chore: refactor window
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		| @@ -466,20 +466,20 @@ pub const WinV = extern union { | ||||
| pub const WinIn = extern union { | ||||
|     w0_bg: Bitfield(u16, 0, 4), | ||||
|     w0_obj: Bit(u16, 4), | ||||
|     w0_colour: Bit(u16, 5), | ||||
|     w0_bld: Bit(u16, 5), | ||||
|     w1_bg: Bitfield(u16, 8, 4), | ||||
|     w1_obj: Bit(u16, 12), | ||||
|     w1_colour: Bit(u16, 13), | ||||
|     w1_bld: Bit(u16, 13), | ||||
|     raw: u16, | ||||
| }; | ||||
|  | ||||
| pub const WinOut = extern union { | ||||
|     out_bg: Bitfield(u16, 0, 4), | ||||
|     out_obj: Bit(u16, 4), | ||||
|     out_colour: Bit(u16, 5), | ||||
|     out_bld: Bit(u16, 5), | ||||
|     obj_bg: Bitfield(u16, 8, 4), | ||||
|     obj_obj: Bit(u16, 12), | ||||
|     obj_colour: Bit(u16, 13), | ||||
|     obj_bld: Bit(u16, 13), | ||||
|     raw: u16, | ||||
| }; | ||||
|  | ||||
|   | ||||
							
								
								
									
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								src/core/ppu.zig
									
									
									
									
									
								
							
							
						
						
									
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								src/core/ppu.zig
									
									
									
									
									
								
							| @@ -487,16 +487,17 @@ pub const Ppu = struct { | ||||
|             aff_x += self.aff_bg[n - 2].pa; | ||||
|             aff_y += self.aff_bg[n - 2].pc; | ||||
|  | ||||
|             if (!shouldDrawBackground(n, self.bld.cnt, &self.scanline, i)) continue; | ||||
|             const x = @bitCast(u32, ix); | ||||
|             const y = @bitCast(u32, iy); | ||||
|  | ||||
|             const win_bounds = self.windowBounds(@truncate(u9, x), @truncate(u8, y)); | ||||
|             if (!shouldDrawBackground(self, n, win_bounds, i)) continue; | ||||
|  | ||||
|             if (self.bg[n].cnt.display_overflow.read()) { | ||||
|                 ix = if (ix > px_width) @rem(ix, px_width) else if (ix < 0) px_width + @rem(ix, px_width) else ix; | ||||
|                 iy = if (iy > px_height) @rem(iy, px_height) else if (iy < 0) px_height + @rem(iy, px_height) else iy; | ||||
|             } else if (ix > px_width or iy > px_height or ix < 0 or iy < 0) continue; | ||||
|  | ||||
|             const x = @bitCast(u32, ix); | ||||
|             const y = @bitCast(u32, iy); | ||||
|  | ||||
|             const tile_id: u32 = self.vram.read(u8, screen_base + ((y / 8) * @bitCast(u32, tile_width) + (x / 8))); | ||||
|             const row = y & 7; | ||||
|             const col = x & 7; | ||||
| @@ -506,7 +507,7 @@ pub const Ppu = struct { | ||||
|  | ||||
|             if (pal_id != 0) { | ||||
|                 const bgr555 = self.palette.read(u16, pal_id * 2); | ||||
|                 copyToBackgroundBuffer(n, self.bld.cnt, &self.scanline, i, bgr555); | ||||
|                 self.copyToBackgroundBuffer(n, win_bounds, i, bgr555); | ||||
|             } | ||||
|         } | ||||
|  | ||||
| @@ -535,62 +536,10 @@ pub const Ppu = struct { | ||||
|  | ||||
|         var i: u32 = 0; | ||||
|         while (i < width) : (i += 1) { | ||||
|             if (!shouldDrawBackground(n, self.bld.cnt, &self.scanline, i)) continue; | ||||
|  | ||||
|             const x = hofs + i; | ||||
|  | ||||
|             const win0 = self.dispcnt.win_enable.read() & 1 == 1; | ||||
|             const win1 = (self.dispcnt.win_enable.read() >> 1) & 1 == 1; | ||||
|             const winObj = self.dispcnt.obj_win_enable.read(); | ||||
|  | ||||
|             if (win0 or win1 or winObj) blk: { | ||||
|                 // Window is enabled | ||||
|                 const win0_in = (self.win.in.w0_bg.read() >> n) & 1 == 1; | ||||
|                 const win1_in = (self.win.in.w1_bg.read() >> n) & 1 == 1; | ||||
|                 const win_out = (self.win.out.out_bg.read() >> n) & 1 == 1; | ||||
|  | ||||
|                 if (win0) { | ||||
|                     const h = self.win.h[0]; | ||||
|                     const v = self.win.v[0]; | ||||
|  | ||||
|                     const y1 = v.y1.read(); | ||||
|                     const y2 = if (y1 > v.y2.read()) 160 else std.math.min(160, v.y2.read()); | ||||
|  | ||||
|                     if (y1 <= y and y < y2) { | ||||
|                         // Within Y bounds | ||||
|                         const x1 = h.x1.read(); | ||||
|                         const x2 = if (x1 > h.x2.read()) 240 else std.math.min(240, h.x2.read()); | ||||
|  | ||||
|                         // Within X and & bounds, render Win0 Pixel | ||||
|                         if (x1 <= x and x < x2) { | ||||
|                             if (win0_in) break :blk else continue; | ||||
|                         } | ||||
|                     } | ||||
|                 } | ||||
|  | ||||
|                 if (win1) { | ||||
|                     const h = self.win.h[1]; | ||||
|                     const v = self.win.v[1]; | ||||
|  | ||||
|                     const y1 = v.y1.read(); | ||||
|                     const y2 = if (y1 > v.y2.read()) 160 else std.math.min(160, v.y2.read()); | ||||
|  | ||||
|                     if (y1 <= y and y < y2) { | ||||
|                         // Within Y bounds | ||||
|                         const x1 = h.x1.read(); | ||||
|                         const x2 = if (x1 > h.x2.read()) 240 else std.math.min(240, h.x2.read()); | ||||
|  | ||||
|                         // Within X and & bounds, render Win1 Pixel | ||||
|                         if (x1 <= x and x < x2) { | ||||
|                             if (win1_in) break :blk else continue; | ||||
|                         } | ||||
|                     } | ||||
|                 } | ||||
|  | ||||
|                 // If not Win0 nor Win1 and WinOut isn't enabled, | ||||
|                 // then don't render this pixel | ||||
|                 if (!win_out) continue; | ||||
|             } | ||||
|             const win_bounds = self.windowBounds(@truncate(u9, x), @truncate(u8, y)); | ||||
|             if (!shouldDrawBackground(self, n, win_bounds, i)) continue; | ||||
|  | ||||
|             // Grab the Screen Entry from VRAM | ||||
|             const entry_addr = screen_base + tilemapOffset(size, x, y); | ||||
| @@ -616,7 +565,7 @@ pub const Ppu = struct { | ||||
|  | ||||
|             if (pal_id != 0) { | ||||
|                 const bgr555 = self.palette.read(u16, pal_id * 2); | ||||
|                 copyToBackgroundBuffer(n, self.bld.cnt, &self.scanline, i, bgr555); | ||||
|                 self.copyToBackgroundBuffer(n, win_bounds, i, bgr555); | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| @@ -796,6 +745,93 @@ pub const Ppu = struct { | ||||
|         return self.palette.getBackdrop(); | ||||
|     } | ||||
|  | ||||
|     fn copyToBackgroundBuffer(self: *Self, comptime n: u2, bounds: ?WindowBounds, i: usize, bgr555: u16) void { | ||||
|         if (self.bld.cnt.mode.read() != 0b00) { | ||||
|             // Standard Alpha Blending | ||||
|             const a_layers = self.bld.cnt.layer_a.read(); | ||||
|             const is_blend_enabled = (a_layers >> n) & 1 == 1; | ||||
|  | ||||
|             // If Alpha Blending is enabled and we've found an eligible layer for | ||||
|             // Pixel A, store the pixel in the bottom pixel buffer | ||||
|  | ||||
|             const win_part = if (bounds) |win| blk: { | ||||
|                 // Window Enabled | ||||
|                 break :blk switch (win) { | ||||
|                     .win0 => self.win.in.w0_bld.read(), | ||||
|                     .win1 => self.win.in.w1_bld.read(), | ||||
|                     .out => self.win.out.out_bld.read(), | ||||
|                 }; | ||||
|             } else true; | ||||
|  | ||||
|             if (win_part and is_blend_enabled) { | ||||
|                 self.scanline.btm()[i] = bgr555; | ||||
|                 return; | ||||
|             } | ||||
|         } | ||||
|  | ||||
|         self.scanline.top()[i] = bgr555; | ||||
|     } | ||||
|  | ||||
|     const WindowBounds = enum { win0, win1, out }; | ||||
|  | ||||
|     fn windowBounds(self: *Self, x: u9, y: u8) ?WindowBounds { | ||||
|         const win0 = self.dispcnt.win_enable.read() & 1 == 1; | ||||
|         const win1 = (self.dispcnt.win_enable.read() >> 1) & 1 == 1; | ||||
|         const winObj = self.dispcnt.obj_win_enable.read(); | ||||
|  | ||||
|         if (!(win0 or win1 or winObj)) return null; | ||||
|  | ||||
|         if (win0 and self.win.inRange(0, x, y)) return .win0; | ||||
|         if (win1 and self.win.inRange(1, x, y)) return .win1; | ||||
|  | ||||
|         return .out; | ||||
|     } | ||||
|  | ||||
|     fn shouldDrawBackground(self: *Self, comptime n: u2, bounds: ?WindowBounds, i: usize) bool { | ||||
|         // If a pixel has been drawn on the top layer, it's because: | ||||
|         // 1. The pixel is to be blended with a pixel on the bottom layer | ||||
|         // 2. The pixel is not to be blended at all | ||||
|         // Also, if we find a pixel on the top layer we don't need to bother with this I think? | ||||
|         if (self.scanline.top()[i] != null) return false; | ||||
|  | ||||
|         if (bounds) |win| { | ||||
|             switch (win) { | ||||
|                 .win0 => if ((self.win.in.w0_bg.read() >> n) & 1 == 0) return false, | ||||
|                 .win1 => if ((self.win.in.w1_bg.read() >> n) & 1 == 0) return false, | ||||
|                 .out => if ((self.win.out.out_bg.read() >> n) & 1 == 0) return false, | ||||
|             } | ||||
|         } | ||||
|  | ||||
|         if (self.scanline.btm()[i] != null) { | ||||
|             // The pixel found in the bottom layer is: | ||||
|             // 1. From a higher priority background | ||||
|             // 2. From a background that is marked for blending (Pixel A) | ||||
|  | ||||
|             // If Alpha Blending isn't enabled, then we've already found a higher prio | ||||
|             // pixel, we can return early | ||||
|             if (self.bld.cnt.mode.read() != 0b01) return false; | ||||
|  | ||||
|             const b_layers = self.bld.cnt.layer_b.read(); | ||||
|  | ||||
|             const win_part = if (bounds) |win| blk: { | ||||
|                 // Window Enabled | ||||
|                 break :blk switch (win) { | ||||
|                     .win0 => self.win.in.w0_bld.read(), | ||||
|                     .win1 => self.win.in.w1_bld.read(), | ||||
|                     .out => self.win.out.out_bld.read(), | ||||
|                 }; | ||||
|             } else true; | ||||
|  | ||||
|             // If the Background is not marked for blending, we've already found | ||||
|             // a higher priority pixel, move on. | ||||
|  | ||||
|             const is_blend_enabled = win_part and ((b_layers >> n) & 1 == 1); | ||||
|             if (!is_blend_enabled) return false; | ||||
|         } | ||||
|  | ||||
|         return true; | ||||
|     } | ||||
|  | ||||
|     // TODO: Comment this + get a better understanding | ||||
|     fn tilemapOffset(size: u2, x: u32, y: u32) u32 { | ||||
|         // Current Row: (y % PIXEL_COUNT) / 8 | ||||
| @@ -1089,6 +1125,25 @@ const Window = struct { | ||||
|         return self.out.raw & 0x3F3F; | ||||
|     } | ||||
|  | ||||
|     fn inRange(self: *const Self, comptime id: u1, x: u9, y: u8) bool { | ||||
|         const h = self.h[id]; | ||||
|         const v = self.v[id]; | ||||
|  | ||||
|         const y1 = v.y1.read(); | ||||
|         const y2 = if (y1 > v.y2.read()) 160 else std.math.min(160, v.y2.read()); | ||||
|  | ||||
|         if (y1 <= y and y < y2) { | ||||
|             // Within Y bounds | ||||
|             const x1 = h.x1.read(); | ||||
|             const x2 = if (x1 > h.x2.read()) 240 else std.math.min(240, h.x2.read()); | ||||
|  | ||||
|             // Within X Bounds | ||||
|             return x1 <= x and x < x2; | ||||
|         } | ||||
|  | ||||
|         return false; | ||||
|     } | ||||
|  | ||||
|     pub fn setH(self: *Self, value: u32) void { | ||||
|         self.h[0].raw = @truncate(u16, value); | ||||
|         self.h[1].raw = @truncate(u16, value >> 16); | ||||
| @@ -1396,37 +1451,6 @@ fn alphaBlend(top: u16, btm: u16, bldalpha: io.BldAlpha) u16 { | ||||
|     return (bld_b << 10) | (bld_g << 5) | bld_r; | ||||
| } | ||||
|  | ||||
| fn shouldDrawBackground(comptime n: u2, bldcnt: io.BldCnt, scanline: *Scanline, i: usize) bool { | ||||
|     // If a pixel has been drawn on the top layer, it's because | ||||
|     // Either the pixel is to be blended with a pixel on the bottom layer | ||||
|     // or the pixel is not to be blended at all | ||||
|     // Consequentially, if we find a pixel on the top layer, there's no need | ||||
|     // to render anything I think? | ||||
|     if (scanline.top()[i] != null) return false; | ||||
|  | ||||
|     if (scanline.btm()[i] != null) { | ||||
|         // The Pixel found in the Bottom layer is | ||||
|         // 1. From a higher priority | ||||
|         // 2. From a Backround that is marked for Blending (Pixel A) | ||||
|         // | ||||
|         // We now have to confirm whether this current Background can be used | ||||
|         // as Pixel B or not. | ||||
|  | ||||
|         // If Alpha Blending isn't enabled, we've aready found a higher | ||||
|         // priority pixel to render. Move on | ||||
|         if (bldcnt.mode.read() != 0b01) return false; | ||||
|  | ||||
|         const b_layers = bldcnt.layer_b.read(); | ||||
|         const is_blend_enabled = (b_layers >> n) & 1 == 1; | ||||
|  | ||||
|         // If the Background is not marked for blending, we've already found | ||||
|         // a higher priority pixel, move on. | ||||
|         if (!is_blend_enabled) return false; | ||||
|     } | ||||
|  | ||||
|     return true; | ||||
| } | ||||
|  | ||||
| fn shouldDrawSprite(bldcnt: io.BldCnt, scanline: *Scanline, x: u9) bool { | ||||
|     if (scanline.top()[x] != null) return false; | ||||
|  | ||||
| @@ -1441,23 +1465,6 @@ fn shouldDrawSprite(bldcnt: io.BldCnt, scanline: *Scanline, x: u9) bool { | ||||
|     return true; | ||||
| } | ||||
|  | ||||
| fn copyToBackgroundBuffer(comptime n: u2, bldcnt: io.BldCnt, scanline: *Scanline, i: usize, bgr555: u16) void { | ||||
|     if (bldcnt.mode.read() != 0b00) { | ||||
|         // Standard Alpha Blending | ||||
|         const a_layers = bldcnt.layer_a.read(); | ||||
|         const is_blend_enabled = (a_layers >> n) & 1 == 1; | ||||
|  | ||||
|         // If Alpha Blending is enabled and we've found an eligible layer for | ||||
|         // Pixel A, store the pixel in the bottom pixel buffer | ||||
|         if (is_blend_enabled) { | ||||
|             scanline.btm()[i] = bgr555; | ||||
|             return; | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     scanline.top()[i] = bgr555; | ||||
| } | ||||
|  | ||||
| fn copyToSpriteBuffer(bldcnt: io.BldCnt, scanline: *Scanline, x: u9, bgr555: u16) void { | ||||
|     if (bldcnt.mode.read() != 0b00) { | ||||
|         // Alpha Blending | ||||
|   | ||||
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