- Last major round of code cleanup as a set up for future rework.
This commit is contained in:
rogerman 2015-06-19 20:13:27 +00:00
parent 54fc839208
commit d28e49dd2b
3 changed files with 205 additions and 156 deletions

View File

@ -70,7 +70,7 @@ static size_t _gpuDstPitchIndex[GPU_FRAMEBUFFER_NATIVE_WIDTH]; // Key: Source
static size_t _gpuDstLineCount[GPU_FRAMEBUFFER_NATIVE_HEIGHT]; // Key: Source line index / Value: Number of destination lines for the source line static size_t _gpuDstLineCount[GPU_FRAMEBUFFER_NATIVE_HEIGHT]; // Key: Source line index / Value: Number of destination lines for the source line
static size_t _gpuDstLineIndex[GPU_FRAMEBUFFER_NATIVE_HEIGHT]; // Key: Source line index / Value: First destination line that maps to the source line static size_t _gpuDstLineIndex[GPU_FRAMEBUFFER_NATIVE_HEIGHT]; // Key: Source line index / Value: First destination line that maps to the source line
CACHE_ALIGN u8 sprWin[GPU_FRAMEBUFFER_NATIVE_WIDTH]; CACHE_ALIGN u8 sprWin[GPU_FRAMEBUFFER_NATIVE_WIDTH * 8];
u16 gpu_angle = 0; u16 gpu_angle = 0;
@ -551,7 +551,7 @@ FORCEINLINE u8 GPU::withinRect(const size_t x) const
// Now assumes that *draw and *effect are different from 0 when called, so we can avoid // Now assumes that *draw and *effect are different from 0 when called, so we can avoid
// setting some values twice // setting some values twice
FORCEINLINE void GPU::renderline_checkWindows(const size_t x, bool &draw, bool &effect) const FORCEINLINE void GPU::renderline_checkWindows(const size_t dstX, bool &draw, bool &effect) const
{ {
// Check if win0 if enabled, and only check if it is // Check if win0 if enabled, and only check if it is
// howevever, this has already been taken care of by the window precalculation // howevever, this has already been taken care of by the window precalculation
@ -559,7 +559,7 @@ FORCEINLINE void GPU::renderline_checkWindows(const size_t x, bool &draw, bool &
{ {
// it is in win0, do we display ? // it is in win0, do we display ?
// high priority // high priority
if (withinRect<0>(x)) if (withinRect<0>(dstX))
{ {
//INFO("bg%i passed win0 : (%i %i) was within (%i %i)(%i %i)\n", bgnum, x, gpu->currLine, gpu->WIN0H0, gpu->WIN0V0, gpu->WIN0H1, gpu->WIN0V1); //INFO("bg%i passed win0 : (%i %i) was within (%i %i)(%i %i)\n", bgnum, x, gpu->currLine, gpu->WIN0H0, gpu->WIN0V0, gpu->WIN0H1, gpu->WIN0V1);
draw = (WININ0 >> currBgNum) & 1; draw = (WININ0 >> currBgNum) & 1;
@ -574,7 +574,7 @@ FORCEINLINE void GPU::renderline_checkWindows(const size_t x, bool &draw, bool &
{ {
// it is in win1, do we display ? // it is in win1, do we display ?
// mid priority // mid priority
if (withinRect<1>(x)) if (withinRect<1>(dstX))
{ {
//INFO("bg%i passed win1 : (%i %i) was within (%i %i)(%i %i)\n", bgnum, x, gpu->currLine, gpu->WIN1H0, gpu->WIN1V0, gpu->WIN1H1, gpu->WIN1V1); //INFO("bg%i passed win1 : (%i %i) was within (%i %i)(%i %i)\n", bgnum, x, gpu->currLine, gpu->WIN1H0, gpu->WIN1V0, gpu->WIN1H1, gpu->WIN1V1);
draw = (WININ1 >> currBgNum) & 1; draw = (WININ1 >> currBgNum) & 1;
@ -588,7 +588,7 @@ FORCEINLINE void GPU::renderline_checkWindows(const size_t x, bool &draw, bool &
{ {
// it is in winOBJ, do we display ? // it is in winOBJ, do we display ?
// low priority // low priority
if (sprWin[x]) if (sprWin[dstX])
{ {
draw = (WINOBJ >> currBgNum) & 1; draw = (WINOBJ >> currBgNum) & 1;
effect = (WINOBJ_SPECIAL); effect = (WINOBJ_SPECIAL);
@ -608,7 +608,7 @@ FORCEINLINE void GPU::renderline_checkWindows(const size_t x, bool &draw, bool &
/*****************************************************************************/ /*****************************************************************************/
template<BlendFunc FUNC, bool WINDOW> template<BlendFunc FUNC, bool WINDOW>
FORCEINLINE FASTCALL void GPU::_master_setFinal3dColor(const size_t x, u16 &outDst, const FragmentColor src) FORCEINLINE FASTCALL void GPU::_master_setFinal3dColor(const size_t dstX, u16 &outDst, u8 *bgPixelsLine, const FragmentColor src)
{ {
u8 alpha = src.a; u8 alpha = src.a;
u16 final; u16 final;
@ -620,13 +620,13 @@ FORCEINLINE FASTCALL void GPU::_master_setFinal3dColor(const size_t x, u16 &outD
if (WINDOW) if (WINDOW)
{ {
bool windowDraw = false; bool windowDraw = false;
renderline_checkWindows(x, windowDraw, windowEffect); renderline_checkWindows(dstX, windowDraw, windowEffect);
//we never have anything more to do if the window rejected us //we never have anything more to do if the window rejected us
if (!windowDraw) return; if (!windowDraw) return;
} }
const size_t bg_under = bgPixels[x]; const size_t bg_under = bgPixelsLine[dstX];
if (blend2[bg_under]) if (blend2[bg_under])
{ {
alpha++; alpha++;
@ -663,11 +663,11 @@ FORCEINLINE FASTCALL void GPU::_master_setFinal3dColor(const size_t x, u16 &outD
} }
outDst = final | 0x8000; outDst = final | 0x8000;
bgPixels[x] = 0; bgPixelsLine[dstX] = 0;
} }
template<bool BACKDROP, BlendFunc FUNC, bool WINDOW> template<bool BACKDROP, BlendFunc FUNC, bool WINDOW>
FORCEINLINE FASTCALL bool GPU::_master_setFinalBGColor(u16 &outColor, const size_t x) FORCEINLINE FASTCALL bool GPU::_master_setFinalBGColor(const u16 *dstLine, const u8 *bgPixelsLine, u16 &outColor, const size_t dstX)
{ {
//no further analysis for no special effects. on backdrops. just draw it. //no further analysis for no special effects. on backdrops. just draw it.
if ((FUNC == NoBlend) && BACKDROP) return true; if ((FUNC == NoBlend) && BACKDROP) return true;
@ -680,7 +680,7 @@ FORCEINLINE FASTCALL bool GPU::_master_setFinalBGColor(u16 &outColor, const size
if (WINDOW) if (WINDOW)
{ {
bool windowDraw = false; bool windowDraw = false;
renderline_checkWindows(x, windowDraw, windowEffect); renderline_checkWindows(dstX, windowDraw, windowEffect);
//backdrop must always be drawn //backdrop must always be drawn
if (BACKDROP) windowDraw = true; if (BACKDROP) windowDraw = true;
@ -693,12 +693,12 @@ FORCEINLINE FASTCALL bool GPU::_master_setFinalBGColor(u16 &outColor, const size
if (!(blend1 && windowEffect)) if (!(blend1 && windowEffect))
return true; return true;
const size_t bg_under = bgPixels[x]; const size_t bg_under = bgPixelsLine[dstX];
//perform the special effect //perform the special effect
switch (FUNC) switch (FUNC)
{ {
case Blend: if(blend2[bg_under]) outColor = blend(outColor, currDst[x]); break; case Blend: if(blend2[bg_under]) outColor = blend(outColor, dstLine[dstX]); break;
case Increase: outColor = currentFadeInColors[outColor]; break; case Increase: outColor = currentFadeInColors[outColor]; break;
case Decrease: outColor = currentFadeOutColors[outColor]; break; case Decrease: outColor = currentFadeOutColors[outColor]; break;
case NoBlend: break; case NoBlend: break;
@ -707,7 +707,7 @@ FORCEINLINE FASTCALL bool GPU::_master_setFinalBGColor(u16 &outColor, const size
} }
template<BlendFunc FUNC, bool WINDOW> template<BlendFunc FUNC, bool WINDOW>
static FORCEINLINE void _master_setFinalOBJColor(GPU *gpu, u16 *dstLine, u16 color, const u8 alpha, const u8 type, const size_t x) static FORCEINLINE void _master_setFinalOBJColor(GPU *gpu, u16 *dstLine, u8 *bgPixelsLine, u16 color, const u8 alpha, const u8 type, const size_t dstX)
{ {
const bool isObjTranslucentType = type == GPU_OBJ_MODE_Transparent || type == GPU_OBJ_MODE_Bitmap; const bool isObjTranslucentType = type == GPU_OBJ_MODE_Transparent || type == GPU_OBJ_MODE_Bitmap;
@ -716,7 +716,7 @@ static FORCEINLINE void _master_setFinalOBJColor(GPU *gpu, u16 *dstLine, u16 col
if (WINDOW) if (WINDOW)
{ {
gpu->renderline_checkWindows(x, windowDraw, windowEffectSatisfied); gpu->renderline_checkWindows(dstX, windowDraw, windowEffectSatisfied);
if (!windowDraw) if (!windowDraw)
return; return;
} }
@ -725,7 +725,7 @@ static FORCEINLINE void _master_setFinalOBJColor(GPU *gpu, u16 *dstLine, u16 col
if (windowEffectSatisfied) if (windowEffectSatisfied)
{ {
const bool firstTargetSatisfied = gpu->blend1; const bool firstTargetSatisfied = gpu->blend1;
const size_t bg_under = gpu->bgPixels[x]; const size_t bg_under = bgPixelsLine[dstX];
const bool secondTargetSatisfied = (bg_under != 4) && gpu->blend2[bg_under]; const bool secondTargetSatisfied = (bg_under != 4) && gpu->blend2[bg_under];
BlendFunc selectedFunc = NoBlend; BlendFunc selectedFunc = NoBlend;
@ -772,7 +772,7 @@ static FORCEINLINE void _master_setFinalOBJColor(GPU *gpu, u16 *dstLine, u16 col
break; break;
case Blend: case Blend:
color = _blend(color, dstLine[x], &gpuBlendTable555[eva][evb]); color = _blend(color, dstLine[dstX], &gpuBlendTable555[eva][evb]);
break; break;
default: default:
@ -780,13 +780,13 @@ static FORCEINLINE void _master_setFinalOBJColor(GPU *gpu, u16 *dstLine, u16 col
} }
} }
dstLine[x] = color | 0x8000; dstLine[dstX] = color | 0x8000;
gpu->bgPixels[x] = 4; bgPixelsLine[dstX] = 4;
} }
//FUNCNUM is only set for backdrop, for an optimization of looking it up early //FUNCNUM is only set for backdrop, for an optimization of looking it up early
template<bool BACKDROP, int FUNCNUM> template<bool BACKDROP, int FUNCNUM>
FORCEINLINE void GPU::setFinalColorBG(u16 color, const size_t x) FORCEINLINE void GPU::setFinalColorBG(u16 *dstLine, u8 *bgPixelsLine, u16 color, const size_t dstX)
{ {
//It is not safe to assert this here. //It is not safe to assert this here.
//This is probably the best place to enforce it, since almost every single color that comes in here //This is probably the best place to enforce it, since almost every single color that comes in here
@ -799,75 +799,81 @@ FORCEINLINE void GPU::setFinalColorBG(u16 color, const size_t x)
const int test = (BACKDROP) ? FUNCNUM : setFinalColorBck_funcNum; const int test = (BACKDROP) ? FUNCNUM : setFinalColorBck_funcNum;
switch (test) switch (test)
{ {
case 0: draw = _master_setFinalBGColor<BACKDROP,NoBlend,false>(color,x); break; case 0: draw = _master_setFinalBGColor<BACKDROP,NoBlend,false>(dstLine, bgPixelsLine, color, dstX); break;
case 1: draw = _master_setFinalBGColor<BACKDROP,Blend,false>(color,x); break; case 1: draw = _master_setFinalBGColor<BACKDROP,Blend,false>(dstLine, bgPixelsLine, color, dstX); break;
case 2: draw = _master_setFinalBGColor<BACKDROP,Increase,false>(color,x); break; case 2: draw = _master_setFinalBGColor<BACKDROP,Increase,false>(dstLine, bgPixelsLine, color, dstX); break;
case 3: draw = _master_setFinalBGColor<BACKDROP,Decrease,false>(color,x); break; case 3: draw = _master_setFinalBGColor<BACKDROP,Decrease,false>(dstLine, bgPixelsLine, color, dstX); break;
case 4: draw = _master_setFinalBGColor<BACKDROP,NoBlend,true>(color,x); break; case 4: draw = _master_setFinalBGColor<BACKDROP,NoBlend,true>(dstLine, bgPixelsLine, color, dstX); break;
case 5: draw = _master_setFinalBGColor<BACKDROP,Blend,true>(color,x); break; case 5: draw = _master_setFinalBGColor<BACKDROP,Blend,true>(dstLine, bgPixelsLine, color, dstX); break;
case 6: draw = _master_setFinalBGColor<BACKDROP,Increase,true>(color,x); break; case 6: draw = _master_setFinalBGColor<BACKDROP,Increase,true>(dstLine, bgPixelsLine, color, dstX); break;
case 7: draw = _master_setFinalBGColor<BACKDROP,Decrease,true>(color,x); break; case 7: draw = _master_setFinalBGColor<BACKDROP,Decrease,true>(dstLine, bgPixelsLine, color, dstX); break;
default: break; default: break;
}; };
if (BACKDROP || draw) //backdrop must always be drawn if (BACKDROP || draw) //backdrop must always be drawn
{ {
currDst[x] = color | 0x8000; dstLine[dstX] = color | 0x8000;
if (!BACKDROP) bgPixels[x] = currBgNum; //lets do this in the backdrop drawing loop, should be faster if (!BACKDROP) bgPixelsLine[dstX] = currBgNum; //lets do this in the backdrop drawing loop, should be faster
} }
} }
FORCEINLINE void GPU::setFinalColor3d(const size_t x, u16 &outDst, const FragmentColor src) FORCEINLINE void GPU::setFinalColor3d(const size_t dstX, u16 &outDst, u8 *bgPixelsLine, const FragmentColor src)
{ {
switch (setFinalColor3d_funcNum) switch (setFinalColor3d_funcNum)
{ {
case 0x0: _master_setFinal3dColor<NoBlend,false>(x, outDst, src); break; case 0x0: _master_setFinal3dColor<NoBlend,false>(dstX, outDst, bgPixelsLine, src); break;
case 0x1: _master_setFinal3dColor<Blend,false>(x, outDst, src); break; case 0x1: _master_setFinal3dColor<Blend,false>(dstX, outDst, bgPixelsLine, src); break;
case 0x2: _master_setFinal3dColor<Increase,false>(x, outDst, src); break; case 0x2: _master_setFinal3dColor<Increase,false>(dstX, outDst, bgPixelsLine, src); break;
case 0x3: _master_setFinal3dColor<Decrease,false>(x, outDst, src); break; case 0x3: _master_setFinal3dColor<Decrease,false>(dstX, outDst, bgPixelsLine, src); break;
case 0x4: _master_setFinal3dColor<NoBlend,true>(x, outDst, src); break; case 0x4: _master_setFinal3dColor<NoBlend,true>(dstX, outDst, bgPixelsLine, src); break;
case 0x5: _master_setFinal3dColor<Blend,true>(x, outDst, src); break; case 0x5: _master_setFinal3dColor<Blend,true>(dstX, outDst, bgPixelsLine, src); break;
case 0x6: _master_setFinal3dColor<Increase,true>(x, outDst, src); break; case 0x6: _master_setFinal3dColor<Increase,true>(dstX, outDst, bgPixelsLine, src); break;
case 0x7: _master_setFinal3dColor<Decrease,true>(x, outDst, src); break; case 0x7: _master_setFinal3dColor<Decrease,true>(dstX, outDst, bgPixelsLine, src); break;
}; };
} }
FORCEINLINE void setFinalColorSpr(GPU *gpu, u16 *dst, u16 color, const u8 alpha, const u8 type, const size_t x) FORCEINLINE void setFinalColorSpr(GPU *gpu, u16 *dstLine, u8 *bgPixelsLine, u16 color, const u8 alpha, const u8 type, const size_t dstX)
{ {
switch (gpu->setFinalColorSpr_funcNum) switch (gpu->setFinalColorSpr_funcNum)
{ {
case 0x0: _master_setFinalOBJColor<NoBlend,false>(gpu, dst, color, alpha, type, x); break; case 0x0: _master_setFinalOBJColor<NoBlend,false>(gpu, dstLine, bgPixelsLine, color, alpha, type, dstX); break;
case 0x1: _master_setFinalOBJColor<Blend,false>(gpu, dst, color, alpha, type, x); break; case 0x1: _master_setFinalOBJColor<Blend,false>(gpu, dstLine, bgPixelsLine, color, alpha, type, dstX); break;
case 0x2: _master_setFinalOBJColor<Increase,false>(gpu, dst, color, alpha, type, x); break; case 0x2: _master_setFinalOBJColor<Increase,false>(gpu, dstLine, bgPixelsLine, color, alpha, type, dstX); break;
case 0x3: _master_setFinalOBJColor<Decrease,false>(gpu, dst, color, alpha, type, x); break; case 0x3: _master_setFinalOBJColor<Decrease,false>(gpu, dstLine, bgPixelsLine, color, alpha, type, dstX); break;
case 0x4: _master_setFinalOBJColor<NoBlend,true>(gpu, dst, color, alpha, type, x); break; case 0x4: _master_setFinalOBJColor<NoBlend,true>(gpu, dstLine, bgPixelsLine, color, alpha, type, dstX); break;
case 0x5: _master_setFinalOBJColor<Blend,true>(gpu, dst, color, alpha, type, x); break; case 0x5: _master_setFinalOBJColor<Blend,true>(gpu, dstLine, bgPixelsLine, color, alpha, type, dstX); break;
case 0x6: _master_setFinalOBJColor<Increase,true>(gpu, dst, color, alpha, type, x); break; case 0x6: _master_setFinalOBJColor<Increase,true>(gpu, dstLine, bgPixelsLine, color, alpha, type, dstX); break;
case 0x7: _master_setFinalOBJColor<Decrease,true>(gpu, dst, color, alpha, type, x); break; case 0x7: _master_setFinalOBJColor<Decrease,true>(gpu, dstLine, bgPixelsLine, color, alpha, type, dstX); break;
}; };
} }
template<bool MOSAIC, bool BACKDROP> template<bool MOSAIC, bool BACKDROP>
FORCEINLINE void GPU::__setFinalColorBck(const u16 color, const size_t x, const bool opaque) FORCEINLINE void GPU::__setFinalColorBck(const u16 color, const size_t srcX, const bool opaque)
{ {
return ___setFinalColorBck<MOSAIC, BACKDROP, 0>(color, x, opaque); return ___setFinalColorBck<MOSAIC, BACKDROP, 0>(color, srcX, opaque);
} }
//this was forced inline because most of the time it just falls through to setFinalColorBck() and the function call //this was forced inline because most of the time it just falls through to setFinalColorBck() and the function call
//overhead was ridiculous and terrible //overhead was ridiculous and terrible
template<bool MOSAIC, bool BACKDROP, int FUNCNUM> template<bool MOSAIC, bool BACKDROP, int FUNCNUM>
FORCEINLINE void GPU::___setFinalColorBck(u16 color, const size_t x, const bool opaque) FORCEINLINE void GPU::___setFinalColorBck(u16 color, const size_t srcX, const bool opaque)
{ {
// TODO: Temporarily clamp x here until mosaics-related memory blocks can be reworked.
const size_t clamped_x = (x > 255) ? 255 : x;
//due to this early out, we will get incorrect behavior in cases where //due to this early out, we will get incorrect behavior in cases where
//we enable mosaic in the middle of a frame. this is deemed unlikely. //we enable mosaic in the middle of a frame. this is deemed unlikely.
if (!MOSAIC) if (!MOSAIC)
{ {
if (opaque) if (opaque)
{ {
setFinalColorBG<BACKDROP,FUNCNUM>(color, x); for (size_t line = 0; line < _gpuDstLineCount[currLine]; line++)
{
for (size_t p = 0; p < _gpuDstPitchCount[srcX]; p++)
{
setFinalColorBG<BACKDROP,FUNCNUM>(currDst + (line * _gpuFramebufferWidth),
bgPixels + (line * _gpuFramebufferWidth),
color,
_gpuDstPitchIndex[srcX] + p);
}
}
} }
return; return;
@ -876,23 +882,32 @@ FORCEINLINE void GPU::___setFinalColorBck(u16 color, const size_t x, const bool
if (!opaque) color = 0xFFFF; if (!opaque) color = 0xFFFF;
else color &= 0x7FFF; else color &= 0x7FFF;
if (GPU::mosaicLookup.width[clamped_x].begin && GPU::mosaicLookup.height[currLine].begin) if (GPU::mosaicLookup.width[srcX].begin && GPU::mosaicLookup.height[currLine].begin)
{ {
// Do nothing. // Do nothing.
} }
else else
{ {
//due to the early out, enabled must always be true //due to the early out, enabled must always be true
//x_int = enabled ? GPU::mosaicLookup.width[x].trunc : x; //x_int = enabled ? GPU::mosaicLookup.width[srcX].trunc : srcX;
const size_t x_int = GPU::mosaicLookup.width[clamped_x].trunc; const size_t x_int = GPU::mosaicLookup.width[srcX].trunc;
color = mosaicColors.bg[currBgNum][x_int]; color = mosaicColors.bg[currBgNum][x_int];
} }
mosaicColors.bg[currBgNum][clamped_x] = color; mosaicColors.bg[currBgNum][srcX] = color;
if (color != 0xFFFF) if (color != 0xFFFF)
{ {
setFinalColorBG<BACKDROP,FUNCNUM>(color, x); for (size_t line = 0; line < _gpuDstLineCount[currLine]; line++)
{
for (size_t p = 0; p < _gpuDstPitchCount[srcX]; p++)
{
setFinalColorBG<BACKDROP,FUNCNUM>(currDst + (line * _gpuFramebufferWidth),
bgPixels + (line * _gpuFramebufferWidth),
color,
_gpuDstPitchIndex[srcX] + p);
}
}
} }
} }
@ -1412,7 +1427,7 @@ template<bool MOSAIC> void lineExtRot(GPU *gpu)
/* if i understand it correct, and it fixes some sprite problems in chameleon shot */ /* if i understand it correct, and it fixes some sprite problems in chameleon shot */
/* we have a 15 bit color, and should use the pal entry bits as alpha ?*/ /* we have a 15 bit color, and should use the pal entry bits as alpha ?*/
/* http://nocash.emubase.de/gbatek.htm#dsvideoobjs */ /* http://nocash.emubase.de/gbatek.htm#dsvideoobjs */
INLINE void render_sprite_BMP(GPU *gpu, const u8 spriteNum, const u16 l, u16 *dst, const u32 srcadr, u8 *dst_alpha, u8 *typeTab, u8 *prioTab, const u8 prio, const size_t lg, size_t sprX, size_t x, const size_t xdir, const u8 alpha) INLINE void render_sprite_BMP(GPU *gpu, const u8 spriteNum, const u16 l, u16 *dst, const u32 srcadr, u8 *dst_alpha, u8 *typeTab, u8 *prioTab, const u8 prio, const size_t lg, size_t sprX, size_t x, const s32 xdir, const u8 alpha)
{ {
for (size_t i = 0; i < lg; i++, ++sprX, x += xdir) for (size_t i = 0; i < lg; i++, ++sprX, x += xdir)
{ {
@ -1430,7 +1445,7 @@ INLINE void render_sprite_BMP(GPU *gpu, const u8 spriteNum, const u16 l, u16 *ds
} }
} }
INLINE void render_sprite_256(GPU *gpu, const u8 spriteNum, const u16 l, u16 *dst, const u32 srcadr, const u16 *pal, u8 *dst_alpha, u8 *typeTab, u8 *prioTab, const u8 prio, const size_t lg, size_t sprX, size_t x, const size_t xdir, const u8 alpha) INLINE void render_sprite_256(GPU *gpu, const u8 spriteNum, const u16 l, u16 *dst, const u32 srcadr, const u16 *pal, u8 *dst_alpha, u8 *typeTab, u8 *prioTab, const u8 prio, const size_t lg, size_t sprX, size_t x, const s32 xdir, const u8 alpha)
{ {
for (size_t i = 0; i < lg; i++, ++sprX, x += xdir) for (size_t i = 0; i < lg; i++, ++sprX, x += xdir)
{ {
@ -1451,7 +1466,7 @@ INLINE void render_sprite_256(GPU *gpu, const u8 spriteNum, const u16 l, u16 *ds
} }
} }
INLINE void render_sprite_16(GPU *gpu, const u16 l, u16 *dst, const u32 srcadr, const u16 *pal, u8 *dst_alpha, u8 *typeTab, u8 *prioTab, const u8 prio, const size_t lg, size_t sprX, size_t x, const size_t xdir, const u8 alpha) INLINE void render_sprite_16(GPU *gpu, const u16 l, u16 *dst, const u32 srcadr, const u16 *pal, u8 *dst_alpha, u8 *typeTab, u8 *prioTab, const u8 prio, const size_t lg, size_t sprX, size_t x, const s32 xdir, const u8 alpha)
{ {
for (size_t i = 0; i < lg; i++, ++sprX, x += xdir) for (size_t i = 0; i < lg; i++, ++sprX, x += xdir)
{ {
@ -1473,32 +1488,44 @@ INLINE void render_sprite_16(GPU *gpu, const u16 l, u16 *dst, const u32 srcadr,
} }
} }
INLINE void render_sprite_Win (GPU * gpu, u16 l, u8 * src, INLINE void render_sprite_Win(const u8 *src, const bool col256, const size_t lg, size_t sprX, size_t x, const s32 xdir)
int col256, int lg, int sprX, int x, int xdir) { {
int i; u8 palette, palette_entry; if (col256)
u16 x1; {
if (col256) { for (size_t i = 0; i < lg; i++, sprX++, x += xdir)
for(i = 0; i < lg; i++, sprX++,x+=xdir)
//sprWin[sprX] = (src[x])?1:0;
if(src[(x&7) + ((x&0xFFF8)<<3)])
sprWin[sprX] = 1;
} else {
for(i = 0; i < lg; i++, ++sprX, x+=xdir)
{ {
x1 = x>>1; //sprWin[sprX] = (src[x])?1:0;
palette = src[(x1&0x3) + ((x1&0xFFFC)<<3)]; if (src[(x & 7) + ((x & 0xFFF8) << 3)])
if (x & 1) palette_entry = palette >> 4; {
else palette_entry = palette & 0xF; for (size_t p = 0; p < _gpuDstPitchCount[sprX]; p++)
//sprWin[sprX] = (palette_entry)?1:0; {
if(palette_entry) sprWin[_gpuDstPitchIndex[sprX] + p] = 1;
sprWin[sprX] = 1; }
}
}
}
else
{
for (size_t i = 0; i < lg; i++, sprX++, x += xdir)
{
const s32 x1 = x >> 1;
const u8 palette = src[(x1 & 0x3) + ((x1 & 0xFFFC) << 3)];
const u8 palette_entry = (x & 1) ? palette >> 4 : palette & 0xF;
if (palette_entry)
{
for (size_t p = 0; p < _gpuDstPitchCount[sprX]; p++)
{
sprWin[_gpuDstPitchIndex[sprX] + p] = 1;
}
}
} }
} }
} }
// return val means if the sprite is to be drawn or not // return val means if the sprite is to be drawn or not
FORCEINLINE BOOL compute_sprite_vars(_OAM_ * spriteInfo, u16 l, FORCEINLINE BOOL compute_sprite_vars(_OAM_ *spriteInfo, u16 l,
SpriteSize &sprSize, s32 &sprX, s32 &sprY, s32 &x, s32 &y, s32 &lg, int &xdir) SpriteSize &sprSize, s32 &sprX, s32 &sprY, s32 &x, s32 &y, s32 &lg, s32 &xdir)
{ {
x = 0; x = 0;
// get sprite location and size // get sprite location and size
@ -1611,11 +1638,10 @@ void GPU::_spriteRender(u16 *dst, u8 *dst_alpha, u8 *typeTab, u8 *prioTab)
SpriteSize sprSize; SpriteSize sprSize;
s32 sprX, sprY, x, y, lg; s32 sprX, sprY, x, y, lg;
int xdir; s32 xdir;
u8 prio; u8 prio;
u8 *src; u8 *src;
u32 srcadr; u32 srcadr;
u16 j;
// Check if sprite is disabled before everything // Check if sprite is disabled before everything
if (spriteInfo->RotScale == 2) if (spriteInfo->RotScale == 2)
@ -1633,7 +1659,7 @@ void GPU::_spriteRender(u16 *dst, u8 *dst_alpha, u8 *typeTab, u8 *prioTab)
u16 colour; u16 colour;
// Get sprite positions and size // Get sprite positions and size
sprX = (spriteInfo->X<<23)>>23; sprX = (spriteInfo->X << 23) >> 23;
sprY = spriteInfo->Y; sprY = spriteInfo->Y;
sprSize = sprSizeTab[spriteInfo->Size][spriteInfo->Shape]; sprSize = sprSizeTab[spriteInfo->Size][spriteInfo->Shape];
@ -1709,7 +1735,7 @@ void GPU::_spriteRender(u16 *dst, u8 *dst_alpha, u8 *typeTab, u8 *prioTab)
else else
pal = (u16 *)(MMU.ARM9_VMEM + 0x200 + gpu->core * ADDRESS_STEP_1KB); pal = (u16 *)(MMU.ARM9_VMEM + 0x200 + gpu->core * ADDRESS_STEP_1KB);
for (j = 0; j < lg; ++j, ++sprX) for (size_t j = 0; j < lg; ++j, ++sprX)
{ {
// Get the integer part of the fixed point 8.8, and check if it lies inside the sprite data // Get the integer part of the fixed point 8.8, and check if it lies inside the sprite data
auxX = (realX >> 8); auxX = (realX >> 8);
@ -1717,7 +1743,7 @@ void GPU::_spriteRender(u16 *dst, u8 *dst_alpha, u8 *typeTab, u8 *prioTab)
if (auxX >= 0 && auxY >= 0 && auxX < sprSize.x && auxY < sprSize.y) if (auxX >= 0 && auxY >= 0 && auxX < sprSize.x && auxY < sprSize.y)
{ {
if(MODE == SPRITE_2D) if (MODE == SPRITE_2D)
offset = (auxX&0x7) + ((auxX&0xFFF8)<<3) + ((auxY>>3)<<10) + ((auxY&0x7)*8); offset = (auxX&0x7) + ((auxX&0xFFF8)<<3) + ((auxY>>3)<<10) + ((auxY&0x7)*8);
else else
offset = (auxX&0x7) + ((auxX&0xFFF8)<<3) + ((auxY>>3)*sprSize.x*8) + ((auxY&0x7)*8); offset = (auxX&0x7) + ((auxX&0xFFF8)<<3) + ((auxY>>3)*sprSize.x*8) + ((auxY&0x7)*8);
@ -1748,11 +1774,11 @@ void GPU::_spriteRender(u16 *dst, u8 *dst_alpha, u8 *typeTab, u8 *prioTab)
srcadr = bmp_sprite_address(this,spriteInfo,sprSize,0); srcadr = bmp_sprite_address(this,spriteInfo,sprSize,0);
for (j = 0; j < lg; ++j, ++sprX) for (size_t j = 0; j < lg; ++j, ++sprX)
{ {
// Get the integer part of the fixed point 8.8, and check if it lies inside the sprite data // Get the integer part of the fixed point 8.8, and check if it lies inside the sprite data
auxX = (realX>>8); auxX = realX >> 8;
auxY = (realY>>8); auxY = realY >> 8;
//this is all very slow, and so much dup code with other rotozoomed modes. //this is all very slow, and so much dup code with other rotozoomed modes.
//dont bother fixing speed until this whole thing gets reworked //dont bother fixing speed until this whole thing gets reworked
@ -1799,7 +1825,7 @@ void GPU::_spriteRender(u16 *dst, u8 *dst_alpha, u8 *typeTab, u8 *prioTab)
pal = (u16 *)(MMU.ARM9_VMEM + 0x200 + gpu->core*ADDRESS_STEP_1KB + (spriteInfo->PaletteIndex*32)); pal = (u16 *)(MMU.ARM9_VMEM + 0x200 + gpu->core*ADDRESS_STEP_1KB + (spriteInfo->PaletteIndex*32));
} }
for (j = 0; j < lg; ++j, ++sprX) for (size_t j = 0; j < lg; ++j, ++sprX)
{ {
// Get the integer part of the fixed point 8.8, and check if it lies inside the sprite data // Get the integer part of the fixed point 8.8, and check if it lies inside the sprite data
auxX = realX >> 8; auxX = realX >> 8;
@ -1821,7 +1847,12 @@ void GPU::_spriteRender(u16 *dst, u8 *dst_alpha, u8 *typeTab, u8 *prioTab)
if (colour && (prio<prioTab[sprX])) if (colour && (prio<prioTab[sprX]))
{ {
if (spriteInfo->Mode == 2) if (spriteInfo->Mode == 2)
sprWin[sprX] = 1; {
for (size_t p = 0; p < _gpuDstPitchCount[sprX]; p++)
{
sprWin[_gpuDstPitchIndex[sprX] + p] = 1;
}
}
else else
{ {
dst[sprX] = LE_TO_LOCAL_16(pal[colour]); dst[sprX] = LE_TO_LOCAL_16(pal[colour]);
@ -1863,7 +1894,7 @@ void GPU::_spriteRender(u16 *dst, u8 *dst_alpha, u8 *typeTab, u8 *prioTab)
src = (u8 *)MMU_gpu_map(gpu->sprMem + (spriteInfo->TileIndex<<block) + ((y>>3)*sprSize.x*4) + ((y&0x7)*4)); src = (u8 *)MMU_gpu_map(gpu->sprMem + (spriteInfo->TileIndex<<block) + ((y>>3)*sprSize.x*4) + ((y&0x7)*4));
} }
render_sprite_Win(gpu, l, src, spriteInfo->Depth, lg, sprX, x, xdir); render_sprite_Win(src, (spriteInfo->Depth != 0), lg, sprX, x, xdir);
} }
else if (spriteInfo->Mode == 3) //sprite is in BMP format else if (spriteInfo->Mode == 3) //sprite is in BMP format
{ {
@ -1981,8 +2012,8 @@ void GPU_SetFramebufferSize(size_t w, size_t h)
GPU_screen_raw = (u16 *)realloc(GPU_screen_raw, w * h * sizeof(u16) * 2 + 32); GPU_screen_raw = (u16 *)realloc(GPU_screen_raw, w * h * sizeof(u16) * 2 + 32);
GPU_screen = (u16*)(((uintptr_t)GPU_screen_raw+32) & ~31); GPU_screen = (u16*)(((uintptr_t)GPU_screen_raw+32) & ~31);
MainScreen.offset = 0; MainScreen.offset = (MainScreen.offset == 0) ? 0 : _gpuFramebufferHeight;
SubScreen.offset = _gpuFramebufferHeight; SubScreen.offset = (SubScreen.offset == 0) ? 0 : _gpuFramebufferHeight;
for (size_t srcX = 0, currentPitchCount = 0; srcX < GPU_FRAMEBUFFER_NATIVE_WIDTH; srcX++) for (size_t srcX = 0, currentPitchCount = 0; srcX < GPU_FRAMEBUFFER_NATIVE_WIDTH; srcX++)
{ {
@ -2081,10 +2112,10 @@ void GPU_set_DISPCAPCNT(u32 val)
static void GPU_RenderLine_layer(GPU *gpu, const u16 l) static void GPU_RenderLine_layer(GPU *gpu, const u16 l)
{ {
CACHE_ALIGN u16 spr[16384]; CACHE_ALIGN u16 spr[GPU_FRAMEBUFFER_NATIVE_WIDTH];
CACHE_ALIGN u8 sprAlpha[16384]; CACHE_ALIGN u8 sprAlpha[GPU_FRAMEBUFFER_NATIVE_WIDTH];
CACHE_ALIGN u8 sprType[16384]; CACHE_ALIGN u8 sprType[GPU_FRAMEBUFFER_NATIVE_WIDTH];
CACHE_ALIGN u8 sprPrio[16384]; CACHE_ALIGN u8 sprPrio[GPU_FRAMEBUFFER_NATIVE_WIDTH];
const size_t pixCount = _gpuFramebufferWidth * _gpuDstLineCount[l]; const size_t pixCount = _gpuFramebufferWidth * _gpuDstLineCount[l];
@ -2123,19 +2154,19 @@ PLAIN_CLEAR:
break; break;
//windowed cases apparently need special treatment? why? can we not render the backdrop? how would that even work? //windowed cases apparently need special treatment? why? can we not render the backdrop? how would that even work?
case 4: for(size_t x=0;x<pixCount;x++) gpu->___setFinalColorBck<false,true,4>(backdrop_color,x,true); break; case 4: for(size_t x=0;x<GPU_FRAMEBUFFER_NATIVE_WIDTH;x++) gpu->___setFinalColorBck<false,true,4>(backdrop_color,x,true); break;
case 5: for(size_t x=0;x<pixCount;x++) gpu->___setFinalColorBck<false,true,5>(backdrop_color,x,true); break; case 5: for(size_t x=0;x<GPU_FRAMEBUFFER_NATIVE_WIDTH;x++) gpu->___setFinalColorBck<false,true,5>(backdrop_color,x,true); break;
case 6: for(size_t x=0;x<pixCount;x++) gpu->___setFinalColorBck<false,true,6>(backdrop_color,x,true); break; case 6: for(size_t x=0;x<GPU_FRAMEBUFFER_NATIVE_WIDTH;x++) gpu->___setFinalColorBck<false,true,6>(backdrop_color,x,true); break;
case 7: for(size_t x=0;x<pixCount;x++) gpu->___setFinalColorBck<false,true,7>(backdrop_color,x,true); break; case 7: for(size_t x=0;x<GPU_FRAMEBUFFER_NATIVE_WIDTH;x++) gpu->___setFinalColorBck<false,true,7>(backdrop_color,x,true); break;
} }
memset(gpu->bgPixels, 5, pixCount); memset(gpu->bgPixels, 5, pixCount);
// init background color & priorities // init background color & priorities
memset(sprAlpha, 0, pixCount); memset(sprAlpha, 0, GPU_FRAMEBUFFER_NATIVE_WIDTH);
memset(sprType, 0, pixCount); memset(sprType, 0, GPU_FRAMEBUFFER_NATIVE_WIDTH);
memset(sprPrio, 0xFF, pixCount); memset(sprPrio, 0xFF, GPU_FRAMEBUFFER_NATIVE_WIDTH);
memset(sprWin, 0, GPU_FRAMEBUFFER_NATIVE_WIDTH); memset(sprWin, 0, _gpuFramebufferWidth);
// init pixels priorities // init pixels priorities
assert(NB_PRIORITIES == 4); assert(NB_PRIORITIES == 4);
@ -2148,7 +2179,7 @@ PLAIN_CLEAR:
if (gpu->LayersEnable[4]) if (gpu->LayersEnable[4])
{ {
//n.b. - this is clearing the sprite line buffer to the background color, //n.b. - this is clearing the sprite line buffer to the background color,
memset_u16(spr, backdrop_color, pixCount); memset_u16(spr, backdrop_color, GPU_FRAMEBUFFER_NATIVE_WIDTH);
//zero 06-may-09: I properly supported window color effects for backdrop, but I am not sure //zero 06-may-09: I properly supported window color effects for backdrop, but I am not sure
//how it interacts with this. I wish we knew why we needed this //how it interacts with this. I wish we knew why we needed this
@ -2156,7 +2187,7 @@ PLAIN_CLEAR:
gpu->spriteRender(spr, sprAlpha, sprType, sprPrio); gpu->spriteRender(spr, sprAlpha, sprType, sprPrio);
mosaicSpriteLine(gpu, l, spr, sprAlpha, sprType, sprPrio); mosaicSpriteLine(gpu, l, spr, sprAlpha, sprType, sprPrio);
for (size_t i = 0; i < pixCount; i++) for (size_t i = 0; i < GPU_FRAMEBUFFER_NATIVE_WIDTH; i++)
{ {
// assign them to the good priority item // assign them to the good priority item
const size_t prio = sprPrio[i]; const size_t prio = sprPrio[i];
@ -2200,7 +2231,7 @@ PLAIN_CLEAR:
{ {
gpu->currBgNum = 0; gpu->currBgNum = 0;
const u16 hofs = (u16)((float)gpu->getHOFS(layerNum) * _gpuWidthScale); const u16 hofs = (u16)_gpuDstPitchIndex[gpu->getHOFS(layerNum)];
u16 *oldDstLine = dstLine; u16 *oldDstLine = dstLine;
for (size_t lineIndex = 0; lineIndex < _gpuDstLineCount[l]; lineIndex++, dstLine += _gpuFramebufferWidth) for (size_t lineIndex = 0; lineIndex < _gpuDstLineCount[l]; lineIndex++, dstLine += _gpuFramebufferWidth)
@ -2218,7 +2249,10 @@ PLAIN_CLEAR:
if (q >= _gpuFramebufferWidth || colorLine[q].a == 0) if (q >= _gpuFramebufferWidth || colorLine[q].a == 0)
continue; continue;
gpu->setFinalColor3d(k, dstLine[k], colorLine[q]); gpu->setFinalColor3d(k,
dstLine[k],
gpu->bgPixels + (lineIndex * _gpuFramebufferWidth),
colorLine[q]);
} }
} }
@ -2250,7 +2284,19 @@ PLAIN_CLEAR:
for (size_t i = 0; i < item->nbPixelsX; i++) for (size_t i = 0; i < item->nbPixelsX; i++)
{ {
const size_t x = item->PixelsX[i]; const size_t x = item->PixelsX[i];
setFinalColorSpr(gpu, gpu->currDst, spr[x], sprAlpha[x], sprType[x], x); for (size_t line = 0; line < _gpuDstLineCount[l]; line++)
{
for (size_t p = 0; p < _gpuDstPitchCount[x]; p++)
{
setFinalColorSpr(gpu,
gpu->currDst + (line * _gpuFramebufferWidth),
gpu->bgPixels + (line * _gpuFramebufferWidth),
spr[x],
sprAlpha[x],
sprType[x],
_gpuDstPitchIndex[x] + p);
}
}
} }
} }
} }
@ -2537,8 +2583,8 @@ void GPU::update_winh()
if(WIN_NUM==1 && !WIN1_ENABLED) return; if(WIN_NUM==1 && !WIN1_ENABLED) return;
need_update_winh[WIN_NUM] = false; need_update_winh[WIN_NUM] = false;
const size_t startX = ((WIN_NUM == 0) ? WIN0H0 : WIN1H0) * _gpuWidthScale; const size_t startX = _gpuDstPitchIndex[ ((WIN_NUM == 0) ? WIN0H0 : WIN1H0) ];
const size_t endX = ((WIN_NUM == 0) ? WIN0H1 : WIN1H1) * _gpuWidthScale; const size_t endX = _gpuDstPitchIndex[ ((WIN_NUM == 0) ? WIN0H1 : WIN1H1) ];
//the original logic: if you doubt the window code, please check it against the newer implementation below //the original logic: if you doubt the window code, please check it against the newer implementation below
//if(startX > endX) //if(startX > endX)
@ -2672,30 +2718,28 @@ void GPU_RenderLine(NDS_Screen *screen, const u16 l, bool skip)
case GPUDisplayMode_VRAM: // Display vram framebuffer case GPUDisplayMode_VRAM: // Display vram framebuffer
{ {
const u16 *src = (u16 *)gpu->VRAMaddr + (l * GPU_FRAMEBUFFER_NATIVE_WIDTH); const u16 *src = (u16 *)gpu->VRAMaddr + (l * GPU_FRAMEBUFFER_NATIVE_WIDTH);
#ifdef LOCAL_BE
for (size_t i = 0; i < GPU_FRAMEBUFFER_NATIVE_WIDTH; i++) #ifdef LOCAL_LE
{
dstLine[i] = LE_TO_LOCAL_16(src[i]);
}
#else
if (_gpuFramebufferWidth == GPU_FRAMEBUFFER_NATIVE_WIDTH && _gpuFramebufferHeight == GPU_FRAMEBUFFER_NATIVE_HEIGHT) if (_gpuFramebufferWidth == GPU_FRAMEBUFFER_NATIVE_WIDTH && _gpuFramebufferHeight == GPU_FRAMEBUFFER_NATIVE_HEIGHT)
{ {
memcpy(dstLine, src, GPU_FRAMEBUFFER_NATIVE_WIDTH * sizeof(u16)); memcpy(dstLine, src, GPU_FRAMEBUFFER_NATIVE_WIDTH * sizeof(u16));
} }
else else
#endif
{ {
for (size_t x = 0; x < GPU_FRAMEBUFFER_NATIVE_WIDTH; x++) for (size_t x = 0; x < GPU_FRAMEBUFFER_NATIVE_WIDTH; x++)
{ {
const u16 color = LE_TO_LOCAL_16(src[x]);
for (size_t line = 0; line < _gpuDstLineCount[l]; line++) for (size_t line = 0; line < _gpuDstLineCount[l]; line++)
{ {
for (size_t p = 0; p < _gpuDstPitchCount[x]; p++) for (size_t p = 0; p < _gpuDstPitchCount[x]; p++)
{ {
dstLine[(line * _gpuFramebufferWidth) + (x + p)] = LE_TO_LOCAL_16(src[x]); dstLine[(line * _gpuFramebufferWidth) + (_gpuDstPitchIndex[x] + p)] = color;
} }
} }
} }
} }
#endif
} }
break; break;
@ -2787,48 +2831,53 @@ bool gpu_loadstate(EMUFILE* is, int size)
u32 GPU::getAffineStart(const size_t layer, int xy) u32 GPU::getAffineStart(const size_t layer, int xy)
{ {
if(xy==0) return affineInfo[layer-2].x; if (xy == 0)
else return affineInfo[layer-2].y; return affineInfo[layer-2].x;
else
return affineInfo[layer-2].y;
} }
void GPU::setAffineStartWord(const size_t layer, int xy, u16 val, int word) void GPU::setAffineStartWord(const size_t layer, int xy, u16 val, int word)
{ {
u32 curr = getAffineStart(layer,xy); u32 curr = getAffineStart(layer, xy);
if(word==0) curr = (curr&0xFFFF0000)|val;
else curr = (curr&0x0000FFFF)|(((u32)val)<<16); if (word == 0)
setAffineStart(layer,xy,curr); curr = (curr & 0xFFFF0000) | val;
else
curr = (curr & 0x0000FFFF) | (((u32)val) << 16);
setAffineStart(layer, xy, curr);
} }
void GPU::setAffineStart(const size_t layer, int xy, u32 val) void GPU::setAffineStart(const size_t layer, int xy, u32 val)
{ {
if(xy==0) affineInfo[layer-2].x = val; if (xy == 0)
else affineInfo[layer-2].y = val; affineInfo[layer-2].x = val;
refreshAffineStartRegs(layer,xy); else
affineInfo[layer-2].y = val;
refreshAffineStartRegs(layer, xy);
} }
void GPU::refreshAffineStartRegs(const int num, const int xy) void GPU::refreshAffineStartRegs(const int num, const int xy)
{ {
if(num==-1) if (num == -1)
{ {
refreshAffineStartRegs(2,xy); refreshAffineStartRegs(2, xy);
refreshAffineStartRegs(3,xy); refreshAffineStartRegs(3, xy);
return; return;
} }
if(xy==-1) if (xy == -1)
{ {
refreshAffineStartRegs(num,0); refreshAffineStartRegs(num, 0);
refreshAffineStartRegs(num,1); refreshAffineStartRegs(num, 1);
return; return;
} }
BGxPARMS * parms; BGxPARMS *parms = (num == 2) ? &(dispx_st)->dispx_BG2PARMS : &(dispx_st)->dispx_BG3PARMS;
if (num==2)
parms = &(dispx_st)->dispx_BG2PARMS;
else
parms = &(dispx_st)->dispx_BG3PARMS;
if(xy==0) if (xy == 0)
parms->BGxX = affineInfo[num-2].x; parms->BGxX = affineInfo[num-2].x;
else else
parms->BGxY = affineInfo[num-2].y; parms->BGxY = affineInfo[num-2].y;

View File

@ -748,10 +748,10 @@ struct GPU
u16 blend(const u16 colA, const u16 colB); u16 blend(const u16 colA, const u16 colB);
template<bool BACKDROP, BlendFunc FUNC, bool WINDOW> template<bool BACKDROP, BlendFunc FUNC, bool WINDOW>
FORCEINLINE FASTCALL bool _master_setFinalBGColor(u16 &outColor, const size_t x); FORCEINLINE FASTCALL bool _master_setFinalBGColor(const u16 *dstLine, const u8 *bgPixelsLine, u16 &outColor, const size_t dstX);
template<BlendFunc FUNC, bool WINDOW> template<BlendFunc FUNC, bool WINDOW>
FORCEINLINE FASTCALL void _master_setFinal3dColor(const size_t x, u16 &outDst, const FragmentColor src); FORCEINLINE FASTCALL void _master_setFinal3dColor(const size_t dstX, u16 &outDst, u8 *bgPixelsLine, const FragmentColor src);
int setFinalColorBck_funcNum; int setFinalColorBck_funcNum;
int bgFunc; int bgFunc;
@ -774,11 +774,11 @@ struct GPU
} }
void setFinalColor3d(const size_t x, u16 &outDst, const FragmentColor src); void setFinalColor3d(const size_t dstX, u16 &outDst, u8 *bgPixelsLine, const FragmentColor src);
template<bool BACKDROP, int FUNCNUM> void setFinalColorBG(u16 color, const size_t x); template<bool BACKDROP, int FUNCNUM> void setFinalColorBG(u16 *dstLine, u8 *bgPixelsLine, u16 color, const size_t dstX);
template<bool MOSAIC, bool BACKDROP> FORCEINLINE void __setFinalColorBck(u16 color, const size_t x, const bool opaque); template<bool MOSAIC, bool BACKDROP> FORCEINLINE void __setFinalColorBck(u16 color, const size_t srcX, const bool opaque);
template<bool MOSAIC, bool BACKDROP, int FUNCNUM> FORCEINLINE void ___setFinalColorBck(u16 color, const size_t x, const bool opaque); template<bool MOSAIC, bool BACKDROP, int FUNCNUM> FORCEINLINE void ___setFinalColorBck(u16 color, const size_t srcX, const bool opaque);
void setAffineStart(const size_t layer, int xy, u32 val); void setAffineStart(const size_t layer, int xy, u32 val);
void setAffineStartWord(const size_t layer, int xy, u16 val, int word); void setAffineStartWord(const size_t layer, int xy, u16 val, int word);
@ -790,7 +790,7 @@ struct GPU
u32 x, y; u32 x, y;
} affineInfo[2]; } affineInfo[2];
void renderline_checkWindows(const size_t x, bool &draw, bool &effect) const; void renderline_checkWindows(const size_t dstX, bool &draw, bool &effect) const;
// check whether (x,y) is within the rectangle (including wraparounds) // check whether (x,y) is within the rectangle (including wraparounds)
template<int WIN_NUM> template<int WIN_NUM>

View File

@ -1012,7 +1012,7 @@ void MMU_Reset()
T1WriteWord(MMU.ARM7_REG, 0x304, 0x0001); T1WriteWord(MMU.ARM7_REG, 0x304, 0x0001);
MainScreen.offset = 0; MainScreen.offset = 0;
SubScreen.offset = 192; SubScreen.offset = GPU_GetFramebufferHeight();
MMU_VRAM_unmap_all(); MMU_VRAM_unmap_all();
@ -1852,12 +1852,12 @@ static void writereg_POWCNT1(const int size, const u32 adr, const u32 val) {
{ {
//printf("Main core on top (vcount=%d)\n",nds.VCount); //printf("Main core on top (vcount=%d)\n",nds.VCount);
MainScreen.offset = 0; MainScreen.offset = 0;
SubScreen.offset = 192; SubScreen.offset = GPU_GetFramebufferHeight();
} }
else else
{ {
//printf("Main core on bottom (vcount=%d)\n",nds.VCount); //printf("Main core on bottom (vcount=%d)\n",nds.VCount);
MainScreen.offset = 192; MainScreen.offset = GPU_GetFramebufferHeight();
SubScreen.offset = 0; SubScreen.offset = 0;
} }
break; break;