mirror of https://github.com/mgba-emu/mgba.git
Fix objwin on objs when objs are off in winout
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f1afeae74c
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@ -624,7 +624,7 @@ static void _drawScanline(struct GBAVideoSoftwareRenderer* renderer, int y) {
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renderer->start = renderer->end;
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renderer->end = renderer->windows[w].endX;
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renderer->currentWindow = renderer->windows[w].control;
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if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
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if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed) && !GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt)) {
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continue;
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}
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int i;
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@ -1605,25 +1605,39 @@ static void _postprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsign
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uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
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int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
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int objwinDisable = 0;
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bool objwinDisable = false;
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bool objwinOnly = false;
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if (objwinSlowPath) {
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objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
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// TODO: Fix this for current window when WIN0/1 are enabled
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objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->winout.packed);
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}
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if (objwinSlowPath && objwinDisable) {
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for (x = 0; x < VIDEO_HORIZONTAL_PIXELS; ++x, ++pixel) {
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uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
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uint32_t current = *pixel;
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if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
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_compositeBlendObjwin(renderer, pixel, color | flags, current);
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if (objwinSlowPath) {
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if (objwinDisable) {
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for (x = 0; x < VIDEO_HORIZONTAL_PIXELS; ++x, ++pixel) {
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uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
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uint32_t current = *pixel;
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if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
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_compositeBlendObjwin(renderer, pixel, color | flags, current);
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}
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}
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return;
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} else if (objwinOnly) {
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for (x = 0; x < VIDEO_HORIZONTAL_PIXELS; ++x, ++pixel) {
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uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
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uint32_t current = *pixel;
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if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
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_compositeBlendObjwin(renderer, pixel, color | flags, current);
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}
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}
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return;
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}
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} else {
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for (x = 0; x < VIDEO_HORIZONTAL_PIXELS; ++x, ++pixel) {
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uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
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uint32_t current = *pixel;
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if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
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_compositeBlendNoObjwin(renderer, pixel, color | flags, current);
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}
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}
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for (x = 0; x < VIDEO_HORIZONTAL_PIXELS; ++x, ++pixel) {
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uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
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uint32_t current = *pixel;
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if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
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_compositeBlendNoObjwin(renderer, pixel, color | flags, current);
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}
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}
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}
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