chore: refactor window
This commit is contained in:
		@@ -479,20 +479,20 @@ pub const WinV = extern union {
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pub const WinIn = extern union {
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    w0_bg: Bitfield(u16, 0, 4),
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    w0_obj: Bit(u16, 4),
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    w0_colour: Bit(u16, 5),
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    w0_bld: Bit(u16, 5),
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    w1_bg: Bitfield(u16, 8, 4),
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    w1_obj: Bit(u16, 12),
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    w1_colour: Bit(u16, 13),
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    w1_bld: Bit(u16, 13),
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    raw: u16,
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};
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pub const WinOut = extern union {
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    out_bg: Bitfield(u16, 0, 4),
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    out_obj: Bit(u16, 4),
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    out_colour: Bit(u16, 5),
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    out_bld: Bit(u16, 5),
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    obj_bg: Bitfield(u16, 8, 4),
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    obj_obj: Bit(u16, 12),
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    obj_colour: Bit(u16, 13),
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    obj_bld: Bit(u16, 13),
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    raw: u16,
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};
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										223
									
								
								src/core/ppu.zig
									
									
									
									
									
								
							
							
						
						
									
										223
									
								
								src/core/ppu.zig
									
									
									
									
									
								
							@@ -274,16 +274,17 @@ pub const Ppu = struct {
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            aff_x += self.aff_bg[n - 2].pa;
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            aff_y += self.aff_bg[n - 2].pc;
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            if (!shouldDrawBackground(n, self.bldcnt, &self.scanline, i)) continue;
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            const x = @bitCast(u32, ix);
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            const y = @bitCast(u32, iy);
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            const win_bounds = self.windowBounds(@truncate(u9, x), @truncate(u8, y));
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            if (!shouldDrawBackground(self, n, win_bounds, i)) continue;
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            if (self.bg[n].cnt.display_overflow.read()) {
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                ix = if (ix > px_width) @rem(ix, px_width) else if (ix < 0) px_width + @rem(ix, px_width) else ix;
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                iy = if (iy > px_height) @rem(iy, px_height) else if (iy < 0) px_height + @rem(iy, px_height) else iy;
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            } else if (ix > px_width or iy > px_height or ix < 0 or iy < 0) continue;
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            const x = @bitCast(u32, ix);
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            const y = @bitCast(u32, iy);
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            const tile_id: u32 = self.vram.read(u8, screen_base + ((y / 8) * @bitCast(u32, tile_width) + (x / 8)));
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            const row = y & 7;
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            const col = x & 7;
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@@ -293,7 +294,7 @@ pub const Ppu = struct {
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            if (pal_id != 0) {
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                const bgr555 = self.palette.read(u16, pal_id * 2);
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                copyToBackgroundBuffer(n, self.bldcnt, &self.scanline, i, bgr555);
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                self.copyToBackgroundBuffer(n, win_bounds, i, bgr555);
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            }
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        }
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@@ -322,62 +323,10 @@ pub const Ppu = struct {
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        var i: u32 = 0;
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        while (i < width) : (i += 1) {
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            if (!shouldDrawBackground(n, self.bldcnt, &self.scanline, i)) continue;
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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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            const win_bounds = self.windowBounds(@truncate(u9, x), @truncate(u8, y));
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            if (!shouldDrawBackground(self, n, win_bounds, i)) continue;
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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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@@ -403,7 +352,7 @@ pub const Ppu = struct {
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            if (pal_id != 0) {
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                const bgr555 = self.palette.read(u16, pal_id * 2);
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                copyToBackgroundBuffer(n, self.bldcnt, &self.scanline, i, bgr555);
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                self.copyToBackgroundBuffer(n, win_bounds, i, bgr555);
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            }
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        }
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    }
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@@ -583,6 +532,93 @@ pub const Ppu = struct {
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        return self.palette.getBackdrop();
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    }
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    fn copyToBackgroundBuffer(self: *Self, comptime n: u2, bounds: ?WindowBounds, i: usize, bgr555: u16) void {
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        if (self.bldcnt.mode.read() != 0b00) {
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            // Standard Alpha Blending
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            const a_layers = self.bldcnt.layer_a.read();
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            const is_blend_enabled = (a_layers >> n) & 1 == 1;
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            // If Alpha Blending is enabled and we've found an eligible layer for
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            // Pixel A, store the pixel in the bottom pixel buffer
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            const win_part = if (bounds) |win| blk: {
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                // Window Enabled
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                break :blk switch (win) {
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                    .win0 => self.win.in.w0_bld.read(),
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                    .win1 => self.win.in.w1_bld.read(),
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                    .out => self.win.out.out_bld.read(),
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                };
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            } else true;
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            if (win_part and is_blend_enabled) {
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                self.scanline.btm()[i] = bgr555;
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                return;
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            }
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        }
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        self.scanline.top()[i] = bgr555;
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    }
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    const WindowBounds = enum { win0, win1, out };
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    fn windowBounds(self: *Self, x: u9, y: u8) ?WindowBounds {
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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)) return null;
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        if (win0 and self.win.inRange(0, x, y)) return .win0;
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        if (win1 and self.win.inRange(1, x, y)) return .win1;
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        return .out;
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    }
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    fn shouldDrawBackground(self: *Self, comptime n: u2, bounds: ?WindowBounds, i: usize) bool {
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        // If a pixel has been drawn on the top layer, it's because:
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        // 1. The pixel is to be blended with a pixel on the bottom layer
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        // 2. The pixel is not to be blended at all
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        // Also, if we find a pixel on the top layer we don't need to bother with this I think?
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        if (self.scanline.top()[i] != null) return false;
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        if (bounds) |win| {
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            switch (win) {
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                .win0 => if ((self.win.in.w0_bg.read() >> n) & 1 == 0) return false,
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                .win1 => if ((self.win.in.w1_bg.read() >> n) & 1 == 0) return false,
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                .out => if ((self.win.out.out_bg.read() >> n) & 1 == 0) return false,
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            }
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        }
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        if (self.scanline.btm()[i] != null) {
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            // The pixel found in the bottom layer is:
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            // 1. From a higher priority background
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            // 2. From a background that is marked for blending (Pixel A)
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            // If Alpha Blending isn't enabled, then we've already found a higher prio
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            // pixel, we can return early
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            if (self.bldcnt.mode.read() != 0b01) return false;
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            const b_layers = self.bldcnt.layer_b.read();
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            const win_part = if (bounds) |win| blk: {
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                // Window Enabled
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                break :blk switch (win) {
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                    .win0 => self.win.in.w0_bld.read(),
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                    .win1 => self.win.in.w1_bld.read(),
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                    .out => self.win.out.out_bld.read(),
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                };
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            } else true;
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            // If the Background is not marked for blending, we've already found
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            // a higher priority pixel, move on.
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            const is_blend_enabled = win_part and ((b_layers >> n) & 1 == 1);
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            if (!is_blend_enabled) return false;
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        }
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        return true;
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    }
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    // TODO: Comment this + get a better understanding
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    fn tilemapOffset(size: u2, x: u32, y: u32) u32 {
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        // Current Row: (y % PIXEL_COUNT) / 8
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@@ -844,6 +880,25 @@ const Window = struct {
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        };
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    }
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    fn inRange(self: *const Self, comptime id: u1, x: u9, y: u8) bool {
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        const h = self.h[id];
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        const v = self.v[id];
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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 Bounds
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            return x1 <= x and x < x2;
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        }
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        return false;
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    }
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    pub fn setH(self: *Self, value: u32) void {
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        self.h[0].raw = @truncate(u16, value);
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        self.h[1].raw = @truncate(u16, value >> 16);
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@@ -1140,37 +1195,6 @@ fn alphaBlend(top: u16, btm: u16, bldalpha: io.BldAlpha) u16 {
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    return (bld_b << 10) | (bld_g << 5) | bld_r;
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}
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fn shouldDrawBackground(comptime n: u2, bldcnt: io.BldCnt, scanline: *Scanline, i: usize) bool {
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    // If a pixel has been drawn on the top layer, it's because
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    // Either the pixel is to be blended with a pixel on the bottom layer
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    // or the pixel is not to be blended at all
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    // Consequentially, if we find a pixel on the top layer, there's no need
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    // to render anything I think?
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    if (scanline.top()[i] != null) return false;
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    if (scanline.btm()[i] != null) {
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        // The Pixel found in the Bottom layer is
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        // 1. From a higher priority
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        // 2. From a Backround that is marked for Blending (Pixel A)
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        //
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        // We now have to confirm whether this current Background can be used
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        // as Pixel B or not.
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        // If Alpha Blending isn't enabled, we've aready found a higher
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        // priority pixel to render. Move on
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        if (bldcnt.mode.read() != 0b01) return false;
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        const b_layers = bldcnt.layer_b.read();
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        const is_blend_enabled = (b_layers >> n) & 1 == 1;
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        // If the Background is not marked for blending, we've already found
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        // a higher priority pixel, move on.
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        if (!is_blend_enabled) return false;
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    }
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    return true;
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}
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fn shouldDrawSprite(bldcnt: io.BldCnt, scanline: *Scanline, x: u9) bool {
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    if (scanline.top()[x] != null) return false;
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@@ -1185,23 +1209,6 @@ fn shouldDrawSprite(bldcnt: io.BldCnt, scanline: *Scanline, x: u9) bool {
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    return true;
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}
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fn copyToBackgroundBuffer(comptime n: u2, bldcnt: io.BldCnt, scanline: *Scanline, i: usize, bgr555: u16) void {
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    if (bldcnt.mode.read() != 0b00) {
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        // Standard Alpha Blending
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        const a_layers = bldcnt.layer_a.read();
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        const is_blend_enabled = (a_layers >> n) & 1 == 1;
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        // If Alpha Blending is enabled and we've found an eligible layer for
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        // Pixel A, store the pixel in the bottom pixel buffer
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        if (is_blend_enabled) {
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            scanline.btm()[i] = bgr555;
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            return;
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        }
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    }
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    scanline.top()[i] = bgr555;
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}
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fn copyToSpriteBuffer(bldcnt: io.BldCnt, scanline: *Scanline, x: u9, bgr555: u16) void {
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    if (bldcnt.mode.read() != 0b00) {
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        // Alpha Blending
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