Fix objwin on objs when objs are off in winout
Jeffrey Pfau jeffrey@endrift.com
Sun, 19 Oct 2014 06:24:09 -0700
1 files changed,
29 insertions(+),
15 deletions(-)
M
src/gba/renderers/video-software.c
→
src/gba/renderers/video-software.c
@@ -624,7 +624,7 @@ for (w = 0; w < renderer->nWindows; ++w) {
renderer->start = renderer->end; renderer->end = renderer->windows[w].endX; renderer->currentWindow = renderer->windows[w].control; - if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) { + if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed) && !GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt)) { continue; } int i;@@ -1605,25 +1605,39 @@ uint32_t* pixel = renderer->row;
uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj; int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt); - int objwinDisable = 0; + bool objwinDisable = false; + bool objwinOnly = false; if (objwinSlowPath) { objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed); + // TODO: Fix this for current window when WIN0/1 are enabled + objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->winout.packed); } - if (objwinSlowPath && objwinDisable) { - for (x = 0; x < VIDEO_HORIZONTAL_PIXELS; ++x, ++pixel) { - uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN; - uint32_t current = *pixel; - if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) { - _compositeBlendObjwin(renderer, pixel, color | flags, current); + if (objwinSlowPath) { + if (objwinDisable) { + for (x = 0; x < VIDEO_HORIZONTAL_PIXELS; ++x, ++pixel) { + uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN; + uint32_t current = *pixel; + if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) { + _compositeBlendObjwin(renderer, pixel, color | flags, current); + } } - } - } else { - for (x = 0; x < VIDEO_HORIZONTAL_PIXELS; ++x, ++pixel) { - uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN; - uint32_t current = *pixel; - if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) { - _compositeBlendNoObjwin(renderer, pixel, color | flags, current); + return; + } else if (objwinOnly) { + for (x = 0; x < VIDEO_HORIZONTAL_PIXELS; ++x, ++pixel) { + uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN; + uint32_t current = *pixel; + if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) { + _compositeBlendObjwin(renderer, pixel, color | flags, current); + } } + return; + } + } + for (x = 0; x < VIDEO_HORIZONTAL_PIXELS; ++x, ++pixel) { + uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN; + uint32_t current = *pixel; + if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) { + _compositeBlendNoObjwin(renderer, pixel, color | flags, current); } } }