parent
1bce1f1811
commit
81dae68652
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@ -400,8 +400,6 @@ void GPUEngineBase::_Reset_Base()
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this->_blend2[6] = false;
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this->_blend2[7] = false;
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this->_masterBrightMode = GPUMasterBrightMode_Disable;
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this->_masterBrightFactor = 0;
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this->_isMasterBrightFullIntensity = false;
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this->_currentScanline = 0;
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@ -519,10 +517,8 @@ void GPUEngineBase::ParseReg_MASTER_BRIGHT()
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}
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const IOREG_MASTER_BRIGHT &MASTER_BRIGHT = this->_IORegisterMap->MASTER_BRIGHT;
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this->_masterBrightFactor = MASTER_BRIGHT.Intensity;
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this->_masterBrightMode = (GPUMasterBrightMode)MASTER_BRIGHT.Mode;
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this->_isMasterBrightFullIntensity = ( (this->_masterBrightFactor >= 16) && ((this->_masterBrightMode == GPUMasterBrightMode_Up) || (this->_masterBrightMode == GPUMasterBrightMode_Down)) );
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//printf("MASTER BRIGHTNESS %d to %d at %d\n",this->core,this->_masterBrightFactor,nds.VCount);
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this->_isMasterBrightFullIntensity = ( (MASTER_BRIGHT.Intensity >= 16) && ((MASTER_BRIGHT.Mode == GPUMasterBrightMode_Up) || (MASTER_BRIGHT.Mode == GPUMasterBrightMode_Down)) );
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//printf("MASTER BRIGHTNESS %d to %d at %d\n",this->core,MASTER_BRIGHT.Intensity,nds.VCount);
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}
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void GPUEngineBase::SetupFinalPixelBlitter()
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@ -1006,9 +1002,9 @@ FORCEINLINE FASTCALL void GPUEngineBase::_master_setFinalOBJColor(const size_t s
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{
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selectedFunc = Blend;
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//obj without fine-grained alpha are using EVA/EVB for blending. this is signified by receiving 255 in the alpha
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//obj without fine-grained alpha are using EVA/EVB for blending. this is signified by receiving 0xFF in the alpha
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//it's tested by the spriteblend demo and the glory of heracles title screen
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if (alpha != 255)
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if (alpha != 0xFF)
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{
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eva = alpha;
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evb = 16 - alpha;
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@ -1635,7 +1631,7 @@ void GPUEngineBase::_RenderSpriteBMP(const u8 spriteNum, const u16 l, u16 *dst,
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{
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dst[sprX] = color;
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dst_alpha[sprX] = alpha+1;
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typeTab[sprX] = 3;
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typeTab[sprX] = OBJMode_Bitmap;
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prioTab[sprX] = prio;
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this->_sprNum[sprX] = spriteNum;
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}
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@ -1655,8 +1651,8 @@ void GPUEngineBase::_RenderSprite256(const u8 spriteNum, const u16 l, u16 *dst,
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{
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const u16 color = LE_TO_LOCAL_16(pal[palette_entry]);
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dst[sprX] = color;
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dst_alpha[sprX] = -1;
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typeTab[sprX] = (alpha ? 1 : 0);
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dst_alpha[sprX] = 0xFF;
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typeTab[sprX] = (alpha ? OBJMode_Transparent : OBJMode_Normal);
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prioTab[sprX] = prio;
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this->_sprNum[sprX] = spriteNum;
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}
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@ -1678,8 +1674,8 @@ void GPUEngineBase::_RenderSprite16(const u16 l, u16 *dst, const u32 srcadr, con
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{
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const u16 color = LE_TO_LOCAL_16(pal[palette_entry]);
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dst[sprX] = color;
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dst_alpha[sprX] = -1;
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typeTab[sprX] = (alpha ? 1 : 0);
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dst_alpha[sprX] = 0xFF;
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typeTab[sprX] = (alpha ? OBJMode_Transparent : OBJMode_Normal);
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prioTab[sprX] = prio;
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}
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}
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@ -1719,15 +1715,11 @@ bool GPUEngineBase::_ComputeSpriteVars(const OAMAttributes &spriteInfo, const u1
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{
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x = 0;
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// get sprite location and size
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sprX = (spriteInfo.X/*<<23*/)/*>>23*/;
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sprX = spriteInfo.X;
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sprY = spriteInfo.Y;
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sprSize = GPUEngineBase::_sprSizeTab[spriteInfo.Size][spriteInfo.Shape];
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lg = sprSize.x;
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if (sprY >= GPU_FRAMEBUFFER_NATIVE_HEIGHT)
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sprY = (s32)((s8)(spriteInfo.Y));
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// FIXME: for rot/scale, a list of entries into the sprite should be maintained,
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// that tells us where the first pixel of a screenline starts in the sprite,
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// and how a step to the right in a screenline translates within the sprite
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@ -1834,18 +1826,24 @@ void GPUEngineBase::_SpriteRenderPerform(u16 *dst, u8 *dst_alpha, u8 *typeTab, u
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//do we incur a cost if a sprite is disabled?? we guess so.
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cost += 2;
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// Check if sprite is disabled before everything
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if (spriteInfo.RotScale == 0 && spriteInfo.Disable != 0)
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continue;
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const OBJMode objMode = (OBJMode)spriteInfo.Mode;
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SpriteSize sprSize;
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s32 sprX, sprY, x, y, lg;
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s32 sprX;
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s32 sprY;
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s32 x;
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s32 y;
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s32 lg;
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s32 xdir;
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u8 prio;
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u16 *pal;
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u8 *src;
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u32 srcadr;
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// Check if sprite is disabled before everything
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if (spriteInfo.RotScale == 0 && spriteInfo.Disable != 0)
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continue;
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prio = spriteInfo.Priority;
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@ -1857,18 +1855,14 @@ void GPUEngineBase::_SpriteRenderPerform(u16 *dst, u8 *dst_alpha, u8 *typeTab, u
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u16 colour;
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// Get sprite positions and size
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sprX = (spriteInfo.X << 23) >> 23;
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sprX = spriteInfo.X;
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sprY = spriteInfo.Y;
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sprSize = GPUEngineBase::_sprSizeTab[spriteInfo.Size][spriteInfo.Shape];
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lg = sprSize.x;
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if (sprY >= GPU_FRAMEBUFFER_NATIVE_HEIGHT)
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sprY = (s32)((s8)(spriteInfo.Y));
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// Copy sprite size, to check change it if needed
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fieldX = sprSize.x;
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fieldY = sprSize.y;
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lg = sprSize.x;
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// If we are using double size mode, double our control vars
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if (spriteInfo.DoubleSize != 0)
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@ -1899,9 +1893,9 @@ void GPUEngineBase::_SpriteRenderPerform(u16 *dst, u8 *dst_alpha, u8 *typeTab, u
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dy = LE_TO_LOCAL_16((s16)this->_oamList[blockparameter+2].attr3);
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dmy = LE_TO_LOCAL_16((s16)this->_oamList[blockparameter+3].attr3);
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// Calculate fixed poitn 8.8 start offsets
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realX = ((sprSize.x) << 7) - (fieldX >> 1)*dx - (fieldY>>1)*dmx + y * dmx;
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realY = ((sprSize.y) << 7) - (fieldX >> 1)*dy - (fieldY>>1)*dmy + y * dmy;
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// Calculate fixed point 8.8 start offsets
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realX = (sprSize.x << 7) - (fieldX >> 1)*dx - (fieldY >> 1)*dmx + y*dmx;
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realY = (sprSize.y << 7) - (fieldX >> 1)*dy - (fieldY >> 1)*dmy + y*dmy;
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if (sprX < 0)
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{
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@ -1927,7 +1921,7 @@ void GPUEngineBase::_SpriteRenderPerform(u16 *dst, u8 *dst_alpha, u8 *typeTab, u
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src = (u8 *)MMU_gpu_map(this->_sprMem + (spriteInfo.TileIndex << this->_sprBoundary));
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// If extended palettes are set, use them
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pal = (DISPCNT.ExOBJPalette_Enable) ? (u16 *)(MMU.ObjExtPal[this->_engineID][0]+(spriteInfo.PaletteIndex*0x200)) : this->_paletteOBJ;
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pal = (DISPCNT.ExOBJPalette_Enable) ? (u16 *)(MMU.ObjExtPal[this->_engineID][0]+(spriteInfo.PaletteIndex*ADDRESS_STEP_512B)) : this->_paletteOBJ;
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for (size_t j = 0; j < lg; ++j, ++sprX)
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{
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@ -1944,11 +1938,11 @@ void GPUEngineBase::_SpriteRenderPerform(u16 *dst, u8 *dst_alpha, u8 *typeTab, u
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colour = src[offset];
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if (colour && (prio<prioTab[sprX]))
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if (colour && (prio < prioTab[sprX]))
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{
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dst[sprX] = pal[colour];
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dst_alpha[sprX] = -1;
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typeTab[sprX] = spriteInfo.Mode;
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dst_alpha[sprX] = 0xFF;
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typeTab[sprX] = objMode;
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prioTab[sprX] = prio;
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}
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}
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@ -1960,7 +1954,7 @@ void GPUEngineBase::_SpriteRenderPerform(u16 *dst, u8 *dst_alpha, u8 *typeTab, u
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}
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}
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// Rotozoomed direct color
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else if (spriteInfo.Mode == 3)
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else if (objMode == OBJMode_Bitmap)
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{
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//transparent (i think, dont bother to render?) if alpha is 0
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if (spriteInfo.PaletteIndex == 0)
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@ -1994,7 +1988,7 @@ void GPUEngineBase::_SpriteRenderPerform(u16 *dst, u8 *dst_alpha, u8 *typeTab, u
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{
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dst[sprX] = colour;
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dst_alpha[sprX] = spriteInfo.PaletteIndex;
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typeTab[sprX] = spriteInfo.Mode;
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typeTab[sprX] = objMode;
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prioTab[sprX] = prio;
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}
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}
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@ -2040,15 +2034,15 @@ void GPUEngineBase::_SpriteRenderPerform(u16 *dst, u8 *dst_alpha, u8 *typeTab, u
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if (colour && (prio<prioTab[sprX]))
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{
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if (spriteInfo.Mode == 2)
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if (objMode == OBJMode_Window)
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{
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this->_sprWin[sprX] = 1;
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}
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else
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{
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dst[sprX] = LE_TO_LOCAL_16(pal[colour]);
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dst_alpha[sprX] = -1;
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typeTab[sprX] = spriteInfo.Mode;
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dst_alpha[sprX] = 0xFF;
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typeTab[sprX] = objMode;
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prioTab[sprX] = prio;
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}
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}
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@ -2068,7 +2062,7 @@ void GPUEngineBase::_SpriteRenderPerform(u16 *dst, u8 *dst_alpha, u8 *typeTab, u
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cost += sprSize.x;
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if (spriteInfo.Mode == 2)
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if (objMode == OBJMode_Window)
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{
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if (MODE == SpriteRenderMode_Sprite2D)
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{
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@ -2087,7 +2081,7 @@ void GPUEngineBase::_SpriteRenderPerform(u16 *dst, u8 *dst_alpha, u8 *typeTab, u
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this->_RenderSpriteWin(src, (spriteInfo.PaletteMode == PaletteMode_1x256), lg, sprX, x, xdir);
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}
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else if (spriteInfo.Mode == 3) //sprite is in BMP format
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else if (objMode == OBJMode_Bitmap) //sprite is in BMP format
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{
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srcadr = this->_SpriteAddressBMP(spriteInfo, sprSize, y);
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@ -2104,8 +2098,8 @@ void GPUEngineBase::_SpriteRenderPerform(u16 *dst, u8 *dst_alpha, u8 *typeTab, u
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else
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srcadr = this->_sprMem + (spriteInfo.TileIndex<<this->_sprBoundary) + ((y>>3)*sprSize.x*8) + ((y&0x7)*8);
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pal = (DISPCNT.ExOBJPalette_Enable) ? (u16 *)(MMU.ObjExtPal[this->_engineID][0]+(spriteInfo.PaletteIndex*0x200)) : this->_paletteOBJ;
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this->_RenderSprite256(i, l, dst, srcadr, pal, dst_alpha, typeTab, prioTab, prio, lg, sprX, x, xdir, spriteInfo.Mode == 1);
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pal = (DISPCNT.ExOBJPalette_Enable) ? (u16 *)(MMU.ObjExtPal[this->_engineID][0]+(spriteInfo.PaletteIndex*ADDRESS_STEP_512B)) : this->_paletteOBJ;
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this->_RenderSprite256(i, l, dst, srcadr, pal, dst_alpha, typeTab, prioTab, prio, lg, sprX, x, xdir, (objMode == OBJMode_Transparent));
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}
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else // 16 colors
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{
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@ -2119,7 +2113,7 @@ void GPUEngineBase::_SpriteRenderPerform(u16 *dst, u8 *dst_alpha, u8 *typeTab, u
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}
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pal = this->_paletteOBJ + (spriteInfo.PaletteIndex << 4);
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this->_RenderSprite16(l, dst, srcadr, pal, dst_alpha, typeTab, prioTab, prio, lg, sprX, x, xdir, spriteInfo.Mode == 1);
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this->_RenderSprite16(l, dst, srcadr, pal, dst_alpha, typeTab, prioTab, prio, lg, sprX, x, xdir, (objMode == OBJMode_Transparent));
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}
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}
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}
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@ -2131,28 +2125,29 @@ void GPUEngineBase::_RenderLine_Layer(const u16 l, u16 *dstColorLine, const size
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}
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template<bool ISCUSTOMRENDERINGNEEDED>
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template<bool ISFULLINTENSITYHINT, bool ISCUSTOMRENDERINGNEEDED>
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void GPUEngineBase::_RenderLine_MasterBrightness(u16 *dstColorLine, const size_t dstLineWidth, const size_t dstLineCount)
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{
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const u32 factor = this->_masterBrightFactor;
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const IOREG_MASTER_BRIGHT &MASTER_BRIGHT = this->_IORegisterMap->MASTER_BRIGHT;
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const u32 intensity = MASTER_BRIGHT.Intensity;
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//isn't it odd that we can set uselessly high factors here?
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//factors above 16 change nothing. curious.
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if (factor == 0) return;
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if (!ISFULLINTENSITYHINT && (intensity == 0)) return;
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//Apply final brightness adjust (MASTER_BRIGHT)
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//http://nocash.emubase.de/gbatek.htm#dsvideo (Under MASTER_BRIGHTNESS)
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const size_t pixCount = dstLineWidth * dstLineCount;
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switch (this->_masterBrightMode)
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switch (MASTER_BRIGHT.Mode)
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{
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case GPUMasterBrightMode_Disable:
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break;
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case GPUMasterBrightMode_Up:
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{
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if (!this->_isMasterBrightFullIntensity)
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if (!ISFULLINTENSITYHINT && !this->_isMasterBrightFullIntensity)
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{
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size_t i = 0;
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@ -2163,19 +2158,19 @@ void GPUEngineBase::_RenderLine_MasterBrightness(u16 *dstColorLine, const size_t
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__m128i dstColor_vec128 = _mm_load_si128((__m128i *)(dstColorLine + i));
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dstColor_vec128 = _mm_and_si128(dstColor_vec128, _mm_set1_epi16(0x7FFF));
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dstColorLine[i+7] = GPUEngineBase::_fadeInColors[factor][ _mm_extract_epi16(dstColor_vec128, 7) ];
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dstColorLine[i+6] = GPUEngineBase::_fadeInColors[factor][ _mm_extract_epi16(dstColor_vec128, 6) ];
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dstColorLine[i+5] = GPUEngineBase::_fadeInColors[factor][ _mm_extract_epi16(dstColor_vec128, 5) ];
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dstColorLine[i+4] = GPUEngineBase::_fadeInColors[factor][ _mm_extract_epi16(dstColor_vec128, 4) ];
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dstColorLine[i+3] = GPUEngineBase::_fadeInColors[factor][ _mm_extract_epi16(dstColor_vec128, 3) ];
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dstColorLine[i+2] = GPUEngineBase::_fadeInColors[factor][ _mm_extract_epi16(dstColor_vec128, 2) ];
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dstColorLine[i+1] = GPUEngineBase::_fadeInColors[factor][ _mm_extract_epi16(dstColor_vec128, 1) ];
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dstColorLine[i+0] = GPUEngineBase::_fadeInColors[factor][ _mm_extract_epi16(dstColor_vec128, 0) ];
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dstColorLine[i+7] = GPUEngineBase::_fadeInColors[intensity][ _mm_extract_epi16(dstColor_vec128, 7) ];
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dstColorLine[i+6] = GPUEngineBase::_fadeInColors[intensity][ _mm_extract_epi16(dstColor_vec128, 6) ];
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dstColorLine[i+5] = GPUEngineBase::_fadeInColors[intensity][ _mm_extract_epi16(dstColor_vec128, 5) ];
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dstColorLine[i+4] = GPUEngineBase::_fadeInColors[intensity][ _mm_extract_epi16(dstColor_vec128, 4) ];
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dstColorLine[i+3] = GPUEngineBase::_fadeInColors[intensity][ _mm_extract_epi16(dstColor_vec128, 3) ];
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dstColorLine[i+2] = GPUEngineBase::_fadeInColors[intensity][ _mm_extract_epi16(dstColor_vec128, 2) ];
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dstColorLine[i+1] = GPUEngineBase::_fadeInColors[intensity][ _mm_extract_epi16(dstColor_vec128, 1) ];
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dstColorLine[i+0] = GPUEngineBase::_fadeInColors[intensity][ _mm_extract_epi16(dstColor_vec128, 0) ];
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}
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#endif
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for (; i < pixCount; i++)
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{
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dstColorLine[i] = GPUEngineBase::_fadeInColors[factor][ dstColorLine[i] & 0x7FFF ];
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dstColorLine[i] = GPUEngineBase::_fadeInColors[intensity][ dstColorLine[i] & 0x7FFF ];
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}
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}
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else
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@ -2195,7 +2190,7 @@ void GPUEngineBase::_RenderLine_MasterBrightness(u16 *dstColorLine, const size_t
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case GPUMasterBrightMode_Down:
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{
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if (!this->_isMasterBrightFullIntensity)
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if (!ISFULLINTENSITYHINT && !this->_isMasterBrightFullIntensity)
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{
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size_t i = 0;
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@ -2206,19 +2201,19 @@ void GPUEngineBase::_RenderLine_MasterBrightness(u16 *dstColorLine, const size_t
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__m128i dstColor_vec128 = _mm_load_si128((__m128i *)(dstColorLine + i));
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dstColor_vec128 = _mm_and_si128(dstColor_vec128, _mm_set1_epi16(0x7FFF));
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dstColorLine[i+7] = GPUEngineBase::_fadeOutColors[factor][ _mm_extract_epi16(dstColor_vec128, 7) ];
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dstColorLine[i+6] = GPUEngineBase::_fadeOutColors[factor][ _mm_extract_epi16(dstColor_vec128, 6) ];
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dstColorLine[i+5] = GPUEngineBase::_fadeOutColors[factor][ _mm_extract_epi16(dstColor_vec128, 5) ];
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dstColorLine[i+4] = GPUEngineBase::_fadeOutColors[factor][ _mm_extract_epi16(dstColor_vec128, 4) ];
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dstColorLine[i+3] = GPUEngineBase::_fadeOutColors[factor][ _mm_extract_epi16(dstColor_vec128, 3) ];
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dstColorLine[i+2] = GPUEngineBase::_fadeOutColors[factor][ _mm_extract_epi16(dstColor_vec128, 2) ];
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dstColorLine[i+1] = GPUEngineBase::_fadeOutColors[factor][ _mm_extract_epi16(dstColor_vec128, 1) ];
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dstColorLine[i+0] = GPUEngineBase::_fadeOutColors[factor][ _mm_extract_epi16(dstColor_vec128, 0) ];
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dstColorLine[i+7] = GPUEngineBase::_fadeOutColors[intensity][ _mm_extract_epi16(dstColor_vec128, 7) ];
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dstColorLine[i+6] = GPUEngineBase::_fadeOutColors[intensity][ _mm_extract_epi16(dstColor_vec128, 6) ];
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dstColorLine[i+5] = GPUEngineBase::_fadeOutColors[intensity][ _mm_extract_epi16(dstColor_vec128, 5) ];
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dstColorLine[i+4] = GPUEngineBase::_fadeOutColors[intensity][ _mm_extract_epi16(dstColor_vec128, 4) ];
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dstColorLine[i+3] = GPUEngineBase::_fadeOutColors[intensity][ _mm_extract_epi16(dstColor_vec128, 3) ];
|
||||
dstColorLine[i+2] = GPUEngineBase::_fadeOutColors[intensity][ _mm_extract_epi16(dstColor_vec128, 2) ];
|
||||
dstColorLine[i+1] = GPUEngineBase::_fadeOutColors[intensity][ _mm_extract_epi16(dstColor_vec128, 1) ];
|
||||
dstColorLine[i+0] = GPUEngineBase::_fadeOutColors[intensity][ _mm_extract_epi16(dstColor_vec128, 0) ];
|
||||
}
|
||||
#endif
|
||||
for (; i < pixCount; i++)
|
||||
{
|
||||
dstColorLine[i] = GPUEngineBase::_fadeOutColors[factor][ dstColorLine[i] & 0x7FFF ];
|
||||
dstColorLine[i] = GPUEngineBase::_fadeOutColors[intensity][ dstColorLine[i] & 0x7FFF ];
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -2364,7 +2359,7 @@ void GPUEngineBase::UpdateVRAM3DUsageProperties_OBJLayer(const size_t bankIndex,
|
|||
{
|
||||
const OAMAttributes &spriteInfo = this->_oamList[spriteIndex];
|
||||
|
||||
if ( ((spriteInfo.RotScale != 0) || (spriteInfo.Disable == 0)) && (spriteInfo.Mode == 3) && (spriteInfo.PaletteIndex != 0) )
|
||||
if ( ((spriteInfo.RotScale != 0) || (spriteInfo.Disable == 0)) && (spriteInfo.Mode == OBJMode_Bitmap) && (spriteInfo.PaletteIndex != 0) )
|
||||
{
|
||||
const u32 vramAddress = ((spriteInfo.TileIndex & 0x1F) << 5) + ((spriteInfo.TileIndex & ~0x1F) << 7);
|
||||
const SpriteSize sprSize = GPUEngineBase::_sprSizeTab[spriteInfo.Size][spriteInfo.Shape];
|
||||
|
@ -2826,7 +2821,7 @@ void GPUEngineA::RenderLine(const u16 l, bool skip)
|
|||
if ( !DISPCAPCNT.CaptureEnable && (l != 0) && (l != 191) )
|
||||
{
|
||||
this->_currentScanline = l;
|
||||
this->_RenderLine_MasterBrightness<ISCUSTOMRENDERINGNEEDED>(dstColorLine, dstLineWidth, dstLineCount);
|
||||
this->_RenderLine_MasterBrightness<true, ISCUSTOMRENDERINGNEEDED>(dstColorLine, dstLineWidth, dstLineCount);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -2901,7 +2896,7 @@ void GPUEngineA::RenderLine(const u16 l, bool skip)
|
|||
DISP_FIFOreset();
|
||||
}
|
||||
|
||||
this->_RenderLine_MasterBrightness<ISCUSTOMRENDERINGNEEDED>(dstColorLine, dstLineWidth, dstLineCount);
|
||||
this->_RenderLine_MasterBrightness<false, ISCUSTOMRENDERINGNEEDED>(dstColorLine, dstLineWidth, dstLineCount);
|
||||
}
|
||||
|
||||
template <bool ISCUSTOMRENDERINGNEEDED>
|
||||
|
@ -3883,7 +3878,7 @@ void GPUEngineB::RenderLine(const u16 l, bool skip)
|
|||
{
|
||||
// except if it could cause any side effects (for example if we're capturing), then don't skip anything
|
||||
this->_currentScanline = l;
|
||||
this->_RenderLine_MasterBrightness<ISCUSTOMRENDERINGNEEDED>(dstColorLine, dstLineWidth, dstLineCount);
|
||||
this->_RenderLine_MasterBrightness<true, ISCUSTOMRENDERINGNEEDED>(dstColorLine, dstLineWidth, dstLineCount);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -3926,7 +3921,7 @@ void GPUEngineB::RenderLine(const u16 l, bool skip)
|
|||
break;
|
||||
}
|
||||
|
||||
this->_RenderLine_MasterBrightness<ISCUSTOMRENDERINGNEEDED>(dstColorLine, dstLineWidth, dstLineCount);
|
||||
this->_RenderLine_MasterBrightness<false, ISCUSTOMRENDERINGNEEDED>(dstColorLine, dstLineWidth, dstLineCount);
|
||||
}
|
||||
|
||||
template <bool ISCUSTOMRENDERINGNEEDED>
|
||||
|
|
|
@ -1128,8 +1128,6 @@ protected:
|
|||
int _finalColorSpriteFuncID;
|
||||
|
||||
SpriteRenderMode _spriteRenderMode;
|
||||
GPUMasterBrightMode _masterBrightMode;
|
||||
u32 _masterBrightFactor;
|
||||
bool _isMasterBrightFullIntensity;
|
||||
|
||||
u32 _currentScanline;
|
||||
|
@ -1173,7 +1171,7 @@ protected:
|
|||
template <GPULayerID LAYERID> void _RenderLine_CheckWindows(const size_t srcX, bool &draw, bool &effect) const;
|
||||
|
||||
template<bool ISCUSTOMRENDERINGNEEDED> void _RenderLine_Layer(const u16 l, u16 *dstColorLine, const size_t dstLineWidth, const size_t dstLineCount);
|
||||
template<bool ISCUSTOMRENDERINGNEEDED> void _RenderLine_MasterBrightness(u16 *dstColorLine, const size_t dstLineWidth, const size_t dstLineCount);
|
||||
template<bool ISFULLINTENSITYHINT, bool ISCUSTOMRENDERINGNEEDED> void _RenderLine_MasterBrightness(u16 *dstColorLine, const size_t dstLineWidth, const size_t dstLineCount);
|
||||
|
||||
template<bool ISCUSTOMRENDERINGNEEDED> void _HandleDisplayModeOff(u16 *dstColorLine, const size_t l, const size_t dstLineWidth, const size_t dstLineCount);
|
||||
template<bool ISCUSTOMRENDERINGNEEDED> void _HandleDisplayModeNormal(u16 *dstColorLine, const size_t l, const size_t dstLineWidth, const size_t dstLineCount);
|
||||
|
|
Loading…
Reference in New Issue