simpler GPU-compositing. will make it easier to grab neighbor 2D/3D pixels individually for filtering.
This commit is contained in:
parent
8c93a45574
commit
70a3243714
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@ -152,7 +152,7 @@ void Reset()
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VRAMMap_ARM7[1] = 0;
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int fbsize;
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if (Accelerated) fbsize = (256*3 + 2) * 192;
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if (Accelerated) fbsize = (256*3 + 1) * 192;
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else fbsize = 256 * 192;
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for (int i = 0; i < fbsize; i++)
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{
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@ -177,7 +177,7 @@ void Reset()
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void Stop()
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{
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int fbsize;
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if (Accelerated) fbsize = (256*3 + 2) * 192;
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if (Accelerated) fbsize = (256*3 + 1) * 192;
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else fbsize = 256 * 192;
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memset(Framebuffer[0][0], 0, fbsize*4);
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memset(Framebuffer[0][1], 0, fbsize*4);
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@ -257,7 +257,7 @@ void SetDisplaySettings(bool accel)
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if (accel != Accelerated)
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{
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int fbsize;
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if (accel) fbsize = (256*3 + 2) * 192;
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if (accel) fbsize = (256*3 + 1) * 192;
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else fbsize = 256 * 192;
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if (Framebuffer[0][0]) delete[] Framebuffer[0][0];
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if (Framebuffer[1][0]) delete[] Framebuffer[1][0];
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314
src/GPU2D.cpp
314
src/GPU2D.cpp
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@ -617,10 +617,78 @@ u32 GPU2D::ColorBrightnessDown(u32 val, u32 factor)
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return rb | g | 0xFF000000;
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}
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u32 GPU2D::ColorComposite(int i, u32 val1, u32 val2)
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{
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u32 coloreffect = 0;
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u32 eva, evb;
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u32 flag1 = val1 >> 24;
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u32 flag2 = val2 >> 24;
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u32 target2;
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if (flag2 & 0x80) target2 = 0x1000;
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else if (flag2 & 0x40) target2 = 0x0100;
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else target2 = flag2 << 8;
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if ((flag1 & 0x80) && (BlendCnt & target2))
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{
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// sprite blending
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coloreffect = 1;
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if (flag1 & 0x40)
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{
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eva = flag1 & 0x1F;
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evb = 16 - eva;
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}
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else
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{
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eva = EVA;
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evb = EVB;
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}
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}
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else if ((flag1 & 0x40) && (BlendCnt & target2))
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{
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// 3D layer blending
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coloreffect = 4;
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}
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else
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{
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if (flag1 & 0x80) flag1 = 0x10;
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else if (flag1 & 0x40) flag1 = 0x01;
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if ((BlendCnt & flag1) && (WindowMask[i] & 0x20))
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{
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coloreffect = (BlendCnt >> 6) & 0x3;
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if (coloreffect == 1)
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{
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if (BlendCnt & target2)
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{
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eva = EVA;
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evb = EVB;
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}
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else
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coloreffect = 0;
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}
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}
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}
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switch (coloreffect)
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{
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case 0: return val1;
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case 1: return ColorBlend4(val1, val2, eva, evb);
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case 2: return ColorBrightnessUp(val1, EVY);
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case 3: return ColorBrightnessDown(val1, EVY);
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case 4: return ColorBlend5(val1, val2);
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}
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}
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void GPU2D::DrawScanline(u32 line)
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{
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int stride = Accelerated ? (256*3 + 2) : 256;
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int stride = Accelerated ? (256*3 + 1) : 256;
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u32* dst = &Framebuffer[stride * line];
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int n3dline = line;
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@ -648,7 +716,6 @@ void GPU2D::DrawScanline(u32 line)
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if (Accelerated)
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{
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dst[256*3] = 0;
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dst[256*3 + 1] = 0;
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}
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return;
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}
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@ -747,14 +814,7 @@ void GPU2D::DrawScanline(u32 line)
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if (Accelerated)
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{
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u32 ctl = (BlendCnt & 0x3FFF);
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ctl |= ((DispCnt & 0x30000) >> 2);
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ctl |= (EVA << 16);
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ctl |= (EVB << 21);
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ctl |= (EVY << 26);
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dst[256*3] = ctl;
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dst[256*3 + 1] = MasterBrightness;
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dst[256*3] = MasterBrightness | (DispCnt & 0x30000);
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return;
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}
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@ -858,111 +918,57 @@ void GPU2D::DoCapture(u32 line, u32 width)
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// but when doing display capture, we do need the composited output
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// so we do it here
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u32 bldcnteffect = (BlendCnt >> 6) & 0x3;
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for (int i = 0; i < 256; i++)
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{
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u32 val1 = BGOBJLine[i];
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u32 val3 = BGOBJLine[256+i];
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u32 val2 = BGOBJLine[512+i];
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u32 val2 = BGOBJLine[256+i];
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u32 val3 = BGOBJLine[512+i];
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if ((val1 >> 30) == 1)
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{
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u32 _3dval = _3DLine[val1 & 0xFF];
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if ((_3dval >> 24) > 0)
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{
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val1 = _3dval | 0x40000000;
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val2 = val3;
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}
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else
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val1 = val3;
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}
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else if ((val3 >> 30) == 1)
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u32 compmode = (val3 >> 24) & 0xF;
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if (compmode == 4)
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{
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// 3D on top, blending
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u32 _3dval = _3DLine[val3 & 0xFF];
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if ((_3dval >> 24) > 0)
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val2 = _3dval | 0x40000000;
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val1 = ColorBlend5(_3dval, val1);
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else
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val1 = val2;
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}
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else if (compmode == 1)
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{
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// 3D on bottom, blending
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u32 _3dval = _3DLine[val3 & 0xFF];
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if ((_3dval >> 24) > 0)
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{
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u32 eva = (val3 >> 8) & 0x1F;
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u32 evb = (val3 >> 16) & 0x1F;
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val1 = ColorBlend4(val1, _3dval, eva, evb);
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}
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else
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val2 = val3;
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val1 &= ~0x00800000;
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val2 &= ~0x00800000;
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u32 coloreffect, eva, evb;
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u32 flag1 = val1 >> 24;
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u32 flag2 = val2 >> 24;
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u32 target2;
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if (flag2 & 0x80) target2 = 0x1000;
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else if (flag2 & 0x40) target2 = 0x0100;
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else target2 = flag2 << 8;
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if ((flag1 & 0x80) && (BlendCnt & target2))
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val1 = val2;
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}
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else if (compmode <= 3)
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{
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// sprite blending
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// 3D on top, normal/fade
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coloreffect = 1;
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if (flag1 & 0x40)
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u32 _3dval = _3DLine[val3 & 0xFF];
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if ((_3dval >> 24) > 0)
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{
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eva = flag1 & 0x1F;
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evb = 16 - eva;
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u32 evy = (val3 >> 8) & 0x1F;
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val1 = _3dval;
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if (compmode == 2) val1 = ColorBrightnessUp(val1, evy);
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else if (compmode == 3) val1 = ColorBrightnessDown(val1, evy);
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}
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else
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{
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eva = EVA;
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evb = EVB;
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}
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}
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else if ((flag1 & 0x40) && (BlendCnt & target2))
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{
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// 3D layer blending
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BGOBJLine[i] = ColorBlend5(val1, val2);
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continue;
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}
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else
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{
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if (flag1 & 0x80) flag1 = 0x10;
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else if (flag1 & 0x40) flag1 = 0x01;
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if ((BlendCnt & flag1) && (WindowMask[i] & 0x20))
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{
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if ((bldcnteffect == 1) && (BlendCnt & target2))
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{
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coloreffect = 1;
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eva = EVA;
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evb = EVB;
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}
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else if (bldcnteffect >= 2)
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coloreffect = bldcnteffect;
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else
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coloreffect = 0;
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}
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else
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coloreffect = 0;
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val1 = val2;
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}
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switch (coloreffect)
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{
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case 0:
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BGOBJLine[i] = val1;
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break;
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case 1:
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BGOBJLine[i] = ColorBlend4(val1, val2, eva, evb);
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break;
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case 2:
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BGOBJLine[i] = ColorBrightnessUp(val1, EVY);
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break;
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case 3:
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BGOBJLine[i] = ColorBrightnessDown(val1, EVY);
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break;
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}
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}
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}
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}
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@ -1374,86 +1380,88 @@ void GPU2D::DrawScanline_BGOBJ(u32 line)
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if (!Accelerated)
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{
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u32 bldcnteffect = (BlendCnt >> 6) & 0x3;
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for (int i = 0; i < 256; i++)
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{
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u32 val1 = BGOBJLine[i];
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u32 val2 = BGOBJLine[256+i];
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u32 coloreffect, eva, evb;
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BGOBJLine[i] = ColorComposite(i, val1, val2);
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}
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}
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else
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{
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if (Num == 0)
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{
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for (int i = 0; i < 256; i++)
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{
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u32 val1 = BGOBJLine[i];
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u32 val2 = BGOBJLine[256+i];
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u32 val3 = BGOBJLine[512+i];
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u32 flag1 = val1 >> 24;
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u32 flag2 = val2 >> 24;
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u32 bldcnteffect = (BlendCnt >> 6) & 0x3;
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u32 target1;
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if (flag1 & 0x80) target1 = 0x0010;
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else if (flag1 & 0x40) target1 = 0x0001;
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else target1 = flag1;
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u32 target2;
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if (flag2 & 0x80) target2 = 0x1000;
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else if (flag2 & 0x40) target2 = 0x0100;
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else target2 = flag2 << 8;
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if ((flag1 & 0x80) && (BlendCnt & target2))
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if (((flag1 & 0xC0) == 0x40) && (BlendCnt & target2))
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{
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// sprite blending
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// 3D on top, blending
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coloreffect = 1;
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BGOBJLine[i] = val2;
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BGOBJLine[256+i] = ColorComposite(i, val2, val3);
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BGOBJLine[512+i] = 0x04000000 | (val1 & 0xFF);
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}
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else if ((flag1 & 0xC0) == 0x40)
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{
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// 3D on top, normal/fade
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if (flag1 & 0x40)
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if (bldcnteffect == 1) bldcnteffect = 0;
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if (!(BlendCnt & 0x0001)) bldcnteffect = 0;
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if (!(WindowMask[i] & 0x20)) bldcnteffect = 0;
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BGOBJLine[i] = val2;
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BGOBJLine[256+i] = ColorComposite(i, val2, val3);
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BGOBJLine[512+i] = (bldcnteffect << 24) | (EVY << 8) | (val1 & 0xFF);
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}
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else if (((flag2 & 0xC0) == 0x40) && ((BlendCnt & 0x01C0) == 0x0140))
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{
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// 3D on bottom, blending
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u32 eva, evb;
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if ((flag1 & 0xC0) == 0xC0)
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{
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eva = flag1 & 0x1F;
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evb = 16 - eva;
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}
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else
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else if ((BlendCnt & target1) && (WindowMask[i] & 0x20))
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{
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eva = EVA;
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evb = EVB;
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}
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}
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else if ((flag1 & 0x40) && (BlendCnt & target2))
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{
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// 3D layer blending
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BGOBJLine[i] = ColorBlend5(val1, val2);
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continue;
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}
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else
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{
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if (flag1 & 0x80) flag1 = 0x10;
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else if (flag1 & 0x40) flag1 = 0x01;
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bldcnteffect = 7;
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if ((BlendCnt & flag1) && (WindowMask[i] & 0x20))
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{
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if ((bldcnteffect == 1) && (BlendCnt & target2))
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{
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coloreffect = 1;
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eva = EVA;
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evb = EVB;
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}
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else if (bldcnteffect >= 2)
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coloreffect = bldcnteffect;
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else
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coloreffect = 0;
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}
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else
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coloreffect = 0;
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}
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switch (coloreffect)
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{
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case 0:
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BGOBJLine[i] = val1;
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break;
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BGOBJLine[256+i] = ColorComposite(i, val1, val3);
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BGOBJLine[512+i] = (bldcnteffect << 24) | (EVB << 16) | (EVA << 8) | (val1 & 0xFF);
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}
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else
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{
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// no potential 3D pixel involved
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case 1:
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BGOBJLine[i] = ColorBlend4(val1, val2, eva, evb);
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break;
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case 2:
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BGOBJLine[i] = ColorBrightnessUp(val1, EVY);
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break;
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case 3:
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BGOBJLine[i] = ColorBrightnessDown(val1, EVY);
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break;
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BGOBJLine[i] = ColorComposite(i, val1, val2);
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BGOBJLine[256+i] = 0;
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BGOBJLine[512+i] = 0x07000000;
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}
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}
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}
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@ -1461,7 +1469,13 @@ void GPU2D::DrawScanline_BGOBJ(u32 line)
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{
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for (int i = 0; i < 256; i++)
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{
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BGOBJLine[i] |= ((WindowMask[i] & 0x20) << 18);
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u32 val1 = BGOBJLine[i];
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u32 val2 = BGOBJLine[256+i];
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BGOBJLine[i] = ColorComposite(i, val1, val2);
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BGOBJLine[256+i] = 0;
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BGOBJLine[512+i] = 0x07000000;
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}
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}
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}
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@ -127,6 +127,7 @@ private:
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u32 ColorBlend5(u32 val1, u32 val2);
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u32 ColorBrightnessUp(u32 val, u32 factor);
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u32 ColorBrightnessDown(u32 val, u32 factor);
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u32 ColorComposite(int i, u32 val1, u32 val2);
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template<u32 bgmode> void DrawScanlineBGMode(u32 line, u32 nsprites);
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void DrawScanlineBGMode6(u32 line, u32 nsprites);
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@ -890,6 +890,8 @@ void RenderSceneChunk(int y, int h)
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glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID);
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glBindVertexArray(ClearVertexArrayID);
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glDrawArrays(GL_TRIANGLES, 0, 2*3);
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glFlush();
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}
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}
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@ -216,7 +216,7 @@ bool GLScreen_Init()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 1024, 1536, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 256*3 + 1, 192*2, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, NULL);
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GL_ScreenSizeDirty = true;
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@ -317,31 +317,31 @@ void GLScreen_DrawScreen()
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switch (ScreenRotation)
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{
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case 0:
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s0 = 0; t0 = 768;
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s1 = scwidth; t1 = 768;
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s2 = 0; t2 = 768+scheight;
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s3 = scwidth; t3 = 768+scheight;
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s0 = 0; t0 = 192;
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s1 = scwidth; t1 = 192;
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s2 = 0; t2 = 192+scheight;
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s3 = scwidth; t3 = 192+scheight;
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break;
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case 1:
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s0 = 0; t0 = 768+scheight;
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s1 = 0; t1 = 768;
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s2 = scwidth; t2 = 768+scheight;
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s3 = scwidth; t3 = 768;
|
||||
s0 = 0; t0 = 192+scheight;
|
||||
s1 = 0; t1 = 192;
|
||||
s2 = scwidth; t2 = 192+scheight;
|
||||
s3 = scwidth; t3 = 192;
|
||||
break;
|
||||
|
||||
case 2:
|
||||
s0 = scwidth; t0 = 768+scheight;
|
||||
s1 = 0; t1 = 768+scheight;
|
||||
s2 = scwidth; t2 = 768;
|
||||
s3 = 0; t3 = 768;
|
||||
s0 = scwidth; t0 = 192+scheight;
|
||||
s1 = 0; t1 = 192+scheight;
|
||||
s2 = scwidth; t2 = 192;
|
||||
s3 = 0; t3 = 192;
|
||||
break;
|
||||
|
||||
case 3:
|
||||
s0 = scwidth; t0 = 768;
|
||||
s1 = scwidth; t1 = 768+scheight;
|
||||
s2 = 0; t2 = 768;
|
||||
s3 = 0; t3 = 768+scheight;
|
||||
s0 = scwidth; t0 = 192;
|
||||
s1 = scwidth; t1 = 192+scheight;
|
||||
s2 = 0; t2 = 192;
|
||||
s3 = 0; t3 = 192+scheight;
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -381,14 +381,14 @@ void GLScreen_DrawScreen()
|
|||
{
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 192, GL_RGBA_INTEGER,
|
||||
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 768, 256, 192, GL_RGBA_INTEGER,
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256, 192, GL_RGBA_INTEGER,
|
||||
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
|
||||
}
|
||||
else
|
||||
{
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 2, 192, GL_RGBA_INTEGER,
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 1, 192, GL_RGBA_INTEGER,
|
||||
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 768, 256*3 + 2, 192, GL_RGBA_INTEGER,
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256*3 + 1, 192, GL_RGBA_INTEGER,
|
||||
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
|
||||
}
|
||||
}
|
||||
|
@ -2241,11 +2241,13 @@ void DestroyMainWindow()
|
|||
|
||||
void RecreateMainWindow(bool opengl)
|
||||
{
|
||||
int winX, winY;
|
||||
int winX, winY, maxi;
|
||||
uiWindowPosition(MainWindow, &winX, &winY);
|
||||
maxi = uiWindowMaximized(MainWindow);
|
||||
DestroyMainWindow();
|
||||
CreateMainWindow(opengl);
|
||||
uiWindowSetPosition(MainWindow, winX, winY);
|
||||
uiWindowSetMaximized(MainWindow, maxi);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -66,121 +66,81 @@ void main()
|
|||
{
|
||||
ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
|
||||
|
||||
// bit0-13: BLDCNT
|
||||
// bit14-15: DISPCNT display mode
|
||||
// bit16-20: EVA
|
||||
// bit21-25: EVB
|
||||
// bit26-30: EVY
|
||||
ivec4 ctl = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0));
|
||||
ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3 + 1, int(fTexcoord.y)), 0));
|
||||
int dispmode = (ctl.g >> 6) & 0x3;
|
||||
ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0));
|
||||
int dispmode = mbright.b & 0x3;
|
||||
|
||||
if (dispmode == 1)
|
||||
{
|
||||
int eva = ctl.b & 0x1F;
|
||||
int evb = (ctl.b >> 5) | ((ctl.a & 0x03) << 3);
|
||||
int evy = ctl.a >> 2;
|
||||
ivec4 val1 = pixel;
|
||||
ivec4 val2 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0));
|
||||
ivec4 val3 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0));
|
||||
|
||||
ivec4 top = pixel;
|
||||
ivec4 mid = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0));
|
||||
ivec4 bot = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0));
|
||||
int compmode = val3.a & 0xF;
|
||||
int eva, evb, evy;
|
||||
|
||||
int winmask = top.b >> 7;
|
||||
|
||||
if ((top.a & 0xC0) == 0x40)
|
||||
if (compmode == 4)
|
||||
{
|
||||
float xpos = top.r + fract(fTexcoord.x);
|
||||
float ypos = mod(fTexcoord.y, 768);
|
||||
// 3D on top, blending
|
||||
|
||||
float xpos = val3.r + fract(fTexcoord.x);
|
||||
float ypos = mod(fTexcoord.y, 192);
|
||||
ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
|
||||
* vec4(63,63,63,31));
|
||||
|
||||
if (_3dpix.a > 0) { top = _3dpix; top.a |= 0x40; bot = mid; }
|
||||
else top = mid;
|
||||
}
|
||||
else if ((mid.a & 0xC0) == 0x40)
|
||||
if (_3dpix.a > 0)
|
||||
{
|
||||
float xpos = mid.r + fract(fTexcoord.x);
|
||||
float ypos = mod(fTexcoord.y, 768);
|
||||
ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
|
||||
* vec4(63,63,63,31));
|
||||
|
||||
if (_3dpix.a > 0) { bot = _3dpix; bot.a |= 0x40; }
|
||||
}
|
||||
else
|
||||
{
|
||||
// conditional texture fetch no good for performance, apparently
|
||||
//texelFetch(_3DTex, ivec2(0, fTexcoord.y*2), 0);
|
||||
bot = mid;
|
||||
}
|
||||
|
||||
top.b &= 0x3F;
|
||||
bot.b &= 0x3F;
|
||||
|
||||
int target2;
|
||||
if ((bot.a & 0x80) != 0) target2 = 0x10;
|
||||
else if ((bot.a & 0x40) != 0) target2 = 0x01;
|
||||
else target2 = bot.a;
|
||||
bool t2pass = ((ctl.g & target2) != 0);
|
||||
|
||||
int coloreffect = 0;
|
||||
|
||||
if ((top.a & 0x80) != 0 && t2pass)
|
||||
{
|
||||
// sprite blending
|
||||
|
||||
coloreffect = 1;
|
||||
|
||||
if ((top.a & 0x40) != 0)
|
||||
{
|
||||
eva = top.a & 0x1F;
|
||||
evb = 16 - eva;
|
||||
}
|
||||
}
|
||||
else if ((top.a & 0x40) != 0 && t2pass)
|
||||
{
|
||||
// 3D layer blending
|
||||
|
||||
coloreffect = 4;
|
||||
eva = (top.a & 0x1F) + 1;
|
||||
eva = (_3dpix.a & 0x1F) + 1;
|
||||
evb = 32 - eva;
|
||||
|
||||
val1 = ((_3dpix * eva) + (val1 * evb)) >> 5;
|
||||
if (eva <= 16) val1 += ivec4(1,1,1,0);
|
||||
val1 = min(val1, 0x3F);
|
||||
}
|
||||
else
|
||||
val1 = val2;
|
||||
}
|
||||
else if (compmode == 1)
|
||||
{
|
||||
if ((top.a & 0x80) != 0) top.a = 0x10;
|
||||
else if ((top.a & 0x40) != 0) top.a = 0x01;
|
||||
// 3D on bottom, blending
|
||||
|
||||
if ((ctl.r & top.a) != 0 && winmask != 0)
|
||||
{
|
||||
int effect = ctl.r >> 6;
|
||||
if ((effect != 1) || t2pass) coloreffect = effect;
|
||||
}
|
||||
}
|
||||
float xpos = val3.r + fract(fTexcoord.x);
|
||||
float ypos = mod(fTexcoord.y, 192);
|
||||
ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
|
||||
* vec4(63,63,63,31));
|
||||
|
||||
if (coloreffect == 0)
|
||||
if (_3dpix.a > 0)
|
||||
{
|
||||
pixel = top;
|
||||
}
|
||||
else if (coloreffect == 1)
|
||||
{
|
||||
pixel = ((top * eva) + (bot * evb)) >> 4;
|
||||
pixel = min(pixel, 0x3F);
|
||||
}
|
||||
else if (coloreffect == 2)
|
||||
{
|
||||
pixel = top;
|
||||
pixel += ((ivec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4;
|
||||
}
|
||||
else if (coloreffect == 3)
|
||||
{
|
||||
pixel = top;
|
||||
pixel -= (pixel * evy) >> 4;
|
||||
eva = val3.g;
|
||||
evb = val3.b;
|
||||
|
||||
val1 = ((val1 * eva) + (_3dpix * evb)) >> 4;
|
||||
val1 = min(val1, 0x3F);
|
||||
}
|
||||
else
|
||||
{
|
||||
pixel = ((top * eva) + (bot * evb)) >> 5;
|
||||
if (eva <= 16) pixel += ivec4(1,1,1,0);
|
||||
pixel = min(pixel, 0x3F);
|
||||
val1 = val2;
|
||||
}
|
||||
else if (compmode <= 3)
|
||||
{
|
||||
// 3D on top, normal/fade
|
||||
|
||||
float xpos = val3.r + fract(fTexcoord.x);
|
||||
float ypos = mod(fTexcoord.y, 192);
|
||||
ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
|
||||
* vec4(63,63,63,31));
|
||||
|
||||
if (_3dpix.a > 0)
|
||||
{
|
||||
evy = val3.g;
|
||||
|
||||
val1 = _3dpix;
|
||||
if (compmode == 2) val1 += ((ivec4(0x3F,0x3F,0x3F,0) - val1) * evy) >> 4;
|
||||
else if (compmode == 3) val1 -= (val1 * evy) >> 4;
|
||||
}
|
||||
else
|
||||
val1 = val2;
|
||||
}
|
||||
|
||||
pixel = val1;
|
||||
}
|
||||
|
||||
if (dispmode != 0)
|
||||
|
|
Loading…
Reference in New Issue