mirror of https://github.com/mgba-emu/mgba.git
GBA Video: Copy higher priority target 1 flag
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@ -95,6 +95,7 @@ Emulation fixes:
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- GBA Video: Fix OpenGL renderer 512x512 backgrounds (fixes mgba.io/i/1572)
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- GBA Video: Fix BLDY for semitransparent sprite on non-target-2 backgrounds
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- GBA Video: Fix effects blending improperly in some non-last windows
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- GBA Video: Copy higher priority target 1 flag
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Other fixes:
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- 3DS: Fix screen darkening (fixes mgba.io/i/1562)
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- Core: Fix uninitialized memory issues with graphics caches
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@ -84,7 +84,7 @@
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if (tileData) { \
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renderer->spriteLayer[outX] = palette[tileData] | flags; \
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} else if (current != FLAG_UNWRITTEN) { \
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renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
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renderer->spriteLayer[outX] = (current & ~(FLAG_ORDER_MASK | FLAG_REBLEND | FLAG_TARGET_1)) | (flags & (FLAG_ORDER_MASK | FLAG_REBLEND | FLAG_TARGET_1)); \
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} \
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}
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@ -97,7 +97,7 @@
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unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
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renderer->spriteLayer[outX] = color | flags; \
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} else if (current != FLAG_UNWRITTEN) { \
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renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
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renderer->spriteLayer[outX] = (current & ~(FLAG_ORDER_MASK | FLAG_REBLEND | FLAG_TARGET_1)) | (flags & (FLAG_ORDER_MASK | FLAG_REBLEND | FLAG_TARGET_1)); \
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} \
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}
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@ -119,7 +119,7 @@
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if (tileData) { \
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renderer->spriteLayer[outX] = palette[tileData] | flags; \
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} else if (current != FLAG_UNWRITTEN) { \
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renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
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renderer->spriteLayer[outX] = (current & ~(FLAG_ORDER_MASK | FLAG_REBLEND | FLAG_TARGET_1)) | (flags & (FLAG_ORDER_MASK | FLAG_REBLEND | FLAG_TARGET_1)); \
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} \
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}
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@ -132,7 +132,7 @@
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unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
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renderer->spriteLayer[outX] = color | flags; \
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} else if (current != FLAG_UNWRITTEN) { \
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renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
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renderer->spriteLayer[outX] = (current & ~(FLAG_ORDER_MASK | FLAG_REBLEND | FLAG_TARGET_1)) | (flags & (FLAG_ORDER_MASK | FLAG_REBLEND | FLAG_TARGET_1)); \
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} \
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}
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