bsnes/higan/gba/ppu/background.cpp

184 lines
4.3 KiB
C++

//I/O settings shared by all background layers
uint3 PPU::Background::IO::mode;
uint1 PPU::Background::IO::frame;
uint5 PPU::Background::IO::mosaicWidth;
uint5 PPU::Background::IO::mosaicHeight;
auto PPU::Background::scanline(uint y) -> void {
mosaicOffset = 0;
}
auto PPU::Background::run(uint x, uint y) -> void {
output = {};
if(ppu.blank() || !io.enable) {
mosaic = {};
return;
}
switch(id) {
case PPU::BG0:
if(io.mode <= 1) { linear(x, y); break; }
break;
case PPU::BG1:
if(io.mode <= 1) { linear(x, y); break; }
break;
case PPU::BG2:
if(io.mode == 0) { linear(x, y); break; }
if(io.mode <= 2) { affine(x, y); break; }
if(io.mode <= 5) { bitmap(x, y); break; }
break;
case PPU::BG3:
if(io.mode == 0) { linear(x, y); break; }
if(io.mode == 2) { affine(x, y); break; }
break;
}
//horizontal mosaic
if(!io.mosaic || ++mosaicOffset >= 1 + io.mosaicWidth) {
mosaicOffset = 0;
mosaic = output;
}
}
auto PPU::Background::linear(uint x, uint y) -> void {
if(x == 0) {
if(!io.mosaic || (y % (1 + io.mosaicHeight)) == 0) {
vmosaic = y;
}
fx = io.hoffset;
fy = vmosaic + io.voffset;
}
uint6 tx = fx >> 3;
uint6 ty = fy >> 3;
uint3 px = fx;
uint3 py = fy;
uint offset = (ty & 31) << 5 | (tx & 31);
if(io.screenSize.bit(0) && (tx & 32)) offset += 32 << 5;
if(io.screenSize.bit(1) && (ty & 32)) offset += 32 << 5 + io.screenSize.bit(0);
offset = (io.screenBase << 11) + (offset << 1);
uint16 tilemap = ppu.readVRAM(Half, offset);
uint10 character = tilemap.bits( 0, 9);
uint4 palette = tilemap.bits(12,15);
if(tilemap.bit(10)) px ^= 7;
if(tilemap.bit(11)) py ^= 7;
if(io.colorMode == 0) {
offset = (io.characterBase << 14) + (character << 5) + (py << 2) + (px >> 1);
if(uint4 color = ppu.readVRAM(Byte, offset) >> (px & 1 ? 4 : 0)) {
output.enable = true;
output.priority = io.priority;
output.color = ppu.pram[palette << 4 | color];
}
} else {
offset = (io.characterBase << 14) + (character << 6) + (py << 3) + (px);
if(uint8 color = ppu.readVRAM(Byte, offset)) {
output.enable = true;
output.priority = io.priority;
output.color = ppu.pram[color];
}
}
fx++;
}
auto PPU::Background::affine(uint x, uint y) -> void {
if(x == 0) {
if(!io.mosaic || (y % (1 + io.mosaicHeight)) == 0) {
hmosaic = io.lx;
vmosaic = io.ly;
}
fx = hmosaic;
fy = vmosaic;
}
uint screenSize = 16 << io.screenSize;
uint screenWrap = (1 << (io.affineWrap ? 7 + io.screenSize : 20)) - 1;
uint cx = (fx >> 8) & screenWrap;
uint cy = (fy >> 8) & screenWrap;
uint tx = cx >> 3;
uint ty = cy >> 3;
uint3 px = cx;
uint3 py = cy;
if(tx < screenSize && ty < screenSize) {
uint8 character = ppu.vram[(io.screenBase << 11) + ty * screenSize + tx];
if(uint8 color = ppu.vram[(io.characterBase << 14) + (character << 6) + (py << 3) + px]) {
output.enable = true;
output.priority = io.priority;
output.color = ppu.pram[color];
}
}
fx += io.pa;
fy += io.pc;
if(x == 239) {
io.lx += io.pb;
io.ly += io.pd;
}
}
auto PPU::Background::bitmap(uint x, uint y) -> void {
if(x == 0) {
if(!io.mosaic || (y % (1 + io.mosaicHeight)) == 0) {
hmosaic = io.lx;
vmosaic = io.ly;
}
fx = hmosaic;
fy = vmosaic;
}
uint1 depth = io.mode != 4; //0 = 8-bit (mode 4); 1 = 15-bit (mode 3, mode 5)
uint width = io.mode == 5 ? 160 : 240;
uint height = io.mode == 5 ? 128 : 160;
uint mode = depth ? Half : Byte;
uint baseAddress = io.mode == 3 ? 0 : 0xa000 * io.frame;
uint px = fx >> 8;
uint py = fy >> 8;
if(px < width && py < height) {
uint offset = py * width + px;
uint15 color = ppu.readVRAM(mode, baseAddress + (offset << depth));
if(depth || color) { //8bpp color 0 is transparent; 15bpp color is always opaque
if(depth == 0) color = ppu.pram[color];
output.enable = true;
output.priority = io.priority;
output.color = color;
}
}
fx += io.pa;
fy += io.pc;
if(x == 239) {
io.lx += io.pb;
io.ly += io.pd;
}
}
auto PPU::Background::power(uint id) -> void {
this->id = id;
memory::fill(&io, sizeof(IO));
output = {};
mosaic = {};
mosaicOffset = 0;
hmosaic = 0;
vmosaic = 0;
fx = 0;
fy = 0;
}