Sloppy first implementation of windows

This commit is contained in:
Jeffrey Pfau 2013-07-29 03:33:22 -07:00
parent 7291fcfe9e
commit 453939fc8d
2 changed files with 157 additions and 86 deletions

View File

@ -323,29 +323,76 @@ static void GBAVideoSoftwareRendererDrawScanline(struct GBAVideoRenderer* render
softwareRenderer->row = row;
memset(softwareRenderer->spriteLayer, 0, sizeof(softwareRenderer->spriteLayer));
softwareRenderer->windows[0].endX = VIDEO_HORIZONTAL_PIXELS;
softwareRenderer->nWindows = 1;
if (softwareRenderer->dispcnt.win0Enable || softwareRenderer->dispcnt.win1Enable) {
if (softwareRenderer->dispcnt.win0Enable) {
softwareRenderer->currentWindow = softwareRenderer->win0;
softwareRenderer->start = softwareRenderer->win0H.start;
softwareRenderer->end = softwareRenderer->win0H.end;
_drawScanline(softwareRenderer, y);
}
softwareRenderer->windows[0].control = softwareRenderer->winout;
if (softwareRenderer->dispcnt.win1Enable) {
softwareRenderer->currentWindow = softwareRenderer->win1;
softwareRenderer->start = softwareRenderer->win1H.start;
softwareRenderer->end = softwareRenderer->win1H.end;
_drawScanline(softwareRenderer, y);
if (softwareRenderer->win1H.start > 0) {
softwareRenderer->windows[softwareRenderer->nWindows].control = softwareRenderer->win1;
softwareRenderer->windows[softwareRenderer->nWindows].endX = softwareRenderer->win1H.start;
++softwareRenderer->nWindows;
softwareRenderer->windows[softwareRenderer->nWindows].endX = VIDEO_HORIZONTAL_PIXELS;
} else {
softwareRenderer->windows[softwareRenderer->nWindows - 1].control = softwareRenderer->win1;
}
if (softwareRenderer->win1H.end < VIDEO_HORIZONTAL_PIXELS) {
softwareRenderer->windows[softwareRenderer->nWindows].control = softwareRenderer->winout;
softwareRenderer->windows[softwareRenderer->nWindows].endX = softwareRenderer->win1H.end;
++softwareRenderer->nWindows;
softwareRenderer->windows[softwareRenderer->nWindows].endX = VIDEO_HORIZONTAL_PIXELS;
} else {
softwareRenderer->windows[softwareRenderer->nWindows - 1].endX = softwareRenderer->win1H.end;
}
}
if (softwareRenderer->dispcnt.win0Enable) {
int activeWindow;
int startX = 0;
for (activeWindow = 0; activeWindow < softwareRenderer->nWindows; ++activeWindow) {
if (softwareRenderer->win0H.start < softwareRenderer->windows[activeWindow].endX) {
// We start in this region
struct Window oldWindow = softwareRenderer->windows[activeWindow];
if (softwareRenderer->win0H.start > startX) {
// We need to split the region
int nextWindow = softwareRenderer->nWindows;
++softwareRenderer->nWindows;
for (; nextWindow > activeWindow; --nextWindow) {
softwareRenderer->windows[nextWindow] = softwareRenderer->windows[nextWindow - 1];
}
softwareRenderer->windows[activeWindow].endX = softwareRenderer->win0H.start;
++activeWindow;
}
softwareRenderer->windows[activeWindow].control = softwareRenderer->win0;
softwareRenderer->windows[activeWindow].endX = softwareRenderer->win0H.end;
if (softwareRenderer->win0H.end >= oldWindow.endX) {
// Consume subsequent regions
for (++activeWindow; softwareRenderer->win0H.end >= softwareRenderer->windows[activeWindow].endX; ++activeWindow) {
softwareRenderer->windows[activeWindow] = softwareRenderer->windows[activeWindow + 1];
--softwareRenderer->nWindows;
if (softwareRenderer->nWindows <= 1) {
break;
}
}
} else {
// ...and the other end
++activeWindow;
int nextWindow = softwareRenderer->nWindows;
++softwareRenderer->nWindows;
for (; nextWindow > activeWindow; --nextWindow) {
softwareRenderer->windows[nextWindow] = softwareRenderer->windows[nextWindow - 1];
}
softwareRenderer->windows[activeWindow] = oldWindow;
}
break;
}
startX = softwareRenderer->windows[activeWindow].endX;
}
}
softwareRenderer->currentWindow = softwareRenderer->winout;
softwareRenderer->start = 0;
softwareRenderer->end = VIDEO_HORIZONTAL_PIXELS;
_drawScanline(softwareRenderer, y);
} else {
softwareRenderer->currentWindow.packed = 0xFF;
softwareRenderer->start = 0;
softwareRenderer->end = VIDEO_HORIZONTAL_PIXELS;
_drawScanline(softwareRenderer, y);
softwareRenderer->windows[0].control.packed = 0xFF;
}
_drawScanline(softwareRenderer, y);
}
static void GBAVideoSoftwareRendererFinishFrame(struct GBAVideoRenderer* renderer) {
@ -471,71 +518,85 @@ static void GBAVideoSoftwareRendererWriteBLDCNT(struct GBAVideoSoftwareRenderer*
}
static void _drawScanline(struct GBAVideoSoftwareRenderer* renderer, int y) {
if (renderer->dispcnt.objEnable && renderer->currentWindow.objEnable) {
int i, j;
for (j = 0; j < 4; ++j) {
uint32_t bitmap = renderer->enabledBitmap[j];
if (!bitmap) {
int w;
renderer->end = 0;
if (renderer->dispcnt.objEnable) {
for (w = 0; w < renderer->nWindows; ++w) {
renderer->start = renderer->end;
renderer->end = renderer->windows[w].endX;
renderer->currentWindow = renderer->windows[w].control;
if (!renderer->currentWindow.objEnable) {
continue;
}
for (i = j * 32; i < (j + 1) * 32; ++i) {
if (bitmap & 1) {
struct GBAObj* sprite = &renderer->d.oam->obj[i];
if (sprite->transformed) {
_preprocessTransformedSprite(renderer, &renderer->d.oam->tobj[i], y);
} else {
_preprocessSprite(renderer, sprite, y);
}
int i, j;
for (j = 0; j < 4; ++j) {
uint32_t bitmap = renderer->enabledBitmap[j];
if (!bitmap) {
continue;
}
for (i = j * 32; i < (j + 1) * 32; ++i) {
if (bitmap & 1) {
struct GBAObj* sprite = &renderer->d.oam->obj[i];
if (sprite->transformed) {
_preprocessTransformedSprite(renderer, &renderer->d.oam->tobj[i], y);
} else {
_preprocessSprite(renderer, sprite, y);
}
}
bitmap >>= 1;
}
bitmap >>= 1;
}
}
}
renderer->start = 0;
renderer->end = VIDEO_HORIZONTAL_PIXELS;
int priority;
for (priority = 0; priority < 4; ++priority) {
_postprocessSprite(renderer, priority);
if (renderer->bg[0].enabled && renderer->currentWindow.bg0Enable && renderer->bg[0].priority == priority && renderer->dispcnt.mode < 2) {
_drawBackgroundMode0(renderer, &renderer->bg[0], y);
}
if (renderer->bg[1].enabled && renderer->currentWindow.bg1Enable && renderer->bg[1].priority == priority && renderer->dispcnt.mode < 2) {
_drawBackgroundMode0(renderer, &renderer->bg[1], y);
}
if (renderer->bg[2].enabled && renderer->currentWindow.bg2Enable && renderer->bg[2].priority == priority) {
switch (renderer->dispcnt.mode) {
case 0:
_drawBackgroundMode0(renderer, &renderer->bg[2], y);
break;
case 1:
case 2:
_drawBackgroundMode2(renderer, &renderer->bg[2], y);
break;
case 3:
_drawBackgroundMode3(renderer, &renderer->bg[2], y);
break;
case 4:
_drawBackgroundMode4(renderer, &renderer->bg[2], y);
break;
case 5:
_drawBackgroundMode5(renderer, &renderer->bg[2], y);
break;
renderer->end = 0;
for (w = 0; w < renderer->nWindows; ++w) {
renderer->start = renderer->end;
renderer->end = renderer->windows[w].endX;
renderer->currentWindow = renderer->windows[w].control;
if (renderer->bg[0].enabled && renderer->currentWindow.bg0Enable && renderer->bg[0].priority == priority && renderer->dispcnt.mode < 2) {
_drawBackgroundMode0(renderer, &renderer->bg[0], y);
}
renderer->bg[2].sx += renderer->bg[2].dmx;
renderer->bg[2].sy += renderer->bg[2].dmy;
}
if (renderer->bg[3].enabled && renderer->currentWindow.bg3Enable && renderer->bg[3].priority == priority) {
switch (renderer->dispcnt.mode) {
case 0:
_drawBackgroundMode0(renderer, &renderer->bg[3], y);
break;
case 2:
_drawBackgroundMode2(renderer, &renderer->bg[3], y);
break;
if (renderer->bg[1].enabled && renderer->currentWindow.bg1Enable && renderer->bg[1].priority == priority && renderer->dispcnt.mode < 2) {
_drawBackgroundMode0(renderer, &renderer->bg[1], y);
}
if (renderer->bg[2].enabled && renderer->currentWindow.bg2Enable && renderer->bg[2].priority == priority) {
switch (renderer->dispcnt.mode) {
case 0:
_drawBackgroundMode0(renderer, &renderer->bg[2], y);
break;
case 1:
case 2:
_drawBackgroundMode2(renderer, &renderer->bg[2], y);
break;
case 3:
_drawBackgroundMode3(renderer, &renderer->bg[2], y);
break;
case 4:
_drawBackgroundMode4(renderer, &renderer->bg[2], y);
break;
case 5:
_drawBackgroundMode5(renderer, &renderer->bg[2], y);
break;
}
renderer->bg[2].sx += renderer->bg[2].dmx;
renderer->bg[2].sy += renderer->bg[2].dmy;
}
if (renderer->bg[3].enabled && renderer->currentWindow.bg3Enable && renderer->bg[3].priority == priority) {
switch (renderer->dispcnt.mode) {
case 0:
_drawBackgroundMode0(renderer, &renderer->bg[3], y);
break;
case 2:
_drawBackgroundMode2(renderer, &renderer->bg[3], y);
break;
}
renderer->bg[3].sx += renderer->bg[3].dmx;
renderer->bg[3].sy += renderer->bg[3].dmy;
}
renderer->bg[3].sx += renderer->bg[3].dmx;
renderer->bg[3].sy += renderer->bg[3].dmy;
}
}
}
@ -607,7 +668,7 @@ static void _composite(struct GBAVideoSoftwareRenderer* renderer, int offset, ui
#define BACKGROUND_MODE_0_TILE_16_LOOP(TYPE) \
uint32_t tileData; \
int paletteData, pixelData; \
for (; tileX < 30; ++tileX) { \
for (; tileX < tileEnd; ++tileX) { \
BACKGROUND_TEXT_SELECT_CHARACTER; \
paletteData = mapData.palette << 4; \
charBase = ((background->charBase + (mapData.tile << 5)) >> 2) + localY; \
@ -657,7 +718,7 @@ static void _composite(struct GBAVideoSoftwareRenderer* renderer, int offset, ui
#define BACKGROUND_MODE_0_TILE_256_LOOP(TYPE) \
uint32_t tileData; \
int pixelData; \
for (; tileX < 30; ++tileX) { \
for (; tileX < tileEnd; ++tileX) { \
BACKGROUND_TEXT_SELECT_CHARACTER; \
charBase = ((background->charBase + (mapData.tile << 6)) >> 2) + (localY << 1); \
if (!mapData.hflip) { \
@ -744,8 +805,9 @@ static void _drawBackgroundMode0(struct GBAVideoSoftwareRenderer* renderer, stru
uint32_t charBase;
int variant = background->target1 && renderer->currentWindow.blendEnable && (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
int outX = 0;
int tileX = renderer->start >> 3;
int outX = renderer->start;
int tileX = outX >> 3;
int tileEnd = renderer->end >> 3;
if (inX & 0x7) {
uint32_t tileData;
int pixelData, paletteData;
@ -759,11 +821,11 @@ static void _drawBackgroundMode0(struct GBAVideoSoftwareRenderer* renderer, stru
if (!mapData.hflip) {
tileData >>= 4 * (inX & 0x7);
if (!variant) {
for (outX = 0; outX < end; ++outX) {
for (; outX < end; ++outX) {
BACKGROUND_DRAW_PIXEL_16_NORMAL;
}
} else {
for (outX = 0; outX < end; ++outX) {
for (; outX < end; ++outX) {
BACKGROUND_DRAW_PIXEL_16_VARIANT;
}
}
@ -781,7 +843,6 @@ static void _drawBackgroundMode0(struct GBAVideoSoftwareRenderer* renderer, stru
} else {
// TODO: hflip
charBase = ((background->charBase + (mapData.tile << 6)) >> 2) + (localY << 1);
outX = 0;
int end2 = end - 4;
int shift = inX & 0x3;
if (end2 > 0) {
@ -812,7 +873,7 @@ static void _drawBackgroundMode0(struct GBAVideoSoftwareRenderer* renderer, stru
}
}
tileX = 30;
tileX = tileEnd;
BACKGROUND_TEXT_SELECT_CHARACTER;
if (!background->multipalette) {
charBase = ((background->charBase + (mapData.tile << 5)) >> 2) + localY;
@ -924,7 +985,7 @@ static void _drawBackgroundMode2(struct GBAVideoSoftwareRenderer* renderer, stru
uint8_t tileData;
int outX;
for (outX = 0; outX < VIDEO_HORIZONTAL_PIXELS; ++outX) {
for (outX = renderer->start; outX < VIDEO_HORIZONTAL_PIXELS; ++outX) {
x += background->dx;
y += background->dy;
@ -1199,7 +1260,7 @@ static void _preprocessTransformedSprite(struct GBAVideoSoftwareRenderer* render
static void _postprocessSprite(struct GBAVideoSoftwareRenderer* renderer, int priority) {
int x;
for (x = renderer->start; x < renderer->end; ++x) {
for (x = 0; x < VIDEO_HORIZONTAL_PIXELS; ++x) {
uint32_t color = renderer->spriteLayer[x];
if ((color & FLAG_FINALIZED) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority && !(renderer->row[x] & FLAG_FINALIZED)) {
_composite(renderer, x, color & ~FLAG_FINALIZED);

View File

@ -50,7 +50,7 @@ enum PixelFlags {
FLAG_TARGET_2 = 0x02000000
};
union Window {
union WindowRegion {
struct {
uint8_t end;
uint8_t start;
@ -71,6 +71,13 @@ union WindowControl {
uint8_t packed;
};
#define MAX_WINDOW 5
struct Window {
uint8_t endX;
union WindowControl control;
};
struct GBAVideoSoftwareRenderer {
struct GBAVideoRenderer d;
@ -94,10 +101,10 @@ struct GBAVideoSoftwareRenderer {
uint16_t bldb;
uint16_t bldy;
union Window win0H;
union Window win0V;
union Window win1H;
union Window win1V;
union WindowRegion win0H;
union WindowRegion win0V;
union WindowRegion win1H;
union WindowRegion win1V;
union WindowControl win0;
union WindowControl win1;
@ -106,6 +113,9 @@ struct GBAVideoSoftwareRenderer {
union WindowControl currentWindow;
int nWindows;
struct Window windows[MAX_WINDOW];
struct GBAVideoSoftwareBackground bg[4];
uint32_t* row;