bsnes/gba/ppu/background.cpp
Tim Allen 4e2eb23835 Update to v093 release.
byuu says:

Changelog:
- added Cocoa target: higan can now be compiled for OS X Lion
  [Cydrak, byuu]
- SNES/accuracy profile hires color blending improvements - fixes
  Marvelous text [AWJ]
- fixed a slight bug in SNES/SA-1 VBR support caused by a typo
- added support for multi-pass shaders that can load external textures
  (requires OpenGL 3.2+)
- added game library path (used by ananke->Import Game) to
  Settings->Advanced
- system profiles, shaders and cheats database can be stored in "all
  users" shared folders now (eg /usr/share on Linux)
- all configuration files are in BML format now, instead of XML (much
  easier to read and edit this way)
- main window supports drag-and-drop of game folders (but not game files
  / ZIP archives)
- audio buffer clears when entering a modal loop on Windows (prevents
  audio repetition with DirectSound driver)
- a substantial amount of code clean-up (probably the biggest
  refactoring to date)

One highly desired target for this release was to default to the optimal
drivers instead of the safest drivers, but because AMD drivers don't
seem to like my OpenGL 3.2 driver, I've decided to postpone that. AMD
has too big a market share. Hopefully with v093 officially released, we
can get some public input on what AMD doesn't like.
2013-08-18 13:21:14 +10:00

156 lines
4.9 KiB
C++

void PPU::render_backgrounds() {
switch(regs.control.bgmode) {
case 0:
render_background_linear(regs.bg[3]);
render_background_linear(regs.bg[2]);
render_background_linear(regs.bg[1]);
render_background_linear(regs.bg[0]);
break;
case 1:
render_background_affine(regs.bg[2]);
render_background_linear(regs.bg[1]);
render_background_linear(regs.bg[0]);
break;
case 2:
render_background_affine(regs.bg[3]);
render_background_affine(regs.bg[2]);
break;
case 3: case 4: case 5:
render_background_bitmap(regs.bg[2]);
break;
}
}
void PPU::render_background_linear(Registers::Background& bg) {
if(regs.control.enable[bg.id] == false) return;
auto& output = layer[bg.id];
if(bg.control.mosaic == false || (regs.vcounter % (1 + regs.mosaic.bgvsize)) == 0) {
bg.vmosaic = regs.vcounter;
}
uint9 voffset = bg.vmosaic + bg.voffset;
uint9 hoffset = bg.hoffset;
unsigned basemap = bg.control.screenbaseblock << 11;
unsigned basechr = bg.control.characterbaseblock << 14;
unsigned px = hoffset & 7, py = voffset & 7;
Tile tile;
uint8 data[8];
for(unsigned x = 0; x < 240; x++) {
if(x == 0 || px & 8) {
px &= 7;
unsigned tx = hoffset / 8, ty = voffset / 8;
unsigned offset = (ty & 31) * 32 + (tx & 31);
if(bg.control.screensize & 1) if(tx & 32) offset += 32 * 32;
if(bg.control.screensize & 2) if(ty & 32) offset += 32 * 32 * (1 + (bg.control.screensize & 1));
offset = basemap + offset * 2;
uint16 mapdata = vram_read(offset, Half);
tile.character = mapdata >> 0;
tile.hflip = mapdata >> 10;
tile.vflip = mapdata >> 11;
tile.palette = mapdata >> 12;
if(bg.control.colormode == 0) {
offset = basechr + tile.character * 32 + (py ^ (tile.vflip ? 7 : 0)) * 4;
uint32 word = vram_read(offset, Word);
for(unsigned n = 0; n < 8; n++) data[n] = (word >> (n * 4)) & 15;
} else {
offset = basechr + tile.character * 64 + (py ^ (tile.vflip ? 7 : 0)) * 8;
uint32 wordlo = vram_read(offset + 0, Word);
uint32 wordhi = vram_read(offset + 4, Word);
for(unsigned n = 0; n < 4; n++) data[0 + n] = (wordlo >> (n * 8)) & 255;
for(unsigned n = 0; n < 4; n++) data[4 + n] = (wordhi >> (n * 8)) & 255;
}
}
hoffset++;
uint8 color = data[px++ ^ (tile.hflip ? 7 : 0)];
if(color) {
if(bg.control.colormode == 0) output[x].write(true, bg.control.priority, pram[tile.palette * 16 + color]);
if(bg.control.colormode == 1) output[x].write(true, bg.control.priority, pram[color]);
}
}
}
void PPU::render_background_affine(Registers::Background& bg) {
if(regs.control.enable[bg.id] == false) return;
auto& output = layer[bg.id];
unsigned basemap = bg.control.screenbaseblock << 11;
unsigned basechr = bg.control.characterbaseblock << 14;
unsigned screensize = 16 << bg.control.screensize;
unsigned screenwrap = (1 << (bg.control.affinewrap ? 7 + bg.control.screensize : 20)) - 1;
if(bg.control.mosaic == false || (regs.vcounter % (1 + regs.mosaic.bgvsize)) == 0) {
bg.hmosaic = bg.lx;
bg.vmosaic = bg.ly;
}
int28 fx = bg.hmosaic;
int28 fy = bg.vmosaic;
for(unsigned x = 0; x < 240; x++) {
unsigned cx = (fx >> 8) & screenwrap, tx = cx / 8, px = cx & 7;
unsigned cy = (fy >> 8) & screenwrap, ty = cy / 8, py = cy & 7;
if(tx < screensize && ty < screensize) {
uint8 character = vram[basemap + ty * screensize + tx];
uint8 color = vram[basechr + (character * 64) + py * 8 + px];
if(color) output[x].write(true, bg.control.priority, pram[color]);
}
fx += bg.pa;
fy += bg.pc;
}
bg.lx += bg.pb;
bg.ly += bg.pd;
}
void PPU::render_background_bitmap(Registers::Background& bg) {
if(regs.control.enable[bg.id] == false) return;
auto& output = layer[bg.id];
uint1 depth = regs.control.bgmode != 4; //0 = 8-bit (Mode 4), 1 = 15-bit (Mode 3, Mode 5)
unsigned basemap = regs.control.bgmode == 3 ? 0 : 0xa000 * regs.control.frame;
unsigned width = regs.control.bgmode == 5 ? 160 : 240;
unsigned height = regs.control.bgmode == 5 ? 128 : 160;
unsigned size = depth ? Half : Byte;
if(bg.control.mosaic == false || (regs.vcounter % (1 + regs.mosaic.bgvsize)) == 0) {
bg.hmosaic = bg.lx;
bg.vmosaic = bg.ly;
}
int28 fx = bg.hmosaic;
int28 fy = bg.vmosaic;
for(unsigned x = 0; x < 240; x++) {
unsigned px = fx >> 8;
unsigned py = fy >> 8;
if(px < width && py < height) {
unsigned offset = py * width + px;
unsigned color = vram_read(basemap + (offset << depth), size);
if(depth || color) { //8bpp color 0 is transparent; 15bpp color is always opaque
if(depth == 0) color = pram[color];
if(depth == 1) color = color & 0x7fff;
output[x].write(true, bg.control.priority, color);
}
}
fx += bg.pa;
fy += bg.pc;
}
bg.lx += bg.pb;
bg.ly += bg.pd;
}