all repos — mgba @ 0eb1f4ec0818ad11821137189a45edfb13493589

mGBA Game Boy Advance Emulator

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 150 core\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(0x1FF, 0x1FF000) & offset[int(texCoord.y)]) >> ivec2(0, 12);\n"
 149	"	ivec2 wrap = ivec2(255, 255);\n"
 150	"	int doty = 0;\n"
 151	"	if ((size & 1) == 1) {\n"
 152	"		wrap.x = 511;\n"
 153	"		++doty;\n"
 154	"	}\n"
 155	"	if ((size & 2) == 2) {\n"
 156	"		wrap.y = 511;\n"
 157	"		++doty;\n"
 158	"	}\n"
 159	"	coord &= wrap;\n"
 160	"	wrap = coord & 256;\n"
 161	"	coord &= 255;\n"
 162	"	coord.y += wrap.x + wrap.y * doty;\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 = floor(incoord.x - float(int(incoord.x) % mosaic.x));\n"
 272	"	}\n"
 273	"	if (mosaic.y > 1) {\n"
 274	"		incoord.y = floor(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 = floor(incoord.x - float(int(incoord.x) % mosaic.x));\n"
 325	"	}\n"
 326	"	if (mosaic.y > 1) {\n"
 327	"		incoord.y = floor(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 = floor(incoord.x - float(int(incoord.x) % mosaic.x));\n"
 390	"	}\n"
 391	"	if (mosaic.y > 1) {\n"
 392	"		incoord.y = floor(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 _uniformsObjPriority[] = {
 478	{ "loc", GBA_GL_VS_LOC, },
 479	{ "maxPos", GBA_GL_VS_MAXPOS, },
 480	{ "inflags", GBA_GL_OBJ_INFLAGS, },
 481	{ 0 }
 482};
 483
 484static const char* const _renderObjPriority =
 485	"in vec2 texCoord;\n"
 486	"uniform ivec4 inflags;\n"
 487	"OUT(0) out vec4 color;\n"
 488	"OUT(1) out ivec4 flags;\n"
 489
 490	"void main() {\n"
 491	"	flags = inflags;\n"
 492	"	gl_FragDepth = float(flags.x) / 16.;\n"
 493	"	color = vec4(0., 0., 0., 0.);"
 494	"}";
 495
 496static const struct GBAVideoGLUniform _uniformsWindow[] = {
 497	{ "loc", GBA_GL_VS_LOC, },
 498	{ "maxPos", GBA_GL_VS_MAXPOS, },
 499	{ "dispcnt", GBA_GL_WIN_DISPCNT, },
 500	{ "blend", GBA_GL_WIN_BLEND, },
 501	{ "flags", GBA_GL_WIN_FLAGS, },
 502	{ "win0", GBA_GL_WIN_WIN0, },
 503	{ "win1", GBA_GL_WIN_WIN1, },
 504	{ 0 }
 505};
 506
 507static const char* const _renderWindow =
 508	"in vec2 texCoord;\n"
 509	"uniform int dispcnt;\n"
 510	"uniform ivec2 blend;\n"
 511	"uniform ivec3 flags;\n"
 512	"uniform ivec4 win0[160];\n"
 513	"uniform ivec4 win1[160];\n"
 514	"OUT(0) out ivec4 window;\n"
 515
 516	"void crop(vec4 windowParams, int flags, inout ivec3 windowFlags) {\n"
 517	"	bvec4 compare = lessThan(texCoord.xxyy, windowParams);\n"
 518	"	compare = equal(compare, bvec4(true, false, true, false));\n"
 519	"	if (any(compare)) {\n"
 520	"		vec2 h = windowParams.xy;\n"
 521	"		vec2 v = windowParams.zw;\n"
 522	"		if (v.x > v.y) {\n"
 523	"			if (compare.z && compare.w) {\n"
 524	"				return;\n"
 525	"			}\n"
 526	"		} else if (compare.z || compare.w) {\n"
 527	"			return;\n"
 528	"		}\n"
 529	"		if (h.x > h.y) {\n"
 530	"			if (compare.x && compare.y) {\n"
 531	"				return;\n"
 532	"			}\n"
 533	"		} else if (compare.x || compare.y) {\n"
 534	"			return;\n"
 535	"		}\n"
 536	"	}\n"
 537	"	windowFlags.x = flags;\n"
 538	"}\n"
 539
 540	"vec4 interpolate(ivec4 win[160]) {\n"
 541	"	vec4 bottom = vec4(win[int(texCoord.y) - 1]);\n"
 542	"	vec4 top = vec4(win[int(texCoord.y)]);\n"
 543	"	if (distance(top, bottom) > 40.) {\n"
 544	"		return top;\n"
 545	"	}\n"
 546	"	return vec4(mix(bottom.xy, top.xy, fract(texCoord.y)), top.zw);\n"
 547	"}\n"
 548
 549	"void main() {\n"
 550	"	int dispflags = (dispcnt & 0x1F) | 0x20;\n"
 551	"	if ((dispcnt & 0xE0) == 0) {\n"
 552	"		window = ivec4(dispflags, blend, 0);\n"
 553	"	} else {\n"
 554	"		ivec3 windowFlags = ivec3(flags.z, blend);\n"
 555	"		if ((dispcnt & 0x40) != 0) { \n"
 556	"			crop(interpolate(win1), flags.y, windowFlags);\n"
 557	"		}\n"
 558	"		if ((dispcnt & 0x20) != 0) { \n"
 559	"			crop(interpolate(win0), flags.x, windowFlags);\n"
 560	"		}\n"
 561	"		window = ivec4(windowFlags, 0);\n"
 562	"	}\n"
 563	"}\n";
 564
 565static const struct GBAVideoGLUniform _uniformsFinalize[] = {
 566	{ "loc", GBA_GL_VS_LOC, },
 567	{ "maxPos", GBA_GL_VS_MAXPOS, },
 568	{ "scale", GBA_GL_FINALIZE_SCALE, },
 569	{ "layers", GBA_GL_FINALIZE_LAYERS, },
 570	{ "flags", GBA_GL_FINALIZE_FLAGS, },
 571	{ "window", GBA_GL_FINALIZE_WINDOW, },
 572	{ "backdrop", GBA_GL_FINALIZE_BACKDROP, },
 573	{ "backdropFlags", GBA_GL_FINALIZE_BACKDROPFLAGS, },
 574	{ 0 }
 575};
 576
 577static const char* const _finalize =
 578	"in vec2 texCoord;\n"
 579	"uniform int scale;\n"
 580	"uniform sampler2D layers[5];\n"
 581	"uniform isampler2D flags[5];\n"
 582	"uniform isampler2D window;\n"
 583	"uniform sampler2D backdrop;\n"
 584	"uniform isampler2D backdropFlags;\n"
 585	"out vec4 color;\n"
 586
 587	"void composite(vec4 pixel, ivec4 flags, inout vec4 topPixel, inout ivec4 topFlags, inout vec4 bottomPixel, inout ivec4 bottomFlags) {\n"
 588	"	if (flags.x >= topFlags.x) {\n"
 589	"		if (flags.x >= bottomFlags.x) {\n"
 590	"			return;\n"
 591	"		}\n"
 592	"		bottomFlags = flags;\n"
 593	"		bottomPixel = pixel;\n"
 594	"	} else {\n"
 595	"		bottomFlags = topFlags;\n"
 596	"		topFlags = flags;\n"
 597	"		bottomPixel = topPixel;\n"
 598	"		topPixel = pixel;\n"
 599	"	}\n"
 600	"}\n"
 601
 602	"void main() {\n"
 603	"	vec4 topPixel = texelFetch(backdrop, ivec2(0, texCoord.y), 0);\n"
 604	"	vec4 bottomPixel = topPixel;\n"
 605	"	ivec4 topFlags = ivec4(texelFetch(backdropFlags, ivec2(0, texCoord.y), 0));\n"
 606	"	ivec4 bottomFlags = topFlags;\n"
 607	"	ivec2 coord = ivec2(texCoord * float(scale));\n"
 608	"	ivec4 windowFlags = texelFetch(window, coord, 0);\n"
 609	"	int layerWindow = windowFlags.x;\n"
 610	"	if ((layerWindow & 16) != 0) {\n"
 611	"		vec4 pix = texelFetch(layers[4], coord, 0);\n"
 612	"		if (pix.a != 0.) {\n"
 613	"			ivec4 inflags = ivec4(texelFetch(flags[4], coord, 0));\n"
 614	"			composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 615	"		}\n"
 616	"	}\n"
 617	"	if ((layerWindow & 1) != 0) {\n"
 618	"		vec4 pix = texelFetch(layers[0], coord, 0);\n"
 619	"		if (pix.a != 0.) {\n"
 620	"			ivec4 inflags = ivec4(texelFetch(flags[0], coord, 0).xyz, 0);\n"
 621	"			composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 622	"		}\n"
 623	"	}\n"
 624	"	if ((layerWindow & 2) != 0) {\n"
 625	"		vec4 pix = texelFetch(layers[1], coord, 0);\n"
 626	"		if (pix.a != 0.) {\n"
 627	"			ivec4 inflags = ivec4(texelFetch(flags[1], coord, 0).xyz, 0);\n"
 628	"			composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 629	"		}\n"
 630	"	}\n"
 631	"	if ((layerWindow & 4) != 0) {\n"
 632	"		vec4 pix = texelFetch(layers[2], coord, 0);\n"
 633	"		if (pix.a != 0.) {\n"
 634	"			ivec4 inflags = ivec4(texelFetch(flags[2], coord, 0).xyz, 0);\n"
 635	"			composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 636	"		}\n"
 637	"	}\n"
 638	"	if ((layerWindow & 8) != 0) {\n"
 639	"		vec4 pix = texelFetch(layers[3], coord, 0);\n"
 640	"		if (pix.a != 0.) {\n"
 641	"			ivec4 inflags = ivec4(texelFetch(flags[3], coord, 0).xyz, 0);\n"
 642	"			composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 643	"		}\n"
 644	"	}\n"
 645	"	if ((layerWindow & 32) == 0) {\n"
 646	"		topFlags.y &= ~1;\n"
 647	"	}\n"
 648	"	if (((topFlags.y & 13) == 5 || topFlags.w > 0) && (bottomFlags.y & 2) == 2) {\n"
 649	"		topPixel.rgb *= float(topFlags.z) / 16.;\n"
 650	"		topPixel.rgb += bottomPixel.rgb * float(windowFlags.y) / 16.;\n"
 651	"	} else if ((topFlags.y & 13) == 9) {\n"
 652	"		topPixel.rgb += (1. - topPixel.rgb) * float(windowFlags.z) / 16.;\n"
 653	"	} else if ((topFlags.y & 13) == 13) {\n"
 654	"		topPixel.rgb -= topPixel.rgb * float(windowFlags.z) / 16.;\n"
 655	"	}\n"
 656	"	color = topPixel;\n"
 657	"}";
 658
 659static const GLint _vertices[] = {
 660	0, 0,
 661	0, 1,
 662	1, 1,
 663	1, 0,
 664};
 665
 666void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
 667	renderer->d.init = GBAVideoGLRendererInit;
 668	renderer->d.reset = GBAVideoGLRendererReset;
 669	renderer->d.deinit = GBAVideoGLRendererDeinit;
 670	renderer->d.writeVideoRegister = GBAVideoGLRendererWriteVideoRegister;
 671	renderer->d.writeVRAM = GBAVideoGLRendererWriteVRAM;
 672	renderer->d.writeOAM = GBAVideoGLRendererWriteOAM;
 673	renderer->d.writePalette = GBAVideoGLRendererWritePalette;
 674	renderer->d.drawScanline = GBAVideoGLRendererDrawScanline;
 675	renderer->d.finishFrame = GBAVideoGLRendererFinishFrame;
 676	renderer->d.getPixels = GBAVideoGLRendererGetPixels;
 677	renderer->d.putPixels = GBAVideoGLRendererPutPixels;
 678
 679	renderer->d.disableBG[0] = false;
 680	renderer->d.disableBG[1] = false;
 681	renderer->d.disableBG[2] = false;
 682	renderer->d.disableBG[3] = false;
 683	renderer->d.disableOBJ = false;
 684
 685	renderer->d.highlightBG[0] = false;
 686	renderer->d.highlightBG[1] = false;
 687	renderer->d.highlightBG[2] = false;
 688	renderer->d.highlightBG[3] = false;
 689	int i;
 690	for (i = 0; i < 128; ++i) {
 691		renderer->d.highlightOBJ[i] = false;
 692	}
 693	renderer->d.highlightColor = 0xFFFFFF;
 694	renderer->d.highlightAmount = 0;
 695
 696	renderer->scale = 1;
 697}
 698
 699static void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVideoGLShader* shader, const char** shaderBuffer, int shaderBufferLines, GLuint vs, const struct GBAVideoGLUniform* uniforms, const char* const* outFrags, char* log) {
 700	GLuint program = glCreateProgram();
 701	shader->program = program;
 702
 703	GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
 704	glAttachShader(program, vs);
 705	glAttachShader(program, fs);
 706	glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
 707	glCompileShader(fs);
 708	glGetShaderInfoLog(fs, 2048, 0, log);
 709	if (log[0]) {
 710		mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
 711	}
 712	size_t i;
 713#ifndef BUILD_GLES3
 714	for (i = 0; outFrags[i]; ++i) {
 715		glBindFragDataLocation(program, i, outFrags[i]);
 716	}
 717#else
 718	UNUSED(outFrags);
 719#endif
 720	glLinkProgram(program);
 721	glGetProgramInfoLog(program, 2048, 0, log);
 722	if (log[0]) {
 723		mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
 724	}
 725	glDeleteShader(fs);
 726
 727	glGenVertexArrays(1, &shader->vao);
 728	glBindVertexArray(shader->vao);
 729	glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
 730	GLuint positionLocation = glGetAttribLocation(program, "position");
 731	glEnableVertexAttribArray(positionLocation);
 732	glVertexAttribPointer(positionLocation, 2, GL_INT, GL_FALSE, 0, NULL);
 733
 734	for (i = 0; uniforms[i].name; ++i) {
 735		shader->uniforms[uniforms[i].type] = glGetUniformLocation(program, uniforms[i].name);
 736	}
 737}
 738
 739static void _deleteShader(struct GBAVideoGLShader* shader) {
 740	glDeleteProgram(shader->program);
 741	glDeleteVertexArrays(1, &shader->vao);
 742}
 743
 744static void _initFramebufferTextureEx(GLuint tex, GLenum internalFormat, GLenum format, GLenum type, GLenum attachment, int scale) {
 745	glBindTexture(GL_TEXTURE_2D, tex);
 746	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 747	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 748	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 749	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 750	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);
 751	glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);	
 752}
 753
 754static void _initFramebufferTexture(GLuint tex, GLenum format, GLenum attachment, int scale) {
 755	_initFramebufferTextureEx(tex, format, format, GL_UNSIGNED_BYTE, attachment, scale);
 756}
 757
 758static void _initFramebuffers(struct GBAVideoGLRenderer* glRenderer) {
 759	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
 760	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 761	_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
 762	_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT2, glRenderer->scale);
 763	_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_DEPTH], GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, GL_DEPTH_STENCIL_ATTACHMENT, glRenderer->scale);
 764
 765	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
 766	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_COLOR], GL_RGB, GL_COLOR_ATTACHMENT0, 0);
 767	_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_BACKDROP_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
 768
 769	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
 770	_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 771
 772	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
 773	_initFramebufferTexture(glRenderer->outputTex, GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 774
 775	int i;
 776	for (i = 0; i < 4; ++i) {
 777		struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
 778		glBindFramebuffer(GL_FRAMEBUFFER, bg->fbo);
 779		_initFramebufferTexture(bg->tex, GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 780		_initFramebufferTextureEx(bg->flags, GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
 781	}
 782	glBindFramebuffer(GL_FRAMEBUFFER, 0);
 783}
 784
 785void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
 786	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 787	glRenderer->temporaryBuffer = NULL;
 788
 789	glGenFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
 790	glGenTextures(GBA_GL_TEX_MAX, glRenderer->layers);
 791
 792	glGenTextures(1, &glRenderer->vramTex);
 793	glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
 794	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 795	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 796	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 256, 192, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, 0);
 797
 798	glGenBuffers(1, &glRenderer->vbo);
 799	glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
 800	glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
 801
 802	int i;
 803	for (i = 0; i < 4; ++i) {
 804		struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
 805		bg->index = i;
 806		bg->enabled = 0;
 807		bg->priority = 0;
 808		bg->charBase = 0;
 809		bg->mosaic = 0;
 810		bg->multipalette = 0;
 811		bg->screenBase = 0;
 812		bg->overflow = 0;
 813		bg->size = 0;
 814		bg->target1 = 0;
 815		bg->target2 = 0;
 816		bg->x = 0;
 817		bg->y = 0;
 818		bg->refx = 0;
 819		bg->refy = 0;
 820		bg->affine.dx = 256;
 821		bg->affine.dmx = 0;
 822		bg->affine.dy = 0;
 823		bg->affine.dmy = 256;
 824		bg->affine.sx = 0;
 825		bg->affine.sy = 0;
 826		glGenFramebuffers(1, &bg->fbo);
 827		glGenTextures(1, &bg->tex);
 828		glGenTextures(1, &bg->flags);
 829	}
 830
 831	_initFramebuffers(glRenderer);
 832
 833	char log[2048];
 834	const GLchar* shaderBuffer[4];
 835	const GLubyte* version = glGetString(GL_VERSION);
 836	if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES "))) {
 837		shaderBuffer[0] = _gl3Header;
 838	} else {
 839		shaderBuffer[0] = _gles3Header;
 840	}
 841
 842	GLuint vs = glCreateShader(GL_VERTEX_SHADER);
 843	shaderBuffer[1] = _vertexShader;
 844	glShaderSource(vs, 2, shaderBuffer, 0);
 845	glCompileShader(vs);
 846	glGetShaderInfoLog(vs, 2048, 0, log);
 847	if (log[0]) {
 848		mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
 849	}
 850
 851	const char* const noWindow[] = {"color", "flags", NULL};
 852	const char* const window[] = {"color", "flags", "window", NULL};
 853	const char* const onlyWindow[] = {"window", NULL};
 854	const char* const onlyColor[] = {"color", NULL};
 855
 856	shaderBuffer[1] = _renderMode0;
 857
 858	shaderBuffer[2] = _renderTile16;
 859	_compileShader(glRenderer, &glRenderer->bgShader[0], shaderBuffer, 3, vs, _uniformsMode0, noWindow, log);
 860
 861	shaderBuffer[2] = _renderTile256;
 862	_compileShader(glRenderer, &glRenderer->bgShader[1], shaderBuffer, 3, vs, _uniformsMode0, noWindow, log);
 863
 864	shaderBuffer[1] = _renderMode2;
 865	shaderBuffer[2] = _interpolate;
 866
 867	shaderBuffer[3] = _fetchTileOverflow;
 868	_compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 4, vs, _uniformsMode2, noWindow, log);
 869
 870	shaderBuffer[3] = _fetchTileNoOverflow;
 871	_compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 4, vs, _uniformsMode2, noWindow, log);
 872
 873	shaderBuffer[1] = _renderMode4;
 874	shaderBuffer[2] = _interpolate;
 875	_compileShader(glRenderer, &glRenderer->bgShader[4], shaderBuffer, 3, vs, _uniformsMode4, noWindow, log);
 876
 877	shaderBuffer[1] = _renderMode35;
 878	shaderBuffer[2] = _interpolate;
 879	_compileShader(glRenderer, &glRenderer->bgShader[5], shaderBuffer, 3, vs, _uniformsMode35, noWindow, log);
 880
 881	shaderBuffer[1] = _renderObj;
 882
 883	shaderBuffer[2] = _renderTile16;
 884	_compileShader(glRenderer, &glRenderer->objShader[0], shaderBuffer, 3, vs, _uniformsObj, window, log);
 885
 886	shaderBuffer[2] = _renderTile256;
 887	_compileShader(glRenderer, &glRenderer->objShader[1], shaderBuffer, 3, vs, _uniformsObj, window, log);
 888
 889	shaderBuffer[1] = _renderObjPriority;
 890	_compileShader(glRenderer, &glRenderer->objShader[2], shaderBuffer, 2, vs, _uniformsObjPriority, noWindow, log);
 891
 892	shaderBuffer[1] = _renderWindow;
 893	_compileShader(glRenderer, &glRenderer->windowShader, shaderBuffer, 2, vs, _uniformsWindow, onlyWindow, log);
 894
 895	shaderBuffer[1] = _finalize;
 896	_compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, onlyColor, log);
 897
 898	glBindVertexArray(0);
 899	glDeleteShader(vs);
 900
 901	GBAVideoGLRendererReset(renderer);
 902}
 903
 904void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
 905	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 906	if (glRenderer->temporaryBuffer) {
 907		mappedMemoryFree(glRenderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale);
 908	}
 909	glDeleteFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
 910	glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers);
 911	glDeleteTextures(1, &glRenderer->vramTex);
 912	glDeleteBuffers(1, &glRenderer->vbo);
 913
 914	_deleteShader(&glRenderer->bgShader[0]);
 915	_deleteShader(&glRenderer->bgShader[1]);
 916	_deleteShader(&glRenderer->bgShader[2]);
 917	_deleteShader(&glRenderer->bgShader[3]);
 918	_deleteShader(&glRenderer->objShader[0]);
 919	_deleteShader(&glRenderer->objShader[1]);
 920	_deleteShader(&glRenderer->finalizeShader);
 921
 922	int i;
 923	for (i = 0; i < 4; ++i) {
 924		struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
 925		glDeleteFramebuffers(1, &bg->fbo);
 926		glDeleteTextures(1, &bg->tex);
 927		glDeleteTextures(1, &bg->flags);
 928	}
 929}
 930
 931void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
 932	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 933
 934	glRenderer->oamDirty = true;
 935	glRenderer->paletteDirty = true;
 936	glRenderer->vramDirty = 0xFFFFFF;
 937	glRenderer->firstAffine = -1;
 938	glRenderer->firstY = -1;
 939	glRenderer->dispcnt = 0x0080;
 940	glRenderer->mosaic = 0;
 941	memset(glRenderer->shadowRegs, 0, sizeof(glRenderer->shadowRegs));
 942	glRenderer->regsDirty = 0xFFFFFFFFFFFEULL;
 943}
 944
 945void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
 946	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 947	glRenderer->vramDirty |= 1 << (address >> 12);
 948}
 949
 950void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam) {
 951	UNUSED(oam);
 952	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 953	glRenderer->oamDirty = true;
 954}
 955
 956void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
 957	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 958	UNUSED(address);
 959	UNUSED(value);
 960	glRenderer->paletteDirty = true;
 961}
 962
 963uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
 964	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 965	if (renderer->cache) {
 966		GBAVideoCacheWriteVideoRegister(renderer->cache, address, value);
 967	}
 968
 969	bool dirty = false;
 970	switch (address) {
 971	case REG_DISPCNT:
 972		value &= 0xFFF7;
 973		dirty = true;
 974		break;
 975	case REG_BG0CNT:
 976	case REG_BG1CNT:
 977		value &= 0xDFFF;
 978		dirty = true;
 979		break;
 980	case REG_BG0HOFS:
 981		value &= 0x01FF;
 982		glRenderer->bg[0].x = value;
 983		dirty = false;
 984		break;
 985	case REG_BG0VOFS:
 986		value &= 0x01FF;
 987		glRenderer->bg[0].y = value;
 988		dirty = false;
 989		break;
 990	case REG_BG1HOFS:
 991		value &= 0x01FF;
 992		glRenderer->bg[1].x = value;
 993		dirty = false;
 994		break;
 995	case REG_BG1VOFS:
 996		value &= 0x01FF;
 997		glRenderer->bg[1].y = value;
 998		dirty = false;
 999		break;
1000	case REG_BG2HOFS:
1001		value &= 0x01FF;
1002		glRenderer->bg[2].x = value;
1003		dirty = false;
1004		break;
1005	case REG_BG2VOFS:
1006		value &= 0x01FF;
1007		glRenderer->bg[2].y = value;
1008		dirty = false;
1009		break;
1010	case REG_BG3HOFS:
1011		value &= 0x01FF;
1012		glRenderer->bg[3].x = value;
1013		dirty = false;
1014		break;
1015	case REG_BG3VOFS:
1016		value &= 0x01FF;
1017		glRenderer->bg[3].y = value;
1018		dirty = false;
1019		break;
1020	case REG_BG2PA:
1021		glRenderer->bg[2].affine.dx = value;
1022		break;
1023	case REG_BG2PB:
1024		glRenderer->bg[2].affine.dmx = value;
1025		break;
1026	case REG_BG2PC:
1027		glRenderer->bg[2].affine.dy = value;
1028		break;
1029	case REG_BG2PD:
1030		glRenderer->bg[2].affine.dmy = value;
1031		break;
1032	case REG_BG2X_LO:
1033		GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[2], value);
1034		break;
1035	case REG_BG2X_HI:
1036		GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[2], value);
1037		break;
1038	case REG_BG2Y_LO:
1039		GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[2], value);
1040		break;
1041	case REG_BG2Y_HI:
1042		GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[2], value);
1043		break;
1044	case REG_BG3PA:
1045		glRenderer->bg[3].affine.dx = value;
1046		break;
1047	case REG_BG3PB:
1048		glRenderer->bg[3].affine.dmx = value;
1049		break;
1050	case REG_BG3PC:
1051		glRenderer->bg[3].affine.dy = value;
1052		break;
1053	case REG_BG3PD:
1054		glRenderer->bg[3].affine.dmy = value;
1055		break;
1056	case REG_BG3X_LO:
1057		GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[3], value);
1058		break;
1059	case REG_BG3X_HI:
1060		GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[3], value);
1061		break;
1062	case REG_BG3Y_LO:
1063		GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[3], value);
1064		break;
1065	case REG_BG3Y_HI:
1066		GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[3], value);
1067		break;
1068	case REG_BLDALPHA:
1069		value &= 0x1F1F;
1070		dirty = true;
1071		break;
1072	case REG_BLDY:
1073		value &= 0x1F;
1074		if (value > 0x10) {
1075			value = 0x10;
1076		}
1077		dirty = true;
1078		break;
1079			case REG_WIN0H:
1080		glRenderer->winN[0].h.end = value;
1081		glRenderer->winN[0].h.start = value >> 8;
1082		if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[0].h.start > glRenderer->winN[0].h.end) {
1083			glRenderer->winN[0].h.start = 0;
1084		}
1085		if (glRenderer->winN[0].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1086			glRenderer->winN[0].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
1087			if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1088				glRenderer->winN[0].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
1089			}
1090		}
1091		break;
1092	case REG_WIN1H:
1093		glRenderer->winN[1].h.end = value;
1094		glRenderer->winN[1].h.start = value >> 8;
1095		if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[1].h.start > glRenderer->winN[1].h.end) {
1096			glRenderer->winN[1].h.start = 0;
1097		}
1098		if (glRenderer->winN[1].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1099			glRenderer->winN[1].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
1100			if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1101				glRenderer->winN[1].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
1102			}
1103		}
1104		break;
1105	case REG_WIN0V:
1106		glRenderer->winN[0].v.end = value;
1107		glRenderer->winN[0].v.start = value >> 8;
1108		if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[0].v.start > glRenderer->winN[0].v.end) {
1109			glRenderer->winN[0].v.start = 0;
1110		}
1111		if (glRenderer->winN[0].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1112			glRenderer->winN[0].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1113			if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1114				glRenderer->winN[0].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1115			}
1116		}
1117		break;
1118	case REG_WIN1V:
1119		glRenderer->winN[1].v.end = value;
1120		glRenderer->winN[1].v.start = value >> 8;
1121		if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[1].v.start > glRenderer->winN[1].v.end) {
1122			glRenderer->winN[1].v.start = 0;
1123		}
1124		if (glRenderer->winN[1].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1125			glRenderer->winN[1].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1126			if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1127				glRenderer->winN[1].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1128			}
1129		}
1130		break;
1131	case REG_WININ:
1132	case REG_WINOUT:
1133		value &= 0x3F3F;
1134		dirty = true;
1135		break;
1136	default:
1137		dirty = true;
1138		break;
1139	}
1140	if (glRenderer->shadowRegs[address >> 1] == value) {
1141		dirty = false;
1142	} else {
1143		glRenderer->shadowRegs[address >> 1] = value;
1144	}
1145	if (dirty) {
1146		glRenderer->regsDirty |= 1ULL << (address >> 1);
1147	}
1148	return value;
1149}
1150
1151void _cleanRegister(struct GBAVideoGLRenderer* glRenderer, int address, uint16_t value) {
1152	switch (address) {
1153	case REG_DISPCNT:
1154		glRenderer->dispcnt = value;
1155		GBAVideoGLRendererUpdateDISPCNT(glRenderer);
1156		break;
1157	case REG_BG0CNT:
1158		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[0], value);
1159		break;
1160	case REG_BG1CNT:
1161		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[1], value);
1162		break;
1163	case REG_BG2CNT:
1164		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[2], value);
1165		break;
1166	case REG_BG3CNT:
1167		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[3], value);
1168		break;
1169	case REG_BLDCNT:
1170		GBAVideoGLRendererWriteBLDCNT(glRenderer, value);
1171		break;
1172	case REG_BLDALPHA:
1173		glRenderer->blda = value & 0x1F;
1174		if (glRenderer->blda > 0x10) {
1175			glRenderer->blda = 0x10;
1176		}
1177		glRenderer->bldb = (value >> 8) & 0x1F;
1178		if (glRenderer->bldb > 0x10) {
1179			glRenderer->bldb = 0x10;
1180		}
1181		break;
1182	case REG_BLDY:
1183		glRenderer->bldy = value;
1184		break;
1185	case REG_WININ:
1186		glRenderer->winN[0].control = value;
1187		glRenderer->winN[1].control = value >> 8;
1188		break;
1189	case REG_WINOUT:
1190		glRenderer->winout = value;
1191		glRenderer->objwin = value >> 8;
1192		break;
1193	case REG_MOSAIC:
1194		glRenderer->mosaic = value;
1195		break;
1196	default:
1197		break;
1198	}
1199}
1200
1201static bool _dirtyMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1202	UNUSED(y);
1203	if (!background->enabled) {
1204		return false;
1205	}
1206	unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1207	unsigned screenMask = (7 << screenBase) & 0xFFFF; // Technically overzealous
1208	if (renderer->vramDirty & screenMask) {
1209		return true;
1210	}
1211	unsigned charBase = background->charBase >> 11;
1212	unsigned charMask = (0xFFFF << charBase) & 0xFFFF;
1213	if (renderer->vramDirty & charMask) {
1214		return true;
1215	}
1216	return false;
1217}
1218
1219static bool _dirtyMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1220	UNUSED(y);
1221	if (!background->enabled) {
1222		return false;
1223	}
1224	unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1225	unsigned screenMask = (0xF << screenBase) & 0xFFFF;
1226	if (renderer->vramDirty & screenMask) {
1227		return true;
1228	}
1229	unsigned charBase = background->charBase >> 11;
1230	unsigned charMask = (0x3FFF << charBase) & 0xFFFF;
1231	if (renderer->vramDirty & charMask) {
1232		return true;
1233	}
1234	return false;
1235}
1236
1237static bool _dirtyMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1238	UNUSED(y);
1239	if (!background->enabled) {
1240		return false;
1241	}
1242	if (renderer->vramDirty & 0xFFFFF) {
1243		return true;
1244	}
1245	return false;
1246}
1247
1248static bool _dirtyMode45(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1249	UNUSED(y);
1250	if (!background->enabled) {
1251		return false;
1252	}
1253	int start = GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 5 : 0;
1254	int mask = 0x3FF << start;
1255	if (renderer->vramDirty & mask) {
1256		return true;
1257	}
1258	return false;
1259}
1260
1261static bool _needsVramUpload(struct GBAVideoGLRenderer* renderer, int y) {
1262	if (!renderer->vramDirty) {
1263		return false;
1264	}
1265	if (y == 0) {
1266		return true;
1267	}
1268
1269	if (GBARegisterDISPCNTIsObjEnable(renderer->dispcnt) && renderer->vramDirty & 0xFF0000) {
1270		return true;
1271	}
1272
1273	bool dirty = false;
1274	switch (GBARegisterDISPCNTGetMode(renderer->dispcnt)) {
1275	case 0:
1276		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1277		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1278		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[2], y);
1279		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[3], y);
1280		break;
1281	case 1:
1282		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1283		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1284		dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1285		break;
1286	case 2:
1287		dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1288		dirty = dirty || _dirtyMode2(renderer, &renderer->bg[3], y);
1289		break;
1290	case 3:
1291		dirty = _dirtyMode3(renderer, &renderer->bg[2], y);
1292		break;
1293	case 4:
1294		dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1295		break;
1296	case 5:
1297		dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1298		break;
1299	}
1300	return dirty;
1301}
1302
1303void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
1304	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1305
1306	if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1307		if (glRenderer->firstAffine < 0) {
1308			glRenderer->firstAffine = y;
1309		}
1310	} else {
1311		glRenderer->firstAffine = -1;
1312	}
1313
1314	if (glRenderer->paletteDirty || _needsVramUpload(glRenderer, y) || glRenderer->oamDirty || glRenderer->regsDirty) {
1315		if (glRenderer->firstY >= 0) {
1316			_drawScanlines(glRenderer, y - 1);
1317			glBindVertexArray(0);
1318		}
1319	}
1320	if (glRenderer->firstY < 0) {
1321		glRenderer->firstY = y;
1322	}
1323
1324	int i;
1325	for (i = 0; i < 0x30; ++i) {
1326		if (!(glRenderer->regsDirty & (1ULL << i))) {
1327			continue;
1328		}
1329		_cleanRegister(glRenderer, i << 1, glRenderer->shadowRegs[i]);
1330	}
1331	glRenderer->regsDirty = 0;
1332
1333	glRenderer->winNHistory[0][y * 4 + 0] = glRenderer->winN[0].h.start;
1334	glRenderer->winNHistory[0][y * 4 + 1] = glRenderer->winN[0].h.end;
1335	glRenderer->winNHistory[0][y * 4 + 2] = glRenderer->winN[0].v.start;
1336	glRenderer->winNHistory[0][y * 4 + 3] = glRenderer->winN[0].v.end;
1337	glRenderer->winNHistory[1][y * 4 + 0] = glRenderer->winN[1].h.start;
1338	glRenderer->winNHistory[1][y * 4 + 1] = glRenderer->winN[1].h.end;
1339	glRenderer->winNHistory[1][y * 4 + 2] = glRenderer->winN[1].v.start;
1340	glRenderer->winNHistory[1][y * 4 + 3] = glRenderer->winN[1].v.end;
1341
1342	glRenderer->bg[0].scanlineOffset[y] = glRenderer->bg[0].x;
1343	glRenderer->bg[0].scanlineOffset[y] |= glRenderer->bg[0].y << 12;
1344	glRenderer->bg[1].scanlineOffset[y] = glRenderer->bg[1].x;
1345	glRenderer->bg[1].scanlineOffset[y] |= glRenderer->bg[1].y << 12;
1346	glRenderer->bg[2].scanlineOffset[y] = glRenderer->bg[2].x;
1347	glRenderer->bg[2].scanlineOffset[y] |= glRenderer->bg[2].y << 12;
1348	glRenderer->bg[2].scanlineAffine[y * 4] = glRenderer->bg[2].affine.dx;
1349	glRenderer->bg[2].scanlineAffine[y * 4 + 1] = glRenderer->bg[2].affine.dy;
1350	glRenderer->bg[2].scanlineAffine[y * 4 + 2] = glRenderer->bg[2].affine.sx;
1351	glRenderer->bg[2].scanlineAffine[y * 4 + 3] = glRenderer->bg[2].affine.sy;
1352	glRenderer->bg[3].scanlineOffset[y] = glRenderer->bg[3].x;
1353	glRenderer->bg[3].scanlineOffset[y] |= glRenderer->bg[3].y << 12;
1354	glRenderer->bg[3].scanlineAffine[y * 4] = glRenderer->bg[3].affine.dx;
1355	glRenderer->bg[3].scanlineAffine[y * 4 + 1] = glRenderer->bg[3].affine.dy;
1356	glRenderer->bg[3].scanlineAffine[y * 4 + 2] = glRenderer->bg[3].affine.sx;
1357	glRenderer->bg[3].scanlineAffine[y * 4 + 3] = glRenderer->bg[3].affine.sy;
1358
1359	if (glRenderer->paletteDirty) {
1360		for (i = 0; i < 512; ++i) {
1361			glRenderer->shadowPalette[i] = glRenderer->d.palette[i];
1362		}
1363		glRenderer->paletteDirty = false;
1364	}
1365
1366	if (_needsVramUpload(glRenderer, y)) {
1367		int first = -1;
1368		glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
1369		for (i = 0; i < 25; ++i) {
1370			if (!(glRenderer->vramDirty & (1 << i))) {
1371				if (first >= 0) {
1372					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]);
1373					first = -1;
1374				}
1375			} else if (first < 0) {
1376				first = i;
1377			}
1378		}
1379		glRenderer->vramDirty = 0;
1380	}
1381
1382	if (glRenderer->oamDirty) {
1383		glRenderer->oamMax = GBAVideoRendererCleanOAM(glRenderer->d.oam->obj, glRenderer->sprites, 0);
1384		glRenderer->oamDirty = false;
1385	}
1386
1387	if (y == 0) {
1388		glDisable(GL_SCISSOR_TEST);
1389		glClearColor(0, 0, 0, 0);
1390#ifdef BUILD_GLES3
1391		glClearDepthf(1.f);
1392#else
1393		glClearDepth(1);
1394#endif
1395		glClearStencil(0);
1396		glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
1397		glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1398		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
1399
1400		for (i = 0; i < 4; ++i) {
1401			glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);
1402			glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1403			glClear(GL_COLOR_BUFFER_BIT);
1404		}
1405	}
1406
1407	if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1408		glRenderer->bg[2].affine.sx += glRenderer->bg[2].affine.dmx;
1409		glRenderer->bg[2].affine.sy += glRenderer->bg[2].affine.dmy;
1410		glRenderer->bg[3].affine.sx += glRenderer->bg[3].affine.dmx;
1411		glRenderer->bg[3].affine.sy += glRenderer->bg[3].affine.dmy;
1412	}
1413}
1414
1415void _drawScanlines(struct GBAVideoGLRenderer* glRenderer, int y) {
1416	glEnable(GL_SCISSOR_TEST);
1417
1418	uint32_t backdrop = M_RGB5_TO_RGB8(glRenderer->shadowPalette[0]);
1419	glViewport(0, 0, 1, GBA_VIDEO_VERTICAL_PIXELS);
1420	glScissor(0, glRenderer->firstY, 1, y - glRenderer->firstY + 1);
1421	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
1422	glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1423	glClearBufferfv(GL_COLOR, 0, (GLfloat[]) { ((backdrop >> 16) & 0xF8) / 248., ((backdrop >> 8) & 0xF8) / 248., (backdrop & 0xF8) / 248., 1.f });
1424	glClearBufferiv(GL_COLOR, 1, (GLint[]) { 32, glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4), glRenderer->blda, 0 });
1425	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1426
1427	GBAVideoGLRendererDrawWindow(glRenderer, y);
1428	if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
1429		int i;
1430		glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
1431		glEnable(GL_STENCIL_TEST);
1432		glDepthFunc(GL_LESS);
1433		for (i = 0; i < glRenderer->oamMax; ++i) {
1434			struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
1435			if ((y < sprite->y && (sprite->endY - 256 < 0 || glRenderer->firstY >= sprite->endY - 256)) || glRenderer->firstY >= sprite->endY) {
1436				continue;
1437			}
1438
1439			GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);
1440		}
1441		glDisable(GL_DEPTH_TEST);
1442		glDisable(GL_STENCIL_TEST);
1443	}
1444
1445	if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1446		GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
1447	}
1448	if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1449		GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
1450	}
1451	if (TEST_LAYER_ENABLED(2)) {
1452		switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1453		case 0:
1454			GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
1455			break;
1456		case 1:
1457		case 2:
1458			GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
1459			break;
1460		case 3:
1461			GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
1462			break;
1463		case 4:
1464			GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
1465			break;
1466		case 5:
1467			GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y);
1468			break;
1469		}
1470	}
1471	if (TEST_LAYER_ENABLED(3)) {
1472		switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1473		case 0:
1474			GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[3], y);
1475			break;
1476		case 2:
1477			GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[3], y);
1478			break;
1479		}
1480	}
1481	glRenderer->firstY = -1;
1482}
1483
1484void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
1485	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1486	_drawScanlines(glRenderer, GBA_VIDEO_VERTICAL_PIXELS - 1);
1487	_finalizeLayers(glRenderer);
1488	glDisable(GL_SCISSOR_TEST);
1489	glBindVertexArray(0);
1490	glRenderer->firstAffine = -1;
1491	glRenderer->firstY = -1;
1492	glRenderer->bg[2].affine.sx = glRenderer->bg[2].refx;
1493	glRenderer->bg[2].affine.sy = glRenderer->bg[2].refy;
1494	glRenderer->bg[3].affine.sx = glRenderer->bg[3].refx;
1495	glRenderer->bg[3].affine.sy = glRenderer->bg[3].refy;
1496}
1497
1498void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels) {
1499	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1500	*stride = GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale;
1501	if (!glRenderer->temporaryBuffer) {
1502		glRenderer->temporaryBuffer = anonymousMemoryMap(GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale * BYTES_PER_PIXEL);
1503	}
1504	glFinish();
1505	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
1506	glPixelStorei(GL_PACK_ROW_LENGTH, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale);
1507	glPixelStorei(GL_PACK_ALIGNMENT, 1);
1508	glReadPixels(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale, GL_RGBA, GL_UNSIGNED_BYTE, (void*) glRenderer->temporaryBuffer);
1509	*pixels = glRenderer->temporaryBuffer;
1510}
1511
1512void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels) {
1513	// TODO
1514	UNUSED(renderer);
1515	UNUSED(stride);
1516	UNUSED(pixels);
1517}
1518
1519static void _enableBg(struct GBAVideoGLRenderer* renderer, int bg, bool active) {
1520	int wasActive = renderer->bg[bg].enabled;
1521	if (!active) {
1522		renderer->bg[bg].enabled = 0;
1523	} else if (!wasActive && active) {
1524		/*if (renderer->nextY == 0 || GBARegisterDISPCNTGetMode(renderer->dispcnt) > 2) {
1525			// TODO: Investigate in more depth how switching background works in different modes
1526			renderer->bg[bg].enabled = 4;
1527		} else {
1528			renderer->bg[bg].enabled = 1;
1529		}*/
1530		renderer->bg[bg].enabled = 4;
1531	}
1532}
1533
1534static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer) {
1535	_enableBg(renderer, 0, GBARegisterDISPCNTGetBg0Enable(renderer->dispcnt));
1536	_enableBg(renderer, 1, GBARegisterDISPCNTGetBg1Enable(renderer->dispcnt));
1537	_enableBg(renderer, 2, GBARegisterDISPCNTGetBg2Enable(renderer->dispcnt));
1538	_enableBg(renderer, 3, GBARegisterDISPCNTGetBg3Enable(renderer->dispcnt));
1539}
1540
1541static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
1542	bg->priority = GBARegisterBGCNTGetPriority(value);
1543	bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
1544	bg->mosaic = GBARegisterBGCNTGetMosaic(value);
1545	bg->multipalette = GBARegisterBGCNTGet256Color(value);
1546	bg->screenBase = GBARegisterBGCNTGetScreenBase(value) << 10;
1547	bg->overflow = GBARegisterBGCNTGetOverflow(value);
1548	bg->size = GBARegisterBGCNTGetSize(value);
1549}
1550
1551static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1552	bg->refx = (bg->refx & 0xFFFF0000) | value;
1553	bg->affine.sx = bg->refx;
1554}
1555
1556static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1557	bg->refx = (bg->refx & 0x0000FFFF) | (value << 16);
1558	bg->refx <<= 4;
1559	bg->refx >>= 4;
1560	bg->affine.sx = bg->refx;
1561}
1562
1563static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1564	bg->refy = (bg->refy & 0xFFFF0000) | value;
1565	bg->affine.sy = bg->refy;
1566}
1567
1568static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1569	bg->refy = (bg->refy & 0x0000FFFF) | (value << 16);
1570	bg->refy <<= 4;
1571	bg->refy >>= 4;
1572	bg->affine.sy = bg->refy;
1573}
1574
1575static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value) {
1576	renderer->bg[0].target1 = GBARegisterBLDCNTGetTarget1Bg0(value);
1577	renderer->bg[1].target1 = GBARegisterBLDCNTGetTarget1Bg1(value);
1578	renderer->bg[2].target1 = GBARegisterBLDCNTGetTarget1Bg2(value);
1579	renderer->bg[3].target1 = GBARegisterBLDCNTGetTarget1Bg3(value);
1580	renderer->bg[0].target2 = GBARegisterBLDCNTGetTarget2Bg0(value);
1581	renderer->bg[1].target2 = GBARegisterBLDCNTGetTarget2Bg1(value);
1582	renderer->bg[2].target2 = GBARegisterBLDCNTGetTarget2Bg2(value);
1583	renderer->bg[3].target2 = GBARegisterBLDCNTGetTarget2Bg3(value);
1584
1585	renderer->blendEffect = GBARegisterBLDCNTGetEffect(value);
1586	renderer->target1Obj = GBARegisterBLDCNTGetTarget1Obj(value);
1587	renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
1588	renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
1589	renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
1590}
1591
1592void _finalizeLayers(struct GBAVideoGLRenderer* renderer) {
1593	const GLuint* uniforms = renderer->finalizeShader.uniforms;
1594	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]);
1595	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1596	glScissor(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1597	if (GBARegisterDISPCNTIsForcedBlank(renderer->dispcnt)) {
1598		glClearColor(1.f, 1.f, 1.f, 1.f);
1599		glClear(GL_COLOR_BUFFER_BIT);
1600	} else {
1601		glUseProgram(renderer->finalizeShader.program);
1602		glBindVertexArray(renderer->finalizeShader.vao);
1603		glActiveTexture(GL_TEXTURE0);
1604		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
1605		glActiveTexture(GL_TEXTURE0 + 1);
1606		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_COLOR]);
1607		glActiveTexture(GL_TEXTURE0 + 2);
1608		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_FLAGS]);
1609		glActiveTexture(GL_TEXTURE0 + 3);
1610		glBindTexture(GL_TEXTURE_2D, renderer->bg[0].tex);
1611		glActiveTexture(GL_TEXTURE0 + 4);
1612		glBindTexture(GL_TEXTURE_2D, renderer->bg[0].flags);
1613		glActiveTexture(GL_TEXTURE0 + 5);
1614		glBindTexture(GL_TEXTURE_2D, renderer->bg[1].tex);
1615		glActiveTexture(GL_TEXTURE0 + 6);
1616		glBindTexture(GL_TEXTURE_2D, renderer->bg[1].flags);
1617		glActiveTexture(GL_TEXTURE0 + 7);
1618		glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex);
1619		glActiveTexture(GL_TEXTURE0 + 8);
1620		glBindTexture(GL_TEXTURE_2D, renderer->bg[2].flags);
1621		glActiveTexture(GL_TEXTURE0 + 9);
1622		glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex);
1623		glActiveTexture(GL_TEXTURE0 + 10);
1624		glBindTexture(GL_TEXTURE_2D, renderer->bg[3].flags);
1625		glActiveTexture(GL_TEXTURE0 + 11);
1626		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_COLOR]);
1627		glActiveTexture(GL_TEXTURE0 + 12);
1628		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_FLAGS]);
1629
1630		glUniform2i(uniforms[GBA_GL_VS_LOC], GBA_VIDEO_VERTICAL_PIXELS, 0);
1631		glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1632		glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);
1633		glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 5, 7, 9, 1 });
1634		glUniform1iv(uniforms[GBA_GL_FINALIZE_FLAGS], 5, (GLint[]) { 4, 6, 8, 10, 2 });
1635		glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1636		glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1637		glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 11);
1638		glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 12);
1639		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1640	}
1641	glBindFramebuffer(GL_FRAMEBUFFER, 0);
1642}
1643
1644void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY) {
1645	int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
1646	int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
1647	int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
1648	x >>= 23;
1649
1650	int align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
1651	unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10;
1652	int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> 3) : (0x20 >> GBAObjAttributesAGet256Color(sprite->a));
1653
1654	if (spriteY + height >= 256) {
1655		spriteY -= 256;
1656	}
1657
1658	int totalWidth = width;
1659	int totalHeight = height;
1660	if (GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesAIsDoubleSize(sprite->a)) {
1661		totalWidth <<= 1;
1662		totalHeight <<= 1;
1663	}
1664
1665	const struct GBAVideoGLShader* shader = &renderer->objShader[GBAObjAttributesAGet256Color(sprite->a)];
1666	const GLuint* uniforms = shader->uniforms;
1667	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OBJ]);
1668	glViewport(x * renderer->scale, spriteY * renderer->scale, totalWidth * renderer->scale, totalHeight * renderer->scale);
1669	glScissor(x * renderer->scale, renderer->firstY * renderer->scale, totalWidth * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1670	glUseProgram(shader->program);
1671	glBindVertexArray(shader->vao);
1672	glActiveTexture(GL_TEXTURE0);
1673	glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1674	glUniform2i(uniforms[GBA_GL_VS_LOC], totalHeight, 0);
1675	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], totalWidth, totalHeight);
1676	glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0);
1677	glUniform1iv(uniforms[GBA_GL_OBJ_PALETTE], 256, &renderer->shadowPalette[256]);
1678	glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
1679	glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
1680	glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
1681	glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c),
1682	                                          (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
1683	                                          renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
1684	if (GBAObjAttributesAIsTransformed(sprite->a)) {
1685		struct GBAOAMMatrix mat;
1686		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
1687		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
1688		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
1689		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
1690
1691		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 });
1692	} else {
1693		int flipX = 1;
1694		int flipY = 1;
1695		if (GBAObjAttributesBIsHFlip(sprite->b)) {
1696			flipX = -1;
1697		}
1698		if (GBAObjAttributesBIsVFlip(sprite->b)) {
1699			flipY = -1;
1700		}
1701		glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { flipX, 0, 0, flipY });
1702	}
1703	glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
1704	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
1705		glDisable(GL_DEPTH_TEST);
1706		int window = renderer->objwin & 0x3F;
1707		glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 1, window, renderer->bldb, renderer->bldy);
1708		glDrawBuffers(3, (GLenum[]) { GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT2 });
1709	} else {
1710		glEnable(GL_DEPTH_TEST);
1711		glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0, 0);
1712		glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1713	}
1714	if (GBAObjAttributesAIsMosaic(sprite->a) && GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN) {
1715		int mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
1716		if (GBAObjAttributesBIsHFlip(sprite->b)) {
1717			mosaicH = -mosaicH;
1718		}
1719		glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], mosaicH, GBAMosaicControlGetObjV(renderer->mosaic) + 1, x, spriteY);
1720	} else {
1721		glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], 0, 0, 0, 0);
1722	}
1723	glStencilFunc(GL_ALWAYS, 1, 1);
1724	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1725
1726	shader = &renderer->objShader[2];
1727	uniforms = shader->uniforms;
1728	glStencilFunc(GL_EQUAL, 1, 1);
1729	glUseProgram(shader->program);
1730	glDrawBuffers(2, (GLenum[]) { GL_NONE, GL_COLOR_ATTACHMENT1 });
1731	glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
1732	glBindVertexArray(shader->vao);
1733	glUniform2i(uniforms[GBA_GL_VS_LOC], totalHeight, 0);
1734	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], totalWidth, totalHeight);
1735	glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c), 0, 0, 0);
1736	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1737	glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1738
1739	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1740}
1741
1742void _prepareBackground(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms) {
1743	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1744	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1745	glActiveTexture(GL_TEXTURE0);
1746	glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1747	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1748	glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
1749	glUniform1iv(uniforms[GBA_GL_OBJ_PALETTE], 256, renderer->shadowPalette);
1750	if (background->mosaic) {
1751		glUniform2i(uniforms[GBA_GL_BG_MOSAIC], GBAMosaicControlGetBgV(renderer->mosaic) + 1, GBAMosaicControlGetBgH(renderer->mosaic) + 1);
1752	} else {
1753		glUniform2i(uniforms[GBA_GL_BG_MOSAIC], 0, 0);
1754	}
1755	glUniform4i(uniforms[GBA_GL_BG_INFLAGS], background->priority,
1756		                                     background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4),
1757		                                     renderer->blda, 0);
1758	glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1759}
1760
1761void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1762	const struct GBAVideoGLShader* shader = &renderer->bgShader[background->multipalette ? 1 : 0];
1763	const GLuint* uniforms = shader->uniforms;
1764	glUseProgram(shader->program);
1765	glBindVertexArray(shader->vao);
1766	_prepareBackground(renderer, background, uniforms);
1767	glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1768	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1769	glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1770	glUniform1iv(uniforms[GBA_GL_BG_OFFSET], GBA_VIDEO_VERTICAL_PIXELS, background->scanlineOffset);
1771
1772	glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1773	glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1774	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1775
1776	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1777}
1778
1779void _prepareTransform(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms, int y) {
1780	glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
1781	glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1782	glUniform2i(uniforms[GBA_GL_BG_RANGE], renderer->firstAffine, y);
1783
1784	glUniform4iv(uniforms[GBA_GL_BG_TRANSFORM], GBA_VIDEO_VERTICAL_PIXELS, background->scanlineAffine);
1785	_prepareBackground(renderer, background, uniforms);
1786}
1787
1788void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1789	const struct GBAVideoGLShader* shader = &renderer->bgShader[background->overflow ? 2 : 3];
1790	const GLuint* uniforms = shader->uniforms;
1791	glUseProgram(shader->program);
1792	glBindVertexArray(shader->vao);
1793	_prepareTransform(renderer, background, uniforms, y);
1794	glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1795	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1796	glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1797	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1798	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1799}
1800
1801void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1802	const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1803	const GLuint* uniforms = shader->uniforms;
1804	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1805	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1806	glUseProgram(shader->program);
1807	glBindVertexArray(shader->vao);
1808	_prepareTransform(renderer, background, uniforms, y);
1809	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], 0);
1810	glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1811	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1812	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1813}
1814
1815void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1816	const struct GBAVideoGLShader* shader = &renderer->bgShader[4];
1817	const GLuint* uniforms = shader->uniforms;
1818	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1819	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1820	glUseProgram(shader->program);
1821	glBindVertexArray(shader->vao);
1822	_prepareTransform(renderer, background, uniforms, y);
1823	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0xA000 : 0);
1824	glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1825	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1826	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1827}
1828
1829void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1830	const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1831	const GLuint* uniforms = shader->uniforms;
1832	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1833	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1834	glUseProgram(shader->program);
1835	glBindVertexArray(shader->vao);
1836	_prepareTransform(renderer, background, uniforms, y);
1837	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0x5000 : 0);
1838	glUniform2i(uniforms[GBA_GL_BG_SIZE], 160, 128);
1839	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1840	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1841}
1842
1843void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
1844	const struct GBAVideoGLShader* shader = &renderer->windowShader;
1845	const GLuint* uniforms = shader->uniforms;
1846	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_WINDOW]);
1847	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1848	glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
1849	glUseProgram(shader->program);
1850	glBindVertexArray(shader->vao);
1851	glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1852	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1853	glUniform1i(uniforms[GBA_GL_WIN_DISPCNT], renderer->dispcnt >> 8);
1854	glUniform2i(uniforms[GBA_GL_WIN_BLEND], renderer->bldb, renderer->bldy);
1855	glUniform3i(uniforms[GBA_GL_WIN_FLAGS], renderer->winN[0].control, renderer->winN[1].control, renderer->winout);
1856	glUniform4iv(uniforms[GBA_GL_WIN_WIN0], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[0]);
1857	glUniform4iv(uniforms[GBA_GL_WIN_WIN1], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[1]);
1858	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1859	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1860}
1861
1862void GBAVideoGLRendererSetScale(struct GBAVideoGLRenderer* renderer, int scale) {
1863	if (scale == renderer->scale) {
1864		return;
1865	}
1866	if (renderer->temporaryBuffer) {
1867		mappedMemoryFree(renderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * renderer->scale * renderer->scale * BYTES_PER_PIXEL);
1868		renderer->temporaryBuffer = NULL;
1869	}
1870	renderer->scale = scale;
1871	_initFramebuffers(renderer);
1872	renderer->paletteDirty = true;
1873}
1874
1875#endif