mirror of https://github.com/mgba-emu/mgba.git
GBA Video: Improve sprite cycle counting (fixes #1274)
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@ -8,6 +8,7 @@ Misc:
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- GBA Savedata: Automatically map 1Mbit Flash files as 1Mbit Flash
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- GB Memory: Support running from blocked memory
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- Qt: Don't unload ROM immediately if it crashes
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- GBA Video: Improve sprite cycle counting (fixes mgba.io/i/1274)
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0.7.0: (Future)
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Features:
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@ -809,7 +809,6 @@ static void GBAVideoSoftwareRendererWriteBLDCNT(struct GBAVideoSoftwareRenderer*
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static void _drawScanline(struct GBAVideoSoftwareRenderer* renderer, int y) {
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int w;
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renderer->end = 0;
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int spriteLayers = 0;
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if (GBARegisterDISPCNTIsObjEnable(renderer->dispcnt) && !renderer->d.disableOBJ) {
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if (renderer->oamDirty) {
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@ -818,31 +817,35 @@ static void _drawScanline(struct GBAVideoSoftwareRenderer* renderer, int y) {
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renderer->spriteCyclesRemaining = GBARegisterDISPCNTIsHblankIntervalFree(renderer->dispcnt) ? OBJ_HBLANK_FREE_LENGTH : OBJ_LENGTH;
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int mosaicV = GBAMosaicControlGetObjV(renderer->mosaic) + 1;
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int mosaicY = y - (y % mosaicV);
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for (w = 0; w < renderer->nWindows; ++w) {
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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) && !GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt)) {
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continue;
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}
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int i;
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int drawn;
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for (i = 0; i < renderer->oamMax; ++i) {
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int localY = y;
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if (renderer->spriteCyclesRemaining <= 0) {
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break;
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}
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struct GBAVideoSoftwareSprite* sprite = &renderer->sprites[i];
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int localY = y;
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renderer->end = 0;
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if (GBAObjAttributesAIsMosaic(sprite->obj.a)) {
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localY = mosaicY;
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}
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if ((localY < sprite->y && (sprite->endY - 256 < 0 || localY >= sprite->endY - 256)) || localY >= sprite->endY) {
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continue;
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}
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for (w = 0; w < renderer->nWindows; ++w) {
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if (renderer->spriteCyclesRemaining <= 0) {
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break;
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}
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renderer->currentWindow = renderer->windows[w].control;
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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 drawn;
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renderer->start = renderer->end;
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renderer->end = renderer->windows[w].endX;
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drawn = GBAVideoSoftwareRendererPreprocessSprite(renderer, &sprite->obj, localY);
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spriteLayers |= drawn << GBAObjAttributesCGetPriority(sprite->obj.c);
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}
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if (renderer->spriteCyclesRemaining <= 0) {
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break;
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}
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}
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}
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