bsnes/higan/gb/ppu/dmg.cpp

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//OB attributes:
//0x80: 0 = OBJ above BG, 1 = BG above OBJ
//0x40: vertical flip
//0x20: horizontal flip
//0x10: palette#
auto PPU::dmg_read_tile(bool select, uint x, uint y, uint& data) -> void {
uint tmaddr = 0x1800 + (select << 10), tdaddr;
tmaddr += (((y >> 3) << 5) + (x >> 3)) & 0x03ff;
if(status.bg_tiledata_select == 0) {
tdaddr = 0x1000 + ((int8)vram[tmaddr] << 4);
} else {
tdaddr = 0x0000 + (vram[tmaddr] << 4);
}
tdaddr += (y & 7) << 1;
data = vram[tdaddr + 0] << 0;
data |= vram[tdaddr + 1] << 8;
}
auto PPU::dmg_scanline() -> void {
px = 0;
if(!enabled()) return;
const uint Height = (status.ob_size == 0 ? 8 : 16);
sprites = 0;
//find first ten sprites on this scanline
for(uint n = 0; n < 40 * 4; n += 4) {
Sprite& s = sprite[sprites];
s.y = oam[n + 0] - 16;
s.x = oam[n + 1] - 8;
s.tile = oam[n + 2] & ~status.ob_size;
s.attr = oam[n + 3];
s.y = status.ly - s.y;
if(s.y >= Height) continue;
if(s.attr & 0x40) s.y ^= (Height - 1);
uint tdaddr = (s.tile << 4) + (s.y << 1);
s.data = vram[tdaddr + 0] << 0;
s.data |= vram[tdaddr + 1] << 8;
if(s.attr & 0x20) s.data = hflip(s.data);
if(++sprites == 10) break;
}
//sort by X-coordinate
for(uint lo = 0; lo < sprites; lo++) {
for(uint hi = lo + 1; hi < sprites; hi++) {
if(sprite[hi].x < sprite[lo].x) swap(sprite[lo], sprite[hi]);
}
}
}
auto PPU::dmg_run() -> void {
bg.color = 0;
bg.palette = 0;
ob.color = 0;
ob.palette = 0;
uint color = 0;
if(enabled()) {
if(status.bg_enable) dmg_run_bg();
if(status.window_display_enable) dmg_run_window();
if(status.ob_enable) dmg_run_ob();
if(ob.palette == 0) {
color = bg.color;
} else if(bg.palette == 0) {
color = ob.color;
} else if(ob.priority) {
color = ob.color;
} else {
color = bg.color;
}
}
uint32* output = screen + status.ly * 160 + px++;
*output = color;
interface->lcdOutput(color); //Super Game Boy notification
}
auto PPU::dmg_run_bg() -> void {
uint scrolly = (status.ly + status.scy) & 255;
uint scrollx = (px + status.scx) & 255;
uint tx = scrollx & 7;
if(tx == 0 || px == 0) dmg_read_tile(status.bg_tilemap_select, scrollx, scrolly, background.data);
uint index = 0;
index |= (background.data & (0x0080 >> tx)) ? 1 : 0;
index |= (background.data & (0x8000 >> tx)) ? 2 : 0;
bg.color = bgp[index];
bg.palette = index;
}
auto PPU::dmg_run_window() -> void {
uint scrolly = status.ly - status.wy;
uint scrollx = px + 7 - status.wx;
if(scrolly >= 144u) return; //also matches underflow (scrolly < 0)
if(scrollx >= 160u) return; //also matches underflow (scrollx < 0)
uint tx = scrollx & 7;
if(tx == 0 || px == 0) dmg_read_tile(status.window_tilemap_select, scrollx, scrolly, window.data);
uint index = 0;
index |= (window.data & (0x0080 >> tx)) ? 1 : 0;
index |= (window.data & (0x8000 >> tx)) ? 2 : 0;
bg.color = bgp[index];
bg.palette = index;
}
auto PPU::dmg_run_ob() -> void {
//render backwards, so that first sprite has priority
for(int n = sprites - 1; n >= 0; n--) {
Sprite& s = sprite[n];
int tx = px - s.x;
if(tx < 0 || tx > 7) continue;
uint index = 0;
index |= (s.data & (0x0080 >> tx)) ? 1 : 0;
index |= (s.data & (0x8000 >> tx)) ? 2 : 0;
if(index == 0) continue;
ob.color = obp[(bool)(s.attr & 0x10)][index];
ob.palette = index;
ob.priority = !(s.attr & 0x80);
}
}