all repos — mgba @ 031049cd067d98cfc1172c15ac448f09300bdfa3

mGBA Game Boy Advance Emulator

GBA Video: Simplify sprite cycle counting (fixes #1279)
Vicki Pfau vi@endrift.com
Wed, 10 Jun 2020 01:28:39 -0700
commit

031049cd067d98cfc1172c15ac448f09300bdfa3

parent

d61d9ef6a6132d6d890053a483b00da74a92f5e5

M CHANGESCHANGES

@@ -27,6 +27,7 @@ - GBA Video: Fix mosaic objects drawing past the end (fixes mgba.io/i/1702)

- GBA Video: Fix disabling OBJWIN in GL renderer (fixes mgba.io/i/1759) - GBA Video: Add missing parts of 256-color mode 0 mosaic (fixes mgba.io/i/1701) - GBA Video: Fix double-size OBJ wrapping in GL renderer (fixes mgba.io/i/1712) + - GBA Video: Simplify sprite cycle counting (fixes mgba.io/i/1279) - SM83: Emulate HALT bug Other fixes: - 3DS: Fix framelimiter on newer citro3d (fixes mgba.io/i/1771)
M include/mgba/internal/gba/renderers/common.hinclude/mgba/internal/gba/renderers/common.h

@@ -16,6 +16,7 @@ struct GBAVideoRendererSprite {

struct GBAObj obj; int16_t y; int16_t endY; + int16_t cycles; int8_t index; };
M src/gba/renderers/common.csrc/gba/renderers/common.c

@@ -16,14 +16,19 @@ LOAD_16LE(obj.a, 0, &oam[i].a);

LOAD_16LE(obj.b, 0, &oam[i].b); LOAD_16LE(obj.c, 0, &oam[i].c); if (GBAObjAttributesAIsTransformed(obj.a) || !GBAObjAttributesAIsDisable(obj.a)) { + int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(obj.a) * 4 + GBAObjAttributesBGetSize(obj.b)][0]; int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(obj.a) * 4 + GBAObjAttributesBGetSize(obj.b)][1]; + int cycles = width; if (GBAObjAttributesAIsTransformed(obj.a)) { height <<= GBAObjAttributesAGetDoubleSize(obj.a); + width <<= GBAObjAttributesAGetDoubleSize(obj.a); + cycles = 10 + width * 2; } if (GBAObjAttributesAGetY(obj.a) < GBA_VIDEO_VERTICAL_PIXELS || GBAObjAttributesAGetY(obj.a) + height >= VIDEO_VERTICAL_TOTAL_PIXELS) { int y = GBAObjAttributesAGetY(obj.a) + offsetY; sprites[oamMax].y = y; sprites[oamMax].endY = y + height; + sprites[oamMax].cycles = cycles; sprites[oamMax].obj = obj; sprites[oamMax].index = i; ++oamMax;
M src/gba/renderers/software-obj.csrc/gba/renderers/software-obj.c

@@ -9,7 +9,6 @@ #define SPRITE_NORMAL_LOOP(DEPTH, TYPE) \

SPRITE_YBASE_ ## DEPTH(inY); \ unsigned tileData; \ for (; outX < condition; ++outX, inX += xOffset) { \ - renderer->spriteCyclesRemaining -= 1; \ SPRITE_XBASE_ ## DEPTH(inX); \ SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(inX); \ }

@@ -33,7 +32,6 @@ unsigned tileData; \

unsigned widthMask = ~(width - 1); \ unsigned heightMask = ~(height - 1); \ for (; outX < condition; ++outX, ++inX) { \ - renderer->spriteCyclesRemaining -= 2; \ xAccum += mat.a; \ yAccum += mat.c; \ int localX = xAccum >> 8; \

@@ -55,7 +53,6 @@ unsigned heightMask = ~(height - 1); \

int localX = xAccum >> 8; \ int localY = yAccum >> 8; \ for (; outX < condition; ++outX, ++inX) { \ - renderer->spriteCyclesRemaining -= 2; \ xAccum += mat.a; \ yAccum += mat.c; \ \

@@ -272,7 +269,6 @@

if (outX < start || outX >= condition) { return 0; } - renderer->spriteCyclesRemaining -= 10; if (!GBAObjAttributesAIs256Color(sprite->a)) { palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];

@@ -305,9 +301,6 @@ SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);

} else { SPRITE_TRANSFORMED_LOOP(256, NORMAL); } - } - if (end == GBA_VIDEO_HORIZONTAL_PIXELS && x + totalWidth > GBA_VIDEO_HORIZONTAL_PIXELS) { - renderer->spriteCyclesRemaining -= (x + totalWidth - GBA_VIDEO_HORIZONTAL_PIXELS) * 2; } } else { int outX = x >= start ? x : start;

@@ -365,9 +358,6 @@ SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);

} else { SPRITE_NORMAL_LOOP(256, NORMAL); } - } - if (end == GBA_VIDEO_HORIZONTAL_PIXELS && x + width > GBA_VIDEO_HORIZONTAL_PIXELS) { - renderer->spriteCyclesRemaining -= x + width - GBA_VIDEO_HORIZONTAL_PIXELS; } } return 1;
M src/gba/renderers/video-software.csrc/gba/renderers/video-software.c

@@ -845,12 +845,10 @@ localY = sprite->endY - 1;

} } for (w = 0; w < renderer->nWindows; ++w) { - if (renderer->spriteCyclesRemaining <= 0) { - break; - } renderer->currentWindow = renderer->windows[w].control; renderer->start = renderer->end; renderer->end = renderer->windows[w].endX; + // TODO: partial sprite drawing if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed) && !GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt)) { continue; }

@@ -858,6 +856,7 @@

int drawn = GBAVideoSoftwareRendererPreprocessSprite(renderer, &sprite->obj, sprite->index, localY); spriteLayers |= drawn << GBAObjAttributesCGetPriority(sprite->obj.c); } + renderer->spriteCyclesRemaining -= sprite->cycles; if (renderer->spriteCyclesRemaining <= 0) { break; }