all repos — mgba @ f48a69e8e5a3aa8965140e15e643841c70eb6c1e

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		if (!(renderer->row[outX] & FLAG_UNWRITTEN)) { \
 13			continue; \
 14		} \
 15		renderer->spriteCyclesRemaining -= 1; \
 16		SPRITE_XBASE_ ## DEPTH(inX); \
 17		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(inX); \
 18	}
 19
 20#define SPRITE_MOSAIC_LOOP(DEPTH, TYPE) \
 21	SPRITE_YBASE_ ## DEPTH(inY); \
 22	unsigned tileData; \
 23	if (outX % mosaicH) { \
 24		if (!inX && xOffset > 0) { \
 25			inX = mosaicH - (outX % mosaicH); \
 26			outX += mosaicH - (outX % mosaicH); \
 27		} else if (inX == width - xOffset) { \
 28			inX = mosaicH + (outX % mosaicH); \
 29			outX += mosaicH - (outX % mosaicH); \
 30		} \
 31	} \
 32	for (; outX < condition; ++outX, inX += xOffset) { \
 33		if (!(renderer->row[outX] & FLAG_UNWRITTEN)) { \
 34			continue; \
 35		} \
 36		int localX = inX - xOffset * (outX % mosaicH); \
 37		if (localX < 0 || localX > width - 1) { \
 38			continue; \
 39		} \
 40		SPRITE_XBASE_ ## DEPTH(localX); \
 41		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
 42	}
 43
 44#define SPRITE_TRANSFORMED_LOOP(DEPTH, TYPE) \
 45	unsigned tileData; \
 46	unsigned widthMask = ~(width - 1); \
 47	unsigned heightMask = ~(height - 1); \
 48	for (; outX < condition; ++outX, ++inX) { \
 49		if (!(renderer->row[outX] & FLAG_UNWRITTEN)) { \
 50			continue; \
 51		} \
 52		renderer->spriteCyclesRemaining -= 2; \
 53		xAccum += mat.a; \
 54		yAccum += mat.c; \
 55		int localX = xAccum >> 8; \
 56		int localY = yAccum >> 8; \
 57		\
 58		if (localX & widthMask || localY & heightMask) { \
 59			break; \
 60		} \
 61		\
 62		SPRITE_YBASE_ ## DEPTH(localY); \
 63		SPRITE_XBASE_ ## DEPTH(localX); \
 64		SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
 65	}
 66
 67#define SPRITE_XBASE_16(localX) unsigned xBase = (localX & ~0x7) * 4 + ((localX >> 1) & 2);
 68#define SPRITE_YBASE_16(localY) unsigned yBase = (localY & ~0x7) * stride + (localY & 0x7) * 4;
 69
 70#define SPRITE_DRAW_PIXEL_16_NORMAL(localX) \
 71	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
 72	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
 73	if (UNLIKELY(!vramBase)) { \
 74		return 0; \
 75	} \
 76	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
 77	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 78	current = renderer->spriteLayer[outX]; \
 79	if ((current & FLAG_ORDER_MASK) > flags) { \
 80		if (tileData) { \
 81			renderer->spriteLayer[outX] = palette[tileData] | flags; \
 82		} else if (current != FLAG_UNWRITTEN) { \
 83			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
 84		} \
 85	}
 86
 87#define SPRITE_DRAW_PIXEL_16_NORMAL_OBJWIN(localX) \
 88	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
 89	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
 90	if (UNLIKELY(!vramBase)) { \
 91		return 0; \
 92	} \
 93	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
 94	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
 95	current = renderer->spriteLayer[outX]; \
 96	if ((current & FLAG_ORDER_MASK) > flags) { \
 97		if (tileData) { \
 98			unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
 99			renderer->spriteLayer[outX] = color | flags; \
100		} else if (current != FLAG_UNWRITTEN) { \
101			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
102		} \
103	}
104
105#define SPRITE_DRAW_PIXEL_16_OBJWIN(localX) \
106	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
107	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
108	if (UNLIKELY(!vramBase)) { \
109		return 0; \
110	} \
111	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
112	tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
113	if (tileData) { \
114		renderer->row[outX] |= FLAG_OBJWIN; \
115	}
116
117#define SPRITE_XBASE_256(localX) unsigned xBase = (localX & ~0x7) * 8 + (localX & 6);
118#define SPRITE_YBASE_256(localY) unsigned yBase = (localY & ~0x7) * stride + (localY & 0x7) * 8;
119
120#define SPRITE_DRAW_PIXEL_256_NORMAL(localX) \
121	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
122	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
123	if (UNLIKELY(!vramBase)) { \
124		return 0; \
125	} \
126	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
127	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
128	current = renderer->spriteLayer[outX]; \
129	if ((current & FLAG_ORDER_MASK) > flags) { \
130		if (tileData) { \
131			renderer->spriteLayer[outX] = palette[tileData] | flags; \
132		} else if (current != FLAG_UNWRITTEN) { \
133			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
134		} \
135	}
136
137#define SPRITE_DRAW_PIXEL_256_NORMAL_OBJWIN(localX) \
138	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
139	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
140	if (UNLIKELY(!vramBase)) { \
141		return 0; \
142	} \
143	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
144	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
145	current = renderer->spriteLayer[outX]; \
146	if ((current & FLAG_ORDER_MASK) > flags) { \
147		if (tileData) { \
148			unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
149			renderer->spriteLayer[outX] = color | flags; \
150		} else if (current != FLAG_UNWRITTEN) { \
151			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
152		} \
153	}
154
155#define SPRITE_DRAW_PIXEL_256_OBJWIN(localX) \
156	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
157	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
158	if (UNLIKELY(!vramBase)) { \
159		return 0; \
160	} \
161	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
162	tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
163	if (tileData) { \
164		renderer->row[outX] |= FLAG_OBJWIN; \
165	}
166
167#ifndef COLOR_16_BIT
168#define TILE_TO_COLOR(tileData) \
169	unsigned color32; \
170	color32 = 0; \
171	color32 |= (tileData << 3) & 0xF8; \
172	color32 |= (tileData << 6) & 0xF800; \
173	color32 |= (tileData << 9) & 0xF80000; \
174	color32 |= (color32 >> 5) & 0x070707; \
175	color = color32;
176#elif COLOR_5_6_5
177#define TILE_TO_COLOR(tileData) \
178	uint16_t color16 = 0; \
179	color16 |= (tileData & 0x001F) << 11; \
180	color16 |= (tileData & 0x03E0) << 1; \
181	color16 |= (tileData & 0x7C00) >> 10; \
182	color = color16;
183#else
184#define TILE_TO_COLOR(tileData) \
185	color = tileData;
186#endif
187
188#define SPRITE_XBASE_BITMAP(localX) unsigned xBase = (localX & (stride - 1)) << 1;
189#define SPRITE_YBASE_BITMAP(localY) unsigned yBase = localY * (stride << 1);
190
191#define SPRITE_DRAW_PIXEL_BITMAP_NORMAL(localX) \
192	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
193	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
194	if (UNLIKELY(!vramBase)) { \
195		return 0; \
196	} \
197	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
198	current = renderer->spriteLayer[outX]; \
199	if ((current & FLAG_ORDER_MASK) > flags) { \
200		if (tileData & 0x8000) { \
201			uint32_t color; \
202			TILE_TO_COLOR(tileData); \
203			renderer->spriteLayer[outX] = color | flags; \
204		} else if (current != FLAG_UNWRITTEN) { \
205			renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
206		} \
207	}
208
209#define SPRITE_DRAW_PIXEL_BITMAP_NORMAL_OBJWIN(localX) SPRITE_DRAW_PIXEL_BITMAP_NORMAL(localX)
210
211#define SPRITE_DRAW_PIXEL_BITMAP_OBJWIN(localX) \
212	uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
213	uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
214	if (UNLIKELY(!vramBase)) { \
215		return 0; \
216	} \
217	LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
218	if (tileData & 0x8000) { \
219		renderer->row[outX] |= FLAG_OBJWIN; \
220	}
221
222int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y) {
223	int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
224	int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
225	int start = renderer->start;
226	int end = renderer->end;
227	uint32_t flags = GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY;
228	flags |= FLAG_TARGET_1 * ((GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
229	flags |= FLAG_OBJWIN * (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN);
230	if ((flags & FLAG_OBJWIN) && renderer->currentWindow.priority < renderer->objwin.priority) {
231		return 0;
232	}
233	int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
234	x >>= 23;
235	x += renderer->objOffsetX;
236	unsigned charBase = GBAObjAttributesCGetTile(sprite->c);
237	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP && renderer->bitmapStride) {
238		charBase = (charBase & (renderer->bitmapStride - 1)) * 0x10 + (charBase & ~(renderer->bitmapStride - 1)) * 0x80;
239	} else {
240		charBase *= renderer->tileStride;
241	}
242	if (!renderer->d.vramOBJ[charBase >> VRAM_BLOCK_OFFSET]) {
243		return 0;
244	}
245	if (renderer->spriteCyclesRemaining <= 0) {
246		return 0;
247	}
248
249	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt) && GBAWindowControlGetBlendEnable(renderer->objwin.packed) != GBAWindowControlIsBlendEnable(renderer->currentWindow.packed);
250	int variant = renderer->target1Obj &&
251	              GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&
252	              (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
253	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT || objwinSlowPath) {
254		int target2 = renderer->target2Bd;
255		target2 |= renderer->bg[0].target2;
256		target2 |= renderer->bg[1].target2;
257		target2 |= renderer->bg[2].target2;
258		target2 |= renderer->bg[3].target2;
259		if (target2) {
260			flags |= FLAG_REBLEND;
261			variant = 0;
262		} else {
263			flags &= ~FLAG_TARGET_1;
264		}
265	}
266
267	color_t* palette = &renderer->normalPalette[0x100];
268	color_t* objwinPalette = palette;
269
270	if (GBAObjAttributesAIs256Color(sprite->a) && renderer->objExtPalette) {
271		if (!variant) {
272			palette = renderer->objExtPalette;
273			objwinPalette = palette;
274		} else {
275			palette = renderer->objExtVariantPalette;
276			if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
277				objwinPalette = palette;
278			}
279		}
280	} else if (variant) {
281		palette = &renderer->variantPalette[0x100];
282		if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
283			objwinPalette = palette;
284		}
285	}
286
287	int inY = y - ((int) GBAObjAttributesAGetY(sprite->a) + renderer->objOffsetY);
288	int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> !GBAObjAttributesAIs256Color(sprite->a)) : 0x80;
289	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP && renderer->bitmapStride) {
290		stride = renderer->bitmapStride << 3;
291	}
292
293	uint32_t current;
294	if (GBAObjAttributesAIsTransformed(sprite->a)) {
295		int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
296		int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
297		renderer->spriteCyclesRemaining -= 10;
298		struct GBAOAMMatrix mat;
299		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
300		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
301		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
302		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
303
304		if (inY < 0) {
305			inY += 256;
306		}
307		int outX = x >= start ? x : start;
308		int condition = x + totalWidth;
309		int inX = outX - x;
310		if (end < condition) {
311			condition = end;
312		}
313
314		int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1)) + (width << 7);
315		int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1)) + (height << 7);
316
317		// Clip off early pixels
318		// TODO: Transform end coordinates too
319		if (mat.a) {
320			if ((xAccum >> 8) < 0) {
321				int32_t diffX = -xAccum - 1;
322				int32_t x = mat.a ? diffX / mat.a : 0;
323				xAccum += mat.a * x;
324				yAccum += mat.c * x;
325				outX += x;
326				inX += x;
327			} else if ((xAccum >> 8) >= width) {
328				int32_t diffX = (width << 8) - xAccum;
329				int32_t x = mat.a ? diffX / mat.a : 0;
330				xAccum += mat.a * x;
331				yAccum += mat.c * x;
332				outX += x;
333				inX += x;
334			}
335		}
336		if (mat.c) {
337			if ((yAccum >> 8) < 0) {
338				int32_t diffY = - yAccum - 1;
339				int32_t y = mat.c ? diffY / mat.c : 0;
340				xAccum += mat.a * y;
341				yAccum += mat.c * y;
342				outX += y;
343				inX += y;
344			} else if ((yAccum >> 8) >= height) {
345				int32_t diffY = (height << 8) - yAccum;
346				int32_t y = mat.c ? diffY / mat.c : 0;
347				xAccum += mat.a * y;
348				yAccum += mat.c * y;
349				outX += y;
350				inX += y;
351			}
352		}
353
354		if (outX < start || outX >= condition) {
355			return 0;
356		}
357
358		if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP && renderer->bitmapStride) {
359			int alpha = GBAObjAttributesCGetPalette(sprite->c);
360			if (flags & FLAG_OBJWIN) {
361				SPRITE_TRANSFORMED_LOOP(BITMAP, OBJWIN);
362			} else if (objwinSlowPath) {
363				SPRITE_TRANSFORMED_LOOP(BITMAP, NORMAL_OBJWIN);
364			} else {
365				SPRITE_TRANSFORMED_LOOP(BITMAP, NORMAL);
366			}
367		} else if (!GBAObjAttributesAIs256Color(sprite->a)) {
368			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
369			if (flags & FLAG_OBJWIN) {
370				SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
371			} else if (objwinSlowPath) {
372				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
373				SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
374			} else {
375				SPRITE_TRANSFORMED_LOOP(16, NORMAL);
376			}
377		} else if (!renderer->objExtPalette) {
378			if (flags & FLAG_OBJWIN) {
379				SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
380			} else if (objwinSlowPath) {
381				SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
382			} else {
383				SPRITE_TRANSFORMED_LOOP(256, NORMAL);
384			}
385		} else {
386			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 8];
387			if (flags & FLAG_OBJWIN) {
388				SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
389			} else if (objwinSlowPath) {
390				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 8];
391				SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
392			} else {
393				SPRITE_TRANSFORMED_LOOP(256, NORMAL);
394			}
395		}
396		if (x + totalWidth > renderer->masterEnd) {
397			renderer->spriteCyclesRemaining -= (x + totalWidth - renderer->masterEnd) * 2;
398		}
399	} else {
400		int outX = x >= start ? x : start;
401		int condition = x + width;
402		int mosaicH = 1;
403		if (GBAObjAttributesAIsMosaic(sprite->a)) {
404			mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
405			if (condition % mosaicH) {
406				condition += mosaicH - (condition % mosaicH);
407			}
408		}
409		if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
410			inY += 256;
411		}
412		if (GBAObjAttributesBIsVFlip(sprite->b)) {
413			inY = height - inY - 1;
414		}
415		if (end < condition) {
416			condition = end;
417		}
418		int inX = outX - x;
419		int xOffset = 1;
420		if (GBAObjAttributesBIsHFlip(sprite->b)) {
421			inX = width - inX - 1;
422			xOffset = -1;
423		}
424		if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP && renderer->bitmapStride) {
425			int alpha = GBAObjAttributesCGetPalette(sprite->c);
426			if (flags & FLAG_OBJWIN) {
427				SPRITE_NORMAL_LOOP(BITMAP, OBJWIN);
428			} else if (mosaicH > 1) {
429				if (objwinSlowPath) {
430					SPRITE_MOSAIC_LOOP(BITMAP, NORMAL_OBJWIN);
431				} else {
432					SPRITE_MOSAIC_LOOP(BITMAP, NORMAL);
433				}
434			} else if (objwinSlowPath) {
435				SPRITE_NORMAL_LOOP(BITMAP, NORMAL_OBJWIN);
436			} else {
437				SPRITE_NORMAL_LOOP(BITMAP, NORMAL);
438			}
439		} else if (!GBAObjAttributesAIs256Color(sprite->a)) {
440			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
441			if (flags & FLAG_OBJWIN) {
442				SPRITE_NORMAL_LOOP(16, OBJWIN);
443			} else if (mosaicH > 1) {
444				if (objwinSlowPath) {
445					objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
446					SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
447				} else {
448					SPRITE_MOSAIC_LOOP(16, NORMAL);
449				}
450			} else if (objwinSlowPath) {
451				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
452				SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
453			} else {
454				SPRITE_NORMAL_LOOP(16, NORMAL);
455			}
456		} else if (!renderer->objExtPalette) {
457			if (flags & FLAG_OBJWIN) {
458				SPRITE_NORMAL_LOOP(256, OBJWIN);
459			} else if (mosaicH > 1) {
460				if (objwinSlowPath) {
461					SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
462				} else {
463					SPRITE_MOSAIC_LOOP(256, NORMAL);
464				}
465			} else if (objwinSlowPath) {
466				SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
467			} else {
468				SPRITE_NORMAL_LOOP(256, NORMAL);
469			}
470		} else {
471			palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 8];
472			if (flags & FLAG_OBJWIN) {
473				SPRITE_NORMAL_LOOP(256, OBJWIN);
474			} else if (mosaicH > 1) {
475				if (objwinSlowPath) {
476					SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
477				} else {
478					SPRITE_MOSAIC_LOOP(256, NORMAL);
479				}
480			} else if (objwinSlowPath) {
481				objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 8];
482				SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
483			} else {
484				SPRITE_NORMAL_LOOP(256, NORMAL);
485			}
486
487		}
488		if (x + width > renderer->masterEnd) {
489			renderer->spriteCyclesRemaining -= x + width - renderer->masterEnd;
490		}
491	}
492	return 1;
493}
494
495void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
496	int x;
497	uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
498
499	int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
500	bool objwinDisable = false;
501	bool objwinOnly = false;
502	if (objwinSlowPath) {
503		objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
504		objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
505		if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
506			return;
507		}
508
509		if (objwinDisable) {
510			for (x = renderer->start; x < renderer->end; ++x) {
511				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
512				uint32_t current = renderer->row[x];
513				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
514					_compositeBlendObjwin(renderer, x, color | flags, current);
515				}
516			}
517			return;
518		} else if (objwinOnly) {
519			for (x = renderer->start; x < renderer->end; ++x) {
520				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
521				uint32_t current = renderer->row[x];
522				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
523					_compositeBlendObjwin(renderer, x, color | flags, current);
524				}
525			}
526			return;
527		} else {
528			for (x = renderer->start; x < renderer->end; ++x) {
529				uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
530				uint32_t current = renderer->row[x];
531				if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
532					_compositeBlendObjwin(renderer, x, color | flags, current);
533				}
534			}
535			return;
536		}
537	} else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
538		return;
539	}
540	for (x = renderer->start; x < renderer->end; ++x) {
541		uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
542		uint32_t current = renderer->row[x];
543		if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
544			_compositeBlendNoObjwin(renderer, x, color | flags, current);
545		}
546	}
547}