Split out OBJ attributes and load memory with proper translation
Jeffrey Pfau jeffrey@endrift.com
Thu, 02 Oct 2014 00:41:41 -0700
2 files changed,
71 insertions(+),
64 deletions(-)
M
src/gba/gba-video.h
→
src/gba/gba-video.h
@@ -43,30 +43,33 @@ OBJ_SHAPE_HORIZONTAL = 1,
OBJ_SHAPE_VERTICAL = 2 }; -DECL_BITFIELD(GBAObjAttributes, uint32_t); -DECL_BITS(GBAObjAttributes, Y, 0, 8); -DECL_BIT(GBAObjAttributes, Transformed, 8); -DECL_BIT(GBAObjAttributes, Disable, 9); -DECL_BIT(GBAObjAttributes, DoubleSize, 9); -DECL_BITS(GBAObjAttributes, Mode, 10, 2); -DECL_BIT(GBAObjAttributes, Mosaic, 12); -DECL_BIT(GBAObjAttributes, 256Color, 13); -DECL_BITS(GBAObjAttributes, Shape, 14, 2); -DECL_BITS(GBAObjAttributes, X, 16, 9); -DECL_BITS(GBAObjAttributes, MatIndex, 25, 5); -DECL_BIT(GBAObjAttributes, HFlip, 28); -DECL_BIT(GBAObjAttributes, VFlip, 29); -DECL_BITS(GBAObjAttributes, Size, 30, 2); +DECL_BITFIELD(GBAObjAttributesA, uint16_t); +DECL_BITS(GBAObjAttributesA, Y, 0, 8); +DECL_BIT(GBAObjAttributesA, Transformed, 8); +DECL_BIT(GBAObjAttributesA, Disable, 9); +DECL_BIT(GBAObjAttributesA, DoubleSize, 9); +DECL_BITS(GBAObjAttributesA, Mode, 10, 2); +DECL_BIT(GBAObjAttributesA, Mosaic, 12); +DECL_BIT(GBAObjAttributesA, 256Color, 13); +DECL_BITS(GBAObjAttributesA, Shape, 14, 2); + + +DECL_BITFIELD(GBAObjAttributesB, uint16_t); +DECL_BITS(GBAObjAttributesB, X, 0, 9); +DECL_BITS(GBAObjAttributesB, MatIndex, 9, 5); +DECL_BIT(GBAObjAttributesB, HFlip, 12); +DECL_BIT(GBAObjAttributesB, VFlip, 13); +DECL_BITS(GBAObjAttributesB, Size, 14, 2); -DECL_BITFIELD(GBAObjExtraAttributes, uint16_t); -DECL_BITS(GBAObjExtraAttributes, Tile, 0, 10); -DECL_BITS(GBAObjExtraAttributes, Priority, 10, 2); -DECL_BITS(GBAObjExtraAttributes, Palette, 12, 4); +DECL_BITFIELD(GBAObjAttributesC, uint16_t); +DECL_BITS(GBAObjAttributesC, Tile, 0, 10); +DECL_BITS(GBAObjAttributesC, Priority, 10, 2); +DECL_BITS(GBAObjAttributesC, Palette, 12, 4); struct GBAObj { - GBAObjAttributes attr; - GBAObjExtraAttributes attr2; - + GBAObjAttributesA a; + GBAObjAttributesB b; + GBAObjAttributesC c; uint16_t d; };
M
src/gba/renderers/video-software.c
→
src/gba/renderers/video-software.c
@@ -394,16 +394,20 @@ static void _cleanOAM(struct GBAVideoSoftwareRenderer* renderer) {
int i; int oamMax = 0; for (i = 0; i < 128; ++i) { - struct GBAObj* obj = &renderer->d.oam->obj[i]; - if (GBAObjAttributesIsTransformed(obj->attr) || !GBAObjAttributesIsDisable(obj->attr)) { - int height = _objSizes[GBAObjAttributesGetShape(obj->attr) * 8 + GBAObjAttributesGetSize(obj->attr) * 2 + 1]; - if (GBAObjAttributesIsTransformed(obj->attr)) { - height <<= GBAObjAttributesGetDoubleSize(obj->attr); + struct GBAObj obj; + LOAD_16(obj.a, 0, &renderer->d.oam->obj[i].a); + LOAD_16(obj.b, 0, &renderer->d.oam->obj[i].b); + LOAD_16(obj.c, 0, &renderer->d.oam->obj[i].c); + LOAD_16(obj.d, 0, &renderer->d.oam->obj[i].d); + if (GBAObjAttributesAIsTransformed(obj.a) || !GBAObjAttributesAIsDisable(obj.a)) { + int height = _objSizes[GBAObjAttributesAGetShape(obj.a) * 8 + GBAObjAttributesBGetSize(obj.b) * 2 + 1]; + if (GBAObjAttributesAIsTransformed(obj.a)) { + height <<= GBAObjAttributesAGetDoubleSize(obj.a); } - if (GBAObjAttributesGetY(obj->attr) < VIDEO_VERTICAL_PIXELS || GBAObjAttributesGetY(obj->attr) + height >= VIDEO_VERTICAL_TOTAL_PIXELS) { - renderer->sprites[oamMax].y = GBAObjAttributesGetY(obj->attr); - renderer->sprites[oamMax].endY = GBAObjAttributesGetY(obj->attr) + height; - renderer->sprites[oamMax].obj = *obj; + if (GBAObjAttributesAGetY(obj.a) < VIDEO_VERTICAL_PIXELS || GBAObjAttributesAGetY(obj.a) + height >= VIDEO_VERTICAL_TOTAL_PIXELS) { + renderer->sprites[oamMax].y = GBAObjAttributesAGetY(obj.a); + renderer->sprites[oamMax].endY = GBAObjAttributesAGetY(obj.a) + height; + renderer->sprites[oamMax].obj = obj; ++oamMax; } }@@ -653,18 +657,18 @@ int drawn;
for (i = 0; i < renderer->oamMax; ++i) { int localY = y; struct GBAVideoSoftwareSprite* sprite = &renderer->sprites[i]; - if (GBAObjAttributesIsMosaic(sprite->obj.attr)) { + if (GBAObjAttributesAIsMosaic(sprite->obj.a)) { localY = mosaicY; } if ((localY < sprite->y && (sprite->endY - 256 < 0 || localY >= sprite->endY - 256)) || localY >= sprite->endY) { continue; } - if (GBAObjAttributesIsTransformed(sprite->obj.attr)) { + if (GBAObjAttributesAIsTransformed(sprite->obj.a)) { drawn = _preprocessTransformedSprite(renderer, &sprite->obj, localY); } else { drawn = _preprocessSprite(renderer, &sprite->obj, localY); } - spriteLayers |= drawn << GBAObjExtraAttributesGetPriority(sprite->obj.attr2); + spriteLayers |= drawn << GBAObjAttributesCGetPriority(sprite->obj.c); } } }@@ -1514,18 +1518,18 @@ renderer->row[outX] |= FLAG_OBJWIN; \
} static int _preprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y) { - int width = _objSizes[GBAObjAttributesGetShape(sprite->attr) * 8 + GBAObjAttributesGetSize(sprite->attr) * 2]; - int height = _objSizes[GBAObjAttributesGetShape(sprite->attr) * 8 + GBAObjAttributesGetSize(sprite->attr) * 2 + 1]; + int width = _objSizes[GBAObjAttributesAGetShape(sprite->a) * 8 + GBAObjAttributesBGetSize(sprite->b) * 2]; + int height = _objSizes[GBAObjAttributesAGetShape(sprite->a) * 8 + GBAObjAttributesBGetSize(sprite->b) * 2 + 1]; int start = renderer->start; int end = renderer->end; - uint32_t flags = GBAObjExtraAttributesGetPriority(sprite->attr2) << OFFSET_PRIORITY; - flags |= FLAG_TARGET_1 * ((renderer->currentWindow.blendEnable && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesGetMode(sprite->attr) == OBJ_MODE_SEMITRANSPARENT); - flags |= FLAG_OBJWIN * (GBAObjAttributesGetMode(sprite->attr) == OBJ_MODE_OBJWIN); - int x = GBAObjAttributesGetX(sprite->attr); + uint32_t flags = GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; + flags |= FLAG_TARGET_1 * ((renderer->currentWindow.blendEnable && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT); + flags |= FLAG_OBJWIN * (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN); + int x = GBAObjAttributesBGetX(sprite->b); uint16_t* vramBase = &renderer->d.vram[BASE_TILE >> 1]; - unsigned charBase = GBAObjExtraAttributesGetTile(sprite->attr2) * 0x20; + unsigned charBase = GBAObjAttributesCGetTile(sprite->c) * 0x20; int variant = renderer->target1Obj && renderer->currentWindow.blendEnable && (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN); - if (GBAObjAttributesGetMode(sprite->attr) == OBJ_MODE_SEMITRANSPARENT && renderer->target2Bd) { + if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT && renderer->target2Bd) { // Hack: if a sprite is blended, then the variant palette is not used, but we don't know if it's blended in advance variant = 0; }@@ -1537,17 +1541,17 @@
int outX = x >= start ? x : start; int condition = x + width; int mosaicH = 1; - if (GBAObjAttributesIsMosaic(sprite->attr)) { + if (GBAObjAttributesAIsMosaic(sprite->a)) { mosaicH = renderer->mosaic.objH + 1; if (condition % mosaicH) { condition += mosaicH - (condition % mosaicH); } } - int inY = y - (int) GBAObjAttributesGetY(sprite->attr); - if ((int) GBAObjAttributesGetY(sprite->attr) + height - 256 >= 0) { + int inY = y - (int) GBAObjAttributesAGetY(sprite->a); + if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) { inY += 256; } - if (GBAObjAttributesIsVFlip(sprite->attr)) { + if (GBAObjAttributesBIsVFlip(sprite->b)) { inY = height - inY - 1; } if (end < condition) {@@ -1555,15 +1559,15 @@ condition = end;
} int inX = outX - x; int xOffset = 1; - if (GBAObjAttributesIsHFlip(sprite->attr)) { + if (GBAObjAttributesBIsHFlip(sprite->b)) { inX = width - inX - 1; xOffset = -1; } - if (!GBAObjAttributesIs256Color(sprite->attr)) { - palette = &palette[GBAObjExtraAttributesGetPalette(sprite->attr2) << 4]; + if (!GBAObjAttributesAIs256Color(sprite->a)) { + palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4]; if (flags & FLAG_OBJWIN) { SPRITE_NORMAL_LOOP(16, OBJWIN); - } else if (GBAObjAttributesIsMosaic(sprite->attr)) { + } else if (GBAObjAttributesAIsMosaic(sprite->a)) { SPRITE_MOSAIC_LOOP(16, NORMAL); } else { SPRITE_NORMAL_LOOP(16, NORMAL);@@ -1571,7 +1575,7 @@ }
} else { if (flags & FLAG_OBJWIN) { SPRITE_NORMAL_LOOP(256, OBJWIN); - } else if (GBAObjAttributesIsMosaic(sprite->attr)) { + } else if (GBAObjAttributesAIsMosaic(sprite->a)) { SPRITE_MOSAIC_LOOP(256, NORMAL); } else { SPRITE_NORMAL_LOOP(256, NORMAL);@@ -1581,21 +1585,21 @@ return 1;
} static int _preprocessTransformedSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y) { - int width = _objSizes[GBAObjAttributesGetShape(sprite->attr) * 8 + GBAObjAttributesGetSize(sprite->attr) * 2]; - int height = _objSizes[GBAObjAttributesGetShape(sprite->attr) * 8 + GBAObjAttributesGetSize(sprite->attr) * 2 + 1]; - int totalWidth = width << GBAObjAttributesGetDoubleSize(sprite->attr); - int totalHeight = height << GBAObjAttributesGetDoubleSize(sprite->attr); + int width = _objSizes[GBAObjAttributesAGetShape(sprite->a) * 8 + GBAObjAttributesBGetSize(sprite->b) * 2]; + int height = _objSizes[GBAObjAttributesAGetShape(sprite->a) * 8 + GBAObjAttributesBGetSize(sprite->b) * 2 + 1]; + int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a); + int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a); int start = renderer->start; int end = renderer->end; - uint32_t flags = GBAObjExtraAttributesGetPriority(sprite->attr2) << OFFSET_PRIORITY; - flags |= FLAG_TARGET_1 * ((renderer->currentWindow.blendEnable && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesGetMode(sprite->attr) == OBJ_MODE_SEMITRANSPARENT); - flags |= FLAG_OBJWIN * (GBAObjAttributesGetMode(sprite->attr) == OBJ_MODE_OBJWIN); - int x = GBAObjAttributesGetX(sprite->attr); + uint32_t flags = GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; + flags |= FLAG_TARGET_1 * ((renderer->currentWindow.blendEnable && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT); + flags |= FLAG_OBJWIN * (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN); + int x = GBAObjAttributesBGetX(sprite->b); uint16_t* vramBase = &renderer->d.vram[BASE_TILE >> 1]; - unsigned charBase = GBAObjExtraAttributesGetTile(sprite->attr2) * 0x20; - struct GBAOAMMatrix* mat = &renderer->d.oam->mat[GBAObjAttributesGetMatIndex(sprite->attr)]; + unsigned charBase = GBAObjAttributesCGetTile(sprite->c) * 0x20; + struct GBAOAMMatrix* mat = &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)]; int variant = renderer->target1Obj && renderer->currentWindow.blendEnable && (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN); - if (GBAObjAttributesGetMode(sprite->attr) == OBJ_MODE_SEMITRANSPARENT && renderer->target2Bd) { + if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT && renderer->target2Bd) { // Hack: if a sprite is blended, then the variant palette is not used, but we don't know if it's blended in advance variant = 0; }@@ -1603,12 +1607,12 @@ color_t* palette = &renderer->normalPalette[0x100];
if (variant) { palette = &renderer->variantPalette[0x100]; } - int inY = y - (int) GBAObjAttributesGetY(sprite->attr); + int inY = y - (int) GBAObjAttributesAGetY(sprite->a); if (inY < 0) { inY += 256; } - if (!GBAObjAttributesIs256Color(sprite->attr)) { - palette = &palette[GBAObjExtraAttributesGetPalette(sprite->attr2) << 4]; + if (!GBAObjAttributesAIs256Color(sprite->a)) { + palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4]; if (flags & FLAG_OBJWIN) { SPRITE_TRANSFORMED_LOOP(16, OBJWIN); } else {