/* auto PPU::renderScreen() -> void { uint32* line = output + regs.vcounter * 240; if(bg0.io.mosaic) renderMosaicBackground(BG0); if(bg1.io.mosaic) renderMosaicBackground(BG1); if(bg2.io.mosaic) renderMosaicBackground(BG2); if(bg3.io.mosaic) renderMosaicBackground(BG3); renderMosaicObject(); for(auto x : range(240)) { Registers::WindowFlags flags; flags.enable[BG0] = true; //enable all layers if no windows are enabled flags.enable[BG1] = true; flags.enable[BG2] = true; flags.enable[BG3] = true; flags.enable[OBJ] = true; flags.enable[SFX] = true; //determine active window if(regs.control.enablewindow[In0] || regs.control.enablewindow[In1] || regs.control.enablewindow[Obj]) { flags = regs.windowflags[Out]; if(regs.control.enablewindow[Obj] && windowmask[Obj][x]) flags = regs.windowflags[Obj]; if(regs.control.enablewindow[In1] && windowmask[In1][x]) flags = regs.windowflags[In1]; if(regs.control.enablewindow[In0] && windowmask[In0][x]) flags = regs.windowflags[In0]; } //priority sorting: find topmost two pixels uint a = 5, b = 5; for(int p = 3; p >= 0; p--) { for(int l = 5; l >= 0; l--) { if(layer[l][x].enable && layer[l][x].priority == p && flags.enable[l]) { b = a; a = l; } } } auto& above = layer[a]; auto& below = layer[b]; bool blendabove = regs.blend.control.above[a]; bool blendbelow = regs.blend.control.below[b]; uint color = above[x].color; auto eva = min(16u, (uint)regs.blend.eva); auto evb = min(16u, (uint)regs.blend.evb); auto evy = min(16u, (uint)regs.blend.evy); //perform blending, if needed if(flags.enable[SFX] == false) { } else if(above[x].translucent && blendbelow) { color = blend(above[x].color, eva, below[x].color, evb); } else if(regs.blend.control.mode == 1 && blendabove && blendbelow) { color = blend(above[x].color, eva, below[x].color, evb); } else if(regs.blend.control.mode == 2 && blendabove) { color = blend(above[x].color, 16 - evy, 0x7fff, evy); } else if(regs.blend.control.mode == 3 && blendabove) { color = blend(above[x].color, 16 - evy, 0x0000, evy); } //output pixel line[x] = color; } } */ auto PPU::Screen::run(uint x, uint y) -> uint15 { if(ppu.blank()) return 0x7fff; //determine active window uint1 active[6] = {true, true, true, true, true, true}; //enable all layers if no windows are enabled if(ppu.window0.io.enable || ppu.window1.io.enable || ppu.window2.io.enable) { memory::copy(&active, &ppu.window3.io.active, sizeof(active)); if(ppu.window2.io.enable && ppu.window2.output) memory::copy(&active, &ppu.window2.io.active, sizeof(active)); if(ppu.window1.io.enable && ppu.window1.output) memory::copy(&active, &ppu.window1.io.active, sizeof(active)); if(ppu.window0.io.enable && ppu.window0.output) memory::copy(&active, &ppu.window0.io.active, sizeof(active)); } //priority sorting: find topmost two pixels Pixel layers[6] = { ppu.objects.output, ppu.bg0.output, ppu.bg1.output, ppu.bg2.output, ppu.bg3.output, {true, 3, ppu.pram[0]}, }; uint aboveLayer = 5, belowLayer = 5; for(int priority = 3; priority >= 0; priority--) { for(int layer = 5; layer >= 0; layer--) { if(layers[layer].enable && layers[layer].priority == priority && active[layer]) { belowLayer = aboveLayer; aboveLayer = layer; } } } auto above = layers[aboveLayer]; auto below = layers[belowLayer]; auto eva = min(16u, (uint)io.blendEVA); auto evb = min(16u, (uint)io.blendEVB); auto evy = min(16u, (uint)io.blendEVY); uint15 color = above.color; //color blending if(active[SFX]) { if(above.translucent && io.blendBelow[belowLayer]) { color = blend(above.color, eva, below.color, evb); } else if(io.blendMode == 1 && io.blendAbove[aboveLayer] && io.blendBelow[belowLayer]) { color = blend(above.color, eva, below.color, evb); } else if(io.blendMode == 2 && io.blendAbove[aboveLayer]) { color = blend(above.color, 16 - evy, 0x7fff, evy); } else if(io.blendMode == 3 && io.blendAbove[aboveLayer]) { color = blend(above.color, 16 - evy, 0x0000, evy); } } return color; } auto PPU::Screen::blend(uint15 above, uint eva, uint15 below, uint evb) -> uint15 { uint5 ar = above >> 0, ag = above >> 5, ab = above >> 10; uint5 br = below >> 0, bg = below >> 5, bb = below >> 10; uint r = (ar * eva + br * evb) >> 4; uint g = (ag * eva + bg * evb) >> 4; uint b = (ab * eva + bb * evb) >> 4; return min(31u, r) << 0 | min(31u, g) << 5 | min(31u, b) << 10; } auto PPU::Screen::power() -> void { memory::fill(&io, sizeof(IO)); }