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 | FLAG_REBLEND | FLAG_TARGET_1)) | (flags & (FLAG_ORDER_MASK | FLAG_REBLEND | FLAG_TARGET_1)); \
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 | FLAG_REBLEND | FLAG_TARGET_1)) | (flags & (FLAG_ORDER_MASK | FLAG_REBLEND | FLAG_TARGET_1)); \
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 | FLAG_REBLEND | FLAG_TARGET_1)) | (flags & (FLAG_ORDER_MASK | FLAG_REBLEND | FLAG_TARGET_1)); \
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 | FLAG_REBLEND | FLAG_TARGET_1)) | (flags & (FLAG_ORDER_MASK | FLAG_REBLEND | FLAG_TARGET_1)); \
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 || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) &&
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 renderer->forceTarget1 = true;
179 flags |= FLAG_REBLEND;
180 variant = 0;
181 } else {
182 flags &= ~FLAG_TARGET_1;
183 }
184 }
185
186 color_t* palette = &renderer->normalPalette[0x100];
187 if (renderer->d.highlightAmount && renderer->d.highlightOBJ[index]) {
188 palette = &renderer->highlightPalette[0x100];
189 }
190 color_t* objwinPalette = palette;
191
192 if (variant) {
193 palette = &renderer->variantPalette[0x100];
194 if (renderer->d.highlightAmount && renderer->d.highlightOBJ[index]) {
195 palette = &renderer->highlightVariantPalette[0x100];
196 }
197 if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
198 objwinPalette = palette;
199 }
200 }
201
202 int inY = y - ((int) GBAObjAttributesAGetY(sprite->a) + renderer->objOffsetY);
203 int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> !GBAObjAttributesAIs256Color(sprite->a)) : 0x80;
204
205 uint32_t current;
206 if (GBAObjAttributesAIsTransformed(sprite->a)) {
207 int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
208 int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
209 struct GBAOAMMatrix mat;
210 LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
211 LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
212 LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
213 LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
214
215 if (inY < 0) {
216 inY += 256;
217 }
218 int outX = x >= start ? x : start;
219 int condition = x + totalWidth;
220 int inX = outX - x;
221 if (end < condition) {
222 condition = end;
223 }
224 int mosaicH = 1;
225 if (GBAObjAttributesAIsMosaic(sprite->a)) {
226 mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
227 if (condition % mosaicH) {
228 condition += mosaicH - (condition % mosaicH);
229 }
230 }
231
232 int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1)) + (width << 7);
233 int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1)) + (height << 7);
234
235 // Clip off early pixels
236 // TODO: Transform end coordinates too
237 if (mat.a) {
238 if ((xAccum >> 8) < 0) {
239 int32_t diffX = -xAccum - 1;
240 int32_t x = mat.a ? diffX / mat.a : 0;
241 xAccum += mat.a * x;
242 yAccum += mat.c * x;
243 outX += x;
244 inX += x;
245 } else if ((xAccum >> 8) >= width) {
246 int32_t diffX = (width << 8) - xAccum;
247 int32_t x = mat.a ? diffX / mat.a : 0;
248 xAccum += mat.a * x;
249 yAccum += mat.c * x;
250 outX += x;
251 inX += x;
252 }
253 }
254 if (mat.c) {
255 if ((yAccum >> 8) < 0) {
256 int32_t diffY = - yAccum - 1;
257 int32_t y = mat.c ? diffY / mat.c : 0;
258 xAccum += mat.a * y;
259 yAccum += mat.c * y;
260 outX += y;
261 inX += y;
262 } else if ((yAccum >> 8) >= height) {
263 int32_t diffY = (height << 8) - yAccum;
264 int32_t y = mat.c ? diffY / mat.c : 0;
265 xAccum += mat.a * y;
266 yAccum += mat.c * y;
267 outX += y;
268 inX += y;
269 }
270 }
271
272 if (outX < start || outX >= condition) {
273 return 0;
274 }
275 renderer->spriteCyclesRemaining -= 10;
276
277 if (!GBAObjAttributesAIs256Color(sprite->a)) {
278 palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
279 if (flags & FLAG_OBJWIN) {
280 SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
281 } else if (mosaicH > 1) {
282 if (objwinSlowPath) {
283 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
284 SPRITE_TRANSFORMED_MOSAIC_LOOP(16, NORMAL_OBJWIN);
285 } else {
286 SPRITE_TRANSFORMED_MOSAIC_LOOP(16, NORMAL);
287 }
288 } else if (objwinSlowPath) {
289 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
290 SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
291 } else {
292 SPRITE_TRANSFORMED_LOOP(16, NORMAL);
293 }
294 } else {
295 if (flags & FLAG_OBJWIN) {
296 SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
297 } else if (mosaicH > 1) {
298 if (objwinSlowPath) {
299 SPRITE_TRANSFORMED_MOSAIC_LOOP(256, NORMAL_OBJWIN);
300 } else {
301 SPRITE_TRANSFORMED_MOSAIC_LOOP(256, NORMAL);
302 }
303 } else if (objwinSlowPath) {
304 SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
305 } else {
306 SPRITE_TRANSFORMED_LOOP(256, NORMAL);
307 }
308 }
309 if (end == GBA_VIDEO_HORIZONTAL_PIXELS && x + totalWidth > GBA_VIDEO_HORIZONTAL_PIXELS) {
310 renderer->spriteCyclesRemaining -= (x + totalWidth - GBA_VIDEO_HORIZONTAL_PIXELS) * 2;
311 }
312 } else {
313 int outX = x >= start ? x : start;
314 int condition = x + width;
315 int mosaicH = 1;
316 if (GBAObjAttributesAIsMosaic(sprite->a)) {
317 mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
318 if (condition % mosaicH) {
319 condition += mosaicH - (condition % mosaicH);
320 }
321 }
322 if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
323 inY += 256;
324 }
325 if (GBAObjAttributesBIsVFlip(sprite->b)) {
326 inY = height - inY - 1;
327 }
328 if (end < condition) {
329 condition = end;
330 }
331 int inX = outX - x;
332 int xOffset = 1;
333 if (GBAObjAttributesBIsHFlip(sprite->b)) {
334 inX = width - inX - 1;
335 xOffset = -1;
336 }
337 if (!GBAObjAttributesAIs256Color(sprite->a)) {
338 palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
339 if (flags & FLAG_OBJWIN) {
340 SPRITE_NORMAL_LOOP(16, OBJWIN);
341 } else if (mosaicH > 1) {
342 if (objwinSlowPath) {
343 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
344 SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
345 } else {
346 SPRITE_MOSAIC_LOOP(16, NORMAL);
347 }
348 } else if (objwinSlowPath) {
349 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
350 SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
351 } else {
352 SPRITE_NORMAL_LOOP(16, NORMAL);
353 }
354 } else {
355 if (flags & FLAG_OBJWIN) {
356 SPRITE_NORMAL_LOOP(256, OBJWIN);
357 } else if (mosaicH > 1) {
358 if (objwinSlowPath) {
359 SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
360 } else {
361 SPRITE_MOSAIC_LOOP(256, NORMAL);
362 }
363 } else if (objwinSlowPath) {
364 SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
365 } else {
366 SPRITE_NORMAL_LOOP(256, NORMAL);
367 }
368 }
369 if (end == GBA_VIDEO_HORIZONTAL_PIXELS && x + width > GBA_VIDEO_HORIZONTAL_PIXELS) {
370 renderer->spriteCyclesRemaining -= x + width - GBA_VIDEO_HORIZONTAL_PIXELS;
371 }
372 }
373 return 1;
374}
375
376void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
377 int x;
378 uint32_t* pixel = &renderer->row[renderer->start];
379 uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
380
381 int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
382 bool objwinDisable = false;
383 bool objwinOnly = false;
384 if (objwinSlowPath) {
385 objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
386 objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
387 if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
388 return;
389 }
390
391 if (objwinDisable) {
392 for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
393 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
394 uint32_t current = *pixel;
395 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
396 _compositeBlendObjwin(renderer, pixel, color | flags, current);
397 }
398 }
399 return;
400 } else if (objwinOnly) {
401 for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
402 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
403 uint32_t current = *pixel;
404 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
405 _compositeBlendObjwin(renderer, pixel, color | flags, current);
406 }
407 }
408 return;
409 } else {
410 for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
411 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
412 uint32_t current = *pixel;
413 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
414 _compositeBlendObjwin(renderer, pixel, color | flags, current);
415 }
416 }
417 return;
418 }
419 } else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
420 return;
421 }
422 for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
423 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
424 uint32_t current = *pixel;
425 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
426 _compositeBlendNoObjwin(renderer, pixel, color | flags, current);
427 }
428 }
429}