mgba/src/gba/renderers/software-obj.c

536 lines
19 KiB
C

/* Copyright (c) 2013-2015 Jeffrey Pfau
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "gba/renderers/software-private.h"
#define SPRITE_NORMAL_LOOP(DEPTH, TYPE) \
SPRITE_YBASE_ ## DEPTH(inY); \
unsigned tileData; \
for (; outX < condition; ++outX, inX += xOffset) { \
renderer->spriteCyclesRemaining -= 1; \
SPRITE_XBASE_ ## DEPTH(inX); \
SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(inX); \
}
#define SPRITE_MOSAIC_LOOP(DEPTH, TYPE) \
SPRITE_YBASE_ ## DEPTH(inY); \
unsigned tileData; \
if (outX % mosaicH) { \
if (!inX && xOffset > 0) { \
inX = mosaicH - (outX % mosaicH); \
outX += mosaicH - (outX % mosaicH); \
} else if (inX == width - xOffset) { \
inX = mosaicH + (outX % mosaicH); \
outX += mosaicH - (outX % mosaicH); \
} \
} \
for (; outX < condition; ++outX, inX += xOffset) { \
int localX = inX - xOffset * (outX % mosaicH); \
if (localX < 0 || localX > width - 1) { \
continue; \
} \
SPRITE_XBASE_ ## DEPTH(localX); \
SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
}
#define SPRITE_TRANSFORMED_LOOP(DEPTH, TYPE) \
unsigned tileData; \
unsigned widthMask = ~(width - 1); \
unsigned heightMask = ~(height - 1); \
for (; outX < condition; ++outX, ++inX) { \
renderer->spriteCyclesRemaining -= 2; \
xAccum += mat.a; \
yAccum += mat.c; \
int localX = xAccum >> 8; \
int localY = yAccum >> 8; \
\
if (localX & widthMask || localY & heightMask) { \
break; \
} \
\
SPRITE_YBASE_ ## DEPTH(localY); \
SPRITE_XBASE_ ## DEPTH(localX); \
SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
}
#define SPRITE_XBASE_16(localX) unsigned xBase = (localX & ~0x7) * 4 + ((localX >> 1) & 2);
#define SPRITE_YBASE_16(localY) unsigned yBase = (localY & ~0x7) * stride + (localY & 0x7) * 4;
#define SPRITE_DRAW_PIXEL_16_NORMAL(localX) \
uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
if (UNLIKELY(!vramBase)) { \
return 0; \
} \
LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
current = renderer->spriteLayer[outX]; \
if ((current & FLAG_ORDER_MASK) > flags) { \
if (tileData) { \
renderer->spriteLayer[outX] = palette[tileData] | flags; \
} else if (current != FLAG_UNWRITTEN) { \
renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
} \
}
#define SPRITE_DRAW_PIXEL_16_NORMAL_OBJWIN(localX) \
uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
if (UNLIKELY(!vramBase)) { \
return 0; \
} \
LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
current = renderer->spriteLayer[outX]; \
if ((current & FLAG_ORDER_MASK) > flags) { \
if (tileData) { \
unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
renderer->spriteLayer[outX] = color | flags; \
} else if (current != FLAG_UNWRITTEN) { \
renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
} \
}
#define SPRITE_DRAW_PIXEL_16_OBJWIN(localX) \
uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
if (UNLIKELY(!vramBase)) { \
return 0; \
} \
LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
if (tileData) { \
renderer->row[outX] |= FLAG_OBJWIN; \
}
#define SPRITE_XBASE_256(localX) unsigned xBase = (localX & ~0x7) * 8 + (localX & 6);
#define SPRITE_YBASE_256(localY) unsigned yBase = (localY & ~0x7) * stride + (localY & 0x7) * 8;
#define SPRITE_DRAW_PIXEL_256_NORMAL(localX) \
uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
if (UNLIKELY(!vramBase)) { \
return 0; \
} \
LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
current = renderer->spriteLayer[outX]; \
if ((current & FLAG_ORDER_MASK) > flags) { \
if (tileData) { \
renderer->spriteLayer[outX] = palette[tileData] | flags; \
} else if (current != FLAG_UNWRITTEN) { \
renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
} \
}
#define SPRITE_DRAW_PIXEL_256_NORMAL_OBJWIN(localX) \
uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
if (UNLIKELY(!vramBase)) { \
return 0; \
} \
LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
current = renderer->spriteLayer[outX]; \
if ((current & FLAG_ORDER_MASK) > flags) { \
if (tileData) { \
unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
renderer->spriteLayer[outX] = color | flags; \
} else if (current != FLAG_UNWRITTEN) { \
renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
} \
}
#define SPRITE_DRAW_PIXEL_256_OBJWIN(localX) \
uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
if (UNLIKELY(!vramBase)) { \
return 0; \
} \
LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
if (tileData) { \
renderer->row[outX] |= FLAG_OBJWIN; \
}
#ifndef COLOR_16_BIT
#define TILE_TO_COLOR(tileData) \
unsigned color32; \
color32 = 0; \
color32 |= (tileData << 3) & 0xF8; \
color32 |= (tileData << 6) & 0xF800; \
color32 |= (tileData << 9) & 0xF80000; \
color32 |= (color32 >> 5) & 0x070707; \
color = color32;
#elif COLOR_5_6_5
#define TILE_TO_COLOR(tileData) \
uint16_t color16 = 0; \
color16 |= (tileData & 0x001F) << 11; \
color16 |= (tileData & 0x03E0) << 1; \
color16 |= (tileData & 0x7C00) >> 10; \
color = color16;
#else
#define TILE_TO_COLOR(tileData) \
color = tileData;
#endif
#define SPRITE_XBASE_BITMAP(localX) unsigned xBase = (localX & (stride - 1)) << 1;
#define SPRITE_YBASE_BITMAP(localY) unsigned yBase = localY * (stride << 1);
#define SPRITE_DRAW_PIXEL_BITMAP_NORMAL(localX) \
uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
if (UNLIKELY(!vramBase)) { \
return 0; \
} \
LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
current = renderer->spriteLayer[outX]; \
if ((current & FLAG_ORDER_MASK) > flags) { \
if (tileData & 0x8000) { \
uint32_t color; \
TILE_TO_COLOR(tileData); \
renderer->spriteLayer[outX] = color | flags; \
} else if (current != FLAG_UNWRITTEN) { \
renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
} \
}
#define SPRITE_DRAW_PIXEL_BITMAP_NORMAL_OBJWIN(localX) SPRITE_DRAW_PIXEL_BITMAP_NORMAL(localX)
#define SPRITE_DRAW_PIXEL_BITMAP_OBJWIN(localX) \
uint32_t spriteBase = ((yBase + charBase + xBase) & 0x3FFFE); \
uint16_t* vramBase = renderer->d.vramOBJ[spriteBase >> VRAM_BLOCK_OFFSET]; \
if (UNLIKELY(!vramBase)) { \
return 0; \
} \
LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
if (tileData & 0x8000) { \
renderer->row[outX] |= FLAG_OBJWIN; \
}
int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y) {
int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
int start = renderer->start;
int end = renderer->end;
uint32_t flags = GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY;
flags |= FLAG_TARGET_1 * ((GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
flags |= FLAG_OBJWIN * (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN);
if ((flags & FLAG_OBJWIN) && renderer->currentWindow.priority < renderer->objwin.priority) {
return 0;
}
int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
x >>= 23;
x += renderer->objOffsetX;
unsigned charBase = GBAObjAttributesCGetTile(sprite->c);
if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP && renderer->bitmapStride) {
charBase = (charBase & (renderer->bitmapStride - 1)) * 0x10 + (charBase & ~(renderer->bitmapStride - 1)) * 0x80;
} else {
charBase *= renderer->tileStride;
}
if (!renderer->d.vramOBJ[charBase >> VRAM_BLOCK_OFFSET]) {
return 0;
}
int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt) && GBAWindowControlGetBlendEnable(renderer->objwin.packed) != GBAWindowControlIsBlendEnable(renderer->currentWindow.packed);
int variant = renderer->target1Obj &&
GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&
(renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT || objwinSlowPath) {
int target2 = renderer->target2Bd;
target2 |= renderer->bg[0].target2;
target2 |= renderer->bg[1].target2;
target2 |= renderer->bg[2].target2;
target2 |= renderer->bg[3].target2;
if (target2) {
flags |= FLAG_REBLEND;
variant = 0;
} else {
flags &= ~FLAG_TARGET_1;
}
}
color_t* palette = &renderer->normalPalette[0x100];
color_t* objwinPalette = palette;
if (GBAObjAttributesAIs256Color(sprite->a) && renderer->objExtPalette) {
if (!variant) {
palette = renderer->objExtPalette;
objwinPalette = palette;
} else {
palette = renderer->objExtVariantPalette;
if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
objwinPalette = palette;
}
}
} else if (variant) {
palette = &renderer->variantPalette[0x100];
if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
objwinPalette = palette;
}
}
int inY = y - ((int) GBAObjAttributesAGetY(sprite->a) + renderer->objOffsetY);
int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> !GBAObjAttributesAIs256Color(sprite->a)) : 0x80;
if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP && renderer->bitmapStride) {
stride = renderer->bitmapStride << 3;
}
uint32_t current;
if (GBAObjAttributesAIsTransformed(sprite->a)) {
int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
struct GBAOAMMatrix mat;
LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
if (inY < 0) {
inY += 256;
}
int outX = x >= start ? x : start;
int condition = x + totalWidth;
int inX = outX - x;
if (end < condition) {
condition = end;
}
int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1)) + (width << 7);
int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1)) + (height << 7);
// Clip off early pixels
// TODO: Transform end coordinates too
if (mat.a) {
if ((xAccum >> 8) < 0) {
int32_t diffX = -xAccum - 1;
int32_t x = mat.a ? diffX / mat.a : 0;
xAccum += mat.a * x;
yAccum += mat.c * x;
outX += x;
inX += x;
} else if ((xAccum >> 8) >= width) {
int32_t diffX = (width << 8) - xAccum;
int32_t x = mat.a ? diffX / mat.a : 0;
xAccum += mat.a * x;
yAccum += mat.c * x;
outX += x;
inX += x;
}
}
if (mat.c) {
if ((yAccum >> 8) < 0) {
int32_t diffY = - yAccum - 1;
int32_t y = mat.c ? diffY / mat.c : 0;
xAccum += mat.a * y;
yAccum += mat.c * y;
outX += y;
inX += y;
} else if ((yAccum >> 8) >= height) {
int32_t diffY = (height << 8) - yAccum;
int32_t y = mat.c ? diffY / mat.c : 0;
xAccum += mat.a * y;
yAccum += mat.c * y;
outX += y;
inX += y;
}
}
if (outX < start || outX >= condition) {
return 0;
}
renderer->spriteCyclesRemaining -= 10;
if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP && renderer->bitmapStride) {
int alpha = GBAObjAttributesCGetPalette(sprite->c);
if (flags & FLAG_OBJWIN) {
SPRITE_TRANSFORMED_LOOP(BITMAP, OBJWIN);
} else if (objwinSlowPath) {
SPRITE_TRANSFORMED_LOOP(BITMAP, NORMAL_OBJWIN);
} else {
SPRITE_TRANSFORMED_LOOP(BITMAP, NORMAL);
}
} else if (!GBAObjAttributesAIs256Color(sprite->a)) {
palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
if (flags & FLAG_OBJWIN) {
SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
} else if (objwinSlowPath) {
objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
} else {
SPRITE_TRANSFORMED_LOOP(16, NORMAL);
}
} else if (!renderer->objExtPalette) {
if (flags & FLAG_OBJWIN) {
SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
} else if (objwinSlowPath) {
SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
} else {
SPRITE_TRANSFORMED_LOOP(256, NORMAL);
}
} else {
palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 8];
if (flags & FLAG_OBJWIN) {
SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
} else if (objwinSlowPath) {
objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 8];
SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
} else {
SPRITE_TRANSFORMED_LOOP(256, NORMAL);
}
}
if (end == renderer->masterEnd && x + totalWidth > renderer->masterEnd) {
renderer->spriteCyclesRemaining -= (x + totalWidth - renderer->masterEnd) * 2;
}
} else {
int outX = x >= start ? x : start;
int condition = x + width;
int mosaicH = 1;
if (GBAObjAttributesAIsMosaic(sprite->a)) {
mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
if (condition % mosaicH) {
condition += mosaicH - (condition % mosaicH);
}
}
if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
inY += 256;
}
if (GBAObjAttributesBIsVFlip(sprite->b)) {
inY = height - inY - 1;
}
if (end < condition) {
condition = end;
}
int inX = outX - x;
int xOffset = 1;
if (GBAObjAttributesBIsHFlip(sprite->b)) {
inX = width - inX - 1;
xOffset = -1;
}
if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_BITMAP && renderer->bitmapStride) {
int alpha = GBAObjAttributesCGetPalette(sprite->c);
if (flags & FLAG_OBJWIN) {
SPRITE_NORMAL_LOOP(BITMAP, OBJWIN);
} else if (mosaicH > 1) {
if (objwinSlowPath) {
SPRITE_MOSAIC_LOOP(BITMAP, NORMAL_OBJWIN);
} else {
SPRITE_MOSAIC_LOOP(BITMAP, NORMAL);
}
} else if (objwinSlowPath) {
SPRITE_NORMAL_LOOP(BITMAP, NORMAL_OBJWIN);
} else {
SPRITE_NORMAL_LOOP(BITMAP, NORMAL);
}
} else if (!GBAObjAttributesAIs256Color(sprite->a)) {
palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
if (flags & FLAG_OBJWIN) {
SPRITE_NORMAL_LOOP(16, OBJWIN);
} else if (mosaicH > 1) {
if (objwinSlowPath) {
objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
} else {
SPRITE_MOSAIC_LOOP(16, NORMAL);
}
} else if (objwinSlowPath) {
objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
} else {
SPRITE_NORMAL_LOOP(16, NORMAL);
}
} else if (!renderer->objExtPalette) {
if (flags & FLAG_OBJWIN) {
SPRITE_NORMAL_LOOP(256, OBJWIN);
} else if (mosaicH > 1) {
if (objwinSlowPath) {
SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
} else {
SPRITE_MOSAIC_LOOP(256, NORMAL);
}
} else if (objwinSlowPath) {
SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
} else {
SPRITE_NORMAL_LOOP(256, NORMAL);
}
} else {
palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 8];
if (flags & FLAG_OBJWIN) {
SPRITE_NORMAL_LOOP(256, OBJWIN);
} else if (mosaicH > 1) {
if (objwinSlowPath) {
SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
} else {
SPRITE_MOSAIC_LOOP(256, NORMAL);
}
} else if (objwinSlowPath) {
objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 8];
SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
} else {
SPRITE_NORMAL_LOOP(256, NORMAL);
}
}
if (end = renderer->masterEnd && x + width > renderer->masterEnd) {
renderer->spriteCyclesRemaining -= x + width - renderer->masterEnd;
}
}
return 1;
}
void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
int x;
uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
bool objwinDisable = false;
bool objwinOnly = false;
if (objwinSlowPath) {
objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
return;
}
if (objwinDisable) {
for (x = renderer->start; x < renderer->end; ++x) {
uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
uint32_t current = renderer->row[x];
if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
_compositeBlendObjwin(renderer, x, color | flags, current);
}
}
return;
} else if (objwinOnly) {
for (x = renderer->start; x < renderer->end; ++x) {
uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
uint32_t current = renderer->row[x];
if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
_compositeBlendObjwin(renderer, x, color | flags, current);
}
}
return;
} else {
for (x = renderer->start; x < renderer->end; ++x) {
uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
uint32_t current = renderer->row[x];
if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
_compositeBlendObjwin(renderer, x, color | flags, current);
}
}
return;
}
} else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
return;
}
for (x = renderer->start; x < renderer->end; ++x) {
uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
uint32_t current = renderer->row[x];
if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
_compositeBlendNoObjwin(renderer, x, color | flags, current);
}
}
}