND;
258			variant = 0;
259		} else {
260			flags &= ~FLAG_TARGET_1;
261		}
262	}
263
264	color_t* palette = &renderer->normalPalette[0x100];
265	color_t* objwinPalette = palette;
266
267	if (GBAObjAttributesAIs256Color(sprite->a) && renderer->objExtPalette) {
268		if (!variant) {
269			palette = renderer->objExtPalette;
270			objwinPalette = palette;
271		} else {
272			palette = renderer->objExtVariantPalette;
273			if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
274				objwinPalette = palette;
275			}
276		}
277	} else if (variant) {
278		palette = &renderer->variantPalette[0x100];
279		if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
280			objwinPalette = palette;
281		}
282	}
283
284	int inY = y - ((int) GBAObjAttributesAGetY(sprite->a) + renderer->objOffsetY);
285	int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> !GBAObjAttributesAIs256Color(sprite->a)) : 0x80;
286	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP && renderer->bitmapStride) {
287		stride = renderer->bitmapStride << 3;
288	}
289
290	uint32_t current;
291	if (GBAObjAttributesAIsTransformed(sprite->a)) {
292		int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
293		int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
294		struct GBAOAMMatrix mat;
295		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
296		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
297		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
298		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
299
300		if (inY < 0) {
301			inY += 256;
302		}
303		int outX = x >= start ? x : start;
304		int condition = x + totalWidth;
305		int inX = outX - x;
306		if (end < condition) {
307			condition = end;
308		}
309
310		int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1)) + (width << 7);
311		int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1)) + (height << 7);
312
313		// Clip off early pixels
314		// TODO: Transform end coordinates too
315		if (mat.a) {
316			if ((xAccum >> 8) < 0) {
317				int32_t diffX = -xAccum - 1;
318				int32_t x = mat.a ? diffX / mat.a : 0;
319				xAccum += mat.a * x;
320				yAccum += mat.c * x;
321				outX += x;
322				inX += x;
323			} else if ((xAccum >> 8) >= width) {
324				int32_t diffX = (width << 8) - xAccum;
325				int32_t x = mat.a ? diffX / mat.a : 0;
326				xAccum += mat.a * x;
327				yAccum += mat.c * x;
328				outX += x;
329				inX += x;
330			}
331		}
332		if (mat.c) {
333			if ((yAccum >> 8) < 0) {
334				int32_t diffY = - yAccum - 1;
335				int32_t y = mat.c ? diffY / mat.c : 0;
336				xAccum += mat.a * y;
337				yAccum += mat.c * y;
338				outX += y;
339				inX += y;
340			} else if ((yAccum >> 8) >= height) {
341				int32_t diffY = (height << 8) - yAccum;
342				int32_t y = mat.c ? diffY / mat.c : 0;
343				xAccum += mat.a * y;
344				yAccum += mat.c * y;
345				outX += y;
346				inX += y;
347			}
348		}
349
350		if (outX < start || outX >= condition) {
351			return 0;
352		}
353		renderer->spriteCyclesRemaining -= 10;
354
355		if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP && renderer->bitmapStride) {
356			int alpha = GBAObjAttributesCGetPalette(sprite->c);
357			if (flags & FLAG_OBJWIN) {
358				SPRITE_TRANSFORMED_LOOP(BITMAP, OBJWIN);
359			} else if (objwinSlowPath) {
360				SPRITE_TRANSFORMED_LOOP(BITMAP, NORMAL_OBJWIN);
361			} else {
362				SPRITE_TRANSFORMED_LOOP(BITMAP, NORMAL);
363			}
364		} else if (!GBAObjAttributesAIs256Color(sprite->a)) {
365			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
366			if (flags & FLAG_OBJWIN) {
367				SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
368			} else if (objwinSlowPath) {
369				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
370				SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
371			} else {
372				SPRITE_TRANSFORMED_LOOP(16, NORMAL);
373			}
374		} else if (!renderer->objExtPalette) {
375			if (flags & FLAG_OBJWIN) {
376				SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
377			} else if (objwinSlowPath) {
378				SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
379			} else {
380				SPRITE_TRANSFORMED_LOOP(256, NORMAL);
381			}
382		} else {
383			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 8];
384			if (flags & FLAG_OBJWIN) {
385				SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
386			} else if (objwinSlowPath) {
387				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 8];
388				SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
389			} else {
390				SPRITE_TRANSFORMED_LOOP(256, NORMAL);
391			}
392		}
393		if (end == renderer->masterEnd && x + totalWidth > renderer->masterEnd) {
394			renderer->spriteCyclesRemaining -= (x + totalWidth - renderer->masterEnd) * 2;
395		}
396	} else {
397		int outX = x >= start ? x : start;
398		int condition = x + width;
399		int mosaicH = 1;
400		if (GBAObjAttributesAIsMosaic(sprite->a)) {
401			mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
402			if (condition % mosaicH) {
403				condition += mosaicH - (condition % mosaicH);
404			}
405		}
406		if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
407			inY += 256;
408		}
409		if (GBAObjAttributesBIsVFlip(sprite->b)) {
410			inY = height - inY - 1;
411		}
412		if (end < condition) {
413			condition = end;
414		}
415		int inX = outX - x;
416		int xOffset = 1;
417		if (GBAObjAttributesBIsHFlip(sprite->b)) {
418			inX = width - inX - 1;
419			xOffset = -1;
420		}
421		if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP && renderer->bitmapStride) {
422			int alpha = GBAObjAttributesCGetPalette(sprite->c);
423			if (flags & FLAG_OBJWIN) {
424				SPRITE_NORMAL_LOOP(BITMAP, OBJWIN);
425			} else if (mosaicH > 1) {
426				if (objwinSlowPath) {
427					SPRITE_MOSAIC_LOOP(BITMAP, NORMAL_OBJWIN);
428				} else {
429					SPRITE_MOSAIC_LOOP(BITMAP, NORMAL);
430				}
431			} else if (objwinSlowPath) {
432				SPRITE_NORMAL_LOOP(BITMAP, NORMAL_OBJWIN);
433			} else {
434				SPRITE_NORMAL_LOOP(BITMAP, NORMAL);
435			}
436		} else if (!GBAObjAttributesAIs256Color(sprite->a)) {
437			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
438			if (flags & FLAG_OBJWIN) {
439				SPRITE_NORMAL_LOOP(16, OBJWIN);
440			} else if (mosaicH > 1) {
441				if (objwinSlowPath) {
442					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
443					SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
444				} else {
445					SPRITE_MOSAIC_LOOP(16, NORMAL);
446				}
447			} else if (objwinSlowPath) {
448				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
449				SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
450			} else {
451				SPRITE_NORMAL_LOOP(16, NORMAL);
452			}
453		} else if (!renderer->objExtPalette) {
454			if (flags & FLAG_OBJWIN) {
455				SPRITE_NORMAL_LOOP(256, OBJWIN);
456			} else if (mosaicH > 1) {
457				if (objwinSlowPath) {
458					SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
459				} else {
460					SPRITE_MOSAIC_LOOP(256, NORMAL);
461				}
462			} else if (objwinSlowPath) {
463				SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
464			} else {
465				SPRITE_NORMAL_LOOP(256, NORMAL);
466			}
467		} else {
468			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 8];
469			if (flags & FLAG_OBJWIN) {
470				SPRITE_NORMAL_LOOP(256, OBJWIN);
471			} else if (mosaicH > 1) {
472				if (objwinSlowPath) {
473					SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
474				} else {
475					SPRITE_MOSAIC_LOOP(256, NORMAL);
476				}
477			} else if (objwinSlowPath) {
478				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 8];
479				SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
480			} else {
481				SPRITE_NORMAL_LOOP(256, NORMAL);
482			}
483
484		}
485		if (end = renderer->masterEnd && x + width > renderer->masterEnd) {
486			renderer->spriteCyclesRemaining -= x + width - renderer->masterEnd;
487		}
488	}
489	return 1;
490}
491
492void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
493	int x;
494	uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
495
496	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
497	bool objwinDisable = false;
498	bool objwinOnly = false;
499	if (objwinSlowPath) {
500		objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
501		objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
502		if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
503			return;
504		}
505
506		if (objwinDisable) {
507			for (x = renderer->start; x < renderer->end; ++x) {
508				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
509				uint32_t current = renderer->row[x];
510				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
511					_compositeBlendObjwin(renderer, x, color | flags, current);
512				}
513			}
514			return;
515		} else if (objwinOnly) {
516			for (x = renderer->start; x < renderer->end; ++x) {
517				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
518				uint32_t current = renderer->row[x];
519				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
520					_compositeBlendObjwin(renderer, x, color | flags, current);
521				}
522			}
523			return;
524		} else {
525			for (x = renderer->start; x < renderer->end; ++x) {
526				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
527				uint32_t current = renderer->row[x];
528				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
529					_compositeBlendObjwin(renderer, x, color | flags, current);
530				}
531			}
532			return;
533		}
534	} else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
535		return;
536	}
537	for (x = renderer->start; x < renderer->end; ++x) {
538		uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
539		uint32_t current = renderer->row[x];
540		if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
541			_compositeBlendNoObjwin(renderer, x, color | flags, current);
542		}
543	}
544}