mirror of https://github.com/bsnes-emu/bsnes.git
157 lines
4.8 KiB
C++
157 lines
4.8 KiB
C++
auto PPU::renderBackgrounds() -> void {
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switch(regs.control.bgmode) {
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case 0:
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renderBackgroundLinear(regs.bg[3]);
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renderBackgroundLinear(regs.bg[2]);
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renderBackgroundLinear(regs.bg[1]);
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renderBackgroundLinear(regs.bg[0]);
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break;
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case 1:
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renderBackgroundAffine(regs.bg[2]);
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renderBackgroundLinear(regs.bg[1]);
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renderBackgroundLinear(regs.bg[0]);
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break;
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case 2:
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renderBackgroundAffine(regs.bg[3]);
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renderBackgroundAffine(regs.bg[2]);
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break;
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case 3: case 4: case 5:
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renderBackgroundBitmap(regs.bg[2]);
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break;
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}
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}
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auto PPU::renderBackgroundLinear(Registers::Background& bg) -> void {
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if(regs.control.enable[bg.id] == false) return;
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auto& output = layer[bg.id];
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if(bg.control.mosaic == false || (regs.vcounter % (1 + regs.mosaic.bgvsize)) == 0) {
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bg.vmosaic = regs.vcounter;
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}
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uint9 voffset = bg.vmosaic + bg.voffset;
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uint9 hoffset = bg.hoffset;
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uint basemap = bg.control.screenbaseblock << 11;
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uint basechr = bg.control.characterbaseblock << 14;
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uint px = hoffset & 7, py = voffset & 7;
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Tile tile;
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uint8 data[8];
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for(auto x : range(240)) {
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if(x == 0 || px & 8) {
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px &= 7;
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uint tx = hoffset / 8, ty = voffset / 8;
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uint offset = (ty & 31) * 32 + (tx & 31);
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if(bg.control.screensize & 1) if(tx & 32) offset += 32 * 32;
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if(bg.control.screensize & 2) if(ty & 32) offset += 32 * 32 * (1 + (bg.control.screensize & 1));
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offset = basemap + offset * 2;
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uint16 mapdata = readVRAM(Half, offset);
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tile.character = mapdata >> 0;
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tile.hflip = mapdata >> 10;
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tile.vflip = mapdata >> 11;
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tile.palette = mapdata >> 12;
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if(bg.control.colormode == 0) {
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offset = basechr + tile.character * 32 + (py ^ (tile.vflip ? 7 : 0)) * 4;
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uint32 word = readVRAM(Word, offset);
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for(auto n : range(8)) data[n] = (word >> (n * 4)) & 15;
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} else {
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offset = basechr + tile.character * 64 + (py ^ (tile.vflip ? 7 : 0)) * 8;
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uint32 wordlo = readVRAM(Word, offset + 0);
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uint32 wordhi = readVRAM(Word, offset + 4);
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for(auto n : range(4)) data[0 + n] = (wordlo >> (n * 8)) & 255;
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for(auto n : range(4)) data[4 + n] = (wordhi >> (n * 8)) & 255;
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}
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}
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hoffset++;
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uint8 color = data[px++ ^ (tile.hflip ? 7 : 0)];
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if(color) {
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if(bg.control.colormode == 0) output[x].write(true, bg.control.priority, pram[tile.palette * 16 + color]);
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if(bg.control.colormode == 1) output[x].write(true, bg.control.priority, pram[color]);
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}
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}
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}
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auto PPU::renderBackgroundAffine(Registers::Background& bg) -> void {
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if(regs.control.enable[bg.id] == false) return;
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auto& output = layer[bg.id];
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uint basemap = bg.control.screenbaseblock << 11;
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uint basechr = bg.control.characterbaseblock << 14;
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uint screensize = 16 << bg.control.screensize;
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uint screenwrap = (1 << (bg.control.affinewrap ? 7 + bg.control.screensize : 20)) - 1;
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if(bg.control.mosaic == false || (regs.vcounter % (1 + regs.mosaic.bgvsize)) == 0) {
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bg.hmosaic = bg.lx;
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bg.vmosaic = bg.ly;
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}
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int28 fx = bg.hmosaic;
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int28 fy = bg.vmosaic;
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for(auto x : range(240)) {
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uint cx = (fx >> 8) & screenwrap, tx = cx / 8, px = cx & 7;
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uint cy = (fy >> 8) & screenwrap, ty = cy / 8, py = cy & 7;
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if(tx < screensize && ty < screensize) {
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uint8 character = vram[basemap + ty * screensize + tx];
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uint8 color = vram[basechr + (character * 64) + py * 8 + px];
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if(color) output[x].write(true, bg.control.priority, pram[color]);
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}
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fx += bg.pa;
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fy += bg.pc;
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}
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bg.lx += bg.pb;
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bg.ly += bg.pd;
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}
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auto PPU::renderBackgroundBitmap(Registers::Background& bg) -> void {
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if(regs.control.enable[bg.id] == false) return;
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auto& output = layer[bg.id];
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uint1 depth = regs.control.bgmode != 4; //0 = 8-bit (Mode 4), 1 = 15-bit (Mode 3, Mode 5)
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uint basemap = regs.control.bgmode == 3 ? 0 : 0xa000 * regs.control.frame;
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uint width = regs.control.bgmode == 5 ? 160 : 240;
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uint height = regs.control.bgmode == 5 ? 128 : 160;
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uint mode = depth ? Half : Byte;
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if(bg.control.mosaic == false || (regs.vcounter % (1 + regs.mosaic.bgvsize)) == 0) {
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bg.hmosaic = bg.lx;
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bg.vmosaic = bg.ly;
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}
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int28 fx = bg.hmosaic;
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int28 fy = bg.vmosaic;
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for(auto x : range(240)) {
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uint px = fx >> 8;
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uint py = fy >> 8;
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if(px < width && py < height) {
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uint offset = py * width + px;
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uint color = readVRAM(mode, basemap + (offset << depth));
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if(depth || color) { //8bpp color 0 is transparent; 15bpp color is always opaque
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if(depth == 0) color = pram[color];
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if(depth == 1) color = color & 0x7fff;
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output[x].write(true, bg.control.priority, color);
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}
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}
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fx += bg.pa;
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fy += bg.pc;
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}
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bg.lx += bg.pb;
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bg.ly += bg.pd;
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}
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