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