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.mosaic, ppu.bg0.mosaic, ppu.bg1.mosaic, ppu.bg2.mosaic, ppu.bg3.mosaic, {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 { io = {}; }