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-rw-r--r--src/GPU2D_Soft.cpp2215
1 files changed, 2215 insertions, 0 deletions
diff --git a/src/GPU2D_Soft.cpp b/src/GPU2D_Soft.cpp
new file mode 100644
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--- /dev/null
+++ b/src/GPU2D_Soft.cpp
@@ -0,0 +1,2215 @@
+#include "GPU2D.h"
+#include "GPU.h"
+
+GPU2D_Soft::GPU2D_Soft(u32 num)
+ : GPU2D(num)
+{
+ // initialize mosaic table
+ for (int m = 0; m < 16; m++)
+ {
+ for (int x = 0; x < 256; x++)
+ {
+ int offset = x % (m+1);
+ MosaicTable[m][x] = offset;
+ }
+ }
+}
+
+void GPU2D_Soft::SetRenderSettings(bool accel)
+{
+ Accelerated = accel;
+}
+
+u32 GPU2D_Soft::ColorBlend4(u32 val1, u32 val2, u32 eva, u32 evb)
+{
+ u32 r = (((val1 & 0x00003F) * eva) + ((val2 & 0x00003F) * evb)) >> 4;
+ u32 g = ((((val1 & 0x003F00) * eva) + ((val2 & 0x003F00) * evb)) >> 4) & 0x007F00;
+ u32 b = ((((val1 & 0x3F0000) * eva) + ((val2 & 0x3F0000) * evb)) >> 4) & 0x7F0000;
+
+ if (r > 0x00003F) r = 0x00003F;
+ if (g > 0x003F00) g = 0x003F00;
+ if (b > 0x3F0000) b = 0x3F0000;
+
+ return r | g | b | 0xFF000000;
+}
+
+u32 GPU2D_Soft::ColorBlend5(u32 val1, u32 val2)
+{
+ u32 eva = ((val1 >> 24) & 0x1F) + 1;
+ u32 evb = 32 - eva;
+
+ if (eva == 32) return val1;
+
+ u32 r = (((val1 & 0x00003F) * eva) + ((val2 & 0x00003F) * evb)) >> 5;
+ u32 g = ((((val1 & 0x003F00) * eva) + ((val2 & 0x003F00) * evb)) >> 5) & 0x007F00;
+ u32 b = ((((val1 & 0x3F0000) * eva) + ((val2 & 0x3F0000) * evb)) >> 5) & 0x7F0000;
+
+ if (eva <= 16)
+ {
+ r += 0x000001;
+ g += 0x000100;
+ b += 0x010000;
+ }
+
+ if (r > 0x00003F) r = 0x00003F;
+ if (g > 0x003F00) g = 0x003F00;
+ if (b > 0x3F0000) b = 0x3F0000;
+
+ return r | g | b | 0xFF000000;
+}
+
+u32 GPU2D_Soft::ColorBrightnessUp(u32 val, u32 factor)
+{
+ u32 rb = val & 0x3F003F;
+ u32 g = val & 0x003F00;
+
+ rb += ((((0x3F003F - rb) * factor) >> 4) & 0x3F003F);
+ g += ((((0x003F00 - g) * factor) >> 4) & 0x003F00);
+
+ return rb | g | 0xFF000000;
+}
+
+u32 GPU2D_Soft::ColorBrightnessDown(u32 val, u32 factor)
+{
+ u32 rb = val & 0x3F003F;
+ u32 g = val & 0x003F00;
+
+ rb -= (((rb * factor) >> 4) & 0x3F003F);
+ g -= (((g * factor) >> 4) & 0x003F00);
+
+ return rb | g | 0xFF000000;
+}
+
+u32 GPU2D_Soft::ColorComposite(int i, u32 val1, u32 val2)
+{
+ u32 coloreffect = 0;
+ u32 eva, evb;
+
+ u32 flag1 = val1 >> 24;
+ u32 flag2 = val2 >> 24;
+
+ u32 target2;
+ if (flag2 & 0x80) target2 = 0x1000;
+ else if (flag2 & 0x40) target2 = 0x0100;
+ else target2 = flag2 << 8;
+
+ if ((flag1 & 0x80) && (BlendCnt & target2))
+ {
+ // sprite blending
+
+ coloreffect = 1;
+
+ if (flag1 & 0x40)
+ {
+ eva = flag1 & 0x1F;
+ evb = 16 - eva;
+ }
+ else
+ {
+ eva = EVA;
+ evb = EVB;
+ }
+ }
+ else if ((flag1 & 0x40) && (BlendCnt & target2))
+ {
+ // 3D layer blending
+
+ coloreffect = 4;
+ }
+ else
+ {
+ if (flag1 & 0x80) flag1 = 0x10;
+ else if (flag1 & 0x40) flag1 = 0x01;
+
+ if ((BlendCnt & flag1) && (WindowMask[i] & 0x20))
+ {
+ coloreffect = (BlendCnt >> 6) & 0x3;
+
+ if (coloreffect == 1)
+ {
+ if (BlendCnt & target2)
+ {
+ eva = EVA;
+ evb = EVB;
+ }
+ else
+ coloreffect = 0;
+ }
+ }
+ }
+
+ switch (coloreffect)
+ {
+ case 0: return val1;
+ case 1: return ColorBlend4(val1, val2, eva, evb);
+ case 2: return ColorBrightnessUp(val1, EVY);
+ case 3: return ColorBrightnessDown(val1, EVY);
+ case 4: return ColorBlend5(val1, val2);
+ }
+
+ return val1;
+}
+
+void GPU2D_Soft::DrawScanline(u32 line)
+{
+ int stride = Accelerated ? (256*3 + 1) : 256;
+ u32* dst = &Framebuffer[stride * line];
+
+ int n3dline = line;
+ line = GPU::VCount;
+
+ if (Num == 0)
+ {
+ auto bgDirty = GPU::VRAMDirty_ABG.DeriveState(GPU::VRAMMap_ABG);
+ GPU::MakeVRAMFlat_ABGCoherent(bgDirty);
+ auto bgExtPalDirty = GPU::VRAMDirty_ABGExtPal.DeriveState(GPU::VRAMMap_ABGExtPal);
+ GPU::MakeVRAMFlat_ABGExtPalCoherent(bgExtPalDirty);
+ auto objExtPalDirty = GPU::VRAMDirty_AOBJExtPal.DeriveState(&GPU::VRAMMap_AOBJExtPal);
+ GPU::MakeVRAMFlat_AOBJExtPalCoherent(objExtPalDirty);
+ }
+ else
+ {
+ auto bgDirty = GPU::VRAMDirty_BBG.DeriveState(GPU::VRAMMap_BBG);
+ GPU::MakeVRAMFlat_BBGCoherent(bgDirty);
+ auto bgExtPalDirty = GPU::VRAMDirty_BBGExtPal.DeriveState(GPU::VRAMMap_BBGExtPal);
+ GPU::MakeVRAMFlat_BBGExtPalCoherent(bgExtPalDirty);
+ auto objExtPalDirty = GPU::VRAMDirty_BOBJExtPal.DeriveState(&GPU::VRAMMap_BOBJExtPal);
+ GPU::MakeVRAMFlat_BOBJExtPalCoherent(objExtPalDirty);
+ }
+
+ bool forceblank = false;
+
+ // scanlines that end up outside of the GPU drawing range
+ // (as a result of writing to VCount) are filled white
+ if (line > 192) forceblank = true;
+
+ // GPU B can be completely disabled by POWCNT1
+ // oddly that's not the case for GPU A
+ if (Num && !Enabled) forceblank = true;
+
+ if (forceblank)
+ {
+ for (int i = 0; i < 256; i++)
+ dst[i] = 0xFFFFFFFF;
+
+ if (Accelerated)
+ {
+ dst[256*3] = 0;
+ }
+ return;
+ }
+
+ u32 dispmode = DispCnt >> 16;
+ dispmode &= (Num ? 0x1 : 0x3);
+
+ if (Num == 0)
+ {
+ if (!Accelerated)
+ _3DLine = GPU3D::GetLine(n3dline);
+ else if ((CaptureCnt & (1<<31)) && (((CaptureCnt >> 29) & 0x3) != 1))
+ {
+ _3DLine = GPU3D::GetLine(n3dline);
+ //GPU3D::GLRenderer::PrepareCaptureFrame();
+ }
+ }
+
+ if (line == 0 && CaptureCnt & (1 << 31))
+ CaptureLatch = true;
+
+ // always render regular graphics
+ DrawScanline_BGOBJ(line);
+ UpdateMosaicCounters(line);
+
+ switch (dispmode)
+ {
+ case 0: // screen off
+ {
+ for (int i = 0; i < 256; i++)
+ dst[i] = 0x003F3F3F;
+ }
+ break;
+
+ case 1: // regular display
+ {
+ int i = 0;
+ for (; i < (stride & ~1); i+=2)
+ *(u64*)&dst[i] = *(u64*)&BGOBJLine[i];
+ }
+ break;
+
+ case 2: // VRAM display
+ {
+ u32 vrambank = (DispCnt >> 18) & 0x3;
+ if (GPU::VRAMMap_LCDC & (1<<vrambank))
+ {
+ u16* vram = (u16*)GPU::VRAM[vrambank];
+ vram = &vram[line * 256];
+
+ for (int i = 0; i < 256; i++)
+ {
+ u16 color = vram[i];
+ u8 r = (color & 0x001F) << 1;
+ u8 g = (color & 0x03E0) >> 4;
+ u8 b = (color & 0x7C00) >> 9;
+
+ dst[i] = r | (g << 8) | (b << 16);
+ }
+ }
+ else
+ {
+ for (int i = 0; i < 256; i++)
+ {
+ dst[i] = 0;
+ }
+ }
+ }
+ break;
+
+ case 3: // FIFO display
+ {
+ for (int i = 0; i < 256; i++)
+ {
+ u16 color = DispFIFOBuffer[i];
+ u8 r = (color & 0x001F) << 1;
+ u8 g = (color & 0x03E0) >> 4;
+ u8 b = (color & 0x7C00) >> 9;
+
+ dst[i] = r | (g << 8) | (b << 16);
+ }
+ }
+ break;
+ }
+
+ // capture
+ if ((Num == 0) && CaptureLatch)
+ {
+ u32 capwidth, capheight;
+ switch ((CaptureCnt >> 20) & 0x3)
+ {
+ case 0: capwidth = 128; capheight = 128; break;
+ case 1: capwidth = 256; capheight = 64; break;
+ case 2: capwidth = 256; capheight = 128; break;
+ case 3: capwidth = 256; capheight = 192; break;
+ }
+
+ if (line < capheight)
+ DoCapture(line, capwidth);
+ }
+
+ if (Accelerated)
+ {
+ dst[256*3] = MasterBrightness | (DispCnt & 0x30000);
+ return;
+ }
+
+ // master brightness
+ if (dispmode != 0)
+ {
+ if ((MasterBrightness >> 14) == 1)
+ {
+ // up
+ u32 factor = MasterBrightness & 0x1F;
+ if (factor > 16) factor = 16;
+
+ for (int i = 0; i < 256; i++)
+ {
+ dst[i] = ColorBrightnessUp(dst[i], factor);
+ }
+ }
+ else if ((MasterBrightness >> 14) == 2)
+ {
+ // down
+ u32 factor = MasterBrightness & 0x1F;
+ if (factor > 16) factor = 16;
+
+ for (int i = 0; i < 256; i++)
+ {
+ dst[i] = ColorBrightnessDown(dst[i], factor);
+ }
+ }
+ }
+
+ // convert to 32-bit BGRA
+ // note: 32-bit RGBA would be more straightforward, but
+ // BGRA seems to be more compatible (Direct2D soft, cairo...)
+ for (int i = 0; i < 256; i+=2)
+ {
+ u64 c = *(u64*)&dst[i];
+
+ u64 r = (c << 18) & 0xFC000000FC0000;
+ u64 g = (c << 2) & 0xFC000000FC00;
+ u64 b = (c >> 14) & 0xFC000000FC;
+ c = r | g | b;
+
+ *(u64*)&dst[i] = c | ((c & 0x00C0C0C000C0C0C0) >> 6) | 0xFF000000FF000000;
+ }
+}
+
+void GPU2D_Soft::VBlankEnd()
+{
+ GPU2D::VBlankEnd();
+
+#ifdef OGLRENDERER_ENABLED
+ if (Accelerated)
+ {
+ if ((Num == 0) && (CaptureCnt & (1<<31)) && (((CaptureCnt >> 29) & 0x3) != 1))
+ {
+ GPU3D::GLRenderer::PrepareCaptureFrame();
+ }
+ }
+#endif
+}
+
+void GPU2D_Soft::DoCapture(u32 line, u32 width)
+{
+ u32 dstvram = (CaptureCnt >> 16) & 0x3;
+
+ // TODO: confirm this
+ // it should work like VRAM display mode, which requires VRAM to be mapped to LCDC
+ if (!(GPU::VRAMMap_LCDC & (1<<dstvram)))
+ return;
+
+ u16* dst = (u16*)GPU::VRAM[dstvram];
+ u32 dstaddr = (((CaptureCnt >> 18) & 0x3) << 14) + (line * width);
+
+ static_assert(GPU::VRAMDirtyGranularity == 512);
+ GPU::VRAMDirty[dstvram][(dstaddr & 0x1FFFF) / GPU::VRAMDirtyGranularity] = true;
+
+ // TODO: handle 3D in accelerated mode!!
+
+ u32* srcA;
+ if (CaptureCnt & (1<<24))
+ {
+ srcA = _3DLine;
+ }
+ else
+ {
+ srcA = BGOBJLine;
+ if (Accelerated)
+ {
+ // in accelerated mode, compositing is normally done on the GPU
+ // but when doing display capture, we do need the composited output
+ // so we do it here
+
+ for (int i = 0; i < 256; i++)
+ {
+ u32 val1 = BGOBJLine[i];
+ u32 val2 = BGOBJLine[256+i];
+ u32 val3 = BGOBJLine[512+i];
+
+ u32 compmode = (val3 >> 24) & 0xF;
+
+ if (compmode == 4)
+ {
+ // 3D on top, blending
+
+ u32 _3dval = _3DLine[i];
+ if ((_3dval >> 24) > 0)
+ val1 = ColorBlend5(_3dval, val1);
+ else
+ val1 = val2;
+ }
+ else if (compmode == 1)
+ {
+ // 3D on bottom, blending
+
+ u32 _3dval = _3DLine[i];
+ if ((_3dval >> 24) > 0)
+ {
+ u32 eva = (val3 >> 8) & 0x1F;
+ u32 evb = (val3 >> 16) & 0x1F;
+
+ val1 = ColorBlend4(val1, _3dval, eva, evb);
+ }
+ else
+ val1 = val2;
+ }
+ else if (compmode <= 3)
+ {
+ // 3D on top, normal/fade
+
+ u32 _3dval = _3DLine[i];
+ if ((_3dval >> 24) > 0)
+ {
+ u32 evy = (val3 >> 8) & 0x1F;
+
+ val1 = _3dval;
+ if (compmode == 2) val1 = ColorBrightnessUp(val1, evy);
+ else if (compmode == 3) val1 = ColorBrightnessDown(val1, evy);
+ }
+ else
+ val1 = val2;
+ }
+
+ BGOBJLine[i] = val1;
+ }
+ }
+ }
+
+ u16* srcB = NULL;
+ u32 srcBaddr = line * 256;
+
+ if (CaptureCnt & (1<<25))
+ {
+ srcB = &DispFIFOBuffer[0];
+ srcBaddr = 0;
+ }
+ else
+ {
+ u32 srcvram = (DispCnt >> 18) & 0x3;
+ if (GPU::VRAMMap_LCDC & (1<<srcvram))
+ srcB = (u16*)GPU::VRAM[srcvram];
+
+ if (((DispCnt >> 16) & 0x3) != 2)
+ srcBaddr += ((CaptureCnt >> 26) & 0x3) << 14;
+ }
+
+ dstaddr &= 0xFFFF;
+ srcBaddr &= 0xFFFF;
+
+ switch ((CaptureCnt >> 29) & 0x3)
+ {
+ case 0: // source A
+ {
+ for (u32 i = 0; i < width; i++)
+ {
+ u32 val = srcA[i];
+
+ // TODO: check what happens when alpha=0
+
+ u32 r = (val >> 1) & 0x1F;
+ u32 g = (val >> 9) & 0x1F;
+ u32 b = (val >> 17) & 0x1F;
+ u32 a = ((val >> 24) != 0) ? 0x8000 : 0;
+
+ dst[dstaddr] = r | (g << 5) | (b << 10) | a;
+ dstaddr = (dstaddr + 1) & 0xFFFF;
+ }
+ }
+ break;
+
+ case 1: // source B
+ {
+ if (srcB)
+ {
+ for (u32 i = 0; i < width; i++)
+ {
+ dst[dstaddr] = srcB[srcBaddr];
+ srcBaddr = (srcBaddr + 1) & 0xFFFF;
+ dstaddr = (dstaddr + 1) & 0xFFFF;
+ }
+ }
+ else
+ {
+ for (u32 i = 0; i < width; i++)
+ {
+ dst[dstaddr] = 0;
+ dstaddr = (dstaddr + 1) & 0xFFFF;
+ }
+ }
+ }
+ break;
+
+ case 2: // sources A+B
+ case 3:
+ {
+ u32 eva = CaptureCnt & 0x1F;
+ u32 evb = (CaptureCnt >> 8) & 0x1F;
+
+ // checkme
+ if (eva > 16) eva = 16;
+ if (evb > 16) evb = 16;
+
+ if (srcB)
+ {
+ for (u32 i = 0; i < width; i++)
+ {
+ u32 val = srcA[i];
+
+ // TODO: check what happens when alpha=0
+
+ u32 rA = (val >> 1) & 0x1F;
+ u32 gA = (val >> 9) & 0x1F;
+ u32 bA = (val >> 17) & 0x1F;
+ u32 aA = ((val >> 24) != 0) ? 1 : 0;
+
+ val = srcB[srcBaddr];
+
+ u32 rB = val & 0x1F;
+ u32 gB = (val >> 5) & 0x1F;
+ u32 bB = (val >> 10) & 0x1F;
+ u32 aB = val >> 15;
+
+ u32 rD = ((rA * aA * eva) + (rB * aB * evb)) >> 4;
+ u32 gD = ((gA * aA * eva) + (gB * aB * evb)) >> 4;
+ u32 bD = ((bA * aA * eva) + (bB * aB * evb)) >> 4;
+ u32 aD = (eva>0 ? aA : 0) | (evb>0 ? aB : 0);
+
+ if (rD > 0x1F) rD = 0x1F;
+ if (gD > 0x1F) gD = 0x1F;
+ if (bD > 0x1F) bD = 0x1F;
+
+ dst[dstaddr] = rD | (gD << 5) | (bD << 10) | (aD << 15);
+ srcBaddr = (srcBaddr + 1) & 0xFFFF;
+ dstaddr = (dstaddr + 1) & 0xFFFF;
+ }
+ }
+ else
+ {
+ for (u32 i = 0; i < width; i++)
+ {
+ u32 val = srcA[i];
+
+ // TODO: check what happens when alpha=0
+
+ u32 rA = (val >> 1) & 0x1F;
+ u32 gA = (val >> 9) & 0x1F;
+ u32 bA = (val >> 17) & 0x1F;
+ u32 aA = ((val >> 24) != 0) ? 1 : 0;
+
+ u32 rD = (rA * aA * eva) >> 4;
+ u32 gD = (gA * aA * eva) >> 4;
+ u32 bD = (bA * aA * eva) >> 4;
+ u32 aD = (eva>0 ? aA : 0);
+
+ dst[dstaddr] = rD | (gD << 5) | (bD << 10) | (aD << 15);
+ dstaddr = (dstaddr + 1) & 0xFFFF;
+ }
+ }
+ }
+ break;
+ }
+}
+
+#define DoDrawBG(type, line, num) \
+ do \
+ { \
+ if ((BGCnt[num] & 0x0040) && (BGMosaicSize[0] > 0)) \
+ { \
+ if (Accelerated) DrawBG_##type<true, DrawPixel_Accel>(line, num); \
+ else DrawBG_##type<true, DrawPixel_Normal>(line, num); \
+ } \
+ else \
+ { \
+ if (Accelerated) DrawBG_##type<false, DrawPixel_Accel>(line, num); \
+ else DrawBG_##type<false, DrawPixel_Normal>(line, num); \
+ } \
+ } while (false)
+
+#define DoDrawBG_Large(line) \
+ do \
+ { \
+ if ((BGCnt[2] & 0x0040) && (BGMosaicSize[0] > 0)) \
+ { \
+ if (Accelerated) DrawBG_Large<true, DrawPixel_Accel>(line); \
+ else DrawBG_Large<true, DrawPixel_Normal>(line); \
+ } \
+ else \
+ { \
+ if (Accelerated) DrawBG_Large<false, DrawPixel_Accel>(line); \
+ else DrawBG_Large<false, DrawPixel_Normal>(line); \
+ } \
+ } while (false)
+
+#define DoInterleaveSprites(prio) \
+ if (Accelerated) InterleaveSprites<DrawPixel_Accel>(prio); else InterleaveSprites<DrawPixel_Normal>(prio);
+
+template<u32 bgmode>
+void GPU2D_Soft::DrawScanlineBGMode(u32 line)
+{
+ for (int i = 3; i >= 0; i--)
+ {
+ if ((BGCnt[3] & 0x3) == i)
+ {
+ if (DispCnt & 0x0800)
+ {
+ if (bgmode >= 3)
+ DoDrawBG(Extended, line, 3);
+ else if (bgmode >= 1)
+ DoDrawBG(Affine, line, 3);
+ else
+ DoDrawBG(Text, line, 3);
+ }
+ }
+ if ((BGCnt[2] & 0x3) == i)
+ {
+ if (DispCnt & 0x0400)
+ {
+ if (bgmode == 5)
+ DoDrawBG(Extended, line, 2);
+ else if (bgmode == 4 || bgmode == 2)
+ DoDrawBG(Affine, line, 2);
+ else
+ DoDrawBG(Text, line, 2);
+ }
+ }
+ if ((BGCnt[1] & 0x3) == i)
+ {
+ if (DispCnt & 0x0200)
+ {
+ DoDrawBG(Text, line, 1);
+ }
+ }
+ if ((BGCnt[0] & 0x3) == i)
+ {
+ if (DispCnt & 0x0100)
+ {
+ if ((!Num) && (DispCnt & 0x8))
+ DrawBG_3D();
+ else
+ DoDrawBG(Text, line, 0);
+ }
+ }
+ if ((DispCnt & 0x1000) && NumSprites)
+ DoInterleaveSprites(0x40000 | (i<<16));
+ }
+}
+
+void GPU2D_Soft::DrawScanlineBGMode6(u32 line)
+{
+ for (int i = 3; i >= 0; i--)
+ {
+ if ((BGCnt[2] & 0x3) == i)
+ {
+ if (DispCnt & 0x0400)
+ {
+ DoDrawBG_Large(line);
+ }
+ }
+ if ((BGCnt[0] & 0x3) == i)
+ {
+ if (DispCnt & 0x0100)
+ {
+ if ((!Num) && (DispCnt & 0x8))
+ DrawBG_3D();
+ }
+ }
+ if ((DispCnt & 0x1000) && NumSprites)
+ DoInterleaveSprites(0x40000 | (i<<16))
+ }
+}
+
+void GPU2D_Soft::DrawScanlineBGMode7(u32 line)
+{
+ // mode 7 only has text-mode BG0 and BG1
+
+ for (int i = 3; i >= 0; i--)
+ {
+ if ((BGCnt[1] & 0x3) == i)
+ {
+ if (DispCnt & 0x0200)
+ {
+ DoDrawBG(Text, line, 1);
+ }
+ }
+ if ((BGCnt[0] & 0x3) == i)
+ {
+ if (DispCnt & 0x0100)
+ {
+ if ((!Num) && (DispCnt & 0x8))
+ DrawBG_3D();
+ else
+ DoDrawBG(Text, line, 0);
+ }
+ }
+ if ((DispCnt & 0x1000) && NumSprites)
+ DoInterleaveSprites(0x40000 | (i<<16))
+ }
+}
+
+void GPU2D_Soft::DrawScanline_BGOBJ(u32 line)
+{
+ // forced blank disables BG/OBJ compositing
+ if (DispCnt & (1<<7))
+ {
+ for (int i = 0; i < 256; i++)
+ BGOBJLine[i] = 0xFF3F3F3F;
+
+ return;
+ }
+
+ u64 backdrop;
+ if (Num) backdrop = *(u16*)&GPU::Palette[0x400];
+ else backdrop = *(u16*)&GPU::Palette[0];
+
+ {
+ u8 r = (backdrop & 0x001F) << 1;
+ u8 g = (backdrop & 0x03E0) >> 4;
+ u8 b = (backdrop & 0x7C00) >> 9;
+
+ backdrop = r | (g << 8) | (b << 16) | 0x20000000;
+ backdrop |= (backdrop << 32);
+
+ for (int i = 0; i < 256; i+=2)
+ *(u64*)&BGOBJLine[i] = backdrop;
+ }
+
+ if (DispCnt & 0xE000)
+ CalculateWindowMask(line);
+ else
+ memset(WindowMask, 0xFF, 256);
+
+ ApplySpriteMosaicX();
+
+ switch (DispCnt & 0x7)
+ {
+ case 0: DrawScanlineBGMode<0>(line); break;
+ case 1: DrawScanlineBGMode<1>(line); break;
+ case 2: DrawScanlineBGMode<2>(line); break;
+ case 3: DrawScanlineBGMode<3>(line); break;
+ case 4: DrawScanlineBGMode<4>(line); break;
+ case 5: DrawScanlineBGMode<5>(line); break;
+ case 6: DrawScanlineBGMode6(line); break;
+ case 7: DrawScanlineBGMode7(line); break;
+ }
+
+ // color special effects
+ // can likely be optimized
+
+ if (!Accelerated)
+ {
+ for (int i = 0; i < 256; i++)
+ {
+ u32 val1 = BGOBJLine[i];
+ u32 val2 = BGOBJLine[256+i];
+
+ BGOBJLine[i] = ColorComposite(i, val1, val2);
+ }
+ }
+ else
+ {
+ if (Num == 0)
+ {
+ for (int i = 0; i < 256; i++)
+ {
+ u32 val1 = BGOBJLine[i];
+ u32 val2 = BGOBJLine[256+i];
+ u32 val3 = BGOBJLine[512+i];
+
+ u32 flag1 = val1 >> 24;
+ u32 flag2 = val2 >> 24;
+
+ u32 bldcnteffect = (BlendCnt >> 6) & 0x3;
+
+ u32 target1;
+ if (flag1 & 0x80) target1 = 0x0010;
+ else if (flag1 & 0x40) target1 = 0x0001;
+ else target1 = flag1;
+
+ u32 target2;
+ if (flag2 & 0x80) target2 = 0x1000;
+ else if (flag2 & 0x40) target2 = 0x0100;
+ else target2 = flag2 << 8;
+
+ if (((flag1 & 0xC0) == 0x40) && (BlendCnt & target2))
+ {
+ // 3D on top, blending
+
+ BGOBJLine[i] = val2;
+ BGOBJLine[256+i] = ColorComposite(i, val2, val3);
+ BGOBJLine[512+i] = 0x04000000;
+ }
+ else if ((flag1 & 0xC0) == 0x40)
+ {
+ // 3D on top, normal/fade
+
+ if (bldcnteffect == 1) bldcnteffect = 0;
+ if (!(BlendCnt & 0x0001)) bldcnteffect = 0;
+ if (!(WindowMask[i] & 0x20)) bldcnteffect = 0;
+
+ BGOBJLine[i] = val2;
+ BGOBJLine[256+i] = ColorComposite(i, val2, val3);
+ BGOBJLine[512+i] = (bldcnteffect << 24) | (EVY << 8);
+ }
+ else if (((flag2 & 0xC0) == 0x40) && ((BlendCnt & 0x01C0) == 0x0140))
+ {
+ // 3D on bottom, blending
+
+ u32 eva, evb;
+ if ((flag1 & 0xC0) == 0xC0)
+ {
+ eva = flag1 & 0x1F;
+ evb = 16 - eva;
+ }
+ else if (((BlendCnt & target1) && (WindowMask[i] & 0x20)) ||
+ ((flag1 & 0xC0) == 0x80))
+ {
+ eva = EVA;
+ evb = EVB;
+ }
+ else
+ bldcnteffect = 7;
+
+ BGOBJLine[i] = val1;
+ BGOBJLine[256+i] = ColorComposite(i, val1, val3);
+ BGOBJLine[512+i] = (bldcnteffect << 24) | (EVB << 16) | (EVA << 8);
+ }
+ else
+ {
+ // no potential 3D pixel involved
+
+ BGOBJLine[i] = ColorComposite(i, val1, val2);
+ BGOBJLine[256+i] = 0;
+ BGOBJLine[512+i] = 0x07000000;
+ }
+ }
+ }
+ else
+ {
+ for (int i = 0; i < 256; i++)
+ {
+ u32 val1 = BGOBJLine[i];
+ u32 val2 = BGOBJLine[256+i];
+
+ BGOBJLine[i] = ColorComposite(i, val1, val2);
+ BGOBJLine[256+i] = 0;
+ BGOBJLine[512+i] = 0x07000000;
+ }
+ }
+ }
+
+ if (BGMosaicY >= BGMosaicYMax)
+ {
+ BGMosaicY = 0;
+ BGMosaicYMax = BGMosaicSize[1];
+ }
+ else
+ BGMosaicY++;
+
+ /*if (OBJMosaicY >= OBJMosaicYMax)
+ {
+ OBJMosaicY = 0;
+ OBJMosaicYMax = OBJMosaicSize[1];
+ }
+ else
+ OBJMosaicY++;*/
+}
+
+
+void GPU2D_Soft::DrawPixel_Normal(u32* dst, u16 color, u32 flag)
+{
+ u8 r = (color & 0x001F) << 1;
+ u8 g = (color & 0x03E0) >> 4;
+ u8 b = (color & 0x7C00) >> 9;
+ //g |= ((color & 0x8000) >> 15);
+
+ *(dst+256) = *dst;
+ *dst = r | (g << 8) | (b << 16) | flag;
+}
+
+void GPU2D_Soft::DrawPixel_Accel(u32* dst, u16 color, u32 flag)
+{
+ u8 r = (color & 0x001F) << 1;
+ u8 g = (color & 0x03E0) >> 4;
+ u8 b = (color & 0x7C00) >> 9;
+
+ *(dst+512) = *(dst+256);
+ *(dst+256) = *dst;
+ *dst = r | (g << 8) | (b << 16) | flag;
+}
+
+void GPU2D_Soft::DrawBG_3D()
+{
+ int i = 0;
+
+ if (Accelerated)
+ {
+ for (i = 0; i < 256; i++)
+ {
+ if (!(WindowMask[i] & 0x01)) continue;
+
+ BGOBJLine[i+512] = BGOBJLine[i+256];
+ BGOBJLine[i+256] = BGOBJLine[i];
+ BGOBJLine[i] = 0x40000000; // 3D-layer placeholder
+ }
+ }
+ else
+ {
+ for (i = 0; i < 256; i++)
+ {
+ u32 c = _3DLine[i];
+
+ if ((c >> 24) == 0) continue;
+ if (!(WindowMask[i] & 0x01)) continue;
+
+ BGOBJLine[i+256] = BGOBJLine[i];
+ BGOBJLine[i] = c | 0x40000000;
+ }
+ }
+}
+
+template<bool mosaic, GPU2D_Soft::DrawPixel drawPixel>
+void GPU2D_Soft::DrawBG_Text(u32 line, u32 bgnum)
+{
+ u16 bgcnt = BGCnt[bgnum];
+
+ u32 tilesetaddr, tilemapaddr;
+ u16* pal;
+ u32 extpal, extpalslot;
+
+ u16 xoff = BGXPos[bgnum];
+ u16 yoff = BGYPos[bgnum] + line;
+
+ if (bgcnt & 0x0040)
+ {
+ // vertical mosaic
+ yoff -= BGMosaicY;
+ }
+
+ u32 widexmask = (bgcnt & 0x4000) ? 0x100 : 0;
+
+ extpal = (DispCnt & 0x40000000);
+ if (extpal) extpalslot = ((bgnum<2) && (bgcnt&0x2000)) ? (2+bgnum) : bgnum;
+
+ u8* bgvram;
+ u32 bgvrammask;
+ GetBGVRAM(bgvram, bgvrammask);
+ if (Num)
+ {
+ tilesetaddr = ((bgcnt & 0x003C) << 12);
+ tilemapaddr = ((bgcnt & 0x1F00) << 3);
+
+ pal = (u16*)&GPU::Palette[0x400];
+ }
+ else
+ {
+ tilesetaddr = ((DispCnt & 0x07000000) >> 8) + ((bgcnt & 0x003C) << 12);
+ tilemapaddr = ((DispCnt & 0x38000000) >> 11) + ((bgcnt & 0x1F00) << 3);
+
+ pal = (u16*)&GPU::Palette[0];
+ }
+
+ // adjust Y position in tilemap
+ if (bgcnt & 0x8000)
+ {
+ tilemapaddr += ((yoff & 0x1F8) << 3);
+ if (bgcnt & 0x4000)
+ tilemapaddr += ((yoff & 0x100) << 3);
+ }
+ else
+ tilemapaddr += ((yoff & 0xF8) << 3);
+
+ u16 curtile;
+ u16* curpal;
+ u32 pixelsaddr;
+ u8 color;
+ u32 lastxpos;
+
+ if (bgcnt & 0x0080)
+ {
+ // 256-color
+
+ // preload shit as needed
+ if ((xoff & 0x7) || mosaic)
+ {
+ curtile = *(u16*)&bgvram[(tilemapaddr + ((xoff & 0xF8) >> 2) + ((xoff & widexmask) << 3)) & bgvrammask];
+
+ if (extpal) curpal = GetBGExtPal(extpalslot, curtile>>12);
+ else curpal = pal;
+
+ pixelsaddr = tilesetaddr + ((curtile & 0x03FF) << 6)
+ + (((curtile & 0x0800) ? (7-(yoff&0x7)) : (yoff&0x7)) << 3);
+ }
+
+ if (mosaic) lastxpos = xoff;
+
+ for (int i = 0; i < 256; i++)
+ {
+ u32 xpos;
+ if (mosaic) xpos = xoff - CurBGXMosaicTable[i];
+ else xpos = xoff;
+
+ if ((!mosaic && (!(xpos & 0x7))) ||
+ (mosaic && ((xpos >> 3) != (lastxpos >> 3))))
+ {
+ // load a new tile
+ curtile = *(u16*)&bgvram[(tilemapaddr + ((xpos & 0xF8) >> 2) + ((xpos & widexmask) << 3)) & bgvrammask];
+
+ if (extpal) curpal = GetBGExtPal(extpalslot, curtile>>12);
+ else curpal = pal;
+
+ pixelsaddr = tilesetaddr + ((curtile & 0x03FF) << 6)
+ + (((curtile & 0x0800) ? (7-(yoff&0x7)) : (yoff&0x7)) << 3);
+
+ if (mosaic) lastxpos = xpos;
+ }
+
+ // draw pixel
+ if (WindowMask[i] & (1<<bgnum))
+ {
+ u32 tilexoff = (curtile & 0x0400) ? (7-(xpos&0x7)) : (xpos&0x7);
+ color = bgvram[(pixelsaddr + tilexoff) & bgvrammask];
+
+ if (color)
+ drawPixel(&BGOBJLine[i], curpal[color], 0x01000000<<bgnum);
+ }
+
+ xoff++;
+ }
+ }
+ else
+ {
+ // 16-color
+
+ // preload shit as needed
+ if ((xoff & 0x7) || mosaic)
+ {
+ curtile = *(u16*)&bgvram[((tilemapaddr + ((xoff & 0xF8) >> 2) + ((xoff & widexmask) << 3))) & bgvrammask];
+ curpal = pal + ((curtile & 0xF000) >> 8);
+ pixelsaddr = tilesetaddr + ((curtile & 0x03FF) << 5)
+ + (((curtile & 0x0800) ? (7-(yoff&0x7)) : (yoff&0x7)) << 2);
+ }
+
+ if (mosaic) lastxpos = xoff;
+
+ for (int i = 0; i < 256; i++)
+ {
+ u32 xpos;
+ if (mosaic) xpos = xoff - CurBGXMosaicTable[i];
+ else xpos = xoff;
+
+ if ((!mosaic && (!(xpos & 0x7))) ||
+ (mosaic && ((xpos >> 3) != (lastxpos >> 3))))
+ {
+ // load a new tile
+ curtile = *(u16*)&bgvram[(tilemapaddr + ((xpos & 0xF8) >> 2) + ((xpos & widexmask) << 3)) & bgvrammask];
+ curpal = pal + ((curtile & 0xF000) >> 8);
+ pixelsaddr = tilesetaddr + ((curtile & 0x03FF) << 5)
+ + (((curtile & 0x0800) ? (7-(yoff&0x7)) : (yoff&0x7)) << 2);
+
+ if (mosaic) lastxpos = xpos;
+ }
+
+ // draw pixel
+ if (WindowMask[i] & (1<<bgnum))
+ {
+ u32 tilexoff = (curtile & 0x0400) ? (7-(xpos&0x7)) : (xpos&0x7);
+ if (tilexoff & 0x1)
+ {
+ color = bgvram[(pixelsaddr + (tilexoff >> 1)) & bgvrammask] >> 4;
+ }
+ else
+ {
+ color = bgvram[(pixelsaddr + (tilexoff >> 1)) & bgvrammask] & 0x0F;
+ }
+
+ if (color)
+ drawPixel(&BGOBJLine[i], curpal[color], 0x01000000<<bgnum);
+ }
+
+ xoff++;
+ }
+ }
+}
+
+template<bool mosaic, GPU2D_Soft::DrawPixel drawPixel>
+void GPU2D_Soft::DrawBG_Affine(u32 line, u32 bgnum)
+{
+ u16 bgcnt = BGCnt[bgnum];
+
+ u32 tilesetaddr, tilemapaddr;
+ u16* pal;
+
+ u32 coordmask;
+ u32 yshift;
+ switch (bgcnt & 0xC000)
+ {
+ case 0x0000: coordmask = 0x07800; yshift = 7; break;
+ case 0x4000: coordmask = 0x0F800; yshift = 8; break;
+ case 0x8000: coordmask = 0x1F800; yshift = 9; break;
+ case 0xC000: coordmask = 0x3F800; yshift = 10; break;
+ }
+
+ u32 overflowmask;
+ if (bgcnt & 0x2000) overflowmask = 0;
+ else overflowmask = ~(coordmask | 0x7FF);
+
+ s16 rotA = BGRotA[bgnum-2];
+ s16 rotB = BGRotB[bgnum-2];
+ s16 rotC = BGRotC[bgnum-2];
+ s16 rotD = BGRotD[bgnum-2];
+
+ s32 rotX = BGXRefInternal[bgnum-2];
+ s32 rotY = BGYRefInternal[bgnum-2];
+
+ if (bgcnt & 0x0040)
+ {
+ // vertical mosaic
+ rotX -= (BGMosaicY * rotB);
+ rotY -= (BGMosaicY * rotD);
+ }
+
+ u8* bgvram;
+ u32 bgvrammask;
+ GetBGVRAM(bgvram, bgvrammask);
+
+ if (Num)
+ {
+ tilesetaddr = ((bgcnt & 0x003C) << 12);
+ tilemapaddr = ((bgcnt & 0x1F00) << 3);
+
+ pal = (u16*)&GPU::Palette[0x400];
+ }
+ else
+ {
+ tilesetaddr = ((DispCnt & 0x07000000) >> 8) + ((bgcnt & 0x003C) << 12);
+ tilemapaddr = ((DispCnt & 0x38000000) >> 11) + ((bgcnt & 0x1F00) << 3);
+
+ pal = (u16*)&GPU::Palette[0];
+ }
+
+ u16 curtile;
+ u8 color;
+
+ yshift -= 3;
+
+ for (int i = 0; i < 256; i++)
+ {
+ if (WindowMask[i] & (1<<bgnum))
+ {
+ s32 finalX, finalY;
+ if (mosaic)
+ {
+ int im = CurBGXMosaicTable[i];
+ finalX = rotX - (im * rotA);
+ finalY = rotY - (im * rotC);
+ }
+ else
+ {
+ finalX = rotX;
+ finalY = rotY;
+ }
+
+ if ((!((finalX|finalY) & overflowmask)))
+ {
+ curtile = bgvram[(tilemapaddr + ((((finalY & coordmask) >> 11) << yshift) + ((finalX & coordmask) >> 11))) & bgvrammask];
+
+ // draw pixel
+ u32 tilexoff = (finalX >> 8) & 0x7;
+ u32 tileyoff = (finalY >> 8) & 0x7;
+
+ color = bgvram[(tilesetaddr + (curtile << 6) + (tileyoff << 3) + tilexoff) & bgvrammask];
+
+ if (color)
+ drawPixel(&BGOBJLine[i], pal[color], 0x01000000<<bgnum);
+ }
+ }
+
+ rotX += rotA;
+ rotY += rotC;
+ }
+
+ BGXRefInternal[bgnum-2] += rotB;
+ BGYRefInternal[bgnum-2] += rotD;
+}
+
+template<bool mosaic, GPU2D_Soft::DrawPixel drawPixel>
+void GPU2D_Soft::DrawBG_Extended(u32 line, u32 bgnum)
+{
+ u16 bgcnt = BGCnt[bgnum];
+
+ u32 tilesetaddr, tilemapaddr;
+ u16* pal;
+ u32 extpal;
+
+ u8* bgvram;
+ u32 bgvrammask;
+ GetBGVRAM(bgvram, bgvrammask);
+
+ extpal = (DispCnt & 0x40000000);
+
+ s16 rotA = BGRotA[bgnum-2];
+ s16 rotB = BGRotB[bgnum-2];
+ s16 rotC = BGRotC[bgnum-2];
+ s16 rotD = BGRotD[bgnum-2];
+
+ s32 rotX = BGXRefInternal[bgnum-2];
+ s32 rotY = BGYRefInternal[bgnum-2];
+
+ if (bgcnt & 0x0040)
+ {
+ // vertical mosaic
+ rotX -= (BGMosaicY * rotB);
+ rotY -= (BGMosaicY * rotD);
+ }
+
+ if (bgcnt & 0x0080)
+ {
+ // bitmap modes
+
+ u32 xmask, ymask;
+ u32 yshift;
+ switch (bgcnt & 0xC000)
+ {
+ case 0x0000: xmask = 0x07FFF; ymask = 0x07FFF; yshift = 7; break;
+ case 0x4000: xmask = 0x0FFFF; ymask = 0x0FFFF; yshift = 8; break;
+ case 0x8000: xmask = 0x1FFFF; ymask = 0x0FFFF; yshift = 9; break;
+ case 0xC000: xmask = 0x1FFFF; ymask = 0x1FFFF; yshift = 9; break;
+ }
+
+ u32 ofxmask, ofymask;
+ if (bgcnt & 0x2000)
+ {
+ ofxmask = 0;
+ ofymask = 0;
+ }
+ else
+ {
+ ofxmask = ~xmask;
+ ofymask = ~ymask;
+ }
+
+ if (Num) tilemapaddr = ((bgcnt & 0x1F00) << 6);
+ else tilemapaddr = ((bgcnt & 0x1F00) << 6);
+
+ if (bgcnt & 0x0004)
+ {
+ // direct color bitmap
+
+ u16 color;
+
+ for (int i = 0; i < 256; i++)
+ {
+ if (WindowMask[i] & (1<<bgnum))
+ {
+ s32 finalX, finalY;
+ if (mosaic)
+ {
+ int im = CurBGXMosaicTable[i];
+ finalX = rotX - (im * rotA);
+ finalY = rotY - (im * rotC);
+ }
+ else
+ {
+ finalX = rotX;
+ finalY = rotY;
+ }
+
+ if (!(finalX & ofxmask) && !(finalY & ofymask))
+ {
+ color = *(u16*)&bgvram[(tilemapaddr + (((((finalY & ymask) >> 8) << yshift) + ((finalX & xmask) >> 8)) << 1)) & bgvrammask];
+
+ if (color & 0x8000)
+ drawPixel(&BGOBJLine[i], color, 0x01000000<<bgnum);
+ }
+ }
+
+ rotX += rotA;
+ rotY += rotC;
+ }
+ }
+ else
+ {
+ // 256-color bitmap
+
+ if (Num) pal = (u16*)&GPU::Palette[0x400];
+ else pal = (u16*)&GPU::Palette[0];
+
+ u8 color;
+
+ for (int i = 0; i < 256; i++)
+ {
+ if (WindowMask[i] & (1<<bgnum))
+ {
+ s32 finalX, finalY;
+ if (mosaic)
+ {
+ int im = CurBGXMosaicTable[i];
+ finalX = rotX - (im * rotA);
+ finalY = rotY - (im * rotC);
+ }
+ else
+ {
+ finalX = rotX;
+ finalY = rotY;
+ }
+
+ if (!(finalX & ofxmask) && !(finalY & ofymask))
+ {
+ color = bgvram[(tilemapaddr + (((finalY & ymask) >> 8) << yshift) + ((finalX & xmask) >> 8)) & bgvrammask];
+
+ if (color)
+ drawPixel(&BGOBJLine[i], pal[color], 0x01000000<<bgnum);
+ }
+ }
+
+ rotX += rotA;
+ rotY += rotC;
+ }
+ }
+ }
+ else
+ {
+ // mixed affine/text mode
+
+ u32 coordmask;
+ u32 yshift;
+ switch (bgcnt & 0xC000)
+ {
+ case 0x0000: coordmask = 0x07800; yshift = 7; break;
+ case 0x4000: coordmask = 0x0F800; yshift = 8; break;
+ case 0x8000: coordmask = 0x1F800; yshift = 9; break;
+ case 0xC000: coordmask = 0x3F800; yshift = 10; break;
+ }
+
+ u32 overflowmask;
+ if (bgcnt & 0x2000) overflowmask = 0;
+ else overflowmask = ~(coordmask | 0x7FF);
+
+ if (Num)
+ {
+ tilesetaddr = ((bgcnt & 0x003C) << 12);
+ tilemapaddr = ((bgcnt & 0x1F00) << 3);
+
+ pal = (u16*)&GPU::Palette[0x400];
+ }
+ else
+ {
+ tilesetaddr = ((DispCnt & 0x07000000) >> 8) + ((bgcnt & 0x003C) << 12);
+ tilemapaddr = ((DispCnt & 0x38000000) >> 11) + ((bgcnt & 0x1F00) << 3);
+
+ pal = (u16*)&GPU::Palette[0];
+ }
+
+ u16 curtile;
+ u16* curpal;
+ u8 color;
+
+ yshift -= 3;
+
+ for (int i = 0; i < 256; i++)
+ {
+ if (WindowMask[i] & (1<<bgnum))
+ {
+ s32 finalX, finalY;
+ if (mosaic)
+ {
+ int im = CurBGXMosaicTable[i];
+ finalX = rotX - (im * rotA);
+ finalY = rotY - (im * rotC);
+ }
+ else
+ {
+ finalX = rotX;
+ finalY = rotY;
+ }
+
+ if ((!((finalX|finalY) & overflowmask)))
+ {
+ curtile = *(u16*)&bgvram[(tilemapaddr + (((((finalY & coordmask) >> 11) << yshift) + ((finalX & coordmask) >> 11)) << 1)) & bgvrammask];
+
+ if (extpal) curpal = GetBGExtPal(bgnum, curtile>>12);
+ else curpal = pal;
+
+ // draw pixel
+ u32 tilexoff = (finalX >> 8) & 0x7;
+ u32 tileyoff = (finalY >> 8) & 0x7;
+
+ if (curtile & 0x0400) tilexoff = 7-tilexoff;
+ if (curtile & 0x0800) tileyoff = 7-tileyoff;
+
+ color = bgvram[(tilesetaddr + ((curtile & 0x03FF) << 6) + (tileyoff << 3) + tilexoff) & bgvrammask];
+
+ if (color)
+ drawPixel(&BGOBJLine[i], curpal[color], 0x01000000<<bgnum);
+ }
+ }
+
+ rotX += rotA;
+ rotY += rotC;
+ }
+ }
+
+ BGXRefInternal[bgnum-2] += rotB;
+ BGYRefInternal[bgnum-2] += rotD;
+}
+
+template<bool mosaic, GPU2D_Soft::DrawPixel drawPixel>
+void GPU2D_Soft::DrawBG_Large(u32 line) // BG is always BG2
+{
+ u16 bgcnt = BGCnt[2];
+
+ u32 tilesetaddr, tilemapaddr;
+ u16* pal;
+
+ // large BG sizes:
+ // 0: 512x1024
+ // 1: 1024x512
+ // 2: 512x256
+ // 3: 512x512
+ u32 xmask, ymask;
+ u32 yshift;
+ switch (bgcnt & 0xC000)
+ {
+ case 0x0000: xmask = 0x1FFFF; ymask = 0x3FFFF; yshift = 9; break;
+ case 0x4000: xmask = 0x3FFFF; ymask = 0x1FFFF; yshift = 10; break;
+ case 0x8000: xmask = 0x1FFFF; ymask = 0x0FFFF; yshift = 9; break;
+ case 0xC000: xmask = 0x1FFFF; ymask = 0x1FFFF; yshift = 9; break;
+ }
+
+ u32 ofxmask, ofymask;
+ if (bgcnt & 0x2000)
+ {
+ ofxmask = 0;
+ ofymask = 0;
+ }
+ else
+ {
+ ofxmask = ~xmask;
+ ofymask = ~ymask;
+ }
+
+ s16 rotA = BGRotA[0];
+ s16 rotB = BGRotB[0];
+ s16 rotC = BGRotC[0];
+ s16 rotD = BGRotD[0];
+
+ s32 rotX = BGXRefInternal[0];
+ s32 rotY = BGYRefInternal[0];
+
+ if (bgcnt & 0x0040)
+ {
+ // vertical mosaic
+ rotX -= (BGMosaicY * rotB);
+ rotY -= (BGMosaicY * rotD);
+ }
+
+ u8* bgvram;
+ u32 bgvrammask;
+ GetBGVRAM(bgvram, bgvrammask);
+
+ // 256-color bitmap
+
+ if (Num) pal = (u16*)&GPU::Palette[0x400];
+ else pal = (u16*)&GPU::Palette[0];
+
+ u8 color;
+
+ for (int i = 0; i < 256; i++)
+ {
+ if (WindowMask[i] & (1<<2))
+ {
+ s32 finalX, finalY;
+ if (mosaic)
+ {
+ int im = CurBGXMosaicTable[i];
+ finalX = rotX - (im * rotA);
+ finalY = rotY - (im * rotC);
+ }
+ else
+ {
+ finalX = rotX;
+ finalY = rotY;
+ }
+
+ if (!(finalX & ofxmask) && !(finalY & ofymask))
+ {
+ color = bgvram[(tilemapaddr + (((finalY & ymask) >> 8) << yshift) + ((finalX & xmask) >> 8)) & bgvrammask];
+
+ if (color)
+ drawPixel(&BGOBJLine[i], pal[color], 0x01000000<<2);
+ }
+ }
+
+ rotX += rotA;
+ rotY += rotC;
+ }
+
+ BGXRefInternal[0] += rotB;
+ BGYRefInternal[0] += rotD;
+}
+
+// OBJ line buffer:
+// * bit0-15: color (bit15=1: direct color, bit15=0: palette index, bit12=0 to indicate extpal)
+// * bit16-17: BG-relative priority
+// * bit18: non-transparent sprite pixel exists here
+// * bit19: X mosaic should be applied here
+// * bit24-31: compositor flags
+
+void GPU2D_Soft::ApplySpriteMosaicX()
+{
+ // apply X mosaic if needed
+ // X mosaic for sprites is applied after all sprites are rendered
+
+ if (OBJMosaicSize[0] == 0) return;
+
+ u32 lastcolor = OBJLine[0];
+
+ for (u32 i = 1; i < 256; i++)
+ {
+ if (!(OBJLine[i] & 0x100000))
+ {
+ // not a mosaic'd sprite pixel
+ continue;
+ }
+
+ if ((OBJIndex[i] != OBJIndex[i-1]) || (CurOBJXMosaicTable[i] == 0))
+ lastcolor = OBJLine[i];
+ else
+ OBJLine[i] = lastcolor;
+ }
+}
+
+template <GPU2D_Soft::DrawPixel drawPixel>
+void GPU2D_Soft::InterleaveSprites(u32 prio)
+{
+ u16* pal = (u16*)&GPU::Palette[Num ? 0x600 : 0x200];
+
+ if (DispCnt & 0x80000000)
+ {
+ u16* extpal = GetOBJExtPal();
+
+ for (u32 i = 0; i < 256; i++)
+ {
+ if ((OBJLine[i] & 0x70000) != prio) continue;
+ if (!(WindowMask[i] & 0x10)) continue;
+
+ u16 color;
+ u32 pixel = OBJLine[i];
+
+ if (pixel & 0x8000)
+ color = pixel & 0x7FFF;
+ else if (pixel & 0x1000)
+ color = pal[pixel & 0xFF];
+ else
+ color = extpal[pixel & 0xFFF];
+
+ drawPixel(&BGOBJLine[i], color, pixel & 0xFF000000);
+ }
+ }
+ else
+ {
+ // optimized no-extpal version
+
+ for (u32 i = 0; i < 256; i++)
+ {
+ if ((OBJLine[i] & 0x70000) != prio) continue;
+ if (!(WindowMask[i] & 0x10)) continue;
+
+ u16 color;
+ u32 pixel = OBJLine[i];
+
+ if (pixel & 0x8000)
+ color = pixel & 0x7FFF;
+ else
+ color = pal[pixel & 0xFF];
+
+ drawPixel(&BGOBJLine[i], color, pixel & 0xFF000000);
+ }
+ }
+}
+
+#define DoDrawSprite(type, ...) \
+ if (iswin) \
+ { \
+ DrawSprite_##type<true>(__VA_ARGS__); \
+ } \
+ else \
+ { \
+ DrawSprite_##type<false>(__VA_ARGS__); \
+ }
+
+void GPU2D_Soft::DrawSprites(u32 line)
+{
+ if (line == 0)
+ {
+ // reset those counters here
+ // TODO: find out when those are supposed to be reset
+ // it would make sense to reset them at the end of VBlank
+ // however, sprites are rendered one scanline in advance
+ // so they need to be reset a bit earlier
+
+ OBJMosaicY = 0;
+ OBJMosaicYCount = 0;
+ }
+
+ if (Num == 0)
+ {
+ auto objDirty = GPU::VRAMDirty_AOBJ.DeriveState(GPU::VRAMMap_AOBJ);
+ GPU::MakeVRAMFlat_AOBJCoherent(objDirty);
+ }
+ else
+ {
+ auto objDirty = GPU::VRAMDirty_BOBJ.DeriveState(GPU::VRAMMap_BOBJ);
+ GPU::MakeVRAMFlat_BOBJCoherent(objDirty);
+ }
+
+ NumSprites = 0;
+ memset(OBJLine, 0, 256*4);
+ memset(OBJWindow, 0, 256);
+ if (!(DispCnt & 0x1000)) return;
+
+ memset(OBJIndex, 0xFF, 256);
+
+ u16* oam = (u16*)&GPU::OAM[Num ? 0x400 : 0];
+
+ const s32 spritewidth[16] =
+ {
+ 8, 16, 8, 8,
+ 16, 32, 8, 8,
+ 32, 32, 16, 8,
+ 64, 64, 32, 8
+ };
+ const s32 spriteheight[16] =
+ {
+ 8, 8, 16, 8,
+ 16, 8, 32, 8,
+ 32, 16, 32, 8,
+ 64, 32, 64, 8
+ };
+
+ for (int bgnum = 0x0C00; bgnum >= 0x0000; bgnum -= 0x0400)
+ {
+ for (int sprnum = 127; sprnum >= 0; sprnum--)
+ {
+ u16* attrib = &oam[sprnum*4];
+
+ if ((attrib[2] & 0x0C00) != bgnum)
+ continue;
+
+ bool iswin = (((attrib[0] >> 10) & 0x3) == 2);
+
+ u32 sprline;
+ if ((attrib[0] & 0x1000) && !iswin)
+ {
+ // apply Y mosaic
+ sprline = OBJMosaicY;
+ }
+ else
+ sprline = line;
+
+ if (attrib[0] & 0x0100)
+ {
+ u32 sizeparam = (attrib[0] >> 14) | ((attrib[1] & 0xC000) >> 12);
+ s32 width = spritewidth[sizeparam];
+ s32 height = spriteheight[sizeparam];
+ s32 boundwidth = width;
+ s32 boundheight = height;
+
+ if (attrib[0] & 0x0200)
+ {
+ boundwidth <<= 1;
+ boundheight <<= 1;
+ }
+
+ u32 ypos = attrib[0] & 0xFF;
+ ypos = (sprline - ypos) & 0xFF;
+ if (ypos >= (u32)boundheight)
+ continue;
+
+ s32 xpos = (s32)(attrib[1] << 23) >> 23;
+ if (xpos <= -boundwidth)
+ continue;
+
+ u32 rotparamgroup = (attrib[1] >> 9) & 0x1F;
+
+ DoDrawSprite(Rotscale, sprnum, boundwidth, boundheight, width, height, xpos, ypos);
+
+ NumSprites++;
+ }
+ else
+ {
+ if (attrib[0] & 0x0200)
+ continue;
+
+ u32 sizeparam = (attrib[0] >> 14) | ((attrib[1] & 0xC000) >> 12);
+ s32 width = spritewidth[sizeparam];
+ s32 height = spriteheight[sizeparam];
+
+ u32 ypos = attrib[0] & 0xFF;
+ ypos = (sprline - ypos) & 0xFF;
+ if (ypos >= (u32)height)
+ continue;
+
+ s32 xpos = (s32)(attrib[1] << 23) >> 23;
+ if (xpos <= -width)
+ continue;
+
+ DoDrawSprite(Normal, sprnum, width, height, xpos, ypos);
+
+ NumSprites++;
+ }
+ }
+ }
+}
+
+template<bool window>
+void GPU2D_Soft::DrawSprite_Rotscale(u32 num, u32 boundwidth, u32 boundheight, u32 width, u32 height, s32 xpos, s32 ypos)
+{
+ u16* oam = (u16*)&GPU::OAM[Num ? 0x400 : 0];
+ u16* attrib = &oam[num * 4];
+ u16* rotparams = &oam[(((attrib[1] >> 9) & 0x1F) * 16) + 3];
+
+ u32 pixelattr = ((attrib[2] & 0x0C00) << 6) | 0xC0000;
+ u32 tilenum = attrib[2] & 0x03FF;
+ u32 spritemode = window ? 0 : ((attrib[0] >> 10) & 0x3);
+
+ u32 ytilefactor;
+
+ u8* objvram;
+ u32 objvrammask;
+ GetOBJVRAM(objvram, objvrammask);
+
+ s32 centerX = boundwidth >> 1;
+ s32 centerY = boundheight >> 1;
+
+ if ((attrib[0] & 0x1000) && !window)
+ {
+ // apply Y mosaic
+ pixelattr |= 0x100000;
+ }
+
+ u32 xoff;
+ if (xpos >= 0)
+ {
+ xoff = 0;
+ if ((xpos+boundwidth) > 256)
+ boundwidth = 256-xpos;
+ }
+ else
+ {
+ xoff = -xpos;
+ xpos = 0;
+ }
+
+ s16 rotA = (s16)rotparams[0];
+ s16 rotB = (s16)rotparams[4];
+ s16 rotC = (s16)rotparams[8];
+ s16 rotD = (s16)rotparams[12];
+
+ s32 rotX = ((xoff-centerX) * rotA) + ((ypos-centerY) * rotB) + (width << 7);
+ s32 rotY = ((xoff-centerX) * rotC) + ((ypos-centerY) * rotD) + (height << 7);
+
+ width <<= 8;
+ height <<= 8;
+
+ u16 color = 0; // transparent in all cases
+
+ if (spritemode == 3)
+ {
+ u32 alpha = attrib[2] >> 12;
+ if (!alpha) return;
+ alpha++;
+
+ pixelattr |= (0xC0000000 | (alpha << 24));
+
+ u32 pixelsaddr;
+ if (DispCnt & 0x40)
+ {
+ if (DispCnt & 0x20)
+ {
+ // 'reserved'
+ // draws nothing
+
+ return;
+ }
+ else
+ {
+ pixelsaddr = tilenum << (7 + ((DispCnt >> 22) & 0x1));
+ ytilefactor = ((width >> 8) * 2);
+ }
+ }
+ else
+ {
+ if (DispCnt & 0x20)
+ {
+ pixelsaddr = ((tilenum & 0x01F) << 4) + ((tilenum & 0x3E0) << 7);
+ ytilefactor = (256 * 2);
+ }
+ else
+ {
+ pixelsaddr = ((tilenum & 0x00F) << 4) + ((tilenum & 0x3F0) << 7);
+ ytilefactor = (128 * 2);
+ }
+ }
+
+ for (; xoff < boundwidth;)
+ {
+ if ((u32)rotX < width && (u32)rotY < height)
+ {
+ color = *(u16*)&objvram[(pixelsaddr + ((rotY >> 8) * ytilefactor) + ((rotX >> 8) << 1)) & objvrammask];
+
+ if (color & 0x8000)
+ {
+ if (window) OBJWindow[xpos] = 1;
+ else { OBJLine[xpos] = color | pixelattr; OBJIndex[xpos] = num; }
+ }
+ else if (!window)
+ {
+ if (OBJLine[xpos] == 0)
+ {
+ OBJLine[xpos] = pixelattr & 0x180000;
+ OBJIndex[xpos] = num;
+ }
+ }
+ }
+
+ rotX += rotA;
+ rotY += rotC;
+ xoff++;
+ xpos++;
+ }
+ }
+ else
+ {
+ u32 pixelsaddr = tilenum;
+ if (DispCnt & 0x10)
+ {
+ pixelsaddr <<= ((DispCnt >> 20) & 0x3);
+ ytilefactor = (width >> 11) << ((attrib[0] & 0x2000) ? 1:0);
+ }
+ else
+ {
+ ytilefactor = 0x20;
+ }
+
+ if (spritemode == 1) pixelattr |= 0x80000000;
+ else pixelattr |= 0x10000000;
+
+ ytilefactor <<= 5;
+ pixelsaddr <<= 5;
+
+ if (attrib[0] & 0x2000)
+ {
+ // 256-color
+
+ if (!window)
+ {
+ if (!(DispCnt & 0x80000000))
+ pixelattr |= 0x1000;
+ else
+ pixelattr |= ((attrib[2] & 0xF000) >> 4);
+ }
+
+ for (; xoff < boundwidth;)
+ {
+ if ((u32)rotX < width && (u32)rotY < height)
+ {
+ color = objvram[(pixelsaddr + ((rotY>>11)*ytilefactor) + ((rotY&0x700)>>5) + ((rotX>>11)*64) + ((rotX&0x700)>>8)) & objvrammask];
+
+ if (color)
+ {
+ if (window) OBJWindow[xpos] = 1;
+ else { OBJLine[xpos] = color | pixelattr; OBJIndex[xpos] = num; }
+ }
+ else if (!window)
+ {
+ if (OBJLine[xpos] == 0)
+ {
+ OBJLine[xpos] = pixelattr & 0x180000;
+ OBJIndex[xpos] = num;
+ }
+ }
+ }
+
+ rotX += rotA;
+ rotY += rotC;
+ xoff++;
+ xpos++;
+ }
+ }
+ else
+ {
+ // 16-color
+ if (!window)
+ {
+ pixelattr |= 0x1000;
+ pixelattr |= ((attrib[2] & 0xF000) >> 8);
+ }
+
+ for (; xoff < boundwidth;)
+ {
+ if ((u32)rotX < width && (u32)rotY < height)
+ {
+ color = objvram[(pixelsaddr + ((rotY>>11)*ytilefactor) + ((rotY&0x700)>>6) + ((rotX>>11)*32) + ((rotX&0x700)>>9)) & objvrammask];
+ if (rotX & 0x100)
+ color >>= 4;
+ else
+ color &= 0x0F;
+
+ if (color)
+ {
+ if (window) OBJWindow[xpos] = 1;
+ else { OBJLine[xpos] = color | pixelattr; OBJIndex[xpos] = num; }
+ }
+ else if (!window)
+ {
+ if (OBJLine[xpos] == 0)
+ {
+ OBJLine[xpos] = pixelattr & 0x180000;
+ OBJIndex[xpos] = num;
+ }
+ }
+ }
+
+ rotX += rotA;
+ rotY += rotC;
+ xoff++;
+ xpos++;
+ }
+ }
+ }
+}
+
+template<bool window>
+void GPU2D_Soft::DrawSprite_Normal(u32 num, u32 width, u32 height, s32 xpos, s32 ypos)
+{
+ u16* oam = (u16*)&GPU::OAM[Num ? 0x400 : 0];
+ u16* attrib = &oam[num * 4];
+
+ u32 pixelattr = ((attrib[2] & 0x0C00) << 6) | 0xC0000;
+ u32 tilenum = attrib[2] & 0x03FF;
+ u32 spritemode = window ? 0 : ((attrib[0] >> 10) & 0x3);
+
+ u32 wmask = width - 8; // really ((width - 1) & ~0x7)
+
+ if ((attrib[0] & 0x1000) && !window)
+ {
+ // apply Y mosaic
+ pixelattr |= 0x100000;
+ }
+
+ u8* objvram;
+ u32 objvrammask;
+ GetOBJVRAM(objvram, objvrammask);
+
+ // yflip
+ if (attrib[1] & 0x2000)
+ ypos = height-1 - ypos;
+
+ u32 xoff;
+ u32 xend = width;
+ if (xpos >= 0)
+ {
+ xoff = 0;
+ if ((xpos+xend) > 256)
+ xend = 256-xpos;
+ }
+ else
+ {
+ xoff = -xpos;
+ xpos = 0;
+ }
+
+ u16 color = 0; // transparent in all cases
+
+ if (spritemode == 3)
+ {
+ // bitmap sprite
+
+ u32 alpha = attrib[2] >> 12;
+ if (!alpha) return;
+ alpha++;
+
+ pixelattr |= (0xC0000000 | (alpha << 24));
+
+ u32 pixelsaddr = tilenum;
+ if (DispCnt & 0x40)
+ {
+ if (DispCnt & 0x20)
+ {
+ // 'reserved'
+ // draws nothing
+
+ return;
+ }
+ else
+ {
+ pixelsaddr <<= (7 + ((DispCnt >> 22) & 0x1));
+ pixelsaddr += (ypos * width * 2);
+ }
+ }
+ else
+ {
+ if (DispCnt & 0x20)
+ {
+ pixelsaddr = ((tilenum & 0x01F) << 4) + ((tilenum & 0x3E0) << 7);
+ pixelsaddr += (ypos * 256 * 2);
+ }
+ else
+ {
+ pixelsaddr = ((tilenum & 0x00F) << 4) + ((tilenum & 0x3F0) << 7);
+ pixelsaddr += (ypos * 128 * 2);
+ }
+ }
+
+ s32 pixelstride;
+
+ if (attrib[1] & 0x1000) // xflip
+ {
+ pixelsaddr += (width-1 << 1);
+ pixelsaddr -= (xoff << 1);
+ pixelstride = -2;
+ }
+ else
+ {
+ pixelsaddr += (xoff << 1);
+ pixelstride = 2;
+ }
+
+ for (; xoff < xend;)
+ {
+ color = *(u16*)&objvram[pixelsaddr & objvrammask];
+
+ pixelsaddr += pixelstride;
+
+ if (color & 0x8000)
+ {
+ if (window) OBJWindow[xpos] = 1;
+ else { OBJLine[xpos] = color | pixelattr; OBJIndex[xpos] = num; }
+ }
+ else if (!window)
+ {
+ if (OBJLine[xpos] == 0)
+ {
+ OBJLine[xpos] = pixelattr & 0x180000;
+ OBJIndex[xpos] = num;
+ }
+ }
+
+ xoff++;
+ xpos++;
+ }
+ }
+ else
+ {
+ u32 pixelsaddr = tilenum;
+ if (DispCnt & 0x10)
+ {
+ pixelsaddr <<= ((DispCnt >> 20) & 0x3);
+ pixelsaddr += ((ypos >> 3) * (width >> 3)) << ((attrib[0] & 0x2000) ? 1:0);
+ }
+ else
+ {
+ pixelsaddr += ((ypos >> 3) * 0x20);
+ }
+
+ if (spritemode == 1) pixelattr |= 0x80000000;
+ else pixelattr |= 0x10000000;
+
+ if (attrib[0] & 0x2000)
+ {
+ // 256-color
+ pixelsaddr <<= 5;
+ pixelsaddr += ((ypos & 0x7) << 3);
+ s32 pixelstride;
+
+ if (!window)
+ {
+ if (!(DispCnt & 0x80000000))
+ pixelattr |= 0x1000;
+ else
+ pixelattr |= ((attrib[2] & 0xF000) >> 4);
+ }
+
+ if (attrib[1] & 0x1000) // xflip
+ {
+ pixelsaddr += (((width-1) & wmask) << 3);
+ pixelsaddr += ((width-1) & 0x7);
+ pixelsaddr -= ((xoff & wmask) << 3);
+ pixelsaddr -= (xoff & 0x7);
+ pixelstride = -1;
+ }
+ else
+ {
+ pixelsaddr += ((xoff & wmask) << 3);
+ pixelsaddr += (xoff & 0x7);
+ pixelstride = 1;
+ }
+
+ for (; xoff < xend;)
+ {
+ color = objvram[pixelsaddr];
+
+ pixelsaddr += pixelstride;
+
+ if (color)
+ {
+ if (window) OBJWindow[xpos] = 1;
+ else { OBJLine[xpos] = color | pixelattr; OBJIndex[xpos] = num; }
+ }
+ else if (!window)
+ {
+ if (OBJLine[xpos] == 0)
+ {
+ OBJLine[xpos] = pixelattr & 0x180000;
+ OBJIndex[xpos] = num;
+ }
+ }
+
+ xoff++;
+ xpos++;
+ if (!(xoff & 0x7)) pixelsaddr += (56 * pixelstride);
+ }
+ }
+ else
+ {
+ // 16-color
+ pixelsaddr <<= 5;
+ pixelsaddr += ((ypos & 0x7) << 2);
+ s32 pixelstride;
+
+ if (!window)
+ {
+ pixelattr |= 0x1000;
+ pixelattr |= ((attrib[2] & 0xF000) >> 8);
+ }
+
+ // TODO: optimize VRAM access!!
+ // TODO: do xflip better? the 'two pixels per byte' thing makes it a bit shitty
+
+ if (attrib[1] & 0x1000) // xflip
+ {
+ pixelsaddr += (((width-1) & wmask) << 2);
+ pixelsaddr += (((width-1) & 0x7) >> 1);
+ pixelsaddr -= ((xoff & wmask) << 2);
+ pixelsaddr -= ((xoff & 0x7) >> 1);
+ pixelstride = -1;
+ }
+ else
+ {
+ pixelsaddr += ((xoff & wmask) << 2);
+ pixelsaddr += ((xoff & 0x7) >> 1);
+ pixelstride = 1;
+ }
+
+ for (; xoff < xend;)
+ {
+ if (attrib[1] & 0x1000)
+ {
+ if (xoff & 0x1) { color = objvram[pixelsaddr & objvrammask] & 0x0F; pixelsaddr--; }
+ else color = objvram[pixelsaddr & objvrammask] >> 4;
+ }
+ else
+ {
+ if (xoff & 0x1) { color = objvram[pixelsaddr & objvrammask] >> 4; pixelsaddr++; }
+ else color = objvram[pixelsaddr & objvrammask] & 0x0F;
+ }
+
+ if (color)
+ {
+ if (window) OBJWindow[xpos] = 1;
+ else { OBJLine[xpos] = color | pixelattr; OBJIndex[xpos] = num; }
+ }
+ else if (!window)
+ {
+ if (OBJLine[xpos] == 0)
+ {
+ OBJLine[xpos] = pixelattr & 0x180000;
+ OBJIndex[xpos] = num;
+ }
+ }
+
+ xoff++;
+ xpos++;
+ if (!(xoff & 0x7)) pixelsaddr += ((attrib[1] & 0x1000) ? -28 : 28);
+ }
+ }
+ }
+}
+
+void GPU2D_Soft::MosaicXSizeChanged()
+{
+ CurBGXMosaicTable = MosaicTable[BGMosaicSize[0]];
+ CurOBJXMosaicTable = MosaicTable[OBJMosaicSize[1]];
+}