all repos — mgba @ 03b5e2d78eb58a1aac3fccd4bd0e6fff5d13bc59

mGBA Game Boy Advance Emulator

src/gba/renderers/video-glsl.c (view raw)

  1#include "video-glsl.h"
  2
  3#include "gba-io.h"
  4
  5#include <string.h>
  6
  7#define UNIFORM_LOCATION(UNIFORM) (glGetUniformLocation(glslRenderer->program, UNIFORM))
  8
  9static const GLfloat _vertices[4] = {
 10	-1, 0,
 11	1, 0
 12};
 13
 14static const GLchar* _fragmentShader =
 15	"varying float x;\n"
 16	"uniform float y;\n"
 17	"uniform sampler2D vram;\n"
 18	"uniform float dispcnt;\n"
 19	"uniform float bg0cnt;\n"
 20	"uniform float bg1cnt;\n"
 21	"uniform float bg2cnt;\n"
 22	"uniform float bg3cnt;\n"
 23	"uniform float bg0hofs;\n"
 24	"uniform float bg0vofs;\n"
 25	"uniform float bg1hofs;\n"
 26	"uniform float bg1vofs;\n"
 27	"uniform float bg2hofs;\n"
 28	"uniform float bg2vofs;\n"
 29	"uniform float bg3hofs;\n"
 30	"uniform float bg3vofs;\n"
 31	"#define PALETTE_INDEX(i) texture2D(vram, (vec2(mod(i + 1.0, 512.0) / 512.0 - 1.0 / 1024.0, (floor(i / 512.0) + 1.0) / 256.0 - 1.0 / 1024.0)))\n"
 32	"#define VRAM_INDEX(i) texture2D(vram, (vec2(mod(i + 1.0, 512.0) / 512.0 - 1.0 / 1024.0, (floor(i / 512.0) + 161.0) / 256.0 - 1.0 / 1024.0)))\n"
 33	"#define DESERIALIZE(vec) dot(vec4(63488.0, 1984.0, 62.0, 1.0), vec)\n"
 34	"#define IMOD(a, b) mod(floor(a), b)\n"
 35	"#define BIT_CHECK(a, b) (IMOD(a / b, 2.0) > 0.0)\n"
 36	"#define DEBUG(fl) return vec4(fract(fl / 256.0), fract(floor(fl / 256.0) / 256.0), fract(floor(fl / 65536.0) / 256.0), 1.0)\n"
 37
 38	"vec4 backgroundMode0(float bgcnt, float hofs, float vofs) {\n"
 39	"   float charBase = IMOD(bgcnt / 4.0, 4.0) * 8192.0;\n"
 40	"   float screenBase = IMOD(bgcnt / 256.0, 32.0) * 1024.0;\n"
 41	"   float size = IMOD(bgcnt / 16384.0, 4.0);\n"
 42	"   vec2 local = vec2(hofs + x, vofs + y);\n"
 43	"   vec2 base = IMOD(local, 256.0);\n"
 44	"	base -= IMOD(local, 8.0);\n"
 45	"   if (size == 1.0) {\n"
 46	"       base.x += IMOD(local.x / 256.0, 2.0) * 8192.0;\n"
 47	"   } else if (size == 2.0) {\n"
 48	"      	base.y += IMOD(local.y / 256.0, 2.0) * 256.0;\n"
 49	"   } else if (size == 3.0) {\n"
 50	"       base += IMOD(local / 256.0, 2.0) * vec2(8192.0, 512.0);\n"
 51	"   }\n"
 52	"   screenBase += dot(base, vec2(1.0 / 8.0, 4.0));\n"
 53	"   float mapData = DESERIALIZE(VRAM_INDEX(screenBase));\n"
 54	"   charBase += IMOD(mapData, 1024.0) * 16.0 + dot(IMOD(local * vec2(1.0 / 4.0, 1.0), vec2(2.0, 8.0)), vec2(1.0, 2.0));\n"
 55	"   float tileData = DESERIALIZE(VRAM_INDEX(charBase));\n"
 56	"   tileData *= pow(0.5, IMOD(local.x, 4.0) * 4.0);\n"
 57	"   tileData = IMOD(tileData, 16.0);\n"
 58	"   if (tileData == 0.0) {\n"
 59	"       return vec4(0, 0, 0, 0);\n"
 60	"   }\n"
 61	"   return PALETTE_INDEX(tileData + floor(mapData / 4096.0) * 16.0);\n"
 62	"}\n"
 63
 64	"void runPriority(float priority, inout vec4 color) {\n"
 65	"   if (color.a > 0.0) {\n"
 66	"       return;\n"
 67	"   }\n"
 68	"   if (BIT_CHECK(dispcnt, 256.0) && IMOD(bg0cnt, 4.0) == priority) {\n"
 69	"       color = backgroundMode0(bg0cnt, bg0hofs, bg0vofs);\n"
 70	"   }\n"
 71	"   if (color.a > 0.0) {\n"
 72	"       return;\n"
 73	"   }\n"
 74	"   if (BIT_CHECK(dispcnt, 512.0) && IMOD(bg1cnt, 4.0) == priority) {\n"
 75	"       color = backgroundMode0(bg1cnt, bg1hofs, bg1vofs);\n"
 76	"   }\n"
 77	"   if (color.a > 0.0) {\n"
 78	"       return;\n"
 79	"   }\n"
 80	"   if (BIT_CHECK(dispcnt, 1024.0) && IMOD(bg2cnt, 4.0) == priority) {\n"
 81	"       color = backgroundMode0(bg2cnt, bg2hofs, bg2vofs);\n"
 82	"   }\n"
 83	"   if (color.a > 0.0) {\n"
 84	"		return;\n"
 85	"	}\n"
 86	"   if (BIT_CHECK(dispcnt, 2048.0) && IMOD(bg3cnt, 4.0) == priority) {\n"
 87	"		color = backgroundMode0(bg3cnt, bg3hofs, bg3vofs);\n"
 88	"	}\n"
 89	"}\n"
 90
 91	"void main() {\n"
 92	"	vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
 93	"	runPriority(0.0, color);\n"
 94	"	runPriority(1.0, color);\n"
 95	"	runPriority(2.0, color);\n"
 96	"	runPriority(3.0, color);\n"
 97	"	if (color.a == 0.0) {\n"
 98	"		color = texture2D(vram, vec2(0.0, y / 256.0));\n"
 99	"	}\n"
100	"	gl_FragColor = color;\n"
101	"}\n";
102
103static const GLchar* _vertexShader[] = {
104	"varying float x;",
105	"attribute vec2 vert;",
106	"uniform float y;",
107
108	"void main() {",
109	"	x = vert.x * 120.0 + 120.0;",
110	"	gl_Position = vec4(vert.x, 1.0 - (y + 1.0) / 80.0, 0, 1.0);",
111	"}"
112};
113
114static void GBAVideoGLSLRendererInit(struct GBAVideoRenderer* renderer);
115static void GBAVideoGLSLRendererDeinit(struct GBAVideoRenderer* renderer);
116static void GBAVideoGLSLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
117static uint16_t GBAVideoGLSLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
118static void GBAVideoGLSLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y);
119static void GBAVideoGLSLRendererFinishFrame(struct GBAVideoRenderer* renderer);
120
121void GBAVideoGLSLRendererCreate(struct GBAVideoGLSLRenderer* glslRenderer) {
122	glslRenderer->d.init = GBAVideoGLSLRendererInit;
123	glslRenderer->d.deinit = GBAVideoGLSLRendererDeinit;
124	glslRenderer->d.writeVideoRegister = GBAVideoGLSLRendererWriteVideoRegister;
125	glslRenderer->d.writePalette = GBAVideoGLSLRendererWritePalette;
126	glslRenderer->d.drawScanline = GBAVideoGLSLRendererDrawScanline;
127	glslRenderer->d.finishFrame = GBAVideoGLSLRendererFinishFrame;
128
129	glslRenderer->d.turbo = 0;
130	glslRenderer->d.framesPending = 0;
131	glslRenderer->d.frameskip = 0;
132
133	glslRenderer->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
134	glslRenderer->vertexShader = glCreateShader(GL_VERTEX_SHADER);
135	glslRenderer->program = glCreateProgram();
136
137	glShaderSource(glslRenderer->fragmentShader, 1, (const GLchar**) &_fragmentShader, 0);
138	glShaderSource(glslRenderer->vertexShader, 7, _vertexShader, 0);
139
140	glAttachShader(glslRenderer->program, glslRenderer->vertexShader);
141	glAttachShader(glslRenderer->program, glslRenderer->fragmentShader);
142	char log[1024];
143	glCompileShader(glslRenderer->fragmentShader);
144	glCompileShader(glslRenderer->vertexShader);
145	glGetShaderInfoLog(glslRenderer->fragmentShader, 1024, 0, log);
146	glGetShaderInfoLog(glslRenderer->vertexShader, 1024, 0, log);
147	glLinkProgram(glslRenderer->program);
148
149	glGenTextures(1, &glslRenderer->vramTexture);
150	glBindTexture(GL_TEXTURE_2D, glslRenderer->vramTexture);
151	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
152	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
153	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
154	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
155
156	memset(glslRenderer->vram, 0, sizeof (glslRenderer->vram));
157
158	{
159		pthread_mutex_t mutex = PTHREAD_MUTEX_INITIALIZER;
160		glslRenderer->mutex = mutex;
161		pthread_cond_t cond = PTHREAD_COND_INITIALIZER;
162		glslRenderer->upCond = cond;
163		glslRenderer->downCond = cond;
164	}
165}
166
167void GBAVideoGLSLRendererProcessEvents(struct GBAVideoGLSLRenderer* glslRenderer) {
168	glUseProgram(glslRenderer->program);
169	glUniform1i(UNIFORM_LOCATION("vram"), 0);
170	glUniform1f(UNIFORM_LOCATION("dispcnt"), glslRenderer->io[0][REG_DISPCNT >> 1]);
171	glUniform1f(UNIFORM_LOCATION("bg0cnt"), glslRenderer->io[0][REG_BG0CNT >> 1]);
172	glUniform1f(UNIFORM_LOCATION("bg1cnt"), glslRenderer->io[0][REG_BG1CNT >> 1]);
173	glUniform1f(UNIFORM_LOCATION("bg2cnt"), glslRenderer->io[0][REG_BG2CNT >> 1]);
174	glUniform1f(UNIFORM_LOCATION("bg3cnt"), glslRenderer->io[0][REG_BG3CNT >> 1]);
175	glUniform1f(UNIFORM_LOCATION("bg0hofs"), glslRenderer->io[0][REG_BG0HOFS >> 1]);
176	glUniform1f(UNIFORM_LOCATION("bg0vofs"), glslRenderer->io[0][REG_BG0VOFS >> 1]);
177	glUniform1f(UNIFORM_LOCATION("bg1hofs"), glslRenderer->io[0][REG_BG1HOFS >> 1]);
178	glUniform1f(UNIFORM_LOCATION("bg1vofs"), glslRenderer->io[0][REG_BG1VOFS >> 1]);
179	glUniform1f(UNIFORM_LOCATION("bg2hofs"), glslRenderer->io[0][REG_BG2HOFS >> 1]);
180	glUniform1f(UNIFORM_LOCATION("bg2vofs"), glslRenderer->io[0][REG_BG2VOFS >> 1]);
181	glUniform1f(UNIFORM_LOCATION("bg3hofs"), glslRenderer->io[0][REG_BG3HOFS >> 1]);
182	glUniform1f(UNIFORM_LOCATION("bg3vofs"), glslRenderer->io[0][REG_BG3VOFS >> 1]);
183
184	glEnable(GL_TEXTURE_2D);
185	glActiveTexture(GL_TEXTURE0);
186	glBindTexture(GL_TEXTURE_2D, glslRenderer->vramTexture);
187	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, glslRenderer->vram);
188
189	GLuint location = glGetAttribLocation(glslRenderer->program, "vert");
190	glEnableVertexAttribArray(location);
191	glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
192	int y;
193	for (y = 0; y < VIDEO_VERTICAL_PIXELS; ++y) {
194		glUniform1f(UNIFORM_LOCATION("y"), y);
195		glDrawArrays(GL_LINES, 0, 2);
196	}
197	glDisableVertexAttribArray(location);
198	glFlush();
199}
200
201static void GBAVideoGLSLRendererInit(struct GBAVideoRenderer* renderer) {
202	struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
203
204	glslRenderer->state = GLSL_NONE;
205	glslRenderer->y = 0;
206
207	glslRenderer->oldVram = renderer->vram;
208	renderer->vram = &glslRenderer->vram[512 * 160];
209
210	pthread_mutex_init(&glslRenderer->mutex, 0);
211	pthread_cond_init(&glslRenderer->upCond, 0);
212	pthread_cond_init(&glslRenderer->downCond, 0);
213}
214
215static void GBAVideoGLSLRendererDeinit(struct GBAVideoRenderer* renderer) {
216	struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
217
218	/*glDeleteShader(glslRenderer->fragmentShader);
219	glDeleteShader(glslRenderer->vertexShader);
220	glDeleteProgram(glslRenderer->program);
221
222	glDeleteTextures(1, &glslRenderer->paletteTexture);*/
223
224	renderer->vram = glslRenderer->oldVram;
225
226	pthread_mutex_lock(&glslRenderer->mutex);
227	pthread_cond_broadcast(&glslRenderer->upCond);
228	pthread_mutex_unlock(&glslRenderer->mutex);
229
230	pthread_mutex_destroy(&glslRenderer->mutex);
231	pthread_cond_destroy(&glslRenderer->upCond);
232	pthread_cond_destroy(&glslRenderer->downCond);
233}
234
235static void GBAVideoGLSLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
236	struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
237	GLshort color = 1;
238	color |= (value & 0x001F) << 11;
239	color |= (value & 0x03E0) << 1;
240	color |= (value & 0x7C00) >> 9;
241	glslRenderer->vram[(address >> 1) + glslRenderer->y * 512] = color;
242}
243
244static uint16_t GBAVideoGLSLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
245	struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
246	glslRenderer->io[glslRenderer->y][address >> 1] = value;
247
248	return value;
249}
250
251static void GBAVideoGLSLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
252	struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
253
254	glslRenderer->y = y + 1;
255	if (y + 1 < VIDEO_VERTICAL_PIXELS) {
256		memcpy(&glslRenderer->vram[(y + 1) * 512], &glslRenderer->vram[y * 512], 1024);
257		memcpy(glslRenderer->io[y + 1], glslRenderer->io[y], sizeof(*glslRenderer->io));
258	} else {
259		glslRenderer->y = 0;
260		memcpy(&glslRenderer->vram[0], &glslRenderer->vram[y * 512], 1024);
261		memcpy(glslRenderer->io[0], glslRenderer->io[y], sizeof(*glslRenderer->io));
262	}
263}
264
265static void GBAVideoGLSLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
266	struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
267
268	pthread_mutex_lock(&glslRenderer->mutex);
269	glslRenderer->state = GLSL_NONE;
270	if (renderer->frameskip > 0) {
271		--renderer->frameskip;
272	} else {
273		renderer->framesPending++;
274		pthread_cond_broadcast(&glslRenderer->upCond);
275		if (!renderer->turbo) {
276			pthread_cond_wait(&glslRenderer->downCond, &glslRenderer->mutex);
277		}
278	}
279	pthread_mutex_unlock(&glslRenderer->mutex);
280}