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