/* Copyright 2016-2023 melonDS team This file is part of melonDS. melonDS is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. melonDS is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with melonDS. If not, see http://www.gnu.org/licenses/. */ #include "GPU2D_Soft.h" #include "GPU.h" #include "GPU3D_OpenGL.h" namespace GPU2D { SoftRenderer::SoftRenderer(Melon::GPU& gpu) : Renderer2D(), GPU(gpu) { // 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; } } } u32 SoftRenderer::ColorBlend4(u32 val1, u32 val2, u32 eva, u32 evb) { u32 r = (((val1 & 0x00003F) * eva) + ((val2 & 0x00003F) * evb) + 0x000008) >> 4; u32 g = ((((val1 & 0x003F00) * eva) + ((val2 & 0x003F00) * evb) + 0x000800) >> 4) & 0x007F00; u32 b = ((((val1 & 0x3F0000) * eva) + ((val2 & 0x3F0000) * evb) + 0x080000) >> 4) & 0x7F0000; if (r > 0x00003F) r = 0x00003F; if (g > 0x003F00) g = 0x003F00; if (b > 0x3F0000) b = 0x3F0000; return r | g | b | 0xFF000000; } u32 SoftRenderer::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) + 0x000010) >> 5; u32 g = ((((val1 & 0x003F00) * eva) + ((val2 & 0x003F00) * evb) + 0x001000) >> 5) & 0x007F00; u32 b = ((((val1 & 0x3F0000) * eva) + ((val2 & 0x3F0000) * evb) + 0x100000) >> 5) & 0x7F0000; if (r > 0x00003F) r = 0x00003F; if (g > 0x003F00) g = 0x003F00; if (b > 0x3F0000) b = 0x3F0000; return r | g | b | 0xFF000000; } u32 SoftRenderer::ColorBrightnessUp(u32 val, u32 factor, u32 bias) { u32 rb = val & 0x3F003F; u32 g = val & 0x003F00; rb += (((((0x3F003F - rb) * factor) + (bias*0x010001)) >> 4) & 0x3F003F); g += (((((0x003F00 - g ) * factor) + (bias*0x000100)) >> 4) & 0x003F00); return rb | g | 0xFF000000; } u32 SoftRenderer::ColorBrightnessDown(u32 val, u32 factor, u32 bias) { u32 rb = val & 0x3F003F; u32 g = val & 0x003F00; rb -= ((((rb * factor) + (bias*0x010001)) >> 4) & 0x3F003F); g -= ((((g * factor) + (bias*0x000100)) >> 4) & 0x003F00); return rb | g | 0xFF000000; } u32 SoftRenderer::ColorComposite(int i, u32 val1, u32 val2) { u32 coloreffect = 0; u32 eva, evb; u32 flag1 = val1 >> 24; u32 flag2 = val2 >> 24; u32 blendCnt = CurUnit->BlendCnt; 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 = CurUnit->EVA; evb = CurUnit->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 = CurUnit->EVA; evb = CurUnit->EVB; } else coloreffect = 0; } } } switch (coloreffect) { case 0: return val1; case 1: return ColorBlend4(val1, val2, eva, evb); case 2: return ColorBrightnessUp(val1, CurUnit->EVY, 0x8); case 3: return ColorBrightnessDown(val1, CurUnit->EVY, 0x7); case 4: return ColorBlend5(val1, val2); } return val1; } void SoftRenderer::DrawScanline(u32 line, Unit* unit) { CurUnit = unit; int stride = GPU.GPU3D.IsRendererAccelerated() ? (256*3 + 1) : 256; u32* dst = &Framebuffer[CurUnit->Num][stride * line]; int n3dline = line; line = GPU.VCount; if (CurUnit->Num == 0) { auto bgDirty = GPU.VRAMDirty_ABG.DeriveState(GPU.VRAMMap_ABG, GPU); GPU.MakeVRAMFlat_ABGCoherent(bgDirty); auto bgExtPalDirty = GPU.VRAMDirty_ABGExtPal.DeriveState(GPU.VRAMMap_ABGExtPal, GPU); GPU.MakeVRAMFlat_ABGExtPalCoherent(bgExtPalDirty); auto objExtPalDirty = GPU.VRAMDirty_AOBJExtPal.DeriveState(&GPU.VRAMMap_AOBJExtPal, GPU); GPU.MakeVRAMFlat_AOBJExtPalCoherent(objExtPalDirty); } else { auto bgDirty = GPU.VRAMDirty_BBG.DeriveState(GPU.VRAMMap_BBG, GPU); GPU.MakeVRAMFlat_BBGCoherent(bgDirty); auto bgExtPalDirty = GPU.VRAMDirty_BBGExtPal.DeriveState(GPU.VRAMMap_BBGExtPal, GPU); GPU.MakeVRAMFlat_BBGExtPalCoherent(bgExtPalDirty); auto objExtPalDirty = GPU.VRAMDirty_BOBJExtPal.DeriveState(&GPU.VRAMMap_BOBJExtPal, GPU); 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 (CurUnit->Num && !CurUnit->Enabled) forceblank = true; if (line == 0 && CurUnit->CaptureCnt & (1 << 31) && !forceblank) CurUnit->CaptureLatch = true; if (CurUnit->Num == 0) { if (!GPU.GPU3D.IsRendererAccelerated()) _3DLine = GPU.GPU3D.GetLine(n3dline); else if (CurUnit->CaptureLatch && (((CurUnit->CaptureCnt >> 29) & 0x3) != 1)) { _3DLine = GPU.GPU3D.GetLine(n3dline); //GPU3D::GLRenderer::PrepareCaptureFrame(); } } if (forceblank) { for (int i = 0; i < 256; i++) dst[i] = 0xFFFFFFFF; if (GPU.GPU3D.IsRendererAccelerated()) { dst[256*3] = 0; } return; } u32 dispmode = CurUnit->DispCnt >> 16; dispmode &= (CurUnit->Num ? 0x1 : 0x3); // always render regular graphics DrawScanline_BGOBJ(line); CurUnit->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 = (CurUnit->DispCnt >> 18) & 0x3; if (GPU.VRAMMap_LCDC & (1<> 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 = CurUnit->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 ((CurUnit->Num == 0) && CurUnit->CaptureLatch) { u32 capwidth, capheight; switch ((CurUnit->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); } u32 masterBrightness = CurUnit->MasterBrightness; if (GPU.GPU3D.IsRendererAccelerated()) { dst[256*3] = masterBrightness | (CurUnit->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, 0x0); } } 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, 0xF); } } } // 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 SoftRenderer::VBlankEnd(Unit* unitA, Unit* unitB) { #ifdef OGLRENDERER_ENABLED if (GPU.GPU3D.IsRendererAccelerated()) { if ((unitA->CaptureCnt & (1<<31)) && (((unitA->CaptureCnt >> 29) & 0x3) != 1)) { reinterpret_cast(GPU.GPU3D.GetCurrentRenderer())->PrepareCaptureFrame(); } } #endif } void SoftRenderer::DoCapture(u32 line, u32 width) { u32 captureCnt = CurUnit->CaptureCnt; 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<> 18) & 0x3) << 14) + (line * width); // TODO: handle 3D in GPU3D::CurrentRenderer->Accelerated mode!! u32* srcA; if (captureCnt & (1<<24)) { srcA = _3DLine; } else { srcA = BGOBJLine; if (GPU.GPU3D.IsRendererAccelerated()) { // in GPU3D::CurrentRenderer->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, 0x8); else if (compmode == 3) val1 = ColorBrightnessDown(val1, evy, 0x7); } else val1 = val2; } BGOBJLine[i] = val1; } } } u16* srcB = NULL; u32 srcBaddr = line * 256; if (captureCnt & (1<<25)) { srcB = &CurUnit->DispFIFOBuffer[0]; srcBaddr = 0; } else { u32 srcvram = (CurUnit->DispCnt >> 18) & 0x3; if (GPU.VRAMMap_LCDC & (1<DispCnt >> 16) & 0x3) != 2) srcBaddr += ((captureCnt >> 26) & 0x3) << 14; } dstaddr &= 0xFFFF; srcBaddr &= 0xFFFF; static_assert(Melon::VRAMDirtyGranularity == 512); GPU.VRAMDirty[dstvram][(dstaddr * 2) / Melon::VRAMDirtyGranularity] = true; 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) + 8) >> 4; u32 gD = ((gA * aA * eva) + (gB * aB * evb) + 8) >> 4; u32 bD = ((bA * aA * eva) + (bB * aB * evb) + 8) >> 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) + 8) >> 4; u32 gD = ((gA * aA * eva) + 8) >> 4; u32 bD = ((bA * aA * eva) + 8) >> 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) && (CurUnit->BGMosaicSize[0] > 0)) \ { \ if (GPU.GPU3D.IsRendererAccelerated()) DrawBG_##type(line, num); \ else DrawBG_##type(line, num); \ } \ else \ { \ if (GPU.GPU3D.IsRendererAccelerated()) DrawBG_##type(line, num); \ else DrawBG_##type(line, num); \ } \ } while (false) #define DoDrawBG_Large(line) \ do \ { \ if ((bgCnt[2] & 0x0040) && (CurUnit->BGMosaicSize[0] > 0)) \ { \ if (GPU.GPU3D.IsRendererAccelerated()) DrawBG_Large(line); \ else DrawBG_Large(line); \ } \ else \ { \ if (GPU.GPU3D.IsRendererAccelerated()) DrawBG_Large(line); \ else DrawBG_Large(line); \ } \ } while (false) #define DoInterleaveSprites(prio) \ if (GPU.GPU3D.IsRendererAccelerated()) InterleaveSprites(prio); else InterleaveSprites(prio); template void SoftRenderer::DrawScanlineBGMode(u32 line) { u32 dispCnt = CurUnit->DispCnt; u16* bgCnt = CurUnit->BGCnt; 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 (!CurUnit->Num && (dispCnt & 0x8)) DrawBG_3D(); else DoDrawBG(Text, line, 0); } } if ((dispCnt & 0x1000) && NumSprites[CurUnit->Num]) { DoInterleaveSprites(0x40000 | (i<<16)); } } } void SoftRenderer::DrawScanlineBGMode6(u32 line) { u32 dispCnt = CurUnit->DispCnt; u16* bgCnt = CurUnit->BGCnt; 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 ((!CurUnit->Num) && (dispCnt & 0x8)) DrawBG_3D(); } } if ((dispCnt & 0x1000) && NumSprites[CurUnit->Num]) { DoInterleaveSprites(0x40000 | (i<<16)) } } } void SoftRenderer::DrawScanlineBGMode7(u32 line) { u32 dispCnt = CurUnit->DispCnt; u16* bgCnt = CurUnit->BGCnt; // 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 (!CurUnit->Num && (dispCnt & 0x8)) DrawBG_3D(); else DoDrawBG(Text, line, 0); } } if ((dispCnt & 0x1000) && NumSprites[CurUnit->Num]) { DoInterleaveSprites(0x40000 | (i<<16)) } } } void SoftRenderer::DrawScanline_BGOBJ(u32 line) { // forced blank disables BG/OBJ compositing if (CurUnit->DispCnt & (1<<7)) { for (int i = 0; i < 256; i++) BGOBJLine[i] = 0xFF3F3F3F; return; } u64 backdrop; if (CurUnit->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 (CurUnit->DispCnt & 0xE000) CurUnit->CalculateWindowMask(line, WindowMask, OBJWindow[CurUnit->Num]); else memset(WindowMask, 0xFF, 256); ApplySpriteMosaicX(); CurBGXMosaicTable = MosaicTable[CurUnit->BGMosaicSize[0]]; switch (CurUnit->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 (!GPU.GPU3D.IsRendererAccelerated()) { for (int i = 0; i < 256; i++) { u32 val1 = BGOBJLine[i]; u32 val2 = BGOBJLine[256+i]; BGOBJLine[i] = ColorComposite(i, val1, val2); } } else { if (CurUnit->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 = (CurUnit->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) && (CurUnit->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 (!(CurUnit->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) | (CurUnit->EVY << 8); } else if (((flag2 & 0xC0) == 0x40) && ((CurUnit->BlendCnt & 0x01C0) == 0x0140)) { // 3D on bottom, blending u32 eva, evb; if ((flag1 & 0xC0) == 0xC0) { eva = flag1 & 0x1F; evb = 16 - eva; } else if (((CurUnit->BlendCnt & target1) && (WindowMask[i] & 0x20)) || ((flag1 & 0xC0) == 0x80)) { eva = CurUnit->EVA; evb = CurUnit->EVB; } else bldcnteffect = 7; BGOBJLine[i] = val1; BGOBJLine[256+i] = ColorComposite(i, val1, val3); BGOBJLine[512+i] = (bldcnteffect << 24) | (CurUnit->EVB << 16) | (CurUnit->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 (CurUnit->BGMosaicY >= CurUnit->BGMosaicYMax) { CurUnit->BGMosaicY = 0; CurUnit->BGMosaicYMax = CurUnit->BGMosaicSize[1]; } else CurUnit->BGMosaicY++; /*if (OBJMosaicY >= OBJMosaicYMax) { OBJMosaicY = 0; OBJMosaicYMax = OBJMosaicSize[1]; } else OBJMosaicY++;*/ } void SoftRenderer::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 SoftRenderer::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 SoftRenderer::DrawBG_3D() { int i = 0; if (GPU.GPU3D.IsRendererAccelerated()) { 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 void SoftRenderer::DrawBG_Text(u32 line, u32 bgnum) { u16 bgcnt = CurUnit->BGCnt[bgnum]; u32 tilesetaddr, tilemapaddr; u16* pal; u32 extpal, extpalslot; u16 xoff = CurUnit->BGXPos[bgnum]; u16 yoff = CurUnit->BGYPos[bgnum] + line; if (bgcnt & 0x0040) { // vertical mosaic yoff -= CurUnit->BGMosaicY; } u32 widexmask = (bgcnt & 0x4000) ? 0x100 : 0; extpal = (CurUnit->DispCnt & 0x40000000); if (extpal) extpalslot = ((bgnum<2) && (bgcnt&0x2000)) ? (2+bgnum) : bgnum; u8* bgvram; u32 bgvrammask; CurUnit->GetBGVRAM(bgvram, bgvrammask); if (CurUnit->Num) { tilesetaddr = ((bgcnt & 0x003C) << 12); tilemapaddr = ((bgcnt & 0x1F00) << 3); pal = (u16*)&GPU.Palette[0x400]; } else { tilesetaddr = ((CurUnit->DispCnt & 0x07000000) >> 8) + ((bgcnt & 0x003C) << 12); tilemapaddr = ((CurUnit->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 = CurUnit->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 = CurUnit->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<> 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<> 1)) & bgvrammask] >> 4; } else { color = bgvram[(pixelsaddr + (tilexoff >> 1)) & bgvrammask] & 0x0F; } if (color) drawPixel(&BGOBJLine[i], curpal[color], 0x01000000< void SoftRenderer::DrawBG_Affine(u32 line, u32 bgnum) { u16 bgcnt = CurUnit->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 = CurUnit->BGRotA[bgnum-2]; s16 rotB = CurUnit->BGRotB[bgnum-2]; s16 rotC = CurUnit->BGRotC[bgnum-2]; s16 rotD = CurUnit->BGRotD[bgnum-2]; s32 rotX = CurUnit->BGXRefInternal[bgnum-2]; s32 rotY = CurUnit->BGYRefInternal[bgnum-2]; if (bgcnt & 0x0040) { // vertical mosaic rotX -= (CurUnit->BGMosaicY * rotB); rotY -= (CurUnit->BGMosaicY * rotD); } u8* bgvram; u32 bgvrammask; CurUnit->GetBGVRAM(bgvram, bgvrammask); if (CurUnit->Num) { tilesetaddr = ((bgcnt & 0x003C) << 12); tilemapaddr = ((bgcnt & 0x1F00) << 3); pal = (u16*)&GPU.Palette[0x400]; } else { tilesetaddr = ((CurUnit->DispCnt & 0x07000000) >> 8) + ((bgcnt & 0x003C) << 12); tilemapaddr = ((CurUnit->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<> 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<BGXRefInternal[bgnum-2] += rotB; CurUnit->BGYRefInternal[bgnum-2] += rotD; } template void SoftRenderer::DrawBG_Extended(u32 line, u32 bgnum) { u16 bgcnt = CurUnit->BGCnt[bgnum]; u32 tilesetaddr, tilemapaddr; u16* pal; u32 extpal; u8* bgvram; u32 bgvrammask; CurUnit->GetBGVRAM(bgvram, bgvrammask); extpal = (CurUnit->DispCnt & 0x40000000); s16 rotA = CurUnit->BGRotA[bgnum-2]; s16 rotB = CurUnit->BGRotB[bgnum-2]; s16 rotC = CurUnit->BGRotC[bgnum-2]; s16 rotD = CurUnit->BGRotD[bgnum-2]; s32 rotX = CurUnit->BGXRefInternal[bgnum-2]; s32 rotY = CurUnit->BGYRefInternal[bgnum-2]; if (bgcnt & 0x0040) { // vertical mosaic rotX -= (CurUnit->BGMosaicY * rotB); rotY -= (CurUnit->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 (CurUnit->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<> 8) << yshift) + ((finalX & xmask) >> 8)) << 1)) & bgvrammask]; if (color & 0x8000) drawPixel(&BGOBJLine[i], color, 0x01000000<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<> 8) << yshift) + ((finalX & xmask) >> 8)) & bgvrammask]; if (color) drawPixel(&BGOBJLine[i], pal[color], 0x01000000<Num) { tilesetaddr = ((bgcnt & 0x003C) << 12); tilemapaddr = ((bgcnt & 0x1F00) << 3); pal = (u16*)&GPU.Palette[0x400]; } else { tilesetaddr = ((CurUnit->DispCnt & 0x07000000) >> 8) + ((bgcnt & 0x003C) << 12); tilemapaddr = ((CurUnit->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<> 11) << yshift) + ((finalX & coordmask) >> 11)) << 1)) & bgvrammask]; if (extpal) curpal = CurUnit->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<BGXRefInternal[bgnum-2] += rotB; CurUnit->BGYRefInternal[bgnum-2] += rotD; } template void SoftRenderer::DrawBG_Large(u32 line) // BG is always BG2 { u16 bgcnt = CurUnit->BGCnt[2]; 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 = CurUnit->BGRotA[0]; s16 rotB = CurUnit->BGRotB[0]; s16 rotC = CurUnit->BGRotC[0]; s16 rotD = CurUnit->BGRotD[0]; s32 rotX = CurUnit->BGXRefInternal[0]; s32 rotY = CurUnit->BGYRefInternal[0]; if (bgcnt & 0x0040) { // vertical mosaic rotX -= (CurUnit->BGMosaicY * rotB); rotY -= (CurUnit->BGMosaicY * rotD); } u8* bgvram; u32 bgvrammask; CurUnit->GetBGVRAM(bgvram, bgvrammask); // 256-color bitmap if (CurUnit->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[((((finalY & ymask) >> 8) << yshift) + ((finalX & xmask) >> 8)) & bgvrammask]; if (color) drawPixel(&BGOBJLine[i], pal[color], 0x01000000<<2); } } rotX += rotA; rotY += rotC; } CurUnit->BGXRefInternal[0] += rotB; CurUnit->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 SoftRenderer::ApplySpriteMosaicX() { // apply X mosaic if needed // X mosaic for sprites is applied after all sprites are rendered if (CurUnit->OBJMosaicSize[0] == 0) return; u32* objLine = OBJLine[CurUnit->Num]; u8* curOBJXMosaicTable = MosaicTable[CurUnit->OBJMosaicSize[1]]; u32 lastcolor = objLine[0]; for (u32 i = 1; i < 256; i++) { u32 currentcolor = objLine[i]; if (!(lastcolor & currentcolor & 0x100000) || curOBJXMosaicTable[i] == 0) lastcolor = currentcolor; else objLine[i] = lastcolor; } } template void SoftRenderer::InterleaveSprites(u32 prio) { u32* objLine = OBJLine[CurUnit->Num]; u16* pal = (u16*)&GPU.Palette[CurUnit->Num ? 0x600 : 0x200]; if (CurUnit->DispCnt & 0x80000000) { u16* extpal = CurUnit->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(__VA_ARGS__); \ } \ else \ { \ DrawSprite_##type(__VA_ARGS__); \ } void SoftRenderer::DrawSprites(u32 line, Unit* unit) { CurUnit = unit; 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 CurUnit->OBJMosaicY = 0; CurUnit->OBJMosaicYCount = 0; } if (CurUnit->Num == 0) { auto objDirty = GPU.VRAMDirty_AOBJ.DeriveState(GPU.VRAMMap_AOBJ, GPU); GPU.MakeVRAMFlat_AOBJCoherent(objDirty); } else { auto objDirty = GPU.VRAMDirty_BOBJ.DeriveState(GPU.VRAMMap_BOBJ, GPU); GPU.MakeVRAMFlat_BOBJCoherent(objDirty); } NumSprites[CurUnit->Num] = 0; memset(OBJLine[CurUnit->Num], 0, 256*4); memset(OBJWindow[CurUnit->Num], 0, 256); if (!(CurUnit->DispCnt & 0x1000)) return; u16* oam = (u16*)&GPU.OAM[CurUnit->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 = CurUnit->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; if (((line - ypos) & 0xFF) >= (u32)boundheight) continue; ypos = (sprline - ypos) & 0xFF; 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[CurUnit->Num]++; } 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; if (((line - ypos) & 0xFF) >= (u32)height) continue; ypos = (sprline - ypos) & 0xFF; s32 xpos = (s32)(attrib[1] << 23) >> 23; if (xpos <= -width) continue; DoDrawSprite(Normal, sprnum, width, height, xpos, ypos); NumSprites[CurUnit->Num]++; } } } } template void SoftRenderer::DrawSprite_Rotscale(u32 num, u32 boundwidth, u32 boundheight, u32 width, u32 height, s32 xpos, s32 ypos) { u16* oam = (u16*)&GPU.OAM[CurUnit->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; CurUnit->GetOBJVRAM(objvram, objvrammask); u32* objLine = OBJLine[CurUnit->Num]; u8* objWindow = OBJWindow[CurUnit->Num]; 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 (CurUnit->DispCnt & 0x40) { if (CurUnit->DispCnt & 0x20) { // 'reserved' // draws nothing return; } else { pixelsaddr = tilenum << (7 + ((CurUnit->DispCnt >> 22) & 0x1)); ytilefactor = ((width >> 8) * 2); } } else { if (CurUnit->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; } else if (!window) { if (objLine[xpos] == 0) objLine[xpos] = pixelattr & 0x180000; } } rotX += rotA; rotY += rotC; xoff++; xpos++; } } else { u32 pixelsaddr = tilenum; if (CurUnit->DispCnt & 0x10) { pixelsaddr <<= ((CurUnit->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 (!(CurUnit->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; } else if (!window) { if (objLine[xpos] == 0) objLine[xpos] = pixelattr & 0x180000; } } 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; } else if (!window) { if (objLine[xpos] == 0) objLine[xpos] = pixelattr & 0x180000; } } rotX += rotA; rotY += rotC; xoff++; xpos++; } } } } template void SoftRenderer::DrawSprite_Normal(u32 num, u32 width, u32 height, s32 xpos, s32 ypos) { u16* oam = (u16*)&GPU.OAM[CurUnit->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; CurUnit->GetOBJVRAM(objvram, objvrammask); u32* objLine = OBJLine[CurUnit->Num]; u8* objWindow = OBJWindow[CurUnit->Num]; // 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 (CurUnit->DispCnt & 0x40) { if (CurUnit->DispCnt & 0x20) { // 'reserved' // draws nothing return; } else { pixelsaddr <<= (7 + ((CurUnit->DispCnt >> 22) & 0x1)); pixelsaddr += (ypos * width * 2); } } else { if (CurUnit->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; } else if (!window) { if (objLine[xpos] == 0) objLine[xpos] = pixelattr & 0x180000; } xoff++; xpos++; } } else { u32 pixelsaddr = tilenum; if (CurUnit->DispCnt & 0x10) { pixelsaddr <<= ((CurUnit->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 (!(CurUnit->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 & objvrammask]; pixelsaddr += pixelstride; if (color) { if (window) objWindow[xpos] = 1; else objLine[xpos] = color | pixelattr; } else if (!window) { if (objLine[xpos] == 0) objLine[xpos] = pixelattr & 0x180000; } 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; } else if (!window) { if (objLine[xpos] == 0) objLine[xpos] = pixelattr & 0x180000; } xoff++; xpos++; if (!(xoff & 0x7)) pixelsaddr += ((attrib[1] & 0x1000) ? -28 : 28); } } } } }