src/gba/renderers/gl.c (view raw)
1/* Copyright (c) 2013-2019 Jeffrey Pfau
2 *
3 * This Source Code Form is subject to the terms of the Mozilla Public
4 * License, v. 2.0. If a copy of the MPL was not distributed with this
5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6#include <mgba/internal/gba/renderers/gl.h>
7
8#if defined(BUILD_GLES2) || defined(BUILD_GLES3)
9
10#include <mgba/core/cache-set.h>
11#include <mgba/internal/arm/macros.h>
12#include <mgba/internal/gba/io.h>
13#include <mgba/internal/gba/renderers/cache-set.h>
14#include <mgba-util/memory.h>
15
16static void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer);
17static void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer);
18static void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer);
19static void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address);
20static void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam);
21static void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
22static uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
23static void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y);
24static void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer);
25static void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels);
26static void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels);
27
28static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer);
29static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value);
30static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value);
31static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value);
32static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value);
33static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value);
34static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value);
35
36static void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY);
37static void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
38static void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
39static void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
40static void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
41static void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
42static void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y);
43
44static void _cleanRegister(struct GBAVideoGLRenderer* renderer, int address, uint16_t value);
45static void _drawScanlines(struct GBAVideoGLRenderer* renderer, int lastY);
46static void _finalizeLayers(struct GBAVideoGLRenderer* renderer);
47
48#define TEST_LAYER_ENABLED(X) !glRenderer->d.disableBG[X] && glRenderer->bg[X].enabled == 4
49
50struct GBAVideoGLUniform {
51 const char* name;
52 int type;
53};
54
55#define PALETTE_ENTRY "#define PALETTE_ENTRY(x) (vec3((ivec3(0x1F, 0x3E0, 0x7C00) & (x)) >> ivec3(0, 5, 10)) / 31.)\n"
56
57static const GLchar* const _gles3Header =
58 "#version 300 es\n"
59 "#define OUT(n) layout(location = n)\n"
60 PALETTE_ENTRY
61 "precision highp float;\n"
62 "precision highp int;\n"
63 "precision highp sampler2D;\n"
64 "precision highp isampler2D;\n";
65
66static const GLchar* const _gl3Header =
67 "#version 130\n"
68 "#define OUT(n)\n"
69 PALETTE_ENTRY
70 "precision highp float;\n";
71
72static const char* const _vertexShader =
73 "in vec2 position;\n"
74 "uniform ivec2 loc;\n"
75 "uniform ivec2 maxPos;\n"
76 "out vec2 texCoord;\n"
77
78 "void main() {\n"
79 " vec2 local = vec2(position.x, float(position.y * float(loc.x) + float(loc.y)) / float(maxPos.y));\n"
80 " gl_Position = vec4((local * 2. - 1.) * vec2(sign(maxPos)), 0., 1.);\n"
81 " texCoord = local * vec2(abs(maxPos));\n"
82 "}";
83
84static const char* const _renderTile16 =
85 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
86 " int address = charBase + tile * 16 + (localCoord.x >> 2) + (localCoord.y << 1);\n"
87 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
88 " int entry = int(halfrow[3 - (localCoord.x & 3)] * 15.9);\n"
89 " if (entry == 0) {\n"
90 " discard;\n"
91 " }\n"
92 " int paletteEntry = palette[paletteId * 16 + entry];\n"
93 " vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
94 " return color;\n"
95 "}";
96
97static const char* const _renderTile256 =
98 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
99 " int address = charBase + tile * 32 + (localCoord.x >> 1) + (localCoord.y << 2);\n"
100 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
101 " int entry = int(halfrow[3 - 2 * (localCoord.x & 1)] * 15.9);\n"
102 " int pal2 = int(halfrow[2 - 2 * (localCoord.x & 1)] * 15.9);\n"
103 " if ((pal2 | entry) == 0) {\n"
104 " discard;\n"
105 " }\n"
106 " int paletteEntry = palette[pal2 * 16 + entry];\n"
107 " vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
108 " return color;\n"
109 "}";
110
111static const struct GBAVideoGLUniform _uniformsMode0[] = {
112 { "loc", GBA_GL_VS_LOC, },
113 { "maxPos", GBA_GL_VS_MAXPOS, },
114 { "vram", GBA_GL_BG_VRAM, },
115 { "palette", GBA_GL_BG_PALETTE, },
116 { "screenBase", GBA_GL_BG_SCREENBASE, },
117 { "charBase", GBA_GL_BG_CHARBASE, },
118 { "size", GBA_GL_BG_SIZE, },
119 { "offset", GBA_GL_BG_OFFSET, },
120 { "inflags", GBA_GL_BG_INFLAGS, },
121 { "mosaic", GBA_GL_BG_MOSAIC, },
122 { 0 }
123};
124
125static const char* const _renderMode0 =
126 "in vec2 texCoord;\n"
127 "uniform sampler2D vram;\n"
128 "uniform int palette[256];\n"
129 "uniform int screenBase;\n"
130 "uniform int charBase;\n"
131 "uniform int size;\n"
132 "uniform int offset[160];\n"
133 "uniform ivec4 inflags;\n"
134 "uniform ivec2 mosaic;\n"
135 "OUT(0) out vec4 color;\n"
136 "OUT(1) out ivec4 flags;\n"
137
138 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
139
140 "void main() {\n"
141 " ivec2 coord = ivec2(texCoord);\n"
142 " if (mosaic.x > 1) {\n"
143 " coord.x -= coord.x % mosaic.x;\n"
144 " }\n"
145 " if (mosaic.y > 1) {\n"
146 " coord.y -= coord.y % mosaic.y;\n"
147 " }\n"
148 " coord += (ivec2(0x3FF, 0x3FF000) & offset[int(texCoord.y)]) >> ivec2(0, 12);\n"
149 " ivec2 wrap = ivec2(255, 511);\n"
150 " if (size == 3) {\n"
151 " coord.y += (coord.y & 256) << 1;\n"
152 " wrap.y = 1023;\n"
153 " } else if (size == 0) {\n"
154 " wrap.y = 255;\n"
155 " }\n"
156 " if (size != 2) {\n"
157 " coord.y &= ~256;\n"
158 " }\n"
159 " if ((size & 1) == 1) {\n"
160 " coord.y += coord.x & 256;\n"
161 " }\n"
162 " coord &= wrap;\n"
163 " int mapAddress = screenBase + (coord.x >> 3) + (coord.y >> 3) * 32;\n"
164 " vec4 map = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
165 " int tileFlags = int(map.g * 15.9);\n"
166 " if ((tileFlags & 4) == 4) {\n"
167 " coord.x ^= 7;\n"
168 " }\n"
169 " if ((tileFlags & 8) == 8) {\n"
170 " coord.y ^= 7;\n"
171 " }\n"
172 " int tile = int(map.a * 15.9) + int(map.b * 15.9) * 16 + (tileFlags & 0x3) * 256;\n"
173 " color = renderTile(tile, int(map.r * 15.9), coord & 7);\n"
174 " flags = inflags;\n"
175 "}";
176
177static const char* const _fetchTileOverflow =
178 "vec4 fetchTile(ivec2 coord) {\n"
179 " int sizeAdjusted = (0x8000 << size) - 1;\n"
180 " coord &= sizeAdjusted;\n"
181 " return renderTile(coord);\n"
182 "}";
183
184static const char* const _fetchTileNoOverflow =
185 "vec4 fetchTile(ivec2 coord) {\n"
186 " int sizeAdjusted = (0x8000 << size) - 1;\n"
187 " ivec2 outerCoord = coord & ~sizeAdjusted;\n"
188 " if ((outerCoord.x | outerCoord.y) != 0) {\n"
189 " discard;\n"
190 " }\n"
191 " return renderTile(coord);\n"
192 "}";
193
194static const struct GBAVideoGLUniform _uniformsMode2[] = {
195 { "loc", GBA_GL_VS_LOC, },
196 { "maxPos", GBA_GL_VS_MAXPOS, },
197 { "vram", GBA_GL_BG_VRAM, },
198 { "palette", GBA_GL_BG_PALETTE, },
199 { "screenBase", GBA_GL_BG_SCREENBASE, },
200 { "charBase", GBA_GL_BG_CHARBASE, },
201 { "size", GBA_GL_BG_SIZE, },
202 { "inflags", GBA_GL_BG_INFLAGS, },
203 { "offset", GBA_GL_BG_OFFSET, },
204 { "transform", GBA_GL_BG_TRANSFORM, },
205 { "range", GBA_GL_BG_RANGE, },
206 { "mosaic", GBA_GL_BG_MOSAIC, },
207 { 0 }
208};
209
210static const char* const _interpolate =
211 "vec2 interpolate(ivec2 arr[4], float x) {\n"
212 " float x1m = 1. - x;\n"
213 " return x1m * x1m * x1m * vec2(arr[0]) +"
214 " 3. * x1m * x1m * x * vec2(arr[1]) +"
215 " 3. * x1m * x * x * vec2(arr[2]) +"
216 " x * x * x * vec2(arr[3]);\n"
217 "}\n"
218
219 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]) {\n"
220 " int start = max(range.x, y - 3);\n"
221 " mat[0] = transform[start + 0].xy;\n"
222 " aff[0] = transform[start + 0].zw;\n"
223 " mat[1] = transform[start + 1].xy;\n"
224 " aff[1] = transform[start + 1].zw;\n"
225 " mat[2] = transform[start + 2].xy;\n"
226 " aff[2] = transform[start + 2].zw;\n"
227 " mat[3] = transform[start + 3].xy;\n"
228 " aff[3] = transform[start + 3].zw;\n"
229 "}\n";
230
231static const char* const _renderMode2 =
232 "in vec2 texCoord;\n"
233 "uniform sampler2D vram;\n"
234 "uniform int palette[256];\n"
235 "uniform int screenBase;\n"
236 "uniform int charBase;\n"
237 "uniform int size;\n"
238 "uniform ivec4 inflags;\n"
239 "uniform ivec4 transform[160];\n"
240 "uniform ivec2 range;\n"
241 "uniform ivec2 mosaic;\n"
242 "OUT(0) out vec4 color;\n"
243 "OUT(1) out ivec4 flags;\n"
244
245 "vec4 fetchTile(ivec2 coord);\n"
246 "vec2 interpolate(ivec2 arr[4], float x);\n"
247 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
248
249 "vec4 renderTile(ivec2 coord) {\n"
250 " int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n"
251 " int mapAddress = screenBase + (map >> 1);\n"
252 " vec4 twomaps = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
253 " int tile = int(twomaps[3 - 2 * (map & 1)] * 15.9) + int(twomaps[2 - 2 * (map & 1)] * 15.9) * 16;\n"
254 " int address = charBase + tile * 32 + ((coord.x >> 9) & 3) + ((coord.y >> 6) & 0x1C);\n"
255 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
256 " int entry = int(halfrow[3 - ((coord.x >> 7) & 2)] * 15.9);\n"
257 " int pal2 = int(halfrow[2 - ((coord.x >> 7) & 2)] * 15.9);\n"
258 " if ((pal2 | entry) == 0) {\n"
259 " discard;\n"
260 " }\n"
261 " int paletteEntry = palette[pal2 * 16 + entry];\n"
262 " vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
263 " return color;\n"
264 "}\n"
265
266 "void main() {\n"
267 " ivec2 mat[4];\n"
268 " ivec2 offset[4];\n"
269 " vec2 incoord = texCoord;\n"
270 " if (mosaic.x > 1) {\n"
271 " incoord.x = float(int(incoord.x) % mosaic.x);\n"
272 " }\n"
273 " if (mosaic.y > 1) {\n"
274 " incoord.y = float(int(incoord.y) % mosaic.y);\n"
275 " }\n"
276 " loadAffine(int(incoord.y), mat, offset);\n"
277 " float y = fract(incoord.y);\n"
278 " float start = 0.75;\n"
279 " if (int(incoord.y) - range.x < 4) {\n"
280 " y = incoord.y - float(range.x);\n"
281 " start = 0.;\n"
282 " }\n"
283 " float lin = start + y * 0.25;\n"
284 " vec2 mixedTransform = interpolate(mat, lin);\n"
285 " vec2 mixedOffset = interpolate(offset, lin);\n"
286 " color = fetchTile(ivec2(mixedTransform * incoord.x + mixedOffset));\n"
287 " flags = inflags;\n"
288 "}";
289
290static const struct GBAVideoGLUniform _uniformsMode35[] = {
291 { "loc", GBA_GL_VS_LOC, },
292 { "maxPos", GBA_GL_VS_MAXPOS, },
293 { "vram", GBA_GL_BG_VRAM, },
294 { "charBase", GBA_GL_BG_CHARBASE, },
295 { "size", GBA_GL_BG_SIZE, },
296 { "inflags", GBA_GL_BG_INFLAGS, },
297 { "offset", GBA_GL_BG_OFFSET, },
298 { "transform", GBA_GL_BG_TRANSFORM, },
299 { "range", GBA_GL_BG_RANGE, },
300 { "mosaic", GBA_GL_BG_MOSAIC, },
301 { 0 }
302};
303
304static const char* const _renderMode35 =
305 "in vec2 texCoord;\n"
306 "uniform sampler2D vram;\n"
307 "uniform int charBase;\n"
308 "uniform ivec2 size;\n"
309 "uniform ivec4 inflags;\n"
310 "uniform ivec4 transform[160];\n"
311 "uniform ivec2 range;\n"
312 "uniform ivec2 mosaic;\n"
313 "OUT(0) out vec4 color;\n"
314 "OUT(1) out ivec4 flags;\n"
315
316 "vec2 interpolate(ivec2 arr[4], float x);\n"
317 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
318
319 "void main() {\n"
320 " ivec2 mat[4];\n"
321 " ivec2 offset[4];\n"
322 " vec2 incoord = texCoord;\n"
323 " if (mosaic.x > 1) {\n"
324 " incoord.x = float(int(incoord.x) % mosaic.x);\n"
325 " }\n"
326 " if (mosaic.y > 1) {\n"
327 " incoord.y = float(int(incoord.y) % mosaic.y);\n"
328 " }\n"
329 " loadAffine(int(incoord.y), mat, offset);\n"
330 " float y = fract(incoord.y);\n"
331 " float start = 0.75;\n"
332 " if (int(incoord.y) - range.x < 4) {\n"
333 " y = incoord.y - float(range.x);\n"
334 " start = 0.;\n"
335 " }\n"
336 " float lin = start + y * 0.25;\n"
337 " vec2 mixedTransform = interpolate(mat, lin);\n"
338 " vec2 mixedOffset = interpolate(offset, lin);\n"
339 " ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
340 " if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
341 " discard;\n"
342 " }\n"
343 " if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
344 " discard;\n"
345 " }\n"
346 " int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
347 " ivec4 entry = ivec4(texelFetch(vram, ivec2(address & 255, address >> 8), 0) * 15.9);\n"
348 " int sixteen = (entry.x << 12) | (entry.y << 8) | (entry.z << 4) | entry.w;\n"
349 " color = vec4(float(sixteen & 0x1F) / 31., float((sixteen >> 5) & 0x1F) / 31., float((sixteen >> 10) & 0x1F) / 31., 1.);\n"
350 " flags = inflags;\n"
351 "}";
352
353static const struct GBAVideoGLUniform _uniformsMode4[] = {
354 { "loc", GBA_GL_VS_LOC, },
355 { "maxPos", GBA_GL_VS_MAXPOS, },
356 { "vram", GBA_GL_BG_VRAM, },
357 { "palette", GBA_GL_BG_PALETTE, },
358 { "charBase", GBA_GL_BG_CHARBASE, },
359 { "size", GBA_GL_BG_SIZE, },
360 { "inflags", GBA_GL_BG_INFLAGS, },
361 { "offset", GBA_GL_BG_OFFSET, },
362 { "transform", GBA_GL_BG_TRANSFORM, },
363 { "range", GBA_GL_BG_RANGE, },
364 { "mosaic", GBA_GL_BG_MOSAIC, },
365 { 0 }
366};
367
368static const char* const _renderMode4 =
369 "in vec2 texCoord;\n"
370 "uniform sampler2D vram;\n"
371 "uniform int palette[256];\n"
372 "uniform int charBase;\n"
373 "uniform ivec2 size;\n"
374 "uniform ivec4 inflags;\n"
375 "uniform ivec4 transform[160];\n"
376 "uniform ivec2 range;\n"
377 "uniform ivec2 mosaic;\n"
378 "OUT(0) out vec4 color;\n"
379 "OUT(1) out ivec4 flags;\n"
380
381 "vec2 interpolate(ivec2 arr[4], float x);\n"
382 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
383
384 "void main() {\n"
385 " ivec2 mat[4];\n"
386 " ivec2 offset[4];\n"
387 " vec2 incoord = texCoord;\n"
388 " if (mosaic.x > 1) {\n"
389 " incoord.x = float(int(incoord.x) % mosaic.x);\n"
390 " }\n"
391 " if (mosaic.y > 1) {\n"
392 " incoord.y = float(int(incoord.y) % mosaic.y);\n"
393 " }\n"
394 " loadAffine(int(incoord.y), mat, offset);\n"
395 " float y = fract(incoord.y);\n"
396 " float start = 0.75;\n"
397 " if (int(incoord.y) - range.x < 4) {\n"
398 " y = incoord.y - float(range.x);\n"
399 " start = 0.;\n"
400 " }\n"
401 " float lin = start + y * 0.25;\n"
402 " vec2 mixedTransform = interpolate(mat, lin);\n"
403 " vec2 mixedOffset = interpolate(offset, lin);\n"
404 " ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
405 " if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
406 " discard;\n"
407 " }\n"
408 " if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
409 " discard;\n"
410 " }\n"
411 " int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
412 " vec4 twoEntries = texelFetch(vram, ivec2((address >> 1) & 255, address >> 9), 0);\n"
413 " ivec2 entry = ivec2(twoEntries[3 - 2 * (address & 1)] * 15.9, twoEntries[2 - 2 * (address & 1)] * 15.9);\n"
414 " int paletteEntry = palette[entry.y * 16 + entry.x];\n"
415 " color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
416 " flags = inflags;\n"
417 "}";
418
419static const struct GBAVideoGLUniform _uniformsObj[] = {
420 { "loc", GBA_GL_VS_LOC, },
421 { "maxPos", GBA_GL_VS_MAXPOS, },
422 { "vram", GBA_GL_OBJ_VRAM, },
423 { "palette", GBA_GL_OBJ_PALETTE, },
424 { "charBase", GBA_GL_OBJ_CHARBASE, },
425 { "stride", GBA_GL_OBJ_STRIDE, },
426 { "localPalette", GBA_GL_OBJ_LOCALPALETTE, },
427 { "inflags", GBA_GL_OBJ_INFLAGS, },
428 { "transform", GBA_GL_OBJ_TRANSFORM, },
429 { "dims", GBA_GL_OBJ_DIMS, },
430 { "objwin", GBA_GL_OBJ_OBJWIN, },
431 { "mosaic", GBA_GL_OBJ_MOSAIC, },
432 { 0 }
433};
434
435static const char* const _renderObj =
436 "in vec2 texCoord;\n"
437 "uniform sampler2D vram;\n"
438 "uniform int palette[256];\n"
439 "uniform int charBase;\n"
440 "uniform int stride;\n"
441 "uniform int localPalette;\n"
442 "uniform ivec4 inflags;\n"
443 "uniform mat2x2 transform;\n"
444 "uniform ivec4 dims;\n"
445 "uniform ivec4 objwin;\n"
446 "uniform ivec4 mosaic;\n"
447 "OUT(0) out vec4 color;\n"
448 "OUT(1) out ivec4 flags;\n"
449 "OUT(2) out ivec4 window;\n"
450
451 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
452
453 "void main() {\n"
454 " vec2 incoord = texCoord;\n"
455 " if (mosaic.x > 1) {\n"
456 " int x = int(incoord.x);\n"
457 " incoord.x = float(clamp(x - (mosaic.z + x) % mosaic.x, 0, dims.z - 1));\n"
458 " } else if (mosaic.x < -1) {\n"
459 " int x = dims.z - int(incoord.x) - 1;\n"
460 " incoord.x = float(clamp(dims.z - x + (mosaic.z + x) % -mosaic.x - 1, 0, dims.z - 1));\n"
461 " }\n"
462 " if (mosaic.y > 1) {\n"
463 " int y = int(incoord.y);\n"
464 " incoord.y = float(clamp(y - (mosaic.w + y) % mosaic.y, 0, dims.w - 1));\n"
465 " }\n"
466 " ivec2 coord = ivec2(transform * (incoord - vec2(dims.zw) / 2.) + vec2(dims.xy) / 2.);\n"
467 " if ((coord & ~(dims.xy - 1)) != ivec2(0, 0)) {\n"
468 " discard;\n"
469 " }\n"
470 " vec4 pix = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, localPalette, coord & 7);\n"
471 " color = pix;\n"
472 " flags = inflags;\n"
473 " gl_FragDepth = float(flags.x) / 16.;\n"
474 " window = ivec4(objwin.yzw, 0);\n"
475 "}";
476
477static const struct GBAVideoGLUniform _uniformsWindow[] = {
478 { "loc", GBA_GL_VS_LOC, },
479 { "maxPos", GBA_GL_VS_MAXPOS, },
480 { "dispcnt", GBA_GL_WIN_DISPCNT, },
481 { "blend", GBA_GL_WIN_BLEND, },
482 { "flags", GBA_GL_WIN_FLAGS, },
483 { "win0", GBA_GL_WIN_WIN0, },
484 { "win1", GBA_GL_WIN_WIN1, },
485 { 0 }
486};
487
488static const char* const _renderWindow =
489 "in vec2 texCoord;\n"
490 "uniform int dispcnt;\n"
491 "uniform ivec2 blend;\n"
492 "uniform ivec3 flags;\n"
493 "uniform ivec4 win0[160];\n"
494 "uniform ivec4 win1[160];\n"
495 "OUT(0) out ivec4 window;\n"
496
497 "void crop(vec4 windowParams, int flags, inout ivec3 windowFlags) {\n"
498 " bvec4 compare = lessThan(texCoord.xxyy, windowParams);\n"
499 " compare = equal(compare, bvec4(true, false, true, false));\n"
500 " if (any(compare)) {\n"
501 " vec2 h = windowParams.xy;\n"
502 " vec2 v = windowParams.zw;\n"
503 " if (v.x > v.y) {\n"
504 " if (compare.z && compare.w) {\n"
505 " return;\n"
506 " }\n"
507 " } else if (compare.z || compare.w) {\n"
508 " return;\n"
509 " }\n"
510 " if (h.x > h.y) {\n"
511 " if (compare.x && compare.y) {\n"
512 " return;\n"
513 " }\n"
514 " } else if (compare.x || compare.y) {\n"
515 " return;\n"
516 " }\n"
517 " }\n"
518 " windowFlags.x = flags;\n"
519 "}\n"
520
521 "vec4 interpolate(ivec4 win[160]) {\n"
522 " vec4 bottom = vec4(win[int(texCoord.y) - 1]);\n"
523 " vec4 top = vec4(win[int(texCoord.y)]);\n"
524 " if (distance(top, bottom) > 40.) {\n"
525 " return top;\n"
526 " }\n"
527 " return vec4(mix(bottom.xy, top.xy, fract(texCoord.y)), top.zw);\n"
528 "}\n"
529
530 "void main() {\n"
531 " int dispflags = (dispcnt & 0x1F) | 0x20;\n"
532 " if ((dispcnt & 0xE0) == 0) {\n"
533 " window = ivec4(dispflags, blend, 0);\n"
534 " } else {\n"
535 " ivec3 windowFlags = ivec3(flags.z, blend);\n"
536 " if ((dispcnt & 0x40) != 0) { \n"
537 " crop(interpolate(win1), flags.y, windowFlags);\n"
538 " }\n"
539 " if ((dispcnt & 0x20) != 0) { \n"
540 " crop(interpolate(win0), flags.x, windowFlags);\n"
541 " }\n"
542 " window = ivec4(windowFlags, 0);\n"
543 " }\n"
544 "}\n";
545
546static const struct GBAVideoGLUniform _uniformsFinalize[] = {
547 { "loc", GBA_GL_VS_LOC, },
548 { "maxPos", GBA_GL_VS_MAXPOS, },
549 { "scale", GBA_GL_FINALIZE_SCALE, },
550 { "layers", GBA_GL_FINALIZE_LAYERS, },
551 { "flags", GBA_GL_FINALIZE_FLAGS, },
552 { "window", GBA_GL_FINALIZE_WINDOW, },
553 { "backdrop", GBA_GL_FINALIZE_BACKDROP, },
554 { "backdropFlags", GBA_GL_FINALIZE_BACKDROPFLAGS, },
555 { 0 }
556};
557
558static const char* const _finalize =
559 "in vec2 texCoord;\n"
560 "uniform int scale;\n"
561 "uniform sampler2D layers[5];\n"
562 "uniform isampler2D flags[5];\n"
563 "uniform isampler2D window;\n"
564 "uniform sampler2D backdrop;\n"
565 "uniform isampler2D backdropFlags;\n"
566 "out vec4 color;\n"
567
568 "void composite(vec4 pixel, ivec4 flags, inout vec4 topPixel, inout ivec4 topFlags, inout vec4 bottomPixel, inout ivec4 bottomFlags) {\n"
569 " if (pixel.a == 0.) {\n"
570 " return;\n"
571 " }\n"
572 " if (flags.x >= topFlags.x) {\n"
573 " if (flags.x >= bottomFlags.x) {\n"
574 " return;\n"
575 " }\n"
576 " bottomFlags = flags;\n"
577 " bottomPixel = pixel;\n"
578 " } else {\n"
579 " bottomFlags = topFlags;\n"
580 " topFlags = flags;\n"
581 " bottomPixel = topPixel;\n"
582 " topPixel = pixel;\n"
583 " }\n"
584 "}\n"
585
586 "void main() {\n"
587 " vec4 topPixel = texelFetch(backdrop, ivec2(0, texCoord.y), 0);\n"
588 " vec4 bottomPixel = topPixel;\n"
589 " ivec4 topFlags = ivec4(texelFetch(backdropFlags, ivec2(0, texCoord.y), 0));\n"
590 " ivec4 bottomFlags = topFlags;\n"
591 " ivec4 windowFlags = texelFetch(window, ivec2(texCoord * float(scale)), 0);\n"
592 " int layerWindow = windowFlags.x;\n"
593 " if ((layerWindow & 16) != 0) {\n"
594 " vec4 pix = texelFetch(layers[4], ivec2(texCoord * float(scale)), 0);\n"
595 " ivec4 inflags = ivec4(texelFetch(flags[4], ivec2(texCoord * float(scale)), 0));\n"
596 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
597 " }\n"
598 " if ((layerWindow & 1) != 0) {\n"
599 " vec4 pix = texelFetch(layers[0], ivec2(texCoord * float(scale)), 0);\n"
600 " ivec4 inflags = ivec4(texelFetch(flags[0], ivec2(texCoord * float(scale)), 0).xyz, 0);\n"
601 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
602 " }\n"
603 " if ((layerWindow & 2) != 0) {\n"
604 " vec4 pix = texelFetch(layers[1], ivec2(texCoord * float(scale)), 0);\n"
605 " ivec4 inflags = ivec4(texelFetch(flags[1], ivec2(texCoord * float(scale)), 0).xyz, 0);\n"
606 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
607 " }\n"
608 " if ((layerWindow & 4) != 0) {\n"
609 " vec4 pix = texelFetch(layers[2], ivec2(texCoord * float(scale)), 0);\n"
610 " ivec4 inflags = ivec4(texelFetch(flags[2], ivec2(texCoord * float(scale)), 0).xyz.xyz, 0);\n"
611 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
612 " }\n"
613 " if ((layerWindow & 8) != 0) {\n"
614 " vec4 pix = texelFetch(layers[3], ivec2(texCoord * float(scale)), 0);\n"
615 " ivec4 inflags = ivec4(texelFetch(flags[3], ivec2(texCoord * float(scale)), 0).xyz, 0);\n"
616 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
617 " }\n"
618 " if ((layerWindow & 32) == 0) {\n"
619 " topFlags.y &= ~1;\n"
620 " }\n"
621 " if (((topFlags.y & 13) == 5 || topFlags.w > 0) && (bottomFlags.y & 2) == 2) {\n"
622 " topPixel.rgb *= float(topFlags.z) / 16.;\n"
623 " topPixel.rgb += bottomPixel.rgb * float(windowFlags.y) / 16.;\n"
624 " } else if ((topFlags.y & 13) == 9) {\n"
625 " topPixel.rgb += (1. - topPixel.rgb) * float(windowFlags.z) / 16.;\n"
626 " } else if ((topFlags.y & 13) == 13) {\n"
627 " topPixel.rgb -= topPixel.rgb * float(windowFlags.z) / 16.;\n"
628 " }\n"
629 " color = topPixel;\n"
630 "}";
631
632static const GLint _vertices[] = {
633 0, 0,
634 0, 1,
635 1, 1,
636 1, 0,
637};
638
639void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
640 renderer->d.init = GBAVideoGLRendererInit;
641 renderer->d.reset = GBAVideoGLRendererReset;
642 renderer->d.deinit = GBAVideoGLRendererDeinit;
643 renderer->d.writeVideoRegister = GBAVideoGLRendererWriteVideoRegister;
644 renderer->d.writeVRAM = GBAVideoGLRendererWriteVRAM;
645 renderer->d.writeOAM = GBAVideoGLRendererWriteOAM;
646 renderer->d.writePalette = GBAVideoGLRendererWritePalette;
647 renderer->d.drawScanline = GBAVideoGLRendererDrawScanline;
648 renderer->d.finishFrame = GBAVideoGLRendererFinishFrame;
649 renderer->d.getPixels = GBAVideoGLRendererGetPixels;
650 renderer->d.putPixels = GBAVideoGLRendererPutPixels;
651
652 renderer->d.disableBG[0] = false;
653 renderer->d.disableBG[1] = false;
654 renderer->d.disableBG[2] = false;
655 renderer->d.disableBG[3] = false;
656 renderer->d.disableOBJ = false;
657
658 renderer->d.highlightBG[0] = false;
659 renderer->d.highlightBG[1] = false;
660 renderer->d.highlightBG[2] = false;
661 renderer->d.highlightBG[3] = false;
662 int i;
663 for (i = 0; i < 128; ++i) {
664 renderer->d.highlightOBJ[i] = false;
665 }
666 renderer->d.highlightColor = 0xFFFFFF;
667 renderer->d.highlightAmount = 0;
668
669 renderer->scale = 1;
670}
671
672static void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVideoGLShader* shader, const char** shaderBuffer, int shaderBufferLines, GLuint vs, const struct GBAVideoGLUniform* uniforms, char* log) {
673 GLuint program = glCreateProgram();
674 shader->program = program;
675
676 GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
677 glAttachShader(program, vs);
678 glAttachShader(program, fs);
679 glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
680 glCompileShader(fs);
681 glGetShaderInfoLog(fs, 2048, 0, log);
682 if (log[0]) {
683 mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
684 }
685 glLinkProgram(program);
686 glGetProgramInfoLog(program, 2048, 0, log);
687 if (log[0]) {
688 mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
689 }
690 glDeleteShader(fs);
691#ifndef BUILD_GLES3
692 glBindFragDataLocation(program, 0, "color");
693 glBindFragDataLocation(program, 1, "flags");
694#endif
695
696 glGenVertexArrays(1, &shader->vao);
697 glBindVertexArray(shader->vao);
698 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
699 GLuint positionLocation = glGetAttribLocation(program, "position");
700 glEnableVertexAttribArray(positionLocation);
701 glVertexAttribPointer(positionLocation, 2, GL_INT, GL_FALSE, 0, NULL);
702
703 size_t i;
704 for (i = 0; uniforms[i].name; ++i) {
705 shader->uniforms[uniforms[i].type] = glGetUniformLocation(program, uniforms[i].name);
706 }
707}
708
709static void _deleteShader(struct GBAVideoGLShader* shader) {
710 glDeleteProgram(shader->program);
711 glDeleteVertexArrays(1, &shader->vao);
712}
713
714static void _initFramebufferTextureEx(GLuint tex, GLenum internalFormat, GLenum format, GLenum type, GLenum attachment, int scale) {
715 glBindTexture(GL_TEXTURE_2D, tex);
716 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
717 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
718 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
719 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
720 glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, scale > 0 ? GBA_VIDEO_HORIZONTAL_PIXELS * scale : 1, GBA_VIDEO_VERTICAL_PIXELS * (scale > 0 ? scale : 1), 0, format, type, 0);
721 glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);
722}
723
724static void _initFramebufferTexture(GLuint tex, GLenum format, GLenum attachment, int scale) {
725 _initFramebufferTextureEx(tex, format, format, GL_UNSIGNED_BYTE, attachment, scale);
726}
727
728void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
729 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
730 glRenderer->temporaryBuffer = NULL;
731
732 glGenFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
733 glGenTextures(GBA_GL_TEX_MAX, glRenderer->layers);
734
735 glGenTextures(1, &glRenderer->vramTex);
736 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
737 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
738 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
739 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 256, 192, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, 0);
740
741 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
742 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
743 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
744 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT2, glRenderer->scale);
745 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_DEPTH], GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, GL_DEPTH_ATTACHMENT, glRenderer->scale);
746
747 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
748 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_COLOR], GL_RGB, GL_COLOR_ATTACHMENT0, 0);
749 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_BACKDROP_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
750
751 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
752 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT0, glRenderer->scale);
753
754 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
755 _initFramebufferTexture(glRenderer->outputTex, GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
756
757 glBindFramebuffer(GL_FRAMEBUFFER, 0);
758
759 glGenBuffers(1, &glRenderer->vbo);
760 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
761 glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
762
763 int i;
764 for (i = 0; i < 4; ++i) {
765 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
766 bg->index = i;
767 bg->enabled = 0;
768 bg->priority = 0;
769 bg->charBase = 0;
770 bg->mosaic = 0;
771 bg->multipalette = 0;
772 bg->screenBase = 0;
773 bg->overflow = 0;
774 bg->size = 0;
775 bg->target1 = 0;
776 bg->target2 = 0;
777 bg->x = 0;
778 bg->y = 0;
779 bg->refx = 0;
780 bg->refy = 0;
781 bg->affine.dx = 256;
782 bg->affine.dmx = 0;
783 bg->affine.dy = 0;
784 bg->affine.dmy = 256;
785 bg->affine.sx = 0;
786 bg->affine.sy = 0;
787 glGenFramebuffers(1, &bg->fbo);
788 glGenTextures(1, &bg->tex);
789 glGenTextures(1, &bg->flags);
790 glBindFramebuffer(GL_FRAMEBUFFER, bg->fbo);
791 _initFramebufferTexture(bg->tex, GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
792 _initFramebufferTextureEx(bg->flags, GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
793 }
794 glBindFramebuffer(GL_FRAMEBUFFER, 0);
795
796 char log[2048];
797 const GLchar* shaderBuffer[4];
798 const GLubyte* version = glGetString(GL_VERSION);
799 if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES "))) {
800 shaderBuffer[0] = _gl3Header;
801 } else {
802 shaderBuffer[0] = _gles3Header;
803 }
804
805 GLuint vs = glCreateShader(GL_VERTEX_SHADER);
806 shaderBuffer[1] = _vertexShader;
807 glShaderSource(vs, 2, shaderBuffer, 0);
808 glCompileShader(vs);
809 glGetShaderInfoLog(vs, 2048, 0, log);
810 if (log[0]) {
811 mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
812 }
813
814 shaderBuffer[1] = _renderMode0;
815
816 shaderBuffer[2] = _renderTile16;
817 _compileShader(glRenderer, &glRenderer->bgShader[0], shaderBuffer, 3, vs, _uniformsMode0, log);
818
819 shaderBuffer[2] = _renderTile256;
820 _compileShader(glRenderer, &glRenderer->bgShader[1], shaderBuffer, 3, vs, _uniformsMode0, log);
821
822 shaderBuffer[1] = _renderMode2;
823 shaderBuffer[2] = _interpolate;
824
825 shaderBuffer[3] = _fetchTileOverflow;
826 _compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 4, vs, _uniformsMode2, log);
827
828 shaderBuffer[3] = _fetchTileNoOverflow;
829 _compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 4, vs, _uniformsMode2, log);
830
831 shaderBuffer[1] = _renderMode4;
832 shaderBuffer[2] = _interpolate;
833 _compileShader(glRenderer, &glRenderer->bgShader[4], shaderBuffer, 3, vs, _uniformsMode4, log);
834
835 shaderBuffer[1] = _renderMode35;
836 shaderBuffer[2] = _interpolate;
837 _compileShader(glRenderer, &glRenderer->bgShader[5], shaderBuffer, 3, vs, _uniformsMode35, log);
838
839 shaderBuffer[1] = _renderObj;
840
841 shaderBuffer[2] = _renderTile16;
842 _compileShader(glRenderer, &glRenderer->objShader[0], shaderBuffer, 3, vs, _uniformsObj, log);
843#ifndef BUILD_GLES3
844 glBindFragDataLocation(glRenderer->objShader[0].program, 2, "window");
845#endif
846
847 shaderBuffer[2] = _renderTile256;
848 _compileShader(glRenderer, &glRenderer->objShader[1], shaderBuffer, 3, vs, _uniformsObj, log);
849#ifndef BUILD_GLES3
850 glBindFragDataLocation(glRenderer->objShader[1].program, 2, "window");
851#endif
852
853 shaderBuffer[1] = _renderWindow;
854 _compileShader(glRenderer, &glRenderer->windowShader, shaderBuffer, 2, vs, _uniformsWindow, log);
855#ifndef BUILD_GLES3
856 glBindFragDataLocation(glRenderer->windowShader.program, 0, "window");
857#endif
858
859 shaderBuffer[1] = _finalize;
860 _compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, log);
861
862 glBindVertexArray(0);
863 glDeleteShader(vs);
864
865 GBAVideoGLRendererReset(renderer);
866}
867
868void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
869 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
870 if (glRenderer->temporaryBuffer) {
871 mappedMemoryFree(glRenderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale);
872 }
873 glDeleteFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
874 glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers);
875 glDeleteTextures(1, &glRenderer->vramTex);
876 glDeleteBuffers(1, &glRenderer->vbo);
877
878 _deleteShader(&glRenderer->bgShader[0]);
879 _deleteShader(&glRenderer->bgShader[1]);
880 _deleteShader(&glRenderer->bgShader[2]);
881 _deleteShader(&glRenderer->bgShader[3]);
882 _deleteShader(&glRenderer->objShader[0]);
883 _deleteShader(&glRenderer->objShader[1]);
884 _deleteShader(&glRenderer->finalizeShader);
885
886 int i;
887 for (i = 0; i < 4; ++i) {
888 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
889 glDeleteFramebuffers(1, &bg->fbo);
890 glDeleteTextures(1, &bg->tex);
891 glDeleteTextures(1, &bg->flags);
892 }
893}
894
895void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
896 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
897
898 glRenderer->paletteDirty = true;
899 glRenderer->vramDirty = 0xFFFFFF;
900 glRenderer->firstAffine = -1;
901 glRenderer->firstY = -1;
902 glRenderer->dispcnt = 0x0080;
903 glRenderer->mosaic = 0;
904 memset(glRenderer->shadowRegs, 0, sizeof(glRenderer->shadowRegs));
905 glRenderer->regsDirty = 0xFFFFFFFFFFFEULL;
906}
907
908void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
909 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
910 glRenderer->vramDirty |= 1 << (address >> 12);
911}
912
913void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam) {
914 UNUSED(oam);
915 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
916 glRenderer->oamDirty = true;
917}
918
919void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
920 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
921 UNUSED(address);
922 UNUSED(value);
923 glRenderer->paletteDirty = true;
924}
925
926uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
927 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
928 if (renderer->cache) {
929 GBAVideoCacheWriteVideoRegister(renderer->cache, address, value);
930 }
931
932 bool dirty = false;
933 switch (address) {
934 case REG_DISPCNT:
935 value &= 0xFFF7;
936 dirty = true;
937 break;
938 case REG_BG0CNT:
939 case REG_BG1CNT:
940 value &= 0xDFFF;
941 dirty = true;
942 break;
943 case REG_BG0HOFS:
944 value &= 0x01FF;
945 glRenderer->bg[0].x = value;
946 dirty = false;
947 break;
948 case REG_BG0VOFS:
949 value &= 0x01FF;
950 glRenderer->bg[0].y = value;
951 dirty = false;
952 break;
953 case REG_BG1HOFS:
954 value &= 0x01FF;
955 glRenderer->bg[1].x = value;
956 dirty = false;
957 break;
958 case REG_BG1VOFS:
959 value &= 0x01FF;
960 glRenderer->bg[1].y = value;
961 dirty = false;
962 break;
963 case REG_BG2HOFS:
964 value &= 0x01FF;
965 glRenderer->bg[2].x = value;
966 dirty = false;
967 break;
968 case REG_BG2VOFS:
969 value &= 0x01FF;
970 glRenderer->bg[2].y = value;
971 dirty = false;
972 break;
973 case REG_BG3HOFS:
974 value &= 0x01FF;
975 glRenderer->bg[3].x = value;
976 dirty = false;
977 break;
978 case REG_BG3VOFS:
979 value &= 0x01FF;
980 glRenderer->bg[3].y = value;
981 dirty = false;
982 break;
983 case REG_BG2PA:
984 glRenderer->bg[2].affine.dx = value;
985 break;
986 case REG_BG2PB:
987 glRenderer->bg[2].affine.dmx = value;
988 break;
989 case REG_BG2PC:
990 glRenderer->bg[2].affine.dy = value;
991 break;
992 case REG_BG2PD:
993 glRenderer->bg[2].affine.dmy = value;
994 break;
995 case REG_BG2X_LO:
996 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[2], value);
997 break;
998 case REG_BG2X_HI:
999 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[2], value);
1000 break;
1001 case REG_BG2Y_LO:
1002 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[2], value);
1003 break;
1004 case REG_BG2Y_HI:
1005 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[2], value);
1006 break;
1007 case REG_BG3PA:
1008 glRenderer->bg[3].affine.dx = value;
1009 break;
1010 case REG_BG3PB:
1011 glRenderer->bg[3].affine.dmx = value;
1012 break;
1013 case REG_BG3PC:
1014 glRenderer->bg[3].affine.dy = value;
1015 break;
1016 case REG_BG3PD:
1017 glRenderer->bg[3].affine.dmy = value;
1018 break;
1019 case REG_BG3X_LO:
1020 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[3], value);
1021 break;
1022 case REG_BG3X_HI:
1023 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[3], value);
1024 break;
1025 case REG_BG3Y_LO:
1026 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[3], value);
1027 break;
1028 case REG_BG3Y_HI:
1029 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[3], value);
1030 break;
1031 case REG_BLDALPHA:
1032 value &= 0x1F1F;
1033 dirty = true;
1034 break;
1035 case REG_BLDY:
1036 value &= 0x1F;
1037 if (value > 0x10) {
1038 value = 0x10;
1039 }
1040 dirty = true;
1041 break;
1042 case REG_WIN0H:
1043 glRenderer->winN[0].h.end = value;
1044 glRenderer->winN[0].h.start = value >> 8;
1045 if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[0].h.start > glRenderer->winN[0].h.end) {
1046 glRenderer->winN[0].h.start = 0;
1047 }
1048 if (glRenderer->winN[0].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1049 glRenderer->winN[0].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
1050 if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1051 glRenderer->winN[0].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
1052 }
1053 }
1054 break;
1055 case REG_WIN1H:
1056 glRenderer->winN[1].h.end = value;
1057 glRenderer->winN[1].h.start = value >> 8;
1058 if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[1].h.start > glRenderer->winN[1].h.end) {
1059 glRenderer->winN[1].h.start = 0;
1060 }
1061 if (glRenderer->winN[1].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1062 glRenderer->winN[1].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
1063 if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1064 glRenderer->winN[1].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
1065 }
1066 }
1067 break;
1068 case REG_WIN0V:
1069 glRenderer->winN[0].v.end = value;
1070 glRenderer->winN[0].v.start = value >> 8;
1071 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[0].v.start > glRenderer->winN[0].v.end) {
1072 glRenderer->winN[0].v.start = 0;
1073 }
1074 if (glRenderer->winN[0].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1075 glRenderer->winN[0].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1076 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1077 glRenderer->winN[0].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1078 }
1079 }
1080 break;
1081 case REG_WIN1V:
1082 glRenderer->winN[1].v.end = value;
1083 glRenderer->winN[1].v.start = value >> 8;
1084 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[1].v.start > glRenderer->winN[1].v.end) {
1085 glRenderer->winN[1].v.start = 0;
1086 }
1087 if (glRenderer->winN[1].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1088 glRenderer->winN[1].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1089 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1090 glRenderer->winN[1].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1091 }
1092 }
1093 break;
1094 case REG_WININ:
1095 case REG_WINOUT:
1096 value &= 0x3F3F;
1097 dirty = true;
1098 break;
1099 default:
1100 dirty = true;
1101 break;
1102 }
1103 if (glRenderer->shadowRegs[address >> 1] == value) {
1104 dirty = false;
1105 } else {
1106 glRenderer->shadowRegs[address >> 1] = value;
1107 }
1108 if (dirty) {
1109 glRenderer->regsDirty |= 1ULL << (address >> 1);
1110 }
1111 return value;
1112}
1113
1114void _cleanRegister(struct GBAVideoGLRenderer* glRenderer, int address, uint16_t value) {
1115 switch (address) {
1116 case REG_DISPCNT:
1117 glRenderer->dispcnt = value;
1118 GBAVideoGLRendererUpdateDISPCNT(glRenderer);
1119 break;
1120 case REG_BG0CNT:
1121 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[0], value);
1122 break;
1123 case REG_BG1CNT:
1124 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[1], value);
1125 break;
1126 case REG_BG2CNT:
1127 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[2], value);
1128 break;
1129 case REG_BG3CNT:
1130 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[3], value);
1131 break;
1132 case REG_BLDCNT:
1133 GBAVideoGLRendererWriteBLDCNT(glRenderer, value);
1134 value &= 0x3FFF;
1135 break;
1136 case REG_BLDALPHA:
1137 glRenderer->blda = value & 0x1F;
1138 if (glRenderer->blda > 0x10) {
1139 glRenderer->blda = 0x10;
1140 }
1141 glRenderer->bldb = (value >> 8) & 0x1F;
1142 if (glRenderer->bldb > 0x10) {
1143 glRenderer->bldb = 0x10;
1144 }
1145 value &= 0x1F1F;
1146 break;
1147 case REG_BLDY:
1148 glRenderer->bldy = value;
1149 break;
1150 case REG_WININ:
1151 glRenderer->winN[0].control = value;
1152 glRenderer->winN[1].control = value >> 8;
1153 break;
1154 case REG_WINOUT:
1155 glRenderer->winout = value;
1156 glRenderer->objwin = value >> 8;
1157 break;
1158 case REG_MOSAIC:
1159 glRenderer->mosaic = value;
1160 break;
1161 default:
1162 break;
1163 }
1164}
1165
1166static bool _dirtyMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1167 UNUSED(y);
1168 if (!background->enabled) {
1169 return false;
1170 }
1171 unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1172 unsigned screenMask = (7 << screenBase) & 0xFFFF; // Technically overzealous
1173 if (renderer->vramDirty & screenMask) {
1174 return true;
1175 }
1176 unsigned charBase = background->charBase >> 11;
1177 unsigned charMask = (0xFFFF << charBase) & 0xFFFF;
1178 if (renderer->vramDirty & charMask) {
1179 return true;
1180 }
1181 return false;
1182}
1183
1184static bool _dirtyMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1185 UNUSED(y);
1186 if (!background->enabled) {
1187 return false;
1188 }
1189 unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1190 unsigned screenMask = (0xF << screenBase) & 0xFFFF;
1191 if (renderer->vramDirty & screenMask) {
1192 return true;
1193 }
1194 unsigned charBase = background->charBase >> 11;
1195 unsigned charMask = (0x3FFF << charBase) & 0xFFFF;
1196 if (renderer->vramDirty & charMask) {
1197 return true;
1198 }
1199 return false;
1200}
1201
1202static bool _dirtyMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1203 UNUSED(y);
1204 if (!background->enabled) {
1205 return false;
1206 }
1207 if (renderer->vramDirty & 0xFFFFF) {
1208 return true;
1209 }
1210 return false;
1211}
1212
1213static bool _dirtyMode45(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1214 UNUSED(y);
1215 if (!background->enabled) {
1216 return false;
1217 }
1218 int start = GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 5 : 0;
1219 int mask = 0x3FF << start;
1220 if (renderer->vramDirty & mask) {
1221 return true;
1222 }
1223 return false;
1224}
1225
1226static bool _needsVramUpload(struct GBAVideoGLRenderer* renderer, int y) {
1227 if (!renderer->vramDirty) {
1228 return false;
1229 }
1230 if (y == 0) {
1231 return true;
1232 }
1233
1234 if (GBARegisterDISPCNTIsObjEnable(renderer->dispcnt) && renderer->vramDirty & 0xFF0000) {
1235 return true;
1236 }
1237
1238 bool dirty = false;
1239 switch (GBARegisterDISPCNTGetMode(renderer->dispcnt)) {
1240 case 0:
1241 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1242 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1243 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[2], y);
1244 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[3], y);
1245 break;
1246 case 1:
1247 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1248 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1249 dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1250 break;
1251 case 2:
1252 dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1253 dirty = dirty || _dirtyMode2(renderer, &renderer->bg[3], y);
1254 break;
1255 case 3:
1256 dirty = _dirtyMode3(renderer, &renderer->bg[2], y);
1257 break;
1258 case 4:
1259 dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1260 break;
1261 case 5:
1262 dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1263 break;
1264 }
1265 return dirty;
1266}
1267
1268void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
1269 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1270
1271 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1272 if (glRenderer->firstAffine < 0) {
1273 glRenderer->firstAffine = y;
1274 }
1275 } else {
1276 glRenderer->firstAffine = -1;
1277 }
1278
1279 if (glRenderer->paletteDirty || _needsVramUpload(glRenderer, y) || glRenderer->oamDirty || glRenderer->regsDirty) {
1280 if (glRenderer->firstY >= 0) {
1281 _drawScanlines(glRenderer, y - 1);
1282 glBindVertexArray(0);
1283 }
1284 }
1285 if (glRenderer->firstY < 0) {
1286 glRenderer->firstY = y;
1287 }
1288
1289 int i;
1290 for (i = 0; i < 0x30; ++i) {
1291 if (!(glRenderer->regsDirty & (1ULL << i))) {
1292 continue;
1293 }
1294 _cleanRegister(glRenderer, i << 1, glRenderer->shadowRegs[i]);
1295 }
1296 glRenderer->regsDirty = 0;
1297
1298 glRenderer->winNHistory[0][y * 4 + 0] = glRenderer->winN[0].h.start;
1299 glRenderer->winNHistory[0][y * 4 + 1] = glRenderer->winN[0].h.end;
1300 glRenderer->winNHistory[0][y * 4 + 2] = glRenderer->winN[0].v.start;
1301 glRenderer->winNHistory[0][y * 4 + 3] = glRenderer->winN[0].v.end;
1302 glRenderer->winNHistory[1][y * 4 + 0] = glRenderer->winN[1].h.start;
1303 glRenderer->winNHistory[1][y * 4 + 1] = glRenderer->winN[1].h.end;
1304 glRenderer->winNHistory[1][y * 4 + 2] = glRenderer->winN[1].v.start;
1305 glRenderer->winNHistory[1][y * 4 + 3] = glRenderer->winN[1].v.end;
1306
1307 glRenderer->bg[0].scanlineOffset[y] = glRenderer->bg[0].x;
1308 glRenderer->bg[0].scanlineOffset[y] |= glRenderer->bg[0].y << 12;
1309 glRenderer->bg[1].scanlineOffset[y] = glRenderer->bg[1].x;
1310 glRenderer->bg[1].scanlineOffset[y] |= glRenderer->bg[1].y << 12;
1311 glRenderer->bg[2].scanlineOffset[y] = glRenderer->bg[2].x;
1312 glRenderer->bg[2].scanlineOffset[y] |= glRenderer->bg[2].y << 12;
1313 glRenderer->bg[2].scanlineAffine[y * 4] = glRenderer->bg[2].affine.dx;
1314 glRenderer->bg[2].scanlineAffine[y * 4 + 1] = glRenderer->bg[2].affine.dy;
1315 glRenderer->bg[2].scanlineAffine[y * 4 + 2] = glRenderer->bg[2].affine.sx;
1316 glRenderer->bg[2].scanlineAffine[y * 4 + 3] = glRenderer->bg[2].affine.sy;
1317 glRenderer->bg[3].scanlineOffset[y] = glRenderer->bg[3].x;
1318 glRenderer->bg[3].scanlineOffset[y] |= glRenderer->bg[3].y << 12;
1319 glRenderer->bg[3].scanlineAffine[y * 4] = glRenderer->bg[3].affine.dx;
1320 glRenderer->bg[3].scanlineAffine[y * 4 + 1] = glRenderer->bg[3].affine.dy;
1321 glRenderer->bg[3].scanlineAffine[y * 4 + 2] = glRenderer->bg[3].affine.sx;
1322 glRenderer->bg[3].scanlineAffine[y * 4 + 3] = glRenderer->bg[3].affine.sy;
1323
1324 if (glRenderer->paletteDirty) {
1325 for (i = 0; i < 512; ++i) {
1326 glRenderer->shadowPalette[i] = glRenderer->d.palette[i];
1327 }
1328 glRenderer->paletteDirty = false;
1329 }
1330
1331 if (_needsVramUpload(glRenderer, y)) {
1332 int first = -1;
1333 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
1334 for (i = 0; i < 25; ++i) {
1335 if (!(glRenderer->vramDirty & (1 << i))) {
1336 if (first >= 0) {
1337 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 8 * first, 256, 8 * (i - first), GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &glRenderer->d.vram[2048 * first]);
1338 first = -1;
1339 }
1340 } else if (first < 0) {
1341 first = i;
1342 }
1343 }
1344 glRenderer->vramDirty = 0;
1345 }
1346
1347 if (glRenderer->oamDirty) {
1348 glRenderer->oamMax = GBAVideoRendererCleanOAM(glRenderer->d.oam->obj, glRenderer->sprites, 0);
1349 glRenderer->oamDirty = false;
1350 }
1351
1352 if (y == 0) {
1353 glDisable(GL_SCISSOR_TEST);
1354 glClearColor(0, 0, 0, 0);
1355#ifdef BUILD_GLES3
1356 glClearDepthf(1.f);
1357#else
1358 glClearDepth(1);
1359#endif
1360 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
1361 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1362 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1363
1364 for (i = 0; i < 4; ++i) {
1365 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);
1366 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1367 glClear(GL_COLOR_BUFFER_BIT);
1368 }
1369 }
1370
1371 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1372 glRenderer->bg[2].affine.sx += glRenderer->bg[2].affine.dmx;
1373 glRenderer->bg[2].affine.sy += glRenderer->bg[2].affine.dmy;
1374 glRenderer->bg[3].affine.sx += glRenderer->bg[3].affine.dmx;
1375 glRenderer->bg[3].affine.sy += glRenderer->bg[3].affine.dmy;
1376 }
1377}
1378
1379void _drawScanlines(struct GBAVideoGLRenderer* glRenderer, int y) {
1380 glEnable(GL_SCISSOR_TEST);
1381
1382 uint32_t backdrop = M_RGB5_TO_RGB8(glRenderer->shadowPalette[0]);
1383 glViewport(0, 0, 1, GBA_VIDEO_VERTICAL_PIXELS);
1384 glScissor(0, glRenderer->firstY, 1, y - glRenderer->firstY + 1);
1385 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
1386 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1387 glClearBufferfv(GL_COLOR, 0, (GLfloat[]) { ((backdrop >> 16) & 0xF8) / 248., ((backdrop >> 8) & 0xF8) / 248., (backdrop & 0xF8) / 248., 1.f });
1388 glClearBufferiv(GL_COLOR, 1, (GLint[]) { 32, glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4), glRenderer->blda, 0 });
1389 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1390
1391 GBAVideoGLRendererDrawWindow(glRenderer, y);
1392 if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
1393 int i;
1394 glDepthFunc(GL_LESS);
1395 for (i = 0; i < glRenderer->oamMax; ++i) {
1396 struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
1397 if ((y < sprite->y && (sprite->endY - 256 < 0 || glRenderer->firstY >= sprite->endY - 256)) || glRenderer->firstY >= sprite->endY) {
1398 continue;
1399 }
1400
1401 GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);
1402 }
1403 glDisable(GL_DEPTH_TEST);
1404 }
1405
1406 if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1407 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
1408 }
1409 if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1410 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
1411 }
1412 if (TEST_LAYER_ENABLED(2)) {
1413 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1414 case 0:
1415 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
1416 break;
1417 case 1:
1418 case 2:
1419 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
1420 break;
1421 case 3:
1422 GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
1423 break;
1424 case 4:
1425 GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
1426 break;
1427 case 5:
1428 GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y);
1429 break;
1430 }
1431 }
1432 if (TEST_LAYER_ENABLED(3)) {
1433 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1434 case 0:
1435 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[3], y);
1436 break;
1437 case 2:
1438 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[3], y);
1439 break;
1440 }
1441 }
1442 glRenderer->firstY = -1;
1443}
1444
1445void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
1446 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1447 _drawScanlines(glRenderer, GBA_VIDEO_VERTICAL_PIXELS - 1);
1448 _finalizeLayers(glRenderer);
1449 glDisable(GL_SCISSOR_TEST);
1450 glBindVertexArray(0);
1451 glRenderer->firstAffine = -1;
1452 glRenderer->firstY = -1;
1453 glRenderer->bg[2].affine.sx = glRenderer->bg[2].refx;
1454 glRenderer->bg[2].affine.sy = glRenderer->bg[2].refy;
1455 glRenderer->bg[3].affine.sx = glRenderer->bg[3].refx;
1456 glRenderer->bg[3].affine.sy = glRenderer->bg[3].refy;
1457}
1458
1459void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels) {
1460 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1461 *stride = GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale;
1462 if (!glRenderer->temporaryBuffer) {
1463 glRenderer->temporaryBuffer = anonymousMemoryMap(GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale * BYTES_PER_PIXEL);
1464 }
1465 glFinish();
1466 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
1467 glPixelStorei(GL_PACK_ROW_LENGTH, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale);
1468 glPixelStorei(GL_PACK_ALIGNMENT, 1);
1469 glReadPixels(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale, GL_RGBA, GL_UNSIGNED_BYTE, (void*) glRenderer->temporaryBuffer);
1470 *pixels = glRenderer->temporaryBuffer;
1471}
1472
1473void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels) {
1474
1475}
1476
1477static void _enableBg(struct GBAVideoGLRenderer* renderer, int bg, bool active) {
1478 int wasActive = renderer->bg[bg].enabled;
1479 if (!active) {
1480 renderer->bg[bg].enabled = 0;
1481 } else if (!wasActive && active) {
1482 /*if (renderer->nextY == 0 || GBARegisterDISPCNTGetMode(renderer->dispcnt) > 2) {
1483 // TODO: Investigate in more depth how switching background works in different modes
1484 renderer->bg[bg].enabled = 4;
1485 } else {
1486 renderer->bg[bg].enabled = 1;
1487 }*/
1488 renderer->bg[bg].enabled = 4;
1489 }
1490}
1491
1492static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer) {
1493 _enableBg(renderer, 0, GBARegisterDISPCNTGetBg0Enable(renderer->dispcnt));
1494 _enableBg(renderer, 1, GBARegisterDISPCNTGetBg1Enable(renderer->dispcnt));
1495 _enableBg(renderer, 2, GBARegisterDISPCNTGetBg2Enable(renderer->dispcnt));
1496 _enableBg(renderer, 3, GBARegisterDISPCNTGetBg3Enable(renderer->dispcnt));
1497}
1498
1499static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
1500 bg->priority = GBARegisterBGCNTGetPriority(value);
1501 bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
1502 bg->mosaic = GBARegisterBGCNTGetMosaic(value);
1503 bg->multipalette = GBARegisterBGCNTGet256Color(value);
1504 bg->screenBase = GBARegisterBGCNTGetScreenBase(value) << 10;
1505 bg->overflow = GBARegisterBGCNTGetOverflow(value);
1506 bg->size = GBARegisterBGCNTGetSize(value);
1507}
1508
1509static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1510 bg->refx = (bg->refx & 0xFFFF0000) | value;
1511 bg->affine.sx = bg->refx;
1512}
1513
1514static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1515 bg->refx = (bg->refx & 0x0000FFFF) | (value << 16);
1516 bg->refx <<= 4;
1517 bg->refx >>= 4;
1518 bg->affine.sx = bg->refx;
1519}
1520
1521static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1522 bg->refy = (bg->refy & 0xFFFF0000) | value;
1523 bg->affine.sy = bg->refy;
1524}
1525
1526static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1527 bg->refy = (bg->refy & 0x0000FFFF) | (value << 16);
1528 bg->refy <<= 4;
1529 bg->refy >>= 4;
1530 bg->affine.sy = bg->refy;
1531}
1532
1533static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value) {
1534 renderer->bg[0].target1 = GBARegisterBLDCNTGetTarget1Bg0(value);
1535 renderer->bg[1].target1 = GBARegisterBLDCNTGetTarget1Bg1(value);
1536 renderer->bg[2].target1 = GBARegisterBLDCNTGetTarget1Bg2(value);
1537 renderer->bg[3].target1 = GBARegisterBLDCNTGetTarget1Bg3(value);
1538 renderer->bg[0].target2 = GBARegisterBLDCNTGetTarget2Bg0(value);
1539 renderer->bg[1].target2 = GBARegisterBLDCNTGetTarget2Bg1(value);
1540 renderer->bg[2].target2 = GBARegisterBLDCNTGetTarget2Bg2(value);
1541 renderer->bg[3].target2 = GBARegisterBLDCNTGetTarget2Bg3(value);
1542
1543 renderer->blendEffect = GBARegisterBLDCNTGetEffect(value);
1544 renderer->target1Obj = GBARegisterBLDCNTGetTarget1Obj(value);
1545 renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
1546 renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
1547 renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
1548}
1549
1550void _finalizeLayers(struct GBAVideoGLRenderer* renderer) {
1551 const GLuint* uniforms = renderer->finalizeShader.uniforms;
1552 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]);
1553 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1554 glScissor(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1555 if (GBARegisterDISPCNTIsForcedBlank(renderer->dispcnt)) {
1556 glClearColor(1.f, 1.f, 1.f, 1.f);
1557 glClear(GL_COLOR_BUFFER_BIT);
1558 } else {
1559 glUseProgram(renderer->finalizeShader.program);
1560 glBindVertexArray(renderer->finalizeShader.vao);
1561 glActiveTexture(GL_TEXTURE0);
1562 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
1563 glActiveTexture(GL_TEXTURE0 + 1);
1564 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_COLOR]);
1565 glActiveTexture(GL_TEXTURE0 + 2);
1566 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_FLAGS]);
1567 glActiveTexture(GL_TEXTURE0 + 3);
1568 glBindTexture(GL_TEXTURE_2D, renderer->bg[0].tex);
1569 glActiveTexture(GL_TEXTURE0 + 4);
1570 glBindTexture(GL_TEXTURE_2D, renderer->bg[0].flags);
1571 glActiveTexture(GL_TEXTURE0 + 5);
1572 glBindTexture(GL_TEXTURE_2D, renderer->bg[1].tex);
1573 glActiveTexture(GL_TEXTURE0 + 6);
1574 glBindTexture(GL_TEXTURE_2D, renderer->bg[1].flags);
1575 glActiveTexture(GL_TEXTURE0 + 7);
1576 glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex);
1577 glActiveTexture(GL_TEXTURE0 + 8);
1578 glBindTexture(GL_TEXTURE_2D, renderer->bg[2].flags);
1579 glActiveTexture(GL_TEXTURE0 + 9);
1580 glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex);
1581 glActiveTexture(GL_TEXTURE0 + 10);
1582 glBindTexture(GL_TEXTURE_2D, renderer->bg[3].flags);
1583 glActiveTexture(GL_TEXTURE0 + 11);
1584 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_COLOR]);
1585 glActiveTexture(GL_TEXTURE0 + 12);
1586 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_FLAGS]);
1587
1588 glUniform2i(uniforms[GBA_GL_VS_LOC], GBA_VIDEO_VERTICAL_PIXELS, 0);
1589 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1590 glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);
1591 glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 5, 7, 9, 1 });
1592 glUniform1iv(uniforms[GBA_GL_FINALIZE_FLAGS], 5, (GLint[]) { 4, 6, 8, 10, 2 });
1593 glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1594 glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1595 glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 11);
1596 glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 12);
1597 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1598 }
1599 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1600}
1601
1602void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY) {
1603 int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
1604 int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
1605 int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
1606 x >>= 23;
1607
1608 int align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
1609 unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10;
1610 int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> 3) : (0x20 >> GBAObjAttributesAGet256Color(sprite->a));
1611
1612 if (spriteY + height >= 256) {
1613 spriteY -= 256;
1614 }
1615
1616 int totalWidth = width;
1617 int totalHeight = height;
1618 if (GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesAIsDoubleSize(sprite->a)) {
1619 totalWidth <<= 1;
1620 totalHeight <<= 1;
1621 }
1622
1623 const struct GBAVideoGLShader* shader = &renderer->objShader[GBAObjAttributesAGet256Color(sprite->a)];
1624 const GLuint* uniforms = shader->uniforms;
1625 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OBJ]);
1626 glViewport(x * renderer->scale, spriteY * renderer->scale, totalWidth * renderer->scale, totalHeight * renderer->scale);
1627 glScissor(x * renderer->scale, renderer->firstY * renderer->scale, totalWidth * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1628 glUseProgram(shader->program);
1629 glBindVertexArray(shader->vao);
1630 glActiveTexture(GL_TEXTURE0);
1631 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1632 glUniform2i(uniforms[GBA_GL_VS_LOC], totalHeight, 0);
1633 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], totalWidth, totalHeight);
1634 glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0);
1635 glUniform1iv(uniforms[GBA_GL_OBJ_PALETTE], 256, &renderer->shadowPalette[256]);
1636 glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
1637 glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
1638 glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
1639 glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c),
1640 (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
1641 renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
1642 if (GBAObjAttributesAIsTransformed(sprite->a)) {
1643 struct GBAOAMMatrix mat;
1644 LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
1645 LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
1646 LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
1647 LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
1648
1649 glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { mat.a / 256.f, mat.c / 256.f, mat.b / 256.f, mat.d / 256.f });
1650 } else {
1651 int flipX = 1;
1652 int flipY = 1;
1653 if (GBAObjAttributesBIsHFlip(sprite->b)) {
1654 flipX = -1;
1655 }
1656 if (GBAObjAttributesBIsVFlip(sprite->b)) {
1657 flipY = -1;
1658 }
1659 glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { flipX, 0, 0, flipY });
1660 }
1661 glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
1662 if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
1663 glDisable(GL_DEPTH_TEST);
1664 int window = renderer->objwin & 0x3F;
1665 glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 1, window, renderer->bldb, renderer->bldy);
1666 glDrawBuffers(3, (GLenum[]) { GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT2 });
1667 } else {
1668 glEnable(GL_DEPTH_TEST);
1669 glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0, 0);
1670 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1671 }
1672 if (GBAObjAttributesAIsMosaic(sprite->a) && GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN) {
1673 int mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
1674 if (GBAObjAttributesBIsHFlip(sprite->b)) {
1675 mosaicH = -mosaicH;
1676 }
1677 glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], mosaicH, GBAMosaicControlGetObjV(renderer->mosaic) + 1, x, spriteY);
1678 } else {
1679 glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], 0, 0, 0, 0);
1680 }
1681 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1682 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1683}
1684
1685void _prepareBackground(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms) {
1686 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1687 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1688 glActiveTexture(GL_TEXTURE0);
1689 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1690 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1691 glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
1692 glUniform1iv(uniforms[GBA_GL_OBJ_PALETTE], 256, renderer->shadowPalette);
1693 if (background->mosaic) {
1694 glUniform2i(uniforms[GBA_GL_BG_MOSAIC], GBAMosaicControlGetBgV(renderer->mosaic) + 1, GBAMosaicControlGetBgH(renderer->mosaic) + 1);
1695 } else {
1696 glUniform2i(uniforms[GBA_GL_BG_MOSAIC], 0, 0);
1697 }
1698 glUniform4i(uniforms[GBA_GL_BG_INFLAGS], background->priority,
1699 background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4),
1700 renderer->blda, 0);
1701 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1702}
1703
1704void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1705 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->multipalette ? 1 : 0];
1706 const GLuint* uniforms = shader->uniforms;
1707 glUseProgram(shader->program);
1708 glBindVertexArray(shader->vao);
1709 _prepareBackground(renderer, background, uniforms);
1710 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1711 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1712 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1713 glUniform1iv(uniforms[GBA_GL_BG_OFFSET], GBA_VIDEO_VERTICAL_PIXELS, background->scanlineOffset);
1714
1715 glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1716 glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1717 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1718
1719 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1720}
1721
1722void _prepareTransform(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms, int y) {
1723 glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
1724 glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1725 glUniform2i(uniforms[GBA_GL_BG_RANGE], renderer->firstAffine, y);
1726
1727 glUniform4iv(uniforms[GBA_GL_BG_TRANSFORM], GBA_VIDEO_VERTICAL_PIXELS, background->scanlineAffine);
1728 _prepareBackground(renderer, background, uniforms);
1729}
1730
1731void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1732 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->overflow ? 2 : 3];
1733 const GLuint* uniforms = shader->uniforms;
1734 glUseProgram(shader->program);
1735 glBindVertexArray(shader->vao);
1736 _prepareTransform(renderer, background, uniforms, y);
1737 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1738 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1739 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1740 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1741 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1742}
1743
1744void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1745 const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1746 const GLuint* uniforms = shader->uniforms;
1747 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1748 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1749 glUseProgram(shader->program);
1750 glBindVertexArray(shader->vao);
1751 _prepareTransform(renderer, background, uniforms, y);
1752 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], 0);
1753 glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1754 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1755 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1756}
1757
1758void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1759 const struct GBAVideoGLShader* shader = &renderer->bgShader[4];
1760 const GLuint* uniforms = shader->uniforms;
1761 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1762 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1763 glUseProgram(shader->program);
1764 glBindVertexArray(shader->vao);
1765 _prepareTransform(renderer, background, uniforms, y);
1766 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0xA000 : 0);
1767 glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1768 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1769 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1770}
1771
1772void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1773 const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1774 const GLuint* uniforms = shader->uniforms;
1775 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1776 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1777 glUseProgram(shader->program);
1778 glBindVertexArray(shader->vao);
1779 _prepareTransform(renderer, background, uniforms, y);
1780 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0x5000 : 0);
1781 glUniform2i(uniforms[GBA_GL_BG_SIZE], 160, 128);
1782 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1783 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1784}
1785
1786void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
1787 const struct GBAVideoGLShader* shader = &renderer->windowShader;
1788 const GLuint* uniforms = shader->uniforms;
1789 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_WINDOW]);
1790 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1791 glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
1792 glUseProgram(shader->program);
1793 glBindVertexArray(shader->vao);
1794 glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1795 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1796 glUniform1i(uniforms[GBA_GL_WIN_DISPCNT], renderer->dispcnt >> 8);
1797 glUniform2i(uniforms[GBA_GL_WIN_BLEND], renderer->bldb, renderer->bldy);
1798 glUniform3i(uniforms[GBA_GL_WIN_FLAGS], renderer->winN[0].control, renderer->winN[1].control, renderer->winout);
1799 glUniform4iv(uniforms[GBA_GL_WIN_WIN0], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[0]);
1800 glUniform4iv(uniforms[GBA_GL_WIN_WIN1], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[1]);
1801 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1802 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1803}
1804
1805#endif