mirror of https://github.com/mgba-emu/mgba.git
Reuse bitmap mode background code
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parent
90ddf937a5
commit
02cb9c56c5
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@ -810,24 +810,38 @@ static void _drawBackgroundMode0(struct GBAVideoSoftwareRenderer* renderer, stru
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}
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}
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#define BACKGROUND_BITMAP_INIT \
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int32_t x = background->sx - background->dx; \
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int32_t y = background->sy - background->dy; \
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int32_t localX; \
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int32_t localY; \
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\
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int flags = (background->priority << OFFSET_PRIORITY) | FLAG_IS_BACKGROUND; \
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flags |= FLAG_TARGET_1 * (background->target1 && renderer->blendEffect == BLEND_ALPHA); \
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flags |= FLAG_TARGET_2 * background->target2; \
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int variant = background->target1 && (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
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#define BACKGROUND_BITMAP_ITERATE \
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x += background->dx; \
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y += background->dy; \
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\
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if (x < 0 || y < 0 || (x >> 8) >= VIDEO_HORIZONTAL_PIXELS || (y >> 8) >= VIDEO_VERTICAL_PIXELS) { \
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continue; \
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} else { \
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localX = x; \
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localY = y; \
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}
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static void _drawBackgroundMode2(struct GBAVideoSoftwareRenderer* renderer, struct GBAVideoSoftwareBackground* background, int unused) {
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(void)(unused);
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int sizeAdjusted = 0x8000 << background->size;
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int32_t x = background->sx - background->dx;
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int32_t y = background->sy - background->dy;
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int32_t localX;
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int32_t localY;
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int flags = (background->priority << OFFSET_PRIORITY) | FLAG_IS_BACKGROUND;
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flags |= FLAG_TARGET_1 * (background->target1 && renderer->blendEffect == BLEND_ALPHA);
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flags |= FLAG_TARGET_2 * background->target2;
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BACKGROUND_BITMAP_INIT;
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uint32_t screenBase = background->screenBase;
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uint32_t charBase = background->charBase;
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uint8_t mapData;
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uint8_t tileData;
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int variant = background->target1 && (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
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int outX;
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for (outX = 0; outX < VIDEO_HORIZONTAL_PIXELS; ++outX) {
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@ -859,30 +873,14 @@ static void _drawBackgroundMode2(struct GBAVideoSoftwareRenderer* renderer, stru
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static void _drawBackgroundMode3(struct GBAVideoSoftwareRenderer* renderer, struct GBAVideoSoftwareBackground* background, int unused) {
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(void)(unused);
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int32_t x = background->sx - background->dx;
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int32_t y = background->sy - background->dy;
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int32_t localX;
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int32_t localY;
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int flags = (background->priority << OFFSET_PRIORITY) | FLAG_IS_BACKGROUND;
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flags |= FLAG_TARGET_1 * (background->target1 && renderer->blendEffect == BLEND_ALPHA);
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flags |= FLAG_TARGET_2 * background->target2;
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BACKGROUND_BITMAP_INIT;
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uint16_t color;
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uint32_t color32;
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int variant = background->target1 && (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
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int outX;
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for (outX = 0; outX < VIDEO_HORIZONTAL_PIXELS; ++outX) {
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x += background->dx;
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y += background->dy;
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if (x < 0 || y < 0 || (x >> 8) >= VIDEO_HORIZONTAL_PIXELS || (y >> 8) >= VIDEO_VERTICAL_PIXELS) {
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continue;
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} else {
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localX = x;
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localY = y;
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}
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BACKGROUND_BITMAP_ITERATE;
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color = ((uint16_t*)renderer->d.vram)[(localX >> 8) + (localY >> 8) * VIDEO_HORIZONTAL_PIXELS];
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color32 = 0;
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@ -905,17 +903,9 @@ static void _drawBackgroundMode3(struct GBAVideoSoftwareRenderer* renderer, stru
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static void _drawBackgroundMode4(struct GBAVideoSoftwareRenderer* renderer, struct GBAVideoSoftwareBackground* background, int unused) {
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(void)(unused);
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int32_t x = background->sx - background->dx;
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int32_t y = background->sy - background->dy;
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int32_t localX;
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int32_t localY;
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int flags = (background->priority << OFFSET_PRIORITY) | FLAG_IS_BACKGROUND;
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flags |= FLAG_TARGET_1 * (background->target1 && renderer->blendEffect == BLEND_ALPHA);
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flags |= FLAG_TARGET_2 * background->target2;
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BACKGROUND_BITMAP_INIT;
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uint16_t color;
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int variant = background->target1 && (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
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uint32_t offset = 0;
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if (renderer->dispcnt.frameSelect) {
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offset = 0xA000;
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@ -923,15 +913,7 @@ static void _drawBackgroundMode4(struct GBAVideoSoftwareRenderer* renderer, stru
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int outX;
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for (outX = 0; outX < VIDEO_HORIZONTAL_PIXELS; ++outX) {
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x += background->dx;
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y += background->dy;
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if (x < 0 || y < 0 || (x >> 8) >= VIDEO_HORIZONTAL_PIXELS || (y >> 8) >= VIDEO_VERTICAL_PIXELS) {
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continue;
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} else {
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localX = x;
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localY = y;
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}
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BACKGROUND_BITMAP_ITERATE;
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color = ((uint8_t*)renderer->d.vram)[offset + (localX >> 8) + (localY >> 8) * VIDEO_HORIZONTAL_PIXELS];
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