#include "video-glsl.h" #include "gba-io.h" #include #define UNIFORM_LOCATION(UNIFORM) (glGetUniformLocation(glslRenderer->program, UNIFORM)) static const GLfloat _vertices[4] = { -1, 0, 1, 0 }; static const GLchar* _fragmentShader = "varying float x;\n" "uniform float y;\n" "uniform sampler2D vram;\n" "uniform float dispcnt;\n" "uniform float bg0cnt;\n" "uniform float bg1cnt;\n" "uniform float bg2cnt;\n" "uniform float bg3cnt;\n" "uniform float bg0hofs;\n" "uniform float bg0vofs;\n" "uniform float bg1hofs;\n" "uniform float bg1vofs;\n" "uniform float bg2hofs;\n" "uniform float bg2vofs;\n" "uniform float bg3hofs;\n" "uniform float bg3vofs;\n" "#define PALETTE_INDEX(i) texture2D(vram, (vec2(mod(i + 1.0, 512.0) / 512.0 - 1.0 / 1024.0, (floor(i / 512.0) + 1.0) / 256.0 - 1.0 / 1024.0)))\n" "#define VRAM_INDEX(i) texture2D(vram, (vec2(mod(i + 1.0, 512.0) / 512.0 - 1.0 / 1024.0, (floor(i / 512.0) + 161.0) / 256.0 - 1.0 / 1024.0)))\n" "#define DESERIALIZE(vec) dot(vec4(63488.0, 1984.0, 62.0, 1.0), vec)\n" "#define IMOD(a, b) mod(floor(a), b)\n" "#define BIT_CHECK(a, b) (IMOD(a / b, 2.0) > 0.0)\n" "#define DEBUG(fl) return vec4(fract(fl / 256.0), fract(floor(fl / 256.0) / 256.0), fract(floor(fl / 65536.0) / 256.0), 1.0)\n" "vec4 backgroundMode0(float bgcnt, float hofs, float vofs) {\n" " float charBase = IMOD(bgcnt / 4.0, 4.0) * 8192.0;\n" " float screenBase = IMOD(bgcnt / 256.0, 32.0) * 1024.0;\n" " float size = IMOD(bgcnt / 16384.0, 4.0);\n" " vec2 local = vec2(hofs + x, vofs + y);\n" " vec2 base = IMOD(local, 256.0);\n" " base -= IMOD(local, 8.0);\n" " if (size == 1.0) {\n" " base.x += IMOD(local.x / 256.0, 2.0) * 8192.0;\n" " } else if (size == 2.0) {\n" " base.y += IMOD(local.y / 256.0, 2.0) * 256.0;\n" " } else if (size == 3.0) {\n" " base += IMOD(local / 256.0, 2.0) * vec2(8192.0, 512.0);\n" " }\n" " screenBase += dot(base, vec2(1.0 / 8.0, 4.0));\n" " float mapData = DESERIALIZE(VRAM_INDEX(screenBase));\n" " charBase += IMOD(mapData, 1024.0) * 16.0 + dot(IMOD(local * vec2(1.0 / 4.0, 1.0), vec2(2.0, 8.0)), vec2(1.0, 2.0));\n" " float tileData = DESERIALIZE(VRAM_INDEX(charBase));\n" " tileData *= pow(0.5, IMOD(local.x, 4.0) * 4.0);\n" " tileData = IMOD(tileData, 16.0);\n" " if (tileData == 0.0) {\n" " return vec4(0, 0, 0, 0);\n" " }\n" " return PALETTE_INDEX(tileData + floor(mapData / 4096.0) * 16.0);\n" "}\n" "void runPriority(float priority, inout vec4 color) {\n" " if (color.a > 0.0) {\n" " return;\n" " }\n" " if (BIT_CHECK(dispcnt, 256.0) && IMOD(bg0cnt, 4.0) == priority) {\n" " color = backgroundMode0(bg0cnt, bg0hofs, bg0vofs);\n" " }\n" " if (color.a > 0.0) {\n" " return;\n" " }\n" " if (BIT_CHECK(dispcnt, 512.0) && IMOD(bg1cnt, 4.0) == priority) {\n" " color = backgroundMode0(bg1cnt, bg1hofs, bg1vofs);\n" " }\n" " if (color.a > 0.0) {\n" " return;\n" " }\n" " if (BIT_CHECK(dispcnt, 1024.0) && IMOD(bg2cnt, 4.0) == priority) {\n" " color = backgroundMode0(bg2cnt, bg2hofs, bg2vofs);\n" " }\n" " if (color.a > 0.0) {\n" " return;\n" " }\n" " if (BIT_CHECK(dispcnt, 2048.0) && IMOD(bg3cnt, 4.0) == priority) {\n" " color = backgroundMode0(bg3cnt, bg3hofs, bg3vofs);\n" " }\n" "}\n" "void main() {\n" " vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n" " runPriority(0.0, color);\n" " runPriority(1.0, color);\n" " runPriority(2.0, color);\n" " runPriority(3.0, color);\n" " if (color.a == 0.0) {\n" " color = texture2D(vram, vec2(0.0, y / 256.0));\n" " }\n" " gl_FragColor = color;\n" "}\n"; static const GLchar* _vertexShader[] = { "varying float x;", "attribute vec2 vert;", "uniform float y;", "void main() {", " x = vert.x * 120.0 + 120.0;", " gl_Position = vec4(vert.x, 1.0 - (y + 1.0) / 80.0, 0, 1.0);", "}" }; static void GBAVideoGLSLRendererInit(struct GBAVideoRenderer* renderer); static void GBAVideoGLSLRendererDeinit(struct GBAVideoRenderer* renderer); static void GBAVideoGLSLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value); static uint16_t GBAVideoGLSLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value); static void GBAVideoGLSLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y); static void GBAVideoGLSLRendererFinishFrame(struct GBAVideoRenderer* renderer); void GBAVideoGLSLRendererCreate(struct GBAVideoGLSLRenderer* glslRenderer) { glslRenderer->d.init = GBAVideoGLSLRendererInit; glslRenderer->d.deinit = GBAVideoGLSLRendererDeinit; glslRenderer->d.writeVideoRegister = GBAVideoGLSLRendererWriteVideoRegister; glslRenderer->d.writePalette = GBAVideoGLSLRendererWritePalette; glslRenderer->d.drawScanline = GBAVideoGLSLRendererDrawScanline; glslRenderer->d.finishFrame = GBAVideoGLSLRendererFinishFrame; glslRenderer->d.turbo = 0; glslRenderer->d.framesPending = 0; glslRenderer->d.frameskip = 0; glslRenderer->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glslRenderer->vertexShader = glCreateShader(GL_VERTEX_SHADER); glslRenderer->program = glCreateProgram(); glShaderSource(glslRenderer->fragmentShader, 1, (const GLchar**) &_fragmentShader, 0); glShaderSource(glslRenderer->vertexShader, 7, _vertexShader, 0); glAttachShader(glslRenderer->program, glslRenderer->vertexShader); glAttachShader(glslRenderer->program, glslRenderer->fragmentShader); char log[1024]; glCompileShader(glslRenderer->fragmentShader); glCompileShader(glslRenderer->vertexShader); glGetShaderInfoLog(glslRenderer->fragmentShader, 1024, 0, log); glGetShaderInfoLog(glslRenderer->vertexShader, 1024, 0, log); glLinkProgram(glslRenderer->program); glGenTextures(1, &glslRenderer->vramTexture); glBindTexture(GL_TEXTURE_2D, glslRenderer->vramTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); memset(glslRenderer->vram, 0, sizeof (glslRenderer->vram)); { pthread_mutex_t mutex = PTHREAD_MUTEX_INITIALIZER; glslRenderer->mutex = mutex; pthread_cond_t cond = PTHREAD_COND_INITIALIZER; glslRenderer->upCond = cond; glslRenderer->downCond = cond; } } void GBAVideoGLSLRendererProcessEvents(struct GBAVideoGLSLRenderer* glslRenderer) { glUseProgram(glslRenderer->program); glUniform1i(UNIFORM_LOCATION("vram"), 0); glUniform1f(UNIFORM_LOCATION("dispcnt"), glslRenderer->io[0][REG_DISPCNT >> 1]); glUniform1f(UNIFORM_LOCATION("bg0cnt"), glslRenderer->io[0][REG_BG0CNT >> 1]); glUniform1f(UNIFORM_LOCATION("bg1cnt"), glslRenderer->io[0][REG_BG1CNT >> 1]); glUniform1f(UNIFORM_LOCATION("bg2cnt"), glslRenderer->io[0][REG_BG2CNT >> 1]); glUniform1f(UNIFORM_LOCATION("bg3cnt"), glslRenderer->io[0][REG_BG3CNT >> 1]); glUniform1f(UNIFORM_LOCATION("bg0hofs"), glslRenderer->io[0][REG_BG0HOFS >> 1]); glUniform1f(UNIFORM_LOCATION("bg0vofs"), glslRenderer->io[0][REG_BG0VOFS >> 1]); glUniform1f(UNIFORM_LOCATION("bg1hofs"), glslRenderer->io[0][REG_BG1HOFS >> 1]); glUniform1f(UNIFORM_LOCATION("bg1vofs"), glslRenderer->io[0][REG_BG1VOFS >> 1]); glUniform1f(UNIFORM_LOCATION("bg2hofs"), glslRenderer->io[0][REG_BG2HOFS >> 1]); glUniform1f(UNIFORM_LOCATION("bg2vofs"), glslRenderer->io[0][REG_BG2VOFS >> 1]); glUniform1f(UNIFORM_LOCATION("bg3hofs"), glslRenderer->io[0][REG_BG3HOFS >> 1]); glUniform1f(UNIFORM_LOCATION("bg3vofs"), glslRenderer->io[0][REG_BG3VOFS >> 1]); glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, glslRenderer->vramTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, glslRenderer->vram); GLuint location = glGetAttribLocation(glslRenderer->program, "vert"); glEnableVertexAttribArray(location); glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, _vertices); int y; for (y = 0; y < VIDEO_VERTICAL_PIXELS; ++y) { glUniform1f(UNIFORM_LOCATION("y"), y); glDrawArrays(GL_LINES, 0, 2); } glDisableVertexAttribArray(location); glFlush(); } static void GBAVideoGLSLRendererInit(struct GBAVideoRenderer* renderer) { struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer; glslRenderer->state = GLSL_NONE; glslRenderer->y = 0; glslRenderer->oldVram = renderer->vram; renderer->vram = &glslRenderer->vram[512 * 160]; pthread_mutex_init(&glslRenderer->mutex, 0); pthread_cond_init(&glslRenderer->upCond, 0); pthread_cond_init(&glslRenderer->downCond, 0); } static void GBAVideoGLSLRendererDeinit(struct GBAVideoRenderer* renderer) { struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer; /*glDeleteShader(glslRenderer->fragmentShader); glDeleteShader(glslRenderer->vertexShader); glDeleteProgram(glslRenderer->program); glDeleteTextures(1, &glslRenderer->paletteTexture);*/ renderer->vram = glslRenderer->oldVram; pthread_mutex_lock(&glslRenderer->mutex); pthread_cond_broadcast(&glslRenderer->upCond); pthread_mutex_unlock(&glslRenderer->mutex); pthread_mutex_destroy(&glslRenderer->mutex); pthread_cond_destroy(&glslRenderer->upCond); pthread_cond_destroy(&glslRenderer->downCond); } static void GBAVideoGLSLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) { struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer; GLshort color = 1; color |= (value & 0x001F) << 11; color |= (value & 0x03E0) << 1; color |= (value & 0x7C00) >> 9; glslRenderer->vram[(address >> 1) + glslRenderer->y * 512] = color; } static uint16_t GBAVideoGLSLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) { struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer; glslRenderer->io[glslRenderer->y][address >> 1] = value; return value; } static void GBAVideoGLSLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) { struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer; glslRenderer->y = y + 1; if (y + 1 < VIDEO_VERTICAL_PIXELS) { memcpy(&glslRenderer->vram[(y + 1) * 512], &glslRenderer->vram[y * 512], 1024); memcpy(glslRenderer->io[y + 1], glslRenderer->io[y], sizeof(*glslRenderer->io)); } else { glslRenderer->y = 0; memcpy(&glslRenderer->vram[0], &glslRenderer->vram[y * 512], 1024); memcpy(glslRenderer->io[0], glslRenderer->io[y], sizeof(*glslRenderer->io)); } } static void GBAVideoGLSLRendererFinishFrame(struct GBAVideoRenderer* renderer) { struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer; pthread_mutex_lock(&glslRenderer->mutex); glslRenderer->state = GLSL_NONE; if (renderer->frameskip > 0) { --renderer->frameskip; } else { renderer->framesPending++; pthread_cond_broadcast(&glslRenderer->upCond); if (!renderer->turbo) { pthread_cond_wait(&glslRenderer->downCond, &glslRenderer->mutex); } } pthread_mutex_unlock(&glslRenderer->mutex); }