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2 changed files with 127 additions and 67 deletions

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@ -481,20 +481,20 @@ pub const WinV = extern union {
pub const WinIn = extern union { pub const WinIn = extern union {
w0_bg: Bitfield(u16, 0, 4), w0_bg: Bitfield(u16, 0, 4),
w0_obj: Bit(u16, 4), w0_obj: Bit(u16, 4),
w0_colour: Bit(u16, 5), w0_bld: Bit(u16, 5),
w1_bg: Bitfield(u16, 8, 4), w1_bg: Bitfield(u16, 8, 4),
w1_obj: Bit(u16, 12), w1_obj: Bit(u16, 12),
w1_colour: Bit(u16, 13), w1_bld: Bit(u16, 13),
raw: u16, raw: u16,
}; };
pub const WinOut = extern union { pub const WinOut = extern union {
out_bg: Bitfield(u16, 0, 4), out_bg: Bitfield(u16, 0, 4),
out_obj: Bit(u16, 4), out_obj: Bit(u16, 4),
out_colour: Bit(u16, 5), out_bld: Bit(u16, 5),
obj_bg: Bitfield(u16, 8, 4), obj_bg: Bitfield(u16, 8, 4),
obj_obj: Bit(u16, 12), obj_obj: Bit(u16, 12),
obj_colour: Bit(u16, 13), obj_bld: Bit(u16, 13),
raw: u16, raw: u16,
}; };

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@ -278,16 +278,17 @@ pub const Ppu = struct {
aff_x += self.aff_bg[n - 2].pa; aff_x += self.aff_bg[n - 2].pa;
aff_y += self.aff_bg[n - 2].pc; aff_y += self.aff_bg[n - 2].pc;
if (!shouldDrawBackground(n, self.bldcnt, &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()) { 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; 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; 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; } 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 tile_id: u32 = self.vram.read(u8, screen_base + ((y / 8) * @bitCast(u32, tile_width) + (x / 8)));
const row = y & 7; const row = y & 7;
const col = x & 7; const col = x & 7;
@ -297,7 +298,7 @@ pub const Ppu = struct {
if (pal_id != 0) { if (pal_id != 0) {
const bgr555 = self.palette.read(u16, pal_id * 2); const bgr555 = self.palette.read(u16, pal_id * 2);
copyToBackgroundBuffer(n, self.bldcnt, &self.scanline, i, bgr555); self.copyToBackgroundBuffer(n, win_bounds, i, bgr555);
} }
} }
@ -306,7 +307,7 @@ pub const Ppu = struct {
self.aff_bg[n - 2].y_latch.? += self.aff_bg[n - 2].pd; // PD is added to BGxY self.aff_bg[n - 2].y_latch.? += self.aff_bg[n - 2].pd; // PD is added to BGxY
} }
fn drawBackround(self: *Self, comptime n: u2) void { fn drawBackground(self: *Self, comptime n: u2) void {
// A Tile in a charblock is a byte, while a Screen Entry is a halfword // A Tile in a charblock is a byte, while a Screen Entry is a halfword
const char_base = 0x4000 * @as(u32, self.bg[n].cnt.char_base.read()); const char_base = 0x4000 * @as(u32, self.bg[n].cnt.char_base.read());
@ -326,10 +327,11 @@ pub const Ppu = struct {
var i: u32 = 0; var i: u32 = 0;
while (i < width) : (i += 1) { while (i < width) : (i += 1) {
if (!shouldDrawBackground(n, self.bldcnt, &self.scanline, i)) continue;
const x = hofs + i; const x = hofs + i;
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 // Grab the Screen Entry from VRAM
const entry_addr = screen_base + tilemapOffset(size, x, y); const entry_addr = screen_base + tilemapOffset(size, x, y);
const entry = @bitCast(ScreenEntry, self.vram.read(u16, entry_addr)); const entry = @bitCast(ScreenEntry, self.vram.read(u16, entry_addr));
@ -354,7 +356,7 @@ pub const Ppu = struct {
if (pal_id != 0) { if (pal_id != 0) {
const bgr555 = self.palette.read(u16, pal_id * 2); const bgr555 = self.palette.read(u16, pal_id * 2);
copyToBackgroundBuffer(n, self.bldcnt, &self.scanline, i, bgr555); self.copyToBackgroundBuffer(n, win_bounds, i, bgr555);
} }
} }
} }
@ -380,10 +382,10 @@ pub const Ppu = struct {
var layer: usize = 0; var layer: usize = 0;
while (layer < 4) : (layer += 1) { while (layer < 4) : (layer += 1) {
self.drawSprites(@truncate(u2, layer)); self.drawSprites(@truncate(u2, layer));
if (layer == self.bg[0].cnt.priority.read() and bg_enable & 1 == 1) self.drawBackround(0); if (layer == self.bg[0].cnt.priority.read() and bg_enable & 1 == 1) self.drawBackground(0);
if (layer == self.bg[1].cnt.priority.read() and bg_enable >> 1 & 1 == 1) self.drawBackround(1); if (layer == self.bg[1].cnt.priority.read() and bg_enable >> 1 & 1 == 1) self.drawBackground(1);
if (layer == self.bg[2].cnt.priority.read() and bg_enable >> 2 & 1 == 1) self.drawBackround(2); if (layer == self.bg[2].cnt.priority.read() and bg_enable >> 2 & 1 == 1) self.drawBackground(2);
if (layer == self.bg[3].cnt.priority.read() and bg_enable >> 3 & 1 == 1) self.drawBackround(3); if (layer == self.bg[3].cnt.priority.read() and bg_enable >> 3 & 1 == 1) self.drawBackground(3);
} }
// Copy Drawn Scanline to Frame Buffer // Copy Drawn Scanline to Frame Buffer
@ -408,8 +410,8 @@ pub const Ppu = struct {
var layer: usize = 0; var layer: usize = 0;
while (layer < 4) : (layer += 1) { while (layer < 4) : (layer += 1) {
self.drawSprites(@truncate(u2, layer)); self.drawSprites(@truncate(u2, layer));
if (layer == self.bg[0].cnt.priority.read() and bg_enable & 1 == 1) self.drawBackround(0); if (layer == self.bg[0].cnt.priority.read() and bg_enable & 1 == 1) self.drawBackground(0);
if (layer == self.bg[1].cnt.priority.read() and bg_enable >> 1 & 1 == 1) self.drawBackround(1); if (layer == self.bg[1].cnt.priority.read() and bg_enable >> 1 & 1 == 1) self.drawBackground(1);
if (layer == self.bg[2].cnt.priority.read() and bg_enable >> 2 & 1 == 1) self.drawAffineBackground(2); if (layer == self.bg[2].cnt.priority.read() and bg_enable >> 2 & 1 == 1) self.drawAffineBackground(2);
} }
@ -534,6 +536,93 @@ pub const Ppu = struct {
return self.palette.getBackdrop(); return self.palette.getBackdrop();
} }
fn copyToBackgroundBuffer(self: *Self, comptime n: u2, bounds: ?WindowBounds, i: usize, bgr555: u16) void {
if (self.bldcnt.mode.read() != 0b00) {
// Standard Alpha Blending
const a_layers = self.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
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.bldcnt.mode.read() != 0b01) return false;
const b_layers = self.bldcnt.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 // TODO: Comment this + get a better understanding
fn tilemapOffset(size: u2, x: u32, y: u32) u32 { fn tilemapOffset(size: u2, x: u32, y: u32) u32 {
// Current Row: (y % PIXEL_COUNT) / 8 // Current Row: (y % PIXEL_COUNT) / 8
@ -792,6 +881,25 @@ const Window = struct {
}; };
} }
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 { pub fn setH(self: *Self, value: u32) void {
self.h[0].raw = @truncate(u16, value); self.h[0].raw = @truncate(u16, value);
self.h[1].raw = @truncate(u16, value >> 16); self.h[1].raw = @truncate(u16, value >> 16);
@ -1133,37 +1241,6 @@ fn alphaBlend(top: u16, btm: u16, bldalpha: io.BldAlpha) u16 {
return (bld_b << 10) | (bld_g << 5) | bld_r; 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 { fn shouldDrawSprite(bldcnt: io.BldCnt, scanline: *Scanline, x: u9) bool {
if (scanline.top()[x] != null) return false; if (scanline.top()[x] != null) return false;
@ -1178,23 +1255,6 @@ fn shouldDrawSprite(bldcnt: io.BldCnt, scanline: *Scanline, x: u9) bool {
return true; 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 { fn copyToSpriteBuffer(bldcnt: io.BldCnt, scanline: *Scanline, x: u9, bgr555: u16) void {
if (bldcnt.mode.read() != 0b00) { if (bldcnt.mode.read() != 0b00) {
// Alpha Blending // Alpha Blending