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
16#define FLAG_CONST "const vec4 flagCoeff = vec4(64., 32., 16., 1.);\n"
17
18static void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer);
19static void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer);
20static void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer);
21static void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address);
22static void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam);
23static void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
24static uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
25static void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y);
26static void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer);
27static void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels);
28static void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels);
29
30static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer);
31static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value);
32static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value);
33static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value);
34static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value);
35static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value);
36static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value);
37
38static void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY);
39static void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
40static void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
41static void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
42static void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
43static void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
44static void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y);
45
46static void _cleanRegister(struct GBAVideoGLRenderer* renderer, int address, uint16_t value);
47static void _drawScanlines(struct GBAVideoGLRenderer* renderer, int lastY);
48static void _finalizeLayers(struct GBAVideoGLRenderer* renderer);
49
50#define TEST_LAYER_ENABLED(X) !glRenderer->d.disableBG[X] && glRenderer->bg[X].enabled == 4
51
52struct GBAVideoGLUniform {
53 const char* name;
54 int type;
55};
56
57static const GLchar* const _gles3Header =
58 "#version 300 es\n"
59 "#define OUT(n) layout(location = n)\n"
60 "precision highp float;\n"
61 "precision highp int;\n"
62 "precision highp isampler2D;\n";
63
64static const GLchar* const _gl3Header =
65 "#version 130\n"
66 "#define OUT(n)\n"
67 "precision highp float;\n";
68
69static const char* const _vertexShader =
70 "in vec2 position;\n"
71 "uniform ivec2 loc;\n"
72 "uniform ivec2 maxPos;\n"
73 "out vec2 texCoord;\n"
74
75 "void main() {\n"
76 " vec2 local = vec2(position.x, float(position.y * float(loc.x) + float(loc.y)) / float(maxPos.y));\n"
77 " gl_Position = vec4((local * 2. - 1.) * vec2(sign(maxPos)), 0., 1.);\n"
78 " texCoord = local * vec2(abs(maxPos));\n"
79 "}";
80
81static const char* const _renderTile16 =
82 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
83 " int address = charBase + tile * 16 + (localCoord.x >> 2) + (localCoord.y << 1);\n"
84 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
85 " int entry = int(halfrow[3 - (localCoord.x & 3)] * 15.9);\n"
86 " vec4 color = texelFetch(palette, ivec2(entry, paletteId), 0);\n"
87 " if (entry == 0) {\n"
88 " discard;\n"
89 " }\n"
90 " color.a = 1.;\n"
91 " return color;\n"
92 "}";
93
94static const char* const _renderTile256 =
95 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
96 " int address = charBase + tile * 32 + (localCoord.x >> 1) + (localCoord.y << 2);\n"
97 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
98 " int entry = int(halfrow[3 - 2 * (localCoord.x & 1)] * 15.9);\n"
99 " int pal2 = int(halfrow[2 - 2 * (localCoord.x & 1)] * 15.9);\n"
100 " vec4 color = texelFetch(palette, ivec2(entry, pal2 + (paletteId & 16)), 0);\n"
101 " if ((pal2 | entry) == 0) {\n"
102 " discard;\n"
103 " }\n"
104 " color.a = 1.;\n"
105 " return color;\n"
106 "}";
107
108static const struct GBAVideoGLUniform _uniformsMode0[] = {
109 { "loc", GBA_GL_VS_LOC, },
110 { "maxPos", GBA_GL_VS_MAXPOS, },
111 { "vram", GBA_GL_BG_VRAM, },
112 { "palette", GBA_GL_BG_PALETTE, },
113 { "screenBase", GBA_GL_BG_SCREENBASE, },
114 { "charBase", GBA_GL_BG_CHARBASE, },
115 { "size", GBA_GL_BG_SIZE, },
116 { "offset", GBA_GL_BG_OFFSET, },
117 { "inflags", GBA_GL_BG_INFLAGS, },
118 { "mosaic", GBA_GL_BG_MOSAIC, },
119 { 0 }
120};
121
122static const char* const _renderMode0 =
123 "in vec2 texCoord;\n"
124 "uniform sampler2D vram;\n"
125 "uniform sampler2D palette;\n"
126 "uniform int screenBase;\n"
127 "uniform int charBase;\n"
128 "uniform int size;\n"
129 "uniform ivec2 offset;\n"
130 "uniform ivec4 inflags;\n"
131 "uniform ivec2 mosaic;\n"
132 "OUT(0) out vec4 color;\n"
133 "OUT(1) out vec4 flags;\n"
134 FLAG_CONST
135
136 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
137
138 "void main() {\n"
139 " ivec2 coord = ivec2(texCoord);\n"
140 " if (mosaic.x > 1) {\n"
141 " coord.x -= coord.x % mosaic.x;\n"
142 " }\n"
143 " if (mosaic.y > 1) {\n"
144 " coord.y -= coord.y % mosaic.y;\n"
145 " }\n"
146 " coord += offset;\n"
147 " if ((size & 1) == 1) {\n"
148 " coord.y += coord.x & 256;\n"
149 " }\n"
150 " coord.x &= 255;\n"
151 " int mapAddress = screenBase + (coord.x >> 3) + (coord.y >> 3) * 32;\n"
152 " vec4 map = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
153 " int tileFlags = int(map.g * 15.9);\n"
154 " if ((tileFlags & 4) == 4) {\n"
155 " coord.x ^= 7;\n"
156 " }\n"
157 " if ((tileFlags & 8) == 8) {\n"
158 " coord.y ^= 7;\n"
159 " }\n"
160 " int tile = int(map.a * 15.9) + int(map.b * 15.9) * 16 + (tileFlags & 0x3) * 256;\n"
161 " color = renderTile(tile, int(map.r * 15.9), coord & 7);\n"
162 " flags = vec4(inflags) / flagCoeff;\n"
163 "}";
164
165static const char* const _fetchTileOverflow =
166 "vec4 fetchTile(ivec2 coord) {\n"
167 " int sizeAdjusted = (0x8000 << size) - 1;\n"
168 " coord &= sizeAdjusted;\n"
169 " return renderTile(coord);\n"
170 "}";
171
172static const char* const _fetchTileNoOverflow =
173 "vec4 fetchTile(ivec2 coord) {\n"
174 " int sizeAdjusted = (0x8000 << size) - 1;\n"
175 " ivec2 outerCoord = coord & ~sizeAdjusted;\n"
176 " if ((outerCoord.x | outerCoord.y) != 0) {\n"
177 " discard;\n"
178 " }\n"
179 " return renderTile(coord);\n"
180 "}";
181
182static const struct GBAVideoGLUniform _uniformsMode2[] = {
183 { "loc", GBA_GL_VS_LOC, },
184 { "maxPos", GBA_GL_VS_MAXPOS, },
185 { "vram", GBA_GL_BG_VRAM, },
186 { "palette", GBA_GL_BG_PALETTE, },
187 { "screenBase", GBA_GL_BG_SCREENBASE, },
188 { "charBase", GBA_GL_BG_CHARBASE, },
189 { "size", GBA_GL_BG_SIZE, },
190 { "inflags", GBA_GL_BG_INFLAGS, },
191 { "offset", GBA_GL_BG_OFFSET, },
192 { "transform", GBA_GL_BG_TRANSFORM, },
193 { "range", GBA_GL_BG_RANGE, },
194 { "mosaic", GBA_GL_BG_MOSAIC, },
195 { 0 }
196};
197
198static const char* const _interpolate =
199 "vec2 interpolate(ivec2 arr[4], float x) {\n"
200 " float x1m = 1. - x;\n"
201 " return x1m * x1m * x1m * vec2(arr[0]) +"
202 " 3. * x1m * x1m * x * vec2(arr[1]) +"
203 " 3. * x1m * x * x * vec2(arr[2]) +"
204 " x * x * x * vec2(arr[3]);\n"
205 "}\n"
206
207 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]) {\n"
208 " int start = max(range.x, y - 3);\n"
209 " ivec4 splitOffset[4];\n"
210
211 " mat[0] = texelFetch(transform, ivec2(0, start), 0).xz;\n"
212 " mat[1] = texelFetch(transform, ivec2(0, start + 1), 0).xz;\n"
213 " mat[2] = texelFetch(transform, ivec2(0, start + 2), 0).xz;\n"
214 " mat[3] = texelFetch(transform, ivec2(0, start + 3), 0).xz;\n"
215
216 " splitOffset[0] = texelFetch(transform, ivec2(1, start + 0), 0);\n"
217 " splitOffset[1] = texelFetch(transform, ivec2(1, start + 1), 0);\n"
218 " splitOffset[2] = texelFetch(transform, ivec2(1, start + 2), 0);\n"
219 " splitOffset[3] = texelFetch(transform, ivec2(1, start + 3), 0);\n"
220
221 " aff[0] = (splitOffset[0].xz & 0xFFFF) + (splitOffset[0].yw << 16);\n"
222 " aff[1] = (splitOffset[1].xz & 0xFFFF) + (splitOffset[1].yw << 16);\n"
223 " aff[2] = (splitOffset[2].xz & 0xFFFF) + (splitOffset[2].yw << 16);\n"
224 " aff[3] = (splitOffset[3].xz & 0xFFFF) + (splitOffset[3].yw << 16);\n"
225
226 " if (y - 3 < range.x) {\n"
227 " ivec2 tempMat[3];\n"
228 " ivec2 tempAff[3];\n"
229 " tempMat[0] = ivec2(interpolate(mat, -0.75));\n"
230 " tempMat[1] = ivec2(interpolate(mat, -0.5));\n"
231 " tempMat[2] = ivec2(interpolate(mat, -0.25));\n"
232 " tempAff[0] = ivec2(interpolate(aff, -0.75));\n"
233 " tempAff[1] = ivec2(interpolate(aff, -0.5));\n"
234 " tempAff[2] = ivec2(interpolate(aff, -0.25));\n"
235 " if (range.x == y) {\n"
236 " mat[3] = mat[0];\n"
237 " mat[2] = tempMat[2];\n"
238 " mat[1] = tempMat[1];\n"
239 " mat[0] = tempMat[0];\n"
240 " aff[3] = aff[0];\n"
241 " aff[2] = tempAff[2];\n"
242 " aff[1] = tempAff[1];\n"
243 " aff[0] = tempAff[0];\n"
244 " } else if (range.x == y - 1) {\n"
245 " mat[3] = mat[1];\n"
246 " mat[2] = mat[0];\n"
247 " mat[1] = tempMat[2];\n"
248 " mat[0] = tempMat[1];\n"
249 " aff[3] = aff[1];\n"
250 " aff[2] = aff[0];\n"
251 " aff[1] = tempAff[2];\n"
252 " aff[0] = tempAff[1];\n"
253 " } else if (range.x == y - 2) {\n"
254 " mat[3] = mat[2];\n"
255 " mat[2] = mat[1];\n"
256 " mat[1] = mat[0];\n"
257 " mat[0] = tempMat[0];\n"
258 " aff[3] = aff[2];\n"
259 " aff[2] = aff[1];\n"
260 " aff[1] = aff[0];\n"
261 " aff[0] = tempAff[0];\n"
262 " }\n"
263 " }\n"
264 "}\n";
265
266static const char* const _renderMode2 =
267 "in vec2 texCoord;\n"
268 "uniform sampler2D vram;\n"
269 "uniform sampler2D palette;\n"
270 "uniform int screenBase;\n"
271 "uniform int charBase;\n"
272 "uniform int size;\n"
273 "uniform ivec4 inflags;\n"
274 "uniform isampler2D transform;\n"
275 "uniform ivec2 range;\n"
276 "uniform ivec2 mosaic;\n"
277 "OUT(0) out vec4 color;\n"
278 "OUT(1) out vec4 flags;\n"
279 FLAG_CONST
280
281 "vec4 fetchTile(ivec2 coord);\n"
282 "vec2 interpolate(ivec2 arr[4], float x);\n"
283 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
284
285 "vec4 renderTile(ivec2 coord) {\n"
286 " int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n"
287 " int mapAddress = screenBase + (map >> 1);\n"
288 " vec4 twomaps = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
289 " int tile = int(twomaps[3 - 2 * (map & 1)] * 15.9) + int(twomaps[2 - 2 * (map & 1)] * 15.9) * 16;\n"
290 " int address = charBase + tile * 32 + ((coord.x >> 9) & 3) + ((coord.y >> 6) & 0x1C);\n"
291 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
292 " int entry = int(halfrow[3 - ((coord.x >> 7) & 2)] * 15.9);\n"
293 " int pal2 = int(halfrow[2 - ((coord.x >> 7) & 2)] * 15.9);\n"
294 " vec4 color = texelFetch(palette, ivec2(entry, pal2), 0);\n"
295 " if ((pal2 | entry) == 0) {\n"
296 " discard;\n"
297 " }\n"
298 " color.a = 1.;\n"
299 " return color;\n"
300 "}\n"
301
302 "void main() {\n"
303 " ivec2 mat[4];\n"
304 " ivec2 offset[4];\n"
305 " vec2 incoord = texCoord;\n"
306 " if (mosaic.x > 1) {\n"
307 " incoord.x = float(int(incoord.x) % mosaic.x);\n"
308 " }\n"
309 " if (mosaic.y > 1) {\n"
310 " incoord.y = float(int(incoord.y) % mosaic.y);\n"
311 " }\n"
312 " loadAffine(int(incoord.y), mat, offset);\n"
313 " float y = fract(incoord.y);\n"
314 " float lin = 0.75 + y * 0.25;\n"
315 " vec2 mixedTransform = interpolate(mat, lin);\n"
316 " vec2 mixedOffset = interpolate(offset, lin);\n"
317 " color = fetchTile(ivec2(mixedTransform * incoord.x + mixedOffset));\n"
318 " flags = vec4(inflags) / flagCoeff;\n"
319 "}";
320
321static const struct GBAVideoGLUniform _uniformsMode35[] = {
322 { "loc", GBA_GL_VS_LOC, },
323 { "maxPos", GBA_GL_VS_MAXPOS, },
324 { "vram", GBA_GL_BG_VRAM, },
325 { "charBase", GBA_GL_BG_CHARBASE, },
326 { "size", GBA_GL_BG_SIZE, },
327 { "inflags", GBA_GL_BG_INFLAGS, },
328 { "offset", GBA_GL_BG_OFFSET, },
329 { "transform", GBA_GL_BG_TRANSFORM, },
330 { "range", GBA_GL_BG_RANGE, },
331 { "mosaic", GBA_GL_BG_MOSAIC, },
332 { 0 }
333};
334
335static const char* const _renderMode35 =
336 "in vec2 texCoord;\n"
337 "uniform sampler2D vram;\n"
338 "uniform int charBase;\n"
339 "uniform ivec2 size;\n"
340 "uniform ivec4 inflags;\n"
341 "uniform isampler2D transform;\n"
342 "uniform ivec2 range;\n"
343 "uniform ivec2 mosaic;\n"
344 "OUT(0) out vec4 color;\n"
345 "OUT(1) out vec4 flags;\n"
346 FLAG_CONST
347
348 "vec2 interpolate(ivec2 arr[4], float x);\n"
349 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
350
351 "void main() {\n"
352 " ivec2 mat[4];\n"
353 " ivec2 offset[4];\n"
354 " vec2 incoord = texCoord;\n"
355 " if (mosaic.x > 1) {\n"
356 " incoord.x = float(int(incoord.x) % mosaic.x);\n"
357 " }\n"
358 " if (mosaic.y > 1) {\n"
359 " incoord.y = float(int(incoord.y) % mosaic.y);\n"
360 " }\n"
361 " loadAffine(int(incoord.y), mat, offset);\n"
362 " float y = fract(incoord.y);\n"
363 " float lin = 0.75 + y * 0.25;\n"
364 " vec2 mixedTransform = interpolate(mat, lin);\n"
365 " vec2 mixedOffset = interpolate(offset, lin);\n"
366 " ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
367 " if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
368 " discard;\n"
369 " }\n"
370 " if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
371 " discard;\n"
372 " }\n"
373 " int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
374 " ivec4 entry = ivec4(texelFetch(vram, ivec2(address & 255, address >> 8), 0) * 15.9);\n"
375 " int sixteen = (entry.x << 12) | (entry.y << 8) | (entry.z << 4) | entry.w;\n"
376 " color = vec4(float(sixteen & 0x1F) / 31., float((sixteen >> 5) & 0x1F) / 31., float((sixteen >> 10) & 0x1F) / 31., 1.);\n"
377 " flags = vec4(inflags) / flagCoeff;\n"
378 "}";
379
380static const struct GBAVideoGLUniform _uniformsMode4[] = {
381 { "loc", GBA_GL_VS_LOC, },
382 { "maxPos", GBA_GL_VS_MAXPOS, },
383 { "vram", GBA_GL_BG_VRAM, },
384 { "palette", GBA_GL_BG_PALETTE, },
385 { "charBase", GBA_GL_BG_CHARBASE, },
386 { "size", GBA_GL_BG_SIZE, },
387 { "inflags", GBA_GL_BG_INFLAGS, },
388 { "offset", GBA_GL_BG_OFFSET, },
389 { "transform", GBA_GL_BG_TRANSFORM, },
390 { "range", GBA_GL_BG_RANGE, },
391 { "mosaic", GBA_GL_BG_MOSAIC, },
392 { 0 }
393};
394
395static const char* const _renderMode4 =
396 "in vec2 texCoord;\n"
397 "uniform sampler2D vram;\n"
398 "uniform sampler2D palette;\n"
399 "uniform int charBase;\n"
400 "uniform ivec2 size;\n"
401 "uniform ivec4 inflags;\n"
402 "uniform isampler2D transform;\n"
403 "uniform ivec2 range;\n"
404 "uniform ivec2 mosaic;\n"
405 "OUT(0) out vec4 color;\n"
406 "OUT(1) out vec4 flags;\n"
407 FLAG_CONST
408
409 "vec2 interpolate(ivec2 arr[4], float x);\n"
410 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
411
412 "void main() {\n"
413 " ivec2 mat[4];\n"
414 " ivec2 offset[4];\n"
415 " vec2 incoord = texCoord;\n"
416 " if (mosaic.x > 1) {\n"
417 " incoord.x = float(int(incoord.x) % mosaic.x);\n"
418 " }\n"
419 " if (mosaic.y > 1) {\n"
420 " incoord.y = float(int(incoord.y) % mosaic.y);\n"
421 " }\n"
422 " loadAffine(int(incoord.y), mat, offset);\n"
423 " float y = fract(incoord.y);\n"
424 " float lin = 0.75 + y * 0.25;\n"
425 " vec2 mixedTransform = interpolate(mat, lin);\n"
426 " vec2 mixedOffset = interpolate(offset, lin);\n"
427 " ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
428 " if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
429 " discard;\n"
430 " }\n"
431 " if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
432 " discard;\n"
433 " }\n"
434 " int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
435 " vec4 twoEntries = texelFetch(vram, ivec2((address >> 1) & 255, address >> 9), 0);\n"
436 " ivec2 entry = ivec2(twoEntries[3 - 2 * (address & 1)] * 15.9, twoEntries[2 - 2 * (address & 1)] * 15.9);\n"
437 " color = texelFetch(palette, entry, 0);\n"
438 " color.a = 1.;\n"
439 " flags = vec4(inflags) / flagCoeff;\n"
440 "}";
441
442static const struct GBAVideoGLUniform _uniformsObj[] = {
443 { "loc", GBA_GL_VS_LOC, },
444 { "maxPos", GBA_GL_VS_MAXPOS, },
445 { "vram", GBA_GL_OBJ_VRAM, },
446 { "palette", GBA_GL_OBJ_PALETTE, },
447 { "charBase", GBA_GL_OBJ_CHARBASE, },
448 { "stride", GBA_GL_OBJ_STRIDE, },
449 { "localPalette", GBA_GL_OBJ_LOCALPALETTE, },
450 { "inflags", GBA_GL_OBJ_INFLAGS, },
451 { "transform", GBA_GL_OBJ_TRANSFORM, },
452 { "dims", GBA_GL_OBJ_DIMS, },
453 { "objwin", GBA_GL_OBJ_OBJWIN, },
454 { "mosaic", GBA_GL_OBJ_MOSAIC, },
455 { 0 }
456};
457
458static const char* const _renderObj =
459 "in vec2 texCoord;\n"
460 "uniform sampler2D vram;\n"
461 "uniform sampler2D palette;\n"
462 "uniform int charBase;\n"
463 "uniform int stride;\n"
464 "uniform int localPalette;\n"
465 "uniform ivec4 inflags;\n"
466 "uniform mat2x2 transform;\n"
467 "uniform ivec4 dims;\n"
468 "uniform vec4 objwin;\n"
469 "uniform ivec4 mosaic;\n"
470 "OUT(0) out vec4 color;\n"
471 "OUT(1) out vec4 flags;\n"
472 "OUT(2) out vec3 window;\n"
473 FLAG_CONST
474
475 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
476
477 "void main() {\n"
478 " vec2 incoord = texCoord;\n"
479 " if (mosaic.x > 1) {\n"
480 " int x = int(incoord.x);\n"
481 " incoord.x = float(clamp(x - (mosaic.z + x) % mosaic.x, 0, dims.z - 1));\n"
482 " } else if (mosaic.x < -1) {\n"
483 " int x = dims.z - int(incoord.x) - 1;\n"
484 " incoord.x = float(clamp(dims.z - x + (mosaic.z + x) % -mosaic.x - 1, 0, dims.z - 1));\n"
485 " }\n"
486 " if (mosaic.y > 1) {\n"
487 " int y = int(incoord.y);\n"
488 " incoord.y = float(clamp(y - (mosaic.w + y) % mosaic.y, 0, dims.w - 1));\n"
489 " }\n"
490 " ivec2 coord = ivec2(transform * (incoord - vec2(dims.zw) / 2.) + vec2(dims.xy) / 2.);\n"
491 " if ((coord & ~(dims.xy - 1)) != ivec2(0, 0)) {\n"
492 " discard;\n"
493 " }\n"
494 " vec4 pix = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, 16 + localPalette, coord & 7);\n"
495 " if (objwin.x > 0.) {\n"
496 " pix.a = 0.;\n"
497 " }\n"
498 " color = pix;\n"
499 " flags = vec4(inflags) / flagCoeff;\n"
500 " gl_FragDepth = flags.x;\n"
501 " window = objwin.yzw;\n"
502 "}";
503
504static const struct GBAVideoGLUniform _uniformsFinalize[] = {
505 { "loc", GBA_GL_VS_LOC, },
506 { "maxPos", GBA_GL_VS_MAXPOS, },
507 { "scale", GBA_GL_FINALIZE_SCALE, },
508 { "layers", GBA_GL_FINALIZE_LAYERS, },
509 { "flags", GBA_GL_FINALIZE_FLAGS, },
510 { "window", GBA_GL_FINALIZE_WINDOW, },
511 { "backdrop", GBA_GL_FINALIZE_BACKDROP, },
512 { "backdropFlags", GBA_GL_FINALIZE_BACKDROPFLAGS, },
513 { 0 }
514};
515
516static const char* const _finalize =
517 "in vec2 texCoord;\n"
518 "uniform int scale;\n"
519 "uniform sampler2D layers[5];\n"
520 "uniform sampler2D flags[5];\n"
521 "uniform sampler2D window;\n"
522 "uniform sampler2D backdrop;\n"
523 "uniform sampler2D backdropFlags;\n"
524 FLAG_CONST
525 "out vec4 color;\n"
526
527 "void composite(vec4 pixel, ivec4 flags, inout vec4 topPixel, inout ivec4 topFlags, inout vec4 bottomPixel, inout ivec4 bottomFlags) {\n"
528 " if (pixel.a == 0.) {\n"
529 " return;\n"
530 " }\n"
531 " if (flags.x >= topFlags.x) {\n"
532 " if (flags.x >= bottomFlags.x) {\n"
533 " return;\n"
534 " }\n"
535 " bottomFlags = flags;\n"
536 " bottomPixel = pixel;\n"
537 " } else {\n"
538 " bottomFlags = topFlags;\n"
539 " topFlags = flags;\n"
540 " bottomPixel = topPixel;\n"
541 " topPixel = pixel;\n"
542 " }\n"
543 "}\n"
544
545 "void main() {\n"
546 " vec4 topPixel = texelFetch(backdrop, ivec2(0, texCoord.y), 0);\n"
547 " vec4 bottomPixel = topPixel;\n"
548 " ivec4 topFlags = ivec4(texelFetch(backdropFlags, ivec2(0, texCoord.y), 0) * flagCoeff);\n"
549 " ivec4 bottomFlags = topFlags;\n"
550 " vec4 windowFlags = texelFetch(window, ivec2(texCoord * float(scale)), 0);\n"
551 " int layerWindow = int(windowFlags.x * 128.);\n"
552 " if ((layerWindow & 1) == 0) {\n"
553 " vec4 pix = texelFetch(layers[0], ivec2(texCoord * float(scale)), 0);\n"
554 " ivec4 inflags = ivec4(texelFetch(flags[0], ivec2(texCoord * float(scale)), 0).xyz * flagCoeff.xyz, 0);\n"
555 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
556 " }\n"
557 " if ((layerWindow & 2) == 0) {\n"
558 " vec4 pix = texelFetch(layers[1], ivec2(texCoord * float(scale)), 0);\n"
559 " ivec4 inflags = ivec4(texelFetch(flags[1], ivec2(texCoord * float(scale)), 0).xyz * flagCoeff.xyz, 0);\n"
560 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
561 " }\n"
562 " if ((layerWindow & 4) == 0) {\n"
563 " vec4 pix = texelFetch(layers[2], ivec2(texCoord * float(scale)), 0);\n"
564 " ivec4 inflags = ivec4(texelFetch(flags[2], ivec2(texCoord * float(scale)), 0).xyz * flagCoeff.xyz, 0);\n"
565 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
566 " }\n"
567 " if ((layerWindow & 8) == 0) {\n"
568 " vec4 pix = texelFetch(layers[3], ivec2(texCoord * float(scale)), 0);\n"
569 " ivec4 inflags = ivec4(texelFetch(flags[3], ivec2(texCoord * float(scale)), 0).xyz * flagCoeff.xyz, 0);\n"
570 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
571 " }\n"
572 " if ((layerWindow & 16) == 0) {\n"
573 " vec4 pix = texelFetch(layers[4], ivec2(texCoord * float(scale)), 0);\n"
574 " ivec4 inflags = ivec4(texelFetch(flags[4], ivec2(texCoord * float(scale)), 0) * flagCoeff);\n"
575 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
576 " }\n"
577 " if ((layerWindow & 32) != 0) {\n"
578 " topFlags.y &= ~1;\n"
579 " }\n"
580 " if (((topFlags.y & 13) == 5 || topFlags.w > 0) && (bottomFlags.y & 2) == 2) {\n"
581 " topPixel *= float(topFlags.z) / 16.;\n"
582 " topPixel += bottomPixel * windowFlags.y;\n"
583 " } else if ((topFlags.y & 13) == 9) {\n"
584 " topPixel += (1. - topPixel) * windowFlags.z;\n"
585 " } else if ((topFlags.y & 13) == 13) {\n"
586 " topPixel -= topPixel * windowFlags.z;\n"
587 " }\n"
588 " color = topPixel;\n"
589 "}";
590
591static const GLint _vertices[] = {
592 0, 0,
593 0, 1,
594 1, 1,
595 1, 0,
596};
597
598void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
599 renderer->d.init = GBAVideoGLRendererInit;
600 renderer->d.reset = GBAVideoGLRendererReset;
601 renderer->d.deinit = GBAVideoGLRendererDeinit;
602 renderer->d.writeVideoRegister = GBAVideoGLRendererWriteVideoRegister;
603 renderer->d.writeVRAM = GBAVideoGLRendererWriteVRAM;
604 renderer->d.writeOAM = GBAVideoGLRendererWriteOAM;
605 renderer->d.writePalette = GBAVideoGLRendererWritePalette;
606 renderer->d.drawScanline = GBAVideoGLRendererDrawScanline;
607 renderer->d.finishFrame = GBAVideoGLRendererFinishFrame;
608 renderer->d.getPixels = GBAVideoGLRendererGetPixels;
609 renderer->d.putPixels = GBAVideoGLRendererPutPixels;
610
611 renderer->d.disableBG[0] = false;
612 renderer->d.disableBG[1] = false;
613 renderer->d.disableBG[2] = false;
614 renderer->d.disableBG[3] = false;
615 renderer->d.disableOBJ = false;
616
617 renderer->scale = 1;
618}
619
620static void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVideoGLShader* shader, const char** shaderBuffer, int shaderBufferLines, GLuint vs, const struct GBAVideoGLUniform* uniforms, char* log) {
621 GLuint program = glCreateProgram();
622 shader->program = program;
623
624 GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
625 glAttachShader(program, vs);
626 glAttachShader(program, fs);
627 glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
628 glCompileShader(fs);
629 glGetShaderInfoLog(fs, 2048, 0, log);
630 if (log[0]) {
631 mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
632 }
633 glLinkProgram(program);
634 glGetProgramInfoLog(program, 2048, 0, log);
635 if (log[0]) {
636 mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
637 }
638 glDeleteShader(fs);
639#ifndef BUILD_GLES3
640 glBindFragDataLocation(program, 0, "color");
641 glBindFragDataLocation(program, 1, "flags");
642#endif
643
644 glGenVertexArrays(1, &shader->vao);
645 glBindVertexArray(shader->vao);
646 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
647 GLuint positionLocation = glGetAttribLocation(program, "position");
648 glEnableVertexAttribArray(positionLocation);
649 glVertexAttribPointer(positionLocation, 2, GL_INT, GL_FALSE, 0, NULL);
650
651 size_t i;
652 for (i = 0; uniforms[i].name; ++i) {
653 shader->uniforms[uniforms[i].type] = glGetUniformLocation(program, uniforms[i].name);
654 }
655}
656
657static void _deleteShader(struct GBAVideoGLShader* shader) {
658 glDeleteProgram(shader->program);
659 glDeleteVertexArrays(1, &shader->vao);
660}
661
662static void _initFramebufferTextureEx(GLuint tex, GLenum internalFormat, GLenum format, GLenum type, GLenum attachment, int scale) {
663 glBindTexture(GL_TEXTURE_2D, tex);
664 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
665 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
666 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
667 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
668 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);
669 glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);
670}
671
672static void _initFramebufferTexture(GLuint tex, GLenum format, GLenum attachment, int scale) {
673 _initFramebufferTextureEx(tex, format, format, GL_UNSIGNED_BYTE, attachment, scale);
674}
675
676void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
677 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
678 glRenderer->temporaryBuffer = NULL;
679
680 glGenFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
681 glGenTextures(GBA_GL_TEX_MAX, glRenderer->layers);
682
683 glGenTextures(1, &glRenderer->paletteTex);
684 glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
685 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
686 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
687
688 glGenTextures(1, &glRenderer->vramTex);
689 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
690 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
691 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
692 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 256, 192, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, 0);
693
694 glBindTexture(GL_TEXTURE_2D, glRenderer->layers[GBA_GL_TEX_AFFINE_2]);
695 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
696 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
697 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
698 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
699 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16I, 2, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGBA_INTEGER, GL_SHORT, NULL);
700 glBindTexture(GL_TEXTURE_2D, glRenderer->layers[GBA_GL_TEX_AFFINE_3]);
701 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
702 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
703 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
704 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
705 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16I, 2, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGBA_INTEGER, GL_SHORT, NULL);
706
707 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
708 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
709 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, glRenderer->scale);
710 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA, GL_COLOR_ATTACHMENT2, glRenderer->scale);
711 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_DEPTH], GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, GL_DEPTH_ATTACHMENT, glRenderer->scale);
712
713 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
714 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_COLOR], GL_RGB, GL_COLOR_ATTACHMENT0, 0);
715 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, 0);
716
717 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
718 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
719
720 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
721 _initFramebufferTexture(glRenderer->outputTex, GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
722
723 glBindFramebuffer(GL_FRAMEBUFFER, 0);
724
725 glGenBuffers(1, &glRenderer->vbo);
726 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
727 glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
728
729 int i;
730 for (i = 0; i < 4; ++i) {
731 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
732 bg->index = i;
733 bg->enabled = 0;
734 bg->priority = 0;
735 bg->charBase = 0;
736 bg->mosaic = 0;
737 bg->multipalette = 0;
738 bg->screenBase = 0;
739 bg->overflow = 0;
740 bg->size = 0;
741 bg->target1 = 0;
742 bg->target2 = 0;
743 bg->x = 0;
744 bg->y = 0;
745 bg->refx = 0;
746 bg->refy = 0;
747 bg->affine.dx = 256;
748 bg->affine.dmx = 0;
749 bg->affine.dy = 0;
750 bg->affine.dmy = 256;
751 bg->affine.sx = 0;
752 bg->affine.sy = 0;
753 glGenFramebuffers(1, &bg->fbo);
754 glGenTextures(1, &bg->tex);
755 glGenTextures(1, &bg->flags);
756 glBindFramebuffer(GL_FRAMEBUFFER, bg->fbo);
757 _initFramebufferTexture(bg->tex, GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
758 _initFramebufferTexture(bg->flags, GL_RGB, GL_COLOR_ATTACHMENT1, glRenderer->scale);
759 glBindFramebuffer(GL_FRAMEBUFFER, 0);
760 }
761
762 char log[2048];
763 const GLchar* shaderBuffer[4];
764 const GLubyte* version = glGetString(GL_VERSION);
765 if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES "))) {
766 shaderBuffer[0] = _gl3Header;
767 } else {
768 shaderBuffer[0] = _gles3Header;
769 }
770
771 GLuint vs = glCreateShader(GL_VERTEX_SHADER);
772 shaderBuffer[1] = _vertexShader;
773 glShaderSource(vs, 2, shaderBuffer, 0);
774 glCompileShader(vs);
775 glGetShaderInfoLog(vs, 2048, 0, log);
776 if (log[0]) {
777 mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
778 }
779
780 shaderBuffer[1] = _renderMode0;
781
782 shaderBuffer[2] = _renderTile16;
783 _compileShader(glRenderer, &glRenderer->bgShader[0], shaderBuffer, 3, vs, _uniformsMode0, log);
784
785 shaderBuffer[2] = _renderTile256;
786 _compileShader(glRenderer, &glRenderer->bgShader[1], shaderBuffer, 3, vs, _uniformsMode0, log);
787
788 shaderBuffer[1] = _renderMode2;
789 shaderBuffer[2] = _interpolate;
790
791 shaderBuffer[3] = _fetchTileOverflow;
792 _compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 4, vs, _uniformsMode2, log);
793
794 shaderBuffer[3] = _fetchTileNoOverflow;
795 _compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 4, vs, _uniformsMode2, log);
796
797 shaderBuffer[1] = _renderMode4;
798 shaderBuffer[2] = _interpolate;
799 _compileShader(glRenderer, &glRenderer->bgShader[4], shaderBuffer, 3, vs, _uniformsMode4, log);
800
801 shaderBuffer[1] = _renderMode35;
802 shaderBuffer[2] = _interpolate;
803 _compileShader(glRenderer, &glRenderer->bgShader[5], shaderBuffer, 3, vs, _uniformsMode35, log);
804
805 shaderBuffer[1] = _renderObj;
806
807 shaderBuffer[2] = _renderTile16;
808 _compileShader(glRenderer, &glRenderer->objShader[0], shaderBuffer, 3, vs, _uniformsObj, log);
809#ifndef BUILD_GLES3
810 glBindFragDataLocation(glRenderer->objShader[0].program, 2, "window");
811#endif
812
813 shaderBuffer[2] = _renderTile256;
814 _compileShader(glRenderer, &glRenderer->objShader[1], shaderBuffer, 3, vs, _uniformsObj, log);
815#ifndef BUILD_GLES3
816 glBindFragDataLocation(glRenderer->objShader[1].program, 2, "window");
817#endif
818
819 shaderBuffer[1] = _finalize;
820 _compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, log);
821
822 glBindVertexArray(0);
823 glDeleteShader(vs);
824
825 GBAVideoGLRendererReset(renderer);
826}
827
828void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
829 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
830 if (glRenderer->temporaryBuffer) {
831 mappedMemoryFree(glRenderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale);
832 }
833 glDeleteFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
834 glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers);
835 glDeleteTextures(1, &glRenderer->paletteTex);
836 glDeleteTextures(1, &glRenderer->vramTex);
837
838 _deleteShader(&glRenderer->bgShader[0]);
839 _deleteShader(&glRenderer->bgShader[1]);
840 _deleteShader(&glRenderer->bgShader[2]);
841 _deleteShader(&glRenderer->bgShader[3]);
842 _deleteShader(&glRenderer->objShader[0]);
843 _deleteShader(&glRenderer->objShader[1]);
844 _deleteShader(&glRenderer->finalizeShader);
845
846 int i;
847 for (i = 0; i < 4; ++i) {
848 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
849 glDeleteFramebuffers(1, &bg->fbo);
850 glDeleteTextures(1, &bg->tex);
851 glDeleteTextures(1, &bg->flags);
852 }
853}
854
855void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
856 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
857
858#ifdef BUILD_GLES3
859 int i;
860 for (i = 0; i < 512; ++i) {
861 renderer->writePalette(renderer, i << 1, renderer->palette[i]);
862 }
863#else
864 glRenderer->paletteDirty = true;
865#endif
866 glRenderer->vramDirty = 0xFFFFFF;
867 glRenderer->firstAffine = -1;
868 glRenderer->firstY = -1;
869 glRenderer->dispcnt = 0x0080;
870 glRenderer->mosaic = 0;
871 memset(glRenderer->shadowRegs, 0, sizeof(glRenderer->shadowRegs));
872 glRenderer->regsDirty = 0xFFFFFFFFFFFEULL;
873}
874
875void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
876 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
877 glRenderer->vramDirty |= 1 << (address >> 12);
878}
879
880void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam) {
881 UNUSED(oam);
882 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
883 glRenderer->oamDirty = true;
884}
885
886void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
887 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
888#ifdef BUILD_GLES3
889 glRenderer->shadowPalette[address >> 1] = ((value & 0x1F) << 11) | ((value & 0x3E0) << 1) | ((value & 0x7C00) >> 10);
890#else
891 UNUSED(address);
892 UNUSED(value);
893#endif
894 glRenderer->paletteDirty = true;
895}
896
897uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
898 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
899 if (renderer->cache) {
900 GBAVideoCacheWriteVideoRegister(renderer->cache, address, value);
901 }
902
903 bool dirty = true;
904 switch (address) {
905 case REG_DISPCNT:
906 value &= 0xFFF7;
907 break;
908 case REG_BG0CNT:
909 case REG_BG1CNT:
910 value &= 0xDFFF;
911 break;
912 case REG_BG0HOFS:
913 case REG_BG0VOFS:
914 case REG_BG1HOFS:
915 case REG_BG1VOFS:
916 case REG_BG2HOFS:
917 case REG_BG2VOFS:
918 case REG_BG3HOFS:
919 case REG_BG3VOFS:
920 value &= 0x01FF;
921 break;
922 case REG_BG2PA:
923 glRenderer->bg[2].affine.dx = value;
924 dirty = false;
925 break;
926 case REG_BG2PB:
927 glRenderer->bg[2].affine.dmx = value;
928 dirty = false;
929 break;
930 case REG_BG2PC:
931 glRenderer->bg[2].affine.dy = value;
932 dirty = false;
933 break;
934 case REG_BG2PD:
935 glRenderer->bg[2].affine.dmy = value;
936 dirty = false;
937 break;
938 case REG_BG2X_LO:
939 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[2], value);
940 dirty = false;
941 break;
942 case REG_BG2X_HI:
943 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[2], value);
944 dirty = false;
945 break;
946 case REG_BG2Y_LO:
947 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[2], value);
948 dirty = false;
949 break;
950 case REG_BG2Y_HI:
951 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[2], value);
952 dirty = false;
953 break;
954 case REG_BG3PA:
955 glRenderer->bg[3].affine.dx = value;
956 dirty = false;
957 break;
958 case REG_BG3PB:
959 glRenderer->bg[3].affine.dmx = value;
960 dirty = false;
961 break;
962 case REG_BG3PC:
963 glRenderer->bg[3].affine.dy = value;
964 dirty = false;
965 break;
966 case REG_BG3PD:
967 glRenderer->bg[3].affine.dmy = value;
968 dirty = false;
969 break;
970 case REG_BG3X_LO:
971 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[3], value);
972 dirty = false;
973 break;
974 case REG_BG3X_HI:
975 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[3], value);
976 dirty = false;
977 break;
978 case REG_BG3Y_LO:
979 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[3], value);
980 dirty = false;
981 break;
982 case REG_BG3Y_HI:
983 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[3], value);
984 dirty = false;
985 break;
986 case REG_BLDALPHA:
987 value &= 0x1F1F;
988 break;
989 case REG_BLDY:
990 value &= 0x1F;
991 if (value > 0x10) {
992 value = 0x10;
993 }
994 break;
995 case REG_WININ:
996 value &= 0x3F3F;
997 break;
998 case REG_WINOUT:
999 value &= 0x3F3F;
1000 break;
1001 default:
1002 break;
1003 }
1004 if (glRenderer->shadowRegs[address >> 1] == value) {
1005 dirty = false;
1006 } else {
1007 glRenderer->shadowRegs[address >> 1] = value;
1008 }
1009 if (dirty) {
1010 glRenderer->regsDirty |= 1ULL << (address >> 1);
1011 }
1012 return value;
1013}
1014
1015void _cleanRegister(struct GBAVideoGLRenderer* glRenderer, int address, uint16_t value) {
1016 switch (address) {
1017 case REG_DISPCNT:
1018 glRenderer->dispcnt = value;
1019 GBAVideoGLRendererUpdateDISPCNT(glRenderer);
1020 break;
1021 case REG_BG0CNT:
1022 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[0], value);
1023 break;
1024 case REG_BG1CNT:
1025 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[1], value);
1026 break;
1027 case REG_BG2CNT:
1028 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[2], value);
1029 break;
1030 case REG_BG3CNT:
1031 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[3], value);
1032 break;
1033 case REG_BG0HOFS:
1034 glRenderer->bg[0].x = value;
1035 break;
1036 case REG_BG0VOFS:
1037 glRenderer->bg[0].y = value;
1038 break;
1039 case REG_BG1HOFS:
1040 glRenderer->bg[1].x = value;
1041 break;
1042 case REG_BG1VOFS:
1043 glRenderer->bg[1].y = value;
1044 break;
1045 case REG_BG2HOFS:
1046 glRenderer->bg[2].x = value;
1047 break;
1048 case REG_BG2VOFS:
1049 glRenderer->bg[2].y = value;
1050 break;
1051 case REG_BG3HOFS:
1052 glRenderer->bg[3].x = value;
1053 break;
1054 case REG_BG3VOFS:
1055 glRenderer->bg[3].y = value;
1056 break;
1057 case REG_BLDCNT:
1058 GBAVideoGLRendererWriteBLDCNT(glRenderer, value);
1059 value &= 0x3FFF;
1060 break;
1061 case REG_BLDALPHA:
1062 glRenderer->blda = value & 0x1F;
1063 if (glRenderer->blda > 0x10) {
1064 glRenderer->blda = 0x10;
1065 }
1066 glRenderer->bldb = (value >> 8) & 0x1F;
1067 if (glRenderer->bldb > 0x10) {
1068 glRenderer->bldb = 0x10;
1069 }
1070 value &= 0x1F1F;
1071 break;
1072 case REG_BLDY:
1073 glRenderer->bldy = value;
1074 break;
1075 case REG_WIN0H:
1076 glRenderer->winN[0].h[0].end = value;
1077 glRenderer->winN[0].h[0].start = value >> 8;
1078 if (glRenderer->winN[0].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[0].h[0].start > glRenderer->winN[0].h[0].end) {
1079 glRenderer->winN[0].h[0].start = 0;
1080 }
1081 if (glRenderer->winN[0].h[0].end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1082 glRenderer->winN[0].h[0].end = GBA_VIDEO_HORIZONTAL_PIXELS;
1083 if (glRenderer->winN[0].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1084 glRenderer->winN[0].h[0].start = GBA_VIDEO_HORIZONTAL_PIXELS;
1085 }
1086 }
1087 break;
1088 case REG_WIN1H:
1089 glRenderer->winN[1].h[0].end = value;
1090 glRenderer->winN[1].h[0].start = value >> 8;
1091 if (glRenderer->winN[1].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[1].h[0].start > glRenderer->winN[1].h[0].end) {
1092 glRenderer->winN[1].h[0].start = 0;
1093 }
1094 if (glRenderer->winN[1].h[0].end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1095 glRenderer->winN[1].h[0].end = GBA_VIDEO_HORIZONTAL_PIXELS;
1096 if (glRenderer->winN[1].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1097 glRenderer->winN[1].h[0].start = GBA_VIDEO_HORIZONTAL_PIXELS;
1098 }
1099 }
1100 break;
1101 case REG_WIN0V:
1102 glRenderer->winN[0].v.end = value;
1103 glRenderer->winN[0].v.start = value >> 8;
1104 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[0].v.start > glRenderer->winN[0].v.end) {
1105 glRenderer->winN[0].v.start = 0;
1106 }
1107 if (glRenderer->winN[0].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1108 glRenderer->winN[0].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1109 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1110 glRenderer->winN[0].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1111 }
1112 }
1113 break;
1114 case REG_WIN1V:
1115 glRenderer->winN[1].v.end = value;
1116 glRenderer->winN[1].v.start = value >> 8;
1117 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[1].v.start > glRenderer->winN[1].v.end) {
1118 glRenderer->winN[1].v.start = 0;
1119 }
1120 if (glRenderer->winN[1].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1121 glRenderer->winN[1].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1122 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1123 glRenderer->winN[1].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1124 }
1125 }
1126 break;
1127 case REG_WININ:
1128 glRenderer->winN[0].control = value;
1129 glRenderer->winN[1].control = value >> 8;
1130 break;
1131 case REG_WINOUT:
1132 glRenderer->winout = value;
1133 glRenderer->objwin = value >> 8;
1134 break;
1135 case REG_MOSAIC:
1136 glRenderer->mosaic = value;
1137 break;
1138 default:
1139 break;
1140 }
1141}
1142
1143static bool _dirtyMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1144 UNUSED(y);
1145 if (!background->enabled) {
1146 return false;
1147 }
1148 unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1149 unsigned screenMask = (7 << screenBase) & 0xFFFF; // Technically overzealous
1150 if (renderer->vramDirty & screenMask) {
1151 return true;
1152 }
1153 unsigned charBase = background->charBase >> 11;
1154 unsigned charMask = (0xFFFF << charBase) & 0xFFFF;
1155 if (renderer->vramDirty & charMask) {
1156 return true;
1157 }
1158 return false;
1159}
1160
1161static bool _dirtyMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1162 UNUSED(y);
1163 if (!background->enabled) {
1164 return false;
1165 }
1166 unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1167 unsigned screenMask = (0xF << screenBase) & 0xFFFF;
1168 if (renderer->vramDirty & screenMask) {
1169 return true;
1170 }
1171 unsigned charBase = background->charBase >> 11;
1172 unsigned charMask = (0x3FFF << charBase) & 0xFFFF;
1173 if (renderer->vramDirty & charMask) {
1174 return true;
1175 }
1176 return false;
1177}
1178
1179static bool _dirtyMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1180 UNUSED(y);
1181 if (!background->enabled) {
1182 return false;
1183 }
1184 if (renderer->vramDirty & 0xFFFFF) {
1185 return true;
1186 }
1187 return false;
1188}
1189
1190static bool _dirtyMode45(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1191 UNUSED(y);
1192 if (!background->enabled) {
1193 return false;
1194 }
1195 int start = GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 5 : 0;
1196 int mask = 0x3FF << start;
1197 if (renderer->vramDirty & mask) {
1198 return true;
1199 }
1200 return false;
1201}
1202
1203static bool _needsVramUpload(struct GBAVideoGLRenderer* renderer, int y) {
1204 if (!renderer->vramDirty) {
1205 return false;
1206 }
1207 if (y == 0) {
1208 return true;
1209 }
1210
1211 if (GBARegisterDISPCNTIsObjEnable(renderer->dispcnt) && renderer->vramDirty & 0xFF0000) {
1212 return true;
1213 }
1214
1215 bool dirty = false;
1216 switch (GBARegisterDISPCNTGetMode(renderer->dispcnt)) {
1217 case 0:
1218 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1219 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1220 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[2], y);
1221 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[3], y);
1222 break;
1223 case 1:
1224 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1225 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1226 dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1227 break;
1228 case 2:
1229 dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1230 dirty = dirty || _dirtyMode2(renderer, &renderer->bg[3], y);
1231 break;
1232 case 3:
1233 dirty = _dirtyMode3(renderer, &renderer->bg[2], y);
1234 break;
1235 case 4:
1236 dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1237 break;
1238 case 5:
1239 dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1240 break;
1241 }
1242 return dirty;
1243}
1244
1245void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
1246 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1247
1248 memcpy(&glRenderer->affine[0][y], &glRenderer->bg[2].affine, sizeof(struct GBAVideoGLAffine));
1249 memcpy(&glRenderer->affine[1][y], &glRenderer->bg[3].affine, sizeof(struct GBAVideoGLAffine));
1250 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1251 if (glRenderer->firstAffine < 0) {
1252 glRenderer->firstAffine = y;
1253 }
1254 } else {
1255 glRenderer->firstAffine = -1;
1256 }
1257
1258 if (glRenderer->paletteDirty || _needsVramUpload(glRenderer, y) || glRenderer->oamDirty || glRenderer->regsDirty) {
1259 if (glRenderer->firstY >= 0) {
1260 _drawScanlines(glRenderer, y - 1);
1261 glBindVertexArray(0);
1262 }
1263 }
1264 if (glRenderer->firstY < 0) {
1265 glRenderer->firstY = y;
1266 }
1267
1268 memcpy(&glRenderer->winN[0].h[1], &glRenderer->winN[0].h[0], sizeof(struct GBAVideoWindowRegion));
1269 memcpy(&glRenderer->winN[1].h[1], &glRenderer->winN[1].h[0], sizeof(struct GBAVideoWindowRegion));
1270
1271 int i;
1272 for (i = 0; i < 0x30; ++i) {
1273 if (!(glRenderer->regsDirty & (1ULL << i))) {
1274 continue;
1275 }
1276 _cleanRegister(glRenderer, i << 1, glRenderer->shadowRegs[i]);
1277 }
1278 glRenderer->regsDirty = 0;
1279
1280 if (glRenderer->paletteDirty) {
1281 glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
1282#ifdef BUILD_GLES3
1283 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, 16, 32, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glRenderer->shadowPalette);
1284#else
1285 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 16, 32, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, glRenderer->d.palette);
1286#endif
1287 glRenderer->paletteDirty = false;
1288 }
1289
1290 if (_needsVramUpload(glRenderer, y)) {
1291 int first = -1;
1292 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
1293 for (i = 0; i < 25; ++i) {
1294 if (!(glRenderer->vramDirty & (1 << i))) {
1295 if (first >= 0) {
1296 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]);
1297 first = -1;
1298 }
1299 } else if (first < 0) {
1300 first = i;
1301 }
1302 }
1303 glRenderer->vramDirty = 0;
1304 }
1305
1306 if (glRenderer->oamDirty) {
1307 glRenderer->oamMax = GBAVideoRendererCleanOAM(glRenderer->d.oam->obj, glRenderer->sprites, 0);
1308 glRenderer->oamDirty = false;
1309 }
1310
1311 if (y == 0) {
1312 memcpy(&glRenderer->winN[0].h[1], &glRenderer->winN[0].h[0], sizeof(struct GBAVideoWindowRegion));
1313 memcpy(&glRenderer->winN[1].h[1], &glRenderer->winN[1].h[0], sizeof(struct GBAVideoWindowRegion));
1314
1315 glDisable(GL_SCISSOR_TEST);
1316 glClearColor(0, 0, 0, 0);
1317#ifdef BUILD_GLES3
1318 glClearDepthf(1.f);
1319#else
1320 glClearDepth(1);
1321#endif
1322 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
1323 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1324 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1325
1326 for (i = 0; i < 4; ++i) {
1327 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);
1328 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1329 glClear(GL_COLOR_BUFFER_BIT);
1330 }
1331 }
1332
1333 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1334 glRenderer->bg[2].affine.sx += glRenderer->bg[2].affine.dmx;
1335 glRenderer->bg[2].affine.sy += glRenderer->bg[2].affine.dmy;
1336 glRenderer->bg[3].affine.sx += glRenderer->bg[3].affine.dmx;
1337 glRenderer->bg[3].affine.sy += glRenderer->bg[3].affine.dmy;
1338 }
1339}
1340
1341void _drawScanlines(struct GBAVideoGLRenderer* glRenderer, int y) {
1342 if (glRenderer->firstAffine >= 0) {
1343 glBindTexture(GL_TEXTURE_2D, glRenderer->layers[GBA_GL_TEX_AFFINE_2]);
1344 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16I, 2, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGBA_INTEGER, GL_SHORT, glRenderer->affine[0]);
1345 glBindTexture(GL_TEXTURE_2D, glRenderer->layers[GBA_GL_TEX_AFFINE_3]);
1346 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16I, 2, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGBA_INTEGER, GL_SHORT, glRenderer->affine[1]);
1347 }
1348 glEnable(GL_SCISSOR_TEST);
1349
1350 uint32_t backdrop = M_RGB5_TO_RGB8(glRenderer->d.palette[0]);
1351 glViewport(0, 0, 1, GBA_VIDEO_VERTICAL_PIXELS);
1352 glScissor(0, glRenderer->firstY, 1, y - glRenderer->firstY + 1);
1353 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
1354 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1355 glClearBufferfv(GL_COLOR, 0, (GLfloat[]) { ((backdrop >> 16) & 0xFF) / 256., ((backdrop >> 8) & 0xFF) / 256., (backdrop & 0xFF) / 256., 0.f });
1356 glClearBufferfv(GL_COLOR, 1, (GLfloat[]) { 1.f, (glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4)) / 32.f, glRenderer->blda / 16.f, 0.f });
1357 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1358
1359 GBAVideoGLRendererDrawWindow(glRenderer, y);
1360 if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
1361 int i;
1362 glEnable(GL_DEPTH_TEST);
1363 glDepthFunc(GL_LESS);
1364 for (i = 0; i < glRenderer->oamMax; ++i) {
1365 struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
1366 if ((y < sprite->y && (sprite->endY - 256 < 0 || glRenderer->firstY >= sprite->endY - 256)) || glRenderer->firstY >= sprite->endY) {
1367 continue;
1368 }
1369
1370 GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);
1371 }
1372 glDisable(GL_DEPTH_TEST);
1373 }
1374
1375 if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1376 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
1377 }
1378 if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1379 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
1380 }
1381 if (TEST_LAYER_ENABLED(2)) {
1382 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1383 case 0:
1384 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
1385 break;
1386 case 1:
1387 case 2:
1388 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
1389 break;
1390 case 3:
1391 GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
1392 break;
1393 case 4:
1394 GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
1395 break;
1396 case 5:
1397 GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y);
1398 break;
1399 }
1400 }
1401 if (TEST_LAYER_ENABLED(3)) {
1402 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1403 case 0:
1404 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[3], y);
1405 break;
1406 case 2:
1407 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[3], y);
1408 break;
1409 }
1410 }
1411 glRenderer->firstY = -1;
1412}
1413
1414void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
1415 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1416 _drawScanlines(glRenderer, GBA_VIDEO_VERTICAL_PIXELS - 1);
1417 _finalizeLayers(glRenderer);
1418 glDisable(GL_SCISSOR_TEST);
1419 glBindVertexArray(0);
1420 glRenderer->firstAffine = -1;
1421 glRenderer->firstY = -1;
1422 glRenderer->bg[2].affine.sx = glRenderer->bg[2].refx;
1423 glRenderer->bg[2].affine.sy = glRenderer->bg[2].refy;
1424 glRenderer->bg[3].affine.sx = glRenderer->bg[3].refx;
1425 glRenderer->bg[3].affine.sy = glRenderer->bg[3].refy;
1426}
1427
1428void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels) {
1429 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1430 *stride = GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale;
1431 if (!glRenderer->temporaryBuffer) {
1432 glRenderer->temporaryBuffer = anonymousMemoryMap(GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale * BYTES_PER_PIXEL);
1433 }
1434 glFinish();
1435 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
1436 glPixelStorei(GL_PACK_ROW_LENGTH, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale);
1437 glPixelStorei(GL_PACK_ALIGNMENT, 1);
1438 glReadPixels(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale, GL_RGBA, GL_UNSIGNED_BYTE, (void*) glRenderer->temporaryBuffer);
1439 *pixels = glRenderer->temporaryBuffer;
1440}
1441
1442void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels) {
1443
1444}
1445
1446static void _enableBg(struct GBAVideoGLRenderer* renderer, int bg, bool active) {
1447 int wasActive = renderer->bg[bg].enabled;
1448 if (!active) {
1449 renderer->bg[bg].enabled = 0;
1450 } else if (!wasActive && active) {
1451 /*if (renderer->nextY == 0 || GBARegisterDISPCNTGetMode(renderer->dispcnt) > 2) {
1452 // TODO: Investigate in more depth how switching background works in different modes
1453 renderer->bg[bg].enabled = 4;
1454 } else {
1455 renderer->bg[bg].enabled = 1;
1456 }*/
1457 renderer->bg[bg].enabled = 4;
1458 }
1459}
1460
1461static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer) {
1462 _enableBg(renderer, 0, GBARegisterDISPCNTGetBg0Enable(renderer->dispcnt));
1463 _enableBg(renderer, 1, GBARegisterDISPCNTGetBg1Enable(renderer->dispcnt));
1464 _enableBg(renderer, 2, GBARegisterDISPCNTGetBg2Enable(renderer->dispcnt));
1465 _enableBg(renderer, 3, GBARegisterDISPCNTGetBg3Enable(renderer->dispcnt));
1466}
1467
1468static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
1469 bg->priority = GBARegisterBGCNTGetPriority(value);
1470 bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
1471 bg->mosaic = GBARegisterBGCNTGetMosaic(value);
1472 bg->multipalette = GBARegisterBGCNTGet256Color(value);
1473 bg->screenBase = GBARegisterBGCNTGetScreenBase(value) << 10;
1474 bg->overflow = GBARegisterBGCNTGetOverflow(value);
1475 bg->size = GBARegisterBGCNTGetSize(value);
1476}
1477
1478static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1479 bg->refx = (bg->refx & 0xFFFF0000) | value;
1480 bg->affine.sx = bg->refx;
1481}
1482
1483static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1484 bg->refx = (bg->refx & 0x0000FFFF) | (value << 16);
1485 bg->refx <<= 4;
1486 bg->refx >>= 4;
1487 bg->affine.sx = bg->refx;
1488}
1489
1490static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1491 bg->refy = (bg->refy & 0xFFFF0000) | value;
1492 bg->affine.sy = bg->refy;
1493}
1494
1495static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1496 bg->refy = (bg->refy & 0x0000FFFF) | (value << 16);
1497 bg->refy <<= 4;
1498 bg->refy >>= 4;
1499 bg->affine.sy = bg->refy;
1500}
1501
1502static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value) {
1503 renderer->bg[0].target1 = GBARegisterBLDCNTGetTarget1Bg0(value);
1504 renderer->bg[1].target1 = GBARegisterBLDCNTGetTarget1Bg1(value);
1505 renderer->bg[2].target1 = GBARegisterBLDCNTGetTarget1Bg2(value);
1506 renderer->bg[3].target1 = GBARegisterBLDCNTGetTarget1Bg3(value);
1507 renderer->bg[0].target2 = GBARegisterBLDCNTGetTarget2Bg0(value);
1508 renderer->bg[1].target2 = GBARegisterBLDCNTGetTarget2Bg1(value);
1509 renderer->bg[2].target2 = GBARegisterBLDCNTGetTarget2Bg2(value);
1510 renderer->bg[3].target2 = GBARegisterBLDCNTGetTarget2Bg3(value);
1511
1512 renderer->blendEffect = GBARegisterBLDCNTGetEffect(value);
1513 renderer->target1Obj = GBARegisterBLDCNTGetTarget1Obj(value);
1514 renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
1515 renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
1516 renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
1517}
1518
1519void _finalizeLayers(struct GBAVideoGLRenderer* renderer) {
1520 const GLuint* uniforms = renderer->finalizeShader.uniforms;
1521 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]);
1522 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1523 glScissor(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1524 if (GBARegisterDISPCNTIsForcedBlank(renderer->dispcnt)) {
1525 glClearColor(1.f, 1.f, 1.f, 1.f);
1526 glClear(GL_COLOR_BUFFER_BIT);
1527 } else {
1528 glUseProgram(renderer->finalizeShader.program);
1529 glBindVertexArray(renderer->finalizeShader.vao);
1530 glActiveTexture(GL_TEXTURE0);
1531 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
1532 glActiveTexture(GL_TEXTURE0 + 1);
1533 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_COLOR]);
1534 glActiveTexture(GL_TEXTURE0 + 2);
1535 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_FLAGS]);
1536 glActiveTexture(GL_TEXTURE0 + 3);
1537 glBindTexture(GL_TEXTURE_2D, renderer->bg[0].tex);
1538 glActiveTexture(GL_TEXTURE0 + 4);
1539 glBindTexture(GL_TEXTURE_2D, renderer->bg[0].flags);
1540 glActiveTexture(GL_TEXTURE0 + 5);
1541 glBindTexture(GL_TEXTURE_2D, renderer->bg[1].tex);
1542 glActiveTexture(GL_TEXTURE0 + 6);
1543 glBindTexture(GL_TEXTURE_2D, renderer->bg[1].flags);
1544 glActiveTexture(GL_TEXTURE0 + 7);
1545 glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex);
1546 glActiveTexture(GL_TEXTURE0 + 8);
1547 glBindTexture(GL_TEXTURE_2D, renderer->bg[2].flags);
1548 glActiveTexture(GL_TEXTURE0 + 9);
1549 glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex);
1550 glActiveTexture(GL_TEXTURE0 + 10);
1551 glBindTexture(GL_TEXTURE_2D, renderer->bg[3].flags);
1552 glActiveTexture(GL_TEXTURE0 + 11);
1553 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_COLOR]);
1554 glActiveTexture(GL_TEXTURE0 + 12);
1555 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_FLAGS]);
1556
1557 glUniform2i(uniforms[GBA_GL_VS_LOC], GBA_VIDEO_VERTICAL_PIXELS, 0);
1558 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1559 glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);
1560 glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 5, 7, 9, 1 });
1561 glUniform1iv(uniforms[GBA_GL_FINALIZE_FLAGS], 5, (GLint[]) { 4, 6, 8, 10, 2 });
1562 glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1563 glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1564 glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 11);
1565 glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 12);
1566 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1567 }
1568 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1569}
1570
1571void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY) {
1572 int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
1573 int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
1574 int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
1575 x >>= 23;
1576
1577 int align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
1578 unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10;
1579 int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> 3) : (0x20 >> GBAObjAttributesAGet256Color(sprite->a));
1580
1581 if (spriteY + height >= 256) {
1582 spriteY -= 256;
1583 }
1584
1585 int totalWidth = width;
1586 int totalHeight = height;
1587 if (GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesAIsDoubleSize(sprite->a)) {
1588 totalWidth <<= 1;
1589 totalHeight <<= 1;
1590 }
1591
1592 const struct GBAVideoGLShader* shader = &renderer->objShader[GBAObjAttributesAGet256Color(sprite->a)];
1593 const GLuint* uniforms = shader->uniforms;
1594 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OBJ]);
1595 glViewport(x * renderer->scale, spriteY * renderer->scale, totalWidth * renderer->scale, totalHeight * renderer->scale);
1596 glScissor(x * renderer->scale, renderer->firstY * renderer->scale, totalWidth * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1597 glUseProgram(shader->program);
1598 glBindVertexArray(shader->vao);
1599 glActiveTexture(GL_TEXTURE0);
1600 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1601 glActiveTexture(GL_TEXTURE0 + 1);
1602 glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1603 glUniform2i(uniforms[GBA_GL_VS_LOC], totalHeight, 0);
1604 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], totalWidth, totalHeight);
1605 glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0);
1606 glUniform1i(uniforms[GBA_GL_OBJ_PALETTE], 1);
1607 glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
1608 glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
1609 glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
1610 glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c) << 3,
1611 (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
1612 renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
1613 if (GBAObjAttributesAIsTransformed(sprite->a)) {
1614 struct GBAOAMMatrix mat;
1615 LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
1616 LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
1617 LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
1618 LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
1619
1620 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 });
1621 } else {
1622 int flipX = 1;
1623 int flipY = 1;
1624 if (GBAObjAttributesBIsHFlip(sprite->b)) {
1625 flipX = -1;
1626 }
1627 if (GBAObjAttributesBIsVFlip(sprite->b)) {
1628 flipY = -1;
1629 }
1630 glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { flipX, 0, 0, flipY });
1631 }
1632 glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
1633 if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
1634 int window = ~renderer->objwin & 0x3F;
1635 glUniform4f(uniforms[GBA_GL_OBJ_OBJWIN], 1, window / 128.f, renderer->bldb / 16.f, renderer->bldy / 16.f);
1636 glDrawBuffers(3, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 });
1637 } else {
1638 glUniform4f(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0, 0);
1639 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1640 }
1641 if (GBAObjAttributesAIsMosaic(sprite->a) && GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN) {
1642 int mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
1643 if (GBAObjAttributesBIsHFlip(sprite->b)) {
1644 mosaicH = -mosaicH;
1645 }
1646 glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], mosaicH, GBAMosaicControlGetObjV(renderer->mosaic) + 1, x, spriteY);
1647 } else {
1648 glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], 0, 0, 0, 0);
1649 }
1650 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1651 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1652}
1653
1654void _prepareBackground(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms) {
1655 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1656 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1657 glActiveTexture(GL_TEXTURE0);
1658 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1659 glActiveTexture(GL_TEXTURE0 + 1);
1660 glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1661 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1662 glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
1663 glUniform1i(uniforms[GBA_GL_BG_PALETTE], 1);
1664 if (background->mosaic) {
1665 glUniform2i(uniforms[GBA_GL_BG_MOSAIC], GBAMosaicControlGetBgV(renderer->mosaic) + 1, GBAMosaicControlGetBgH(renderer->mosaic) + 1);
1666 } else {
1667 glUniform2i(uniforms[GBA_GL_BG_MOSAIC], 0, 0);
1668 }
1669 glUniform4i(uniforms[GBA_GL_BG_INFLAGS], (background->priority << 3) + (background->index << 1) + 1,
1670 background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4),
1671 renderer->blda, 0);
1672 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1673}
1674
1675void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1676 int inY0 = renderer->firstY + background->y;
1677 int yDiv = (((y + background->y) & ~0xFF) - background->y) & 0xFF;
1678 int inY1 = yDiv + background->y;
1679 int yBase0 = inY0 & 0xFF;
1680 int yBase1 = inY1 & 0xFF;
1681 if (background->size == 2) {
1682 yBase0 += inY0 & 0x100;
1683 yBase1 += inY1 & 0x100;
1684 } else if (background->size == 3) {
1685 yBase0 += (inY0 & 0x100) << 1;
1686 yBase1 += (inY1 & 0x100) << 1;
1687 }
1688
1689 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->multipalette ? 1 : 0];
1690 const GLuint* uniforms = shader->uniforms;
1691 glUseProgram(shader->program);
1692 glBindVertexArray(shader->vao);
1693 _prepareBackground(renderer, background, uniforms);
1694 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1695 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1696 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1697
1698 if (yDiv > renderer->firstY) {
1699 int end = yDiv - 1;
1700 if (end > y) {
1701 end = y;
1702 }
1703 glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, (end - renderer->firstY + 1) * renderer->scale);
1704 glUniform2i(uniforms[GBA_GL_VS_LOC], end - renderer->firstY + 1, renderer->firstY);
1705 glUniform2i(uniforms[GBA_GL_BG_OFFSET], background->x, yBase0 - renderer->firstY);
1706 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1707 }
1708
1709 if (y >= yDiv) {
1710 int start = yDiv;
1711 if (yDiv < renderer->firstY) {
1712 start = renderer->firstY;
1713 }
1714 glScissor(0, start * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, (y - start + 1) * renderer->scale);
1715 glUniform2i(uniforms[GBA_GL_VS_LOC], y - start + 1, start);
1716 glUniform2i(uniforms[GBA_GL_BG_OFFSET], background->x, yBase1 - yDiv);
1717 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1718 }
1719
1720 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1721}
1722
1723void _prepareTransform(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms, int y) {
1724 glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
1725 glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1726 glUniform2i(uniforms[GBA_GL_BG_RANGE], renderer->firstAffine, y);
1727
1728 glActiveTexture(GL_TEXTURE0 + 2);
1729 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_AFFINE_2 + background->index - 2]);
1730 glUniform1i(uniforms[GBA_GL_BG_TRANSFORM], 2);
1731 _prepareBackground(renderer, background, uniforms);
1732}
1733
1734void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1735 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->overflow ? 2 : 3];
1736 const GLuint* uniforms = shader->uniforms;
1737 glUseProgram(shader->program);
1738 glBindVertexArray(shader->vao);
1739 _prepareTransform(renderer, background, uniforms, y);
1740 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1741 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1742 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1743 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1744 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1745}
1746
1747void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1748 const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1749 const GLuint* uniforms = shader->uniforms;
1750 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1751 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1752 glUseProgram(shader->program);
1753 glBindVertexArray(shader->vao);
1754 _prepareTransform(renderer, background, uniforms, y);
1755 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], 0);
1756 glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1757 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1758 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1759}
1760
1761void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1762 const struct GBAVideoGLShader* shader = &renderer->bgShader[4];
1763 const GLuint* uniforms = shader->uniforms;
1764 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1765 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1766 glUseProgram(shader->program);
1767 glBindVertexArray(shader->vao);
1768 _prepareTransform(renderer, background, uniforms, y);
1769 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0xA000 : 0);
1770 glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1771 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1772 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1773}
1774
1775void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1776 const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1777 const GLuint* uniforms = shader->uniforms;
1778 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1779 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1780 glUseProgram(shader->program);
1781 glBindVertexArray(shader->vao);
1782 _prepareTransform(renderer, background, uniforms, y);
1783 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0x5000 : 0);
1784 glUniform2i(uniforms[GBA_GL_BG_SIZE], 160, 128);
1785 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1786 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1787}
1788
1789static void _scissorWindow(int start, int end, int y, int lines, int scale) {
1790 if (start > end) {
1791 _scissorWindow(start, GBA_VIDEO_HORIZONTAL_PIXELS * scale, y, lines, scale);
1792 _scissorWindow(0, end, y, lines, scale);
1793 return;
1794 }
1795 glScissor(start, y, end - start, lines);
1796 glClear(GL_COLOR_BUFFER_BIT);
1797}
1798
1799static void _scissorWindowN(const struct GBAVideoWindowRegion* region, const struct GBAVideoWindowRegion* v, const struct GBAVideoWindowRegion* y, int scale) {
1800 int sdelta = region[0].start - region[1].start;
1801 int edelta = region[0].end - region[1].end;
1802 int maxDelta = 0;
1803 if (sdelta > maxDelta) {
1804 maxDelta = sdelta;
1805 } else if (-sdelta > maxDelta) {
1806 maxDelta = -sdelta;
1807 }
1808 if (edelta > maxDelta) {
1809 maxDelta = edelta;
1810 } else if (-edelta > maxDelta) {
1811 maxDelta = -edelta;
1812 }
1813 int startY = y->start;
1814 int endY = y->end;
1815 if (startY < v->start) {
1816 startY = v->start;
1817 }
1818 if (endY >= v->end) {
1819 endY = v->end - 1;
1820 }
1821 if (!(sdelta | edelta) || maxDelta >= GBA_VIDEO_VERTICAL_PIXELS / 2) {
1822 _scissorWindow(region[0].start * scale, region[0].end * scale, startY * scale, (endY - startY + 1) * scale, scale);
1823 } else {
1824 int i;
1825 for (i = 0; i < scale * (endY - startY + 1); ++i) {
1826 int start = region[1].start * scale + sdelta * i;
1827 int end = region[1].end * scale + edelta * i;
1828 _scissorWindow(start, end, startY * scale + i, 1, scale);
1829 }
1830 }
1831}
1832
1833static void _clearWindow(GBAWindowControl window, int bldb, int bldy) {
1834 window = ~window & 0x3F;
1835 glClearColor(window / 128.f, bldb / 16.f, bldy / 16.f, 0);
1836}
1837
1838void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
1839 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_WINDOW]);
1840 int dispcnt = ((renderer->dispcnt >> 8) & 0x1F) | 0x20;
1841 if (!(renderer->dispcnt & 0xE000)) {
1842 _clearWindow(dispcnt, renderer->bldb, renderer->bldy);
1843 _scissorWindow(0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->firstY * renderer->scale, (y - renderer->firstY + 1) * renderer->scale, renderer->scale);
1844 } else {
1845 _clearWindow(renderer->winout & dispcnt, renderer->bldb, renderer->bldy);
1846 _scissorWindow(0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->firstY * renderer->scale, (y - renderer->firstY + 1) * renderer->scale, renderer->scale);
1847 struct GBAVideoWindowRegion yRegion = {
1848 y,
1849 renderer->firstY
1850 };
1851 if (GBARegisterDISPCNTIsWin1Enable(renderer->dispcnt) && y >= renderer->winN[1].v.start && renderer->firstY < renderer->winN[1].v.end) {
1852 _clearWindow(renderer->winN[1].control & dispcnt, renderer->bldb, renderer->bldy);
1853 _scissorWindowN(renderer->winN[1].h, &renderer->winN[1].v, &yRegion, renderer->scale);
1854 }
1855 if (GBARegisterDISPCNTIsWin0Enable(renderer->dispcnt) && y >= renderer->winN[0].v.start && renderer->firstY < renderer->winN[0].v.end) {
1856 _clearWindow(renderer->winN[0].control & dispcnt, renderer->bldb, renderer->bldy);
1857 _scissorWindowN(renderer->winN[0].h, &renderer->winN[0].v, &yRegion, renderer->scale);
1858 }
1859 }
1860}
1861
1862#endif