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/***************************************************************************
*   Copyright (C) 2010 PCSX4ALL Team                                      *
*   Copyright (C) 2010 Unai                                               *
*                                                                         *
*   This program is free software; you can redistribute it and/or modify  *
*   it under the terms of the GNU General Public License as published by  *
*   the Free Software Foundation; either version 2 of the License, or     *
*   (at your option) any later version.                                   *
*                                                                         *
*   This program is distributed in the hope that it will be useful,       *
*   but WITHOUT ANY WARRANTY; without even the implied warranty of        *
*   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the         *
*   GNU General Public License for more details.                          *
*                                                                         *
*   You should have received a copy of the GNU General Public License     *
*   along with this program; if not, write to the                         *
*   Free Software Foundation, Inc.,                                       *
*   51 Franklin Street, Fifth Floor, Boston, MA 02111-1307 USA.           *
***************************************************************************/

///////////////////////////////////////////////////////////////////////////////
//  GPU internal sprite drawing functions

void gpuDrawS(PtrUnion packet, const PS gpuSpriteSpanDriver)
{
	s32 x0, x1, y0, y1;
	u32 u0, v0;

	//NOTE: Must 11-bit sign-extend the whole sum here, not just packet X/Y,
	// or sprites in 1st level of SkullMonkeys disappear when walking right.
	// This now matches behavior of Mednafen and PCSX Rearmed's gpu_neon:
	x0 = GPU_EXPANDSIGN(packet.S2[2] + gpu_unai.DrawingOffset[0]);
	y0 = GPU_EXPANDSIGN(packet.S2[3] + gpu_unai.DrawingOffset[1]);

	u32 w = packet.U2[6] & 0x3ff; // Max width is 1023
	u32 h = packet.U2[7] & 0x1ff; // Max height is 511
	x1 = x0 + w;
	y1 = y0 + h;

	s32 xmin, xmax, ymin, ymax;
	xmin = gpu_unai.DrawingArea[0];	xmax = gpu_unai.DrawingArea[2];
	ymin = gpu_unai.DrawingArea[1];	ymax = gpu_unai.DrawingArea[3];

	u0 = packet.U1[8];
	v0 = packet.U1[9];

	s32 temp;
	temp = ymin - y0;
	if (temp > 0) { y0 = ymin; v0 += temp; }
	if (y1 > ymax) y1 = ymax;
	if (y1 <= y0) return;

	temp = xmin - x0;
	if (temp > 0) { x0 = xmin; u0 += temp; }
	if (x1 > xmax) x1 = xmax;
	x1 -= x0;
	if (x1 <= 0) return;

	gpu_unai.r5 = packet.U1[0] >> 3;
	gpu_unai.g5 = packet.U1[1] >> 3;
	gpu_unai.b5 = packet.U1[2] >> 3;

	u16 *Pixel = &((u16*)gpu_unai.vram)[FRAME_OFFSET(x0, y0)];
	const int li=gpu_unai.ilace_mask;
	const int pi=(ProgressiveInterlaceEnabled()?(gpu_unai.ilace_mask+1):0);
	const int pif=(ProgressiveInterlaceEnabled()?(gpu_unai.prog_ilace_flag?(gpu_unai.ilace_mask+1):0):1);
	unsigned int tmode = gpu_unai.TEXT_MODE >> 5;
	const u32 v0_mask = gpu_unai.TextureWindow[3];
	u8* pTxt_base = (u8*)gpu_unai.TBA;

	// Texture is accessed byte-wise, so adjust idx if 16bpp
	if (tmode == 3) u0 <<= 1;

	for (; y0<y1; ++y0) {
		u8* pTxt = pTxt_base + ((v0 & v0_mask) * 2048);
		if (!(y0&li) && (y0&pi)!=pif)
			gpuSpriteSpanDriver(Pixel, x1, pTxt, u0);
		Pixel += FRAME_WIDTH;
		v0++;
	}
}

#ifdef __arm__
#include "gpu_arm.h"

/* Notaz 4bit sprites optimization */
void gpuDrawS16(PtrUnion packet)
{
	s32 x0, y0;
	s32 u0, v0;
	s32 xmin, xmax;
	s32 ymin, ymax;
	u32 h = 16;

	//NOTE: Must 11-bit sign-extend the whole sum here, not just packet X/Y,
	// or sprites in 1st level of SkullMonkeys disappear when walking right.
	// This now matches behavior of Mednafen and PCSX Rearmed's gpu_neon:
	x0 = GPU_EXPANDSIGN(packet.S2[2] + gpu_unai.DrawingOffset[0]);
	y0 = GPU_EXPANDSIGN(packet.S2[3] + gpu_unai.DrawingOffset[1]);

	xmin = gpu_unai.DrawingArea[0];	xmax = gpu_unai.DrawingArea[2];
	ymin = gpu_unai.DrawingArea[1];	ymax = gpu_unai.DrawingArea[3];
	u0 = packet.U1[8];
	v0 = packet.U1[9];

	if (x0 > xmax - 16 || x0 < xmin ||
	    ((u0 | v0) & 15) || !(gpu_unai.TextureWindow[2] & gpu_unai.TextureWindow[3] & 8)) {
		// send corner cases to general handler
		packet.U4[3] = 0x00100010;
		gpuDrawS(packet, gpuSpriteSpanFn<0x20>);
		return;
	}

	if (y0 >= ymax || y0 <= ymin - 16)
		return;
	if (y0 < ymin) {
		h -= ymin - y0;
		v0 += ymin - y0;
		y0 = ymin;
	}
	else if (ymax - y0 < 16)
		h = ymax - y0;

	draw_spr16_full(&gpu_unai.vram[FRAME_OFFSET(x0, y0)], &gpu_unai.TBA[FRAME_OFFSET(u0/4, v0)], gpu_unai.CBA, h);
}
#endif // __arm__

void gpuDrawT(PtrUnion packet, const PT gpuTileSpanDriver)
{
	s32 x0, x1, y0, y1;

	// This now matches behavior of Mednafen and PCSX Rearmed's gpu_neon:
	x0 = GPU_EXPANDSIGN(packet.S2[2] + gpu_unai.DrawingOffset[0]);
	y0 = GPU_EXPANDSIGN(packet.S2[3] + gpu_unai.DrawingOffset[1]);

	u32 w = packet.U2[4] & 0x3ff; // Max width is 1023
	u32 h = packet.U2[5] & 0x1ff; // Max height is 511
	x1 = x0 + w;
	y1 = y0 + h;

	s32 xmin, xmax, ymin, ymax;
	xmin = gpu_unai.DrawingArea[0];	xmax = gpu_unai.DrawingArea[2];
	ymin = gpu_unai.DrawingArea[1];	ymax = gpu_unai.DrawingArea[3];

	if (y0 < ymin) y0 = ymin;
	if (y1 > ymax) y1 = ymax;
	if (y1 <= y0) return;

	if (x0 < xmin) x0 = xmin;
	if (x1 > xmax) x1 = xmax;
	x1 -= x0;
	if (x1 <= 0) return;

	const u16 Data = GPU_RGB16(packet.U4[0]);
	u16 *Pixel = &((u16*)gpu_unai.vram)[FRAME_OFFSET(x0, y0)];
	const int li=gpu_unai.ilace_mask;
	const int pi=(ProgressiveInterlaceEnabled()?(gpu_unai.ilace_mask+1):0);
	const int pif=(ProgressiveInterlaceEnabled()?(gpu_unai.prog_ilace_flag?(gpu_unai.ilace_mask+1):0):1);

	for (; y0<y1; ++y0) {
		if (!(y0&li) && (y0&pi)!=pif)
			gpuTileSpanDriver(Pixel,x1,Data);
		Pixel += FRAME_WIDTH;
	}
}