use super::*; fn scene(a: u16, b: u16) -> Memory { let mut m = memory(); m.write16(DISPCNT, 0x1040).unwrap(); object(&mut m, 0, a | 7, b | 5 | 0x4000, 0); // 16x16 at (5,7). for y in 0..16 { for x in (0..16).step_by(2) { let tile = y / 8 * 2 + x / 8; let address = VRAM + 0x10000 + tile * 64 + y % 8 * 8 + x % 8; let first = 1 + (x + y * 5) % 254; let second = 1 + (x + 1 + y * 5) % 254; m.write16(address, (first | second << 8) as u16).unwrap(); } } m } #[test] fn regular_obj_uses_screen_grid_clamps_partial_first_blocks_and_preserves_flips() { for flips in [0, 0x1000, 0x2000, 0x3000] { let mut m = scene(0x2000, flips); let base = render(&m); m.write16(OAM, 0x3007).unwrap(); // 8bpp plus mosaic, y7. for width in 1..=16 { let height = 17 - width; m.write16(MOSAIC, (((height - 1) << 12) | ((width - 1) << 8)) as u16) .unwrap(); let f = render(&m); for y in 0..32 { for x in 0..32 { let expected = if (5..21).contains(&x) && (7..23).contains(&y) { at( &base, (x / width * width).max(5), (y / height * height).max(7), ) } else { 0 }; assert_eq!( at(&f, x, y), expected, "flip={flips:x} size={width}x{height} at={x},{y}" ); } } } } } #[test] fn affine_and_double_size_mosaic_repeat_transformed_samples() { for doubled in [false, true] { let mut m = scene(0x2100 | if doubled { 0x200 } else { 0 }, 0); let matrix: [i16; 4] = if doubled { [64, 32, -32, 64] } else { [128, 64, -64, 128] }; for (i, value) in matrix.into_iter().enumerate() { m.write16(OAM + 6 + i as u32 * 8, value as u16).unwrap(); } let base = render(&m); m.write16(OAM, 0x3107 | if doubled { 0x200 } else { 0 }) .unwrap(); m.write16(MOSAIC, 0x4500).unwrap(); // OBJ6x5; BG1x1. let f = render(&m); let size = if doubled { 32 } else { 16 }; for y in 0..48 { for x in 0..48 { let expected = if (5..5 + size).contains(&x) && (7..7 + size).contains(&y) { at(&base, (x / 6 * 6).max(5), (y / 5 * 5).max(7)) } else { 0 }; assert_eq!(at(&f, x, y), expected, "double={doubled} at={x},{y}"); } } } } #[test] fn obj_flag_and_high_byte_are_independent_and_vertical_sampling_wraps_at_screen_top() { let mut m = scene(0x2000, 0); let base = render(&m); m.write16(MOSAIC, 0xffff).unwrap(); assert_eq!(render(&m).pixels(), base.pixels()); // Flag disabled. m.write16(OAM, 0x3007).unwrap(); m.write8(MOSAIC + 1, 0).unwrap(); // BG15 bits do not affect OBJ. assert_eq!(render(&m).pixels(), base.pixels()); object(&mut m, 0, 0x20fc, 0x41fc, 0); // 16x16, wraps from (-4,-4). let base = render(&m); m.write16(OAM, 0x30fc).unwrap(); m.write16(MOSAIC, 0x3400).unwrap(); let f = render(&m); for y in 0..12 { for x in 0..12 { assert_eq!(at(&f, x, y), at(&base, x / 5 * 5, y / 4 * 4)); } } assert_eq!(at(&f, 12, 0), 0); assert_eq!(at(&f, 0, 12), 0); } #[test] fn transparent_samples_repeat_but_non_mosaic_samples_restart_the_latch() { let mut m = memory(); m.write16(DISPCNT, 0x1040).unwrap(); m.write16(MOSAIC, 0x0300).unwrap(); // OBJ4x1. m.write16(PAL + 0x202, 31).unwrap(); fill(&mut m, VRAM + 0x10000, 32, 0x1010); // First sample transparent, second red. object(&mut m, 0, 0x1000, 0, 0); assert!(render(&m).pixels().iter().all(|&p| p == 0)); m.write16(VRAM + 0x10000, 0x0101).unwrap(); let f = render(&m); for x in 0..4 { assert_eq!(at(&f, x, 0), rgb(31)); } // A lower-priority non-mosaic sprite fills transparent texels before mosaic. // Its non-mosaic metadata makes those pixels latch immediately. fill(&mut m, VRAM + 0x10020, 32, 0x2222); m.write16(PAL + 0x204, 0x3e0).unwrap(); object(&mut m, 1, 0, 0, 0x401); let f = render(&m); assert_eq!(at(&f, 0, 0), rgb(31)); assert_eq!(at(&f, 1, 0), rgb(0x3e0)); } #[test] fn horizontal_latch_restarts_for_non_mosaic_and_higher_priority_pixels() { let mut m = memory(); m.write16(DISPCNT, 0x1040).unwrap(); m.write16(MOSAIC, 0x0f00).unwrap(); for (tile, color) in [(0, 31), (1, 0x3e0), (2, 0x7c00)] { fill( &mut m, VRAM + 0x10000 + tile * 32, 32, (tile as u16 + 1) * 0x1111, ); m.write16(PAL + 0x202 + tile * 2, color).unwrap(); } object(&mut m, 0, 0x1000, 1, 0x800); object(&mut m, 1, 0x1000, 3, 0x401); object(&mut m, 2, 0, 5, 2); let f = render(&m); assert_eq!(at(&f, 0, 0), 0); assert_eq!(at(&f, 1, 0), rgb(31)); assert_eq!(at(&f, 3, 0), rgb(0x3e0)); assert_eq!(at(&f, 5, 0), rgb(0x7c00)); assert_eq!(at(&f, 13, 0), 0); // Leaving the canvas resets the latch. } #[test] fn transparent_higher_priority_obj_changes_metadata_without_replacing_color() { let mut m = memory(); m.write16(DISPCNT, 0x1140).unwrap(); m.write16(BG0CNT, 0x1001).unwrap(); // BG priority1. fill(&mut m, VRAM, 32, 0x3333); m.write16(PAL + 6, 0x7c00).unwrap(); fill(&mut m, VRAM + 0x10000, 32, 0x1111); m.write16(PAL + 0x202, 31).unwrap(); object(&mut m, 0, 0x400, 0, 0x800); // Semi-transparent red, priority2. object(&mut m, 1, 0x1000, 0, 0x401); // Transparent tile1, priority1, mosaic. fill(&mut m, VRAM + 0x10040, 32, 0x2222); object(&mut m, 2, 0, 0, 0x402); // Same priority as metadata; cannot replace red. m.write16(MOSAIC, 0x0300).unwrap(); m.write16(BLDCNT, 0x100).unwrap(); m.write16(BLDALPHA, 0x0808).unwrap(); assert_eq!(at(&render(&m), 0, 0), rgb(0x3c0f)); // Alpha flag retained, priority now ties BG. } #[test] fn object_window_ignores_mosaic_and_window_edges_do_not_quantize() { let mut m = memory(); m.write16(DISPCNT, 0x9100).unwrap(); m.write16(BG0CNT, 0x1000).unwrap(); fill(&mut m, VRAM, 32, 0x1111); m.write16(PAL + 2, 31).unwrap(); fill(&mut m, VRAM + 0x10000, 32, 0x1010); object(&mut m, 0, 0x1800, 0, 0); m.write16(MOSAIC, 0xffff).unwrap(); m.write16(WINOUT, 0x0100).unwrap(); let f = render(&m); for x in 0..8 { assert_eq!(at(&f, x, 0), if x % 2 == 0 { 0 } else { rgb(31) }); } m.write16(VRAM + 0x10004, 0x0101).unwrap(); // Next source row remains distinct. assert_eq!(at(&render(&m), 0, 1), rgb(31)); } #[test] fn mosaic_latch_precedes_window_masking_and_semi_transparent_blending() { let mut m = memory(); m.write16(DISPCNT, 0x3100).unwrap(); m.write16(BG0CNT, 0x1000).unwrap(); fill(&mut m, VRAM, 32, 0x2222); m.write16(PAL + 4, 0x7c00).unwrap(); m.write16(PAL + 0x202, 31).unwrap(); fill(&mut m, VRAM + 0x10000, 32, 0x0101); object(&mut m, 0, 0x1400, 0, 0); m.write16(MOSAIC, 0x0300).unwrap(); m.write16(WIN0H, 0x0001).unwrap(); m.write16(WIN0V, 0x0008).unwrap(); m.write16(WININ, 1).unwrap(); // First pixel masks OBJ but must not reset its latch. m.write16(WINOUT, 0x31).unwrap(); m.write16(BLDCNT, 0x100).unwrap(); m.write16(BLDALPHA, 0x0808).unwrap(); let f = render(&m); assert_eq!(at(&f, 0, 0), rgb(0x7c00)); for x in 1..4 { assert_eq!(at(&f, x, 0), rgb(0x3c0f)); } }