chore: crude background window impl (no affine)
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@ -539,6 +539,59 @@ pub const Ppu = struct {
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const x = hofs + i;
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const win0 = self.dispcnt.win_enable.read() & 1 == 1;
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const win1 = (self.dispcnt.win_enable.read() >> 1) & 1 == 1;
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const winObj = self.dispcnt.obj_win_enable.read();
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if (win0 or win1 or winObj) blk: {
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// Window is enabled
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const win0_in = (self.win.in.w0_bg.read() >> n) & 1 == 1;
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const win1_in = (self.win.in.w1_bg.read() >> n) & 1 == 1;
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const win_out = (self.win.out.out_bg.read() >> n) & 1 == 1;
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if (win0) {
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const h = self.win.h[0];
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const v = self.win.v[0];
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const y1 = v.y1.read();
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const y2 = if (y1 > v.y2.read()) 160 else std.math.min(160, v.y2.read());
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if (y1 <= y and y < y2) {
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// Within Y bounds
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const x1 = h.x1.read();
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const x2 = if (x1 > h.x2.read()) 240 else std.math.min(240, h.x2.read());
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// Within X and & bounds, render Win0 Pixel
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if (x1 <= x and x < x2) {
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if (win0_in) break :blk else continue;
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}
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}
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}
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if (win1) {
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const h = self.win.h[1];
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const v = self.win.v[1];
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const y1 = v.y1.read();
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const y2 = if (y1 > v.y2.read()) 160 else std.math.min(160, v.y2.read());
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if (y1 <= y and y < y2) {
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// Within Y bounds
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const x1 = h.x1.read();
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const x2 = if (x1 > h.x2.read()) 240 else std.math.min(240, h.x2.read());
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// Within X and & bounds, render Win1 Pixel
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if (x1 <= x and x < x2) {
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if (win1_in) break :blk else continue;
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}
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}
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}
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// If not Win0 nor Win1 and WinOut isn't enabled,
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// then don't render this pixel
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if (!win_out) continue;
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}
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// Grab the Screen Entry from VRAM
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const entry_addr = screen_base + tilemapOffset(size, x, y);
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const entry = @bitCast(ScreenEntry, self.vram.read(u16, entry_addr));
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