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
15static void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer);
16static void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer);
17static void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer);
18static void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address);
19static void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam);
20static void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
21static uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
22static void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y);
23static void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer);
24static void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels);
25static void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels);
26
27static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer);
28static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value);
29static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value);
30static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value);
31static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value);
32static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value);
33static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value);
34
35static void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY);
36static void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
37static void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
38static void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
39static void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
40static void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
41static void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y);
42
43static void _compositeLayer(struct GBAVideoGLRenderer* renderer, GLuint tex, GLuint flags, int id, int y);
44static void _finalizeLayers(struct GBAVideoGLRenderer* renderer, int y);
45
46#define TEST_LAYER_ENABLED(X) !renderer->disableBG[X] && glRenderer->bg[X].enabled == 4 && glRenderer->bg[X].priority == priority
47
48struct GBAVideoGLUniform {
49 const char* name;
50 int type;
51};
52
53static const GLchar* const _gl3Header =
54 "#version 130\n";
55
56static const char* const _vertexShader =
57 "in vec2 position;\n"
58 "uniform ivec2 loc;\n"
59 "uniform ivec2 maxPos;\n"
60 "out vec2 texCoord;\n"
61
62 "void main() {\n"
63 " vec2 local = vec2(position.x, float(position.y * loc.x + loc.y) / abs(maxPos.y));\n"
64 " gl_Position = vec4((local * 2. - 1.) * sign(maxPos), 0., 1.);\n"
65 " texCoord = local * abs(maxPos);\n"
66 "}";
67
68static const char* const _renderTile16 =
69 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
70 " int address = charBase + tile * 16 + (localCoord.x >> 2) + (localCoord.y << 1);\n"
71 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
72 " int entry = int(halfrow[3 - (localCoord.x & 3)] * 15.9);\n"
73 " vec4 color = texelFetch(palette, ivec2(entry, paletteId), 0);\n"
74 " if (entry == 0) {\n"
75 " discard;\n"
76 " }\n"
77 " color.a = 1;\n"
78 " return color;\n"
79 "}";
80
81static const char* const _renderTile256 =
82 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
83 " int address = charBase + tile * 32 + (localCoord.x >> 1) + (localCoord.y << 2);\n"
84 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
85 " int entry = int(halfrow[3 - 2 * (localCoord.x & 1)] * 15.9);\n"
86 " int pal2 = int(halfrow[2 - 2 * (localCoord.x & 1)] * 15.9);\n"
87 " vec4 color = texelFetch(palette, ivec2(entry, pal2 + (paletteId & 16)), 0);\n"
88 " if ((pal2 | entry) == 0) {\n"
89 " discard;\n"
90 " }\n"
91 " color.a = 1.;\n"
92 " return color;\n"
93 "}";
94
95static const struct GBAVideoGLUniform _uniformsMode0[] = {
96 { "loc", GBA_GL_VS_LOC, },
97 { "maxPos", GBA_GL_VS_MAXPOS, },
98 { "vram", GBA_GL_BG_VRAM, },
99 { "palette", GBA_GL_BG_PALETTE, },
100 { "screenBase", GBA_GL_BG_SCREENBASE, },
101 { "charBase", GBA_GL_BG_CHARBASE, },
102 { "size", GBA_GL_BG_SIZE, },
103 { "offset", GBA_GL_BG_OFFSET, },
104 { "inflags", GBA_GL_BG_INFLAGS, },
105 { 0 }
106};
107
108static const char* const _renderMode0 =
109 "in vec2 texCoord;\n"
110 "uniform sampler2D vram;\n"
111 "uniform sampler2D palette;\n"
112 "uniform int screenBase;\n"
113 "uniform int charBase;\n"
114 "uniform int size;\n"
115 "uniform ivec2 offset;\n"
116 "uniform ivec4 inflags;\n"
117 "out vec4 color;\n"
118 "out vec4 flags;\n"
119 "const vec4 flagCoeff = vec4(32., 32., 16., 16.);\n"
120
121 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
122
123 "void main() {\n"
124 " ivec2 coord = ivec2(texCoord) + offset;\n"
125 " if ((size & 1) == 1) {\n"
126 " coord.y += coord.x & 256;\n"
127 " }\n"
128 " coord.x &= 255;\n"
129 " int mapAddress = screenBase + (coord.x >> 3) + (coord.y >> 3) * 32;\n"
130 " vec4 map = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
131 " int tileFlags = int(map.g * 15.9);\n"
132 " if ((tileFlags & 4) == 4) {\n"
133 " coord.x ^= 7;\n"
134 " }\n"
135 " if ((tileFlags & 8) == 8) {\n"
136 " coord.y ^= 7;\n"
137 " }\n"
138 " int tile = int(map.a * 15.9) + int(map.b * 15.9) * 16 + (tileFlags & 0x3) * 256;\n"
139 " color = renderTile(tile, int(map.r * 15.9), coord & 7);\n"
140 " flags = inflags / flagCoeff;\n"
141 "}";
142
143static const char* const _fetchTileOverflow =
144 "vec4 fetchTile(ivec2 coord) {\n"
145 " int sizeAdjusted = (0x8000 << size) - 1;\n"
146 " coord &= sizeAdjusted;\n"
147 " return renderTile(coord);\n"
148 "}";
149
150static const char* const _fetchTileNoOverflow =
151 "vec4 fetchTile(ivec2 coord) {\n"
152 " int sizeAdjusted = (0x8000 << size) - 1;\n"
153 " ivec2 outerCoord = coord & ~sizeAdjusted;\n"
154 " if ((outerCoord.x | outerCoord.y) != 0) {\n"
155 " discard;\n"
156 " }\n"
157 " return renderTile(coord);\n"
158 "}";
159
160static const struct GBAVideoGLUniform _uniformsMode2[] = {
161 { "loc", GBA_GL_VS_LOC, },
162 { "maxPos", GBA_GL_VS_MAXPOS, },
163 { "vram", GBA_GL_BG_VRAM, },
164 { "palette", GBA_GL_BG_PALETTE, },
165 { "screenBase", GBA_GL_BG_SCREENBASE, },
166 { "charBase", GBA_GL_BG_CHARBASE, },
167 { "size", GBA_GL_BG_SIZE, },
168 { "inflags", GBA_GL_BG_INFLAGS, },
169 { "offset", GBA_GL_BG_OFFSET, },
170 { "transform", GBA_GL_BG_TRANSFORM, },
171 { 0 }
172};
173
174static const char* const _renderMode2 =
175 "in vec2 texCoord;\n"
176 "uniform sampler2D vram;\n"
177 "uniform sampler2D palette;\n"
178 "uniform int screenBase;\n"
179 "uniform int charBase;\n"
180 "uniform int size;\n"
181 "uniform ivec4 inflags;\n"
182 "uniform ivec2[4] offset;\n"
183 "uniform ivec2[4] transform;\n"
184 "out vec4 color;\n"
185 "out vec4 flags;\n"
186 "const vec4 flagCoeff = vec4(32., 32., 16., 16.);\n"
187 "precision highp float;\n"
188 "precision highp int;\n"
189
190 "vec4 fetchTile(ivec2 coord);\n"
191
192 "vec4 renderTile(ivec2 coord) {\n"
193 " int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n"
194 " int mapAddress = screenBase + (map >> 1);\n"
195 " vec4 twomaps = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
196 " int tile = int(twomaps[3 - 2 * (map & 1)] * 15.9) + int(twomaps[2 - 2 * (map & 1)] * 15.9) * 16;\n"
197 " int address = charBase + tile * 32 + ((coord.x >> 9) & 3) + ((coord.y >> 6) & 0x1C);\n"
198 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
199 " int entry = int(halfrow[3 - ((coord.x >> 7) & 2)] * 15.9);\n"
200 " int pal2 = int(halfrow[2 - ((coord.x >> 7) & 2)] * 15.9);\n"
201 " vec4 color = texelFetch(palette, ivec2(entry, pal2), 0);\n"
202 " if ((pal2 | entry) == 0) {\n"
203 " discard;\n"
204 " }\n"
205 " color.a = 1.;\n"
206 " return color;\n"
207 "}\n"
208
209 "vec2 interpolate(ivec2 arr[4], float x) {\n"
210 " float x1m = 1. - x;\n"
211 " return x1m * x1m * x1m * arr[0] +"
212 " 3 * x1m * x1m * x * arr[1] +"
213 " 3 * x1m * x * x * arr[2] +"
214 " x * x * x * arr[3];\n"
215 "}\n"
216
217 "void main() {\n"
218 " float y = fract(texCoord.y);\n"
219 " float lin = 0.5 - y / ceil(y) * 0.25;\n"
220 " vec2 mixedTransform = interpolate(transform, lin);\n"
221 " vec2 mixedOffset = interpolate(offset, lin);\n"
222 " color = fetchTile(ivec2(mixedTransform * texCoord.x + mixedOffset));\n"
223 " flags = inflags / flagCoeff;\n"
224 "}";
225
226static const struct GBAVideoGLUniform _uniformsObj[] = {
227 { "loc", GBA_GL_VS_LOC, },
228 { "maxPos", GBA_GL_VS_MAXPOS, },
229 { "vram", GBA_GL_OBJ_VRAM, },
230 { "palette", GBA_GL_OBJ_PALETTE, },
231 { "charBase", GBA_GL_OBJ_CHARBASE, },
232 { "stride", GBA_GL_OBJ_STRIDE, },
233 { "localPalette", GBA_GL_OBJ_LOCALPALETTE, },
234 { "inflags", GBA_GL_OBJ_INFLAGS, },
235 { "transform", GBA_GL_OBJ_TRANSFORM, },
236 { "dims", GBA_GL_OBJ_DIMS, },
237 { "objwin", GBA_GL_OBJ_OBJWIN, },
238 { 0 }
239};
240
241static const char* const _renderObj =
242 "in vec2 texCoord;\n"
243 "uniform sampler2D vram;\n"
244 "uniform sampler2D palette;\n"
245 "uniform int charBase;\n"
246 "uniform int stride;\n"
247 "uniform int localPalette;\n"
248 "uniform ivec4 inflags;\n"
249 "uniform mat2x2 transform;\n"
250 "uniform ivec4 dims;\n"
251 "uniform vec3 objwin;\n"
252 "out vec4 color;\n"
253 "out vec4 flags;\n"
254 "out vec2 window;\n"
255 "const vec4 flagCoeff = vec4(32., 32., 16., 16.);\n"
256
257 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
258
259 "void main() {\n"
260 " ivec2 coord = ivec2(transform * (texCoord - dims.zw / 2) + dims.xy / 2);\n"
261 " if ((coord & ~(dims.xy - 1)) != ivec2(0, 0)) {\n"
262 " discard;\n"
263 " }\n"
264 " vec4 pix = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, 16 + localPalette, coord & 7);\n"
265 " if (objwin.x > 0) {\n"
266 " pix.a = 0;\n"
267 " }\n"
268 " color = pix;\n"
269 " flags = inflags / flagCoeff;\n"
270 " window = objwin.yz;\n"
271 "}";
272
273static const struct GBAVideoGLUniform _uniformsComposite[] = {
274 { "loc", GBA_GL_VS_LOC, },
275 { "maxPos", GBA_GL_VS_MAXPOS, },
276 { "scale", GBA_GL_COMPOSITE_SCALE, },
277 { "layerId", GBA_GL_COMPOSITE_LAYERID, },
278 { "layer", GBA_GL_COMPOSITE_LAYER, },
279 { "layerFlags", GBA_GL_COMPOSITE_LAYERFLAGS, },
280 { "oldLayer", GBA_GL_COMPOSITE_OLDLAYER, },
281 { "oldLayerFlags", GBA_GL_COMPOSITE_OLDLAYERFLAGS, },
282 { "oldOldFlags", GBA_GL_COMPOSITE_OLDOLDFLAGS, },
283 { "window", GBA_GL_COMPOSITE_WINDOW, },
284 { 0 }
285};
286
287static const char* const _composite =
288 "in vec2 texCoord;\n"
289 "uniform int scale;\n"
290 "uniform int layerId\n;"
291 "uniform sampler2D layer;\n"
292 "uniform sampler2D layerFlags;\n"
293 "uniform sampler2D oldLayer;\n"
294 "uniform sampler2D oldLayerFlags;\n"
295 "uniform sampler2D oldOldFlags;\n"
296 "uniform sampler2D window;\n"
297 "out vec4 color;\n"
298 "out vec4 flags;\n"
299 "out vec4 oldColor;\n"
300 "out vec4 oldFlags;\n"
301 "const vec4 flagCoeff = vec4(32., 32., 16., 16.);\n"
302
303 "void main() {\n"
304 " vec4 pix = texelFetch(layer, ivec2(texCoord * scale), 0);\n"
305 " if (pix.a == 0) {\n"
306 " discard;\n"
307 " }\n"
308 " ivec2 windowFlags = ivec2(texelFetch(window, ivec2(texCoord * scale), 0).xy * 32.);\n"
309 " if (((windowFlags.x | (windowFlags.y << 4)) & layerId) != 0) {\n"
310 " discard;\n"
311 " }\n"
312 " ivec4 inflags = ivec4(texelFetch(layerFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n"
313 " ivec4 oflags = ivec4(texelFetch(oldLayerFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n"
314 " if ((windowFlags.y & 2) != 0) {\n"
315 " inflags.y = 0;\n"
316 " }\n"
317 " if (inflags.x >= oflags.x) {\n"
318 " ivec4 ooflags = ivec4(texelFetch(oldOldFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n"
319 " if (inflags.x >= ooflags.x) {\n"
320 " discard;\n"
321 " }\n"
322 " oldFlags = inflags / flagCoeff;\n"
323 " flags = oflags / flagCoeff;\n"
324 " oldColor = pix;\n"
325 " color = texelFetch(oldLayer, ivec2(texCoord * scale), 0);\n"
326 " } else {\n"
327 " color = pix;\n"
328 " oldColor = texelFetch(oldLayer, ivec2(texCoord * scale), 0);\n"
329 " flags = inflags / flagCoeff;\n"
330 " oldFlags = oflags / flagCoeff;\n"
331 " }\n"
332 "}";
333
334static const struct GBAVideoGLUniform _uniformsFinalize[] = {
335 { "loc", GBA_GL_VS_LOC, },
336 { "maxPos", GBA_GL_VS_MAXPOS, },
337 { "scale", GBA_GL_FINALIZE_SCALE, },
338 { "layer", GBA_GL_FINALIZE_LAYER, },
339 { "layerFlags", GBA_GL_FINALIZE_LAYERFLAGS, },
340 { "oldLayer", GBA_GL_FINALIZE_OLDLAYER, },
341 { "oldFlags", GBA_GL_FINALIZE_OLDFLAGS, },
342 { 0 }
343};
344
345static const char* const _finalize =
346 "in vec2 texCoord;\n"
347 "uniform int scale;\n"
348 "uniform sampler2D layer;\n"
349 "uniform sampler2D layerFlags;\n"
350 "uniform sampler2D oldLayer;\n"
351 "uniform sampler2D oldFlags;\n"
352 "const vec4 flagCoeff = vec4(32., 32., 16., 16.);\n"
353 "out vec4 color;\n"
354
355 "void main() {\n"
356 " vec4 pix = texelFetch(layer, ivec2(texCoord * scale), 0);\n"
357 " ivec4 inflags = ivec4(texelFetch(layerFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n"
358 " if ((inflags.y & 13) == 5) {\n"
359 " ivec4 oflags = ivec4(texelFetch(oldFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n"
360 " if ((oflags.y & 2) == 2) {\n"
361 " vec4 oldpix = texelFetch(oldLayer, ivec2(texCoord * scale), 0);\n"
362 " pix *= inflags.z / 16.;\n"
363 " pix += oldpix * oflags.w / 16.;\n"
364 " }\n"
365 " } else if ((inflags.y & 13) == 9) {\n"
366 " pix += (1. - pix) * inflags.z / 16.;\n"
367 " } else if ((inflags.y & 13) == 13) {\n"
368 " pix -= pix * inflags.z / 16.;\n"
369 " }\n"
370 " color = pix;\n"
371 "}";
372
373static const GLint _vertices[] = {
374 0, 0,
375 0, 1,
376 1, 1,
377 1, 0,
378};
379
380void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
381 renderer->d.init = GBAVideoGLRendererInit;
382 renderer->d.reset = GBAVideoGLRendererReset;
383 renderer->d.deinit = GBAVideoGLRendererDeinit;
384 renderer->d.writeVideoRegister = GBAVideoGLRendererWriteVideoRegister;
385 renderer->d.writeVRAM = GBAVideoGLRendererWriteVRAM;
386 renderer->d.writeOAM = GBAVideoGLRendererWriteOAM;
387 renderer->d.writePalette = GBAVideoGLRendererWritePalette;
388 renderer->d.drawScanline = GBAVideoGLRendererDrawScanline;
389 renderer->d.finishFrame = GBAVideoGLRendererFinishFrame;
390 renderer->d.getPixels = GBAVideoGLRendererGetPixels;
391 renderer->d.putPixels = GBAVideoGLRendererPutPixels;
392
393 renderer->d.disableBG[0] = false;
394 renderer->d.disableBG[1] = false;
395 renderer->d.disableBG[2] = false;
396 renderer->d.disableBG[3] = false;
397 renderer->d.disableOBJ = false;
398
399 renderer->scale = 1;
400}
401
402void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVideoGLShader* shader, const char** shaderBuffer, int shaderBufferLines, GLuint vs, const struct GBAVideoGLUniform* uniforms, char* log) {
403 GLuint program = glCreateProgram();
404 shader->program = program;
405
406 GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
407 glAttachShader(program, vs);
408 glAttachShader(program, fs);
409 glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
410 glCompileShader(fs);
411 glGetShaderInfoLog(fs, 1024, 0, log);
412 if (log[0]) {
413 mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
414 }
415 glLinkProgram(program);
416 glGetProgramInfoLog(program, 1024, 0, log);
417 if (log[0]) {
418 mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
419 }
420 glDeleteShader(fs);
421#ifndef BUILD_GLES3
422 glBindFragDataLocation(program, 0, "color");
423 glBindFragDataLocation(program, 1, "flags");
424#endif
425
426 glGenVertexArrays(1, &shader->vao);
427 glBindVertexArray(shader->vao);
428 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
429 GLuint positionLocation = glGetAttribLocation(program, "position");
430 glVertexAttribPointer(positionLocation, 2, GL_INT, GL_FALSE, 0, NULL);
431 glEnableVertexAttribArray(positionLocation);
432
433 size_t i;
434 for (i = 0; uniforms[i].name; ++i) {
435 shader->uniforms[uniforms[i].type] = glGetUniformLocation(program, uniforms[i].name);
436 }
437}
438
439static void _initFramebufferTexture(GLuint tex, GLenum format, GLenum attachment, int scale) {
440 glBindTexture(GL_TEXTURE_2D, tex);
441 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
442 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
443 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
444 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
445 glTexImage2D(GL_TEXTURE_2D, 0, format, GBA_VIDEO_HORIZONTAL_PIXELS * scale, GBA_VIDEO_VERTICAL_PIXELS * scale, 0, format, GL_UNSIGNED_BYTE, 0);
446 glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);
447}
448
449void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
450 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
451 glGenFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
452 glGenTextures(GBA_GL_TEX_MAX, glRenderer->layers);
453
454 glGenTextures(1, &glRenderer->paletteTex);
455 glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
456 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
457 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
458
459 glGenTextures(1, &glRenderer->vramTex);
460 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
461 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
462 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
463 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 256, 192, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, 0);
464
465 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
466 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
467 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, glRenderer->scale);
468
469 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_COMPOSITE]);
470 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_COMPOSITE_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
471 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_COMPOSITE_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, glRenderer->scale);
472 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_COMPOSITE_OLD_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT2, glRenderer->scale);
473 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_COMPOSITE_OLD_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT3, glRenderer->scale);
474
475 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
476 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RG, GL_COLOR_ATTACHMENT0, glRenderer->scale);
477
478 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
479 _initFramebufferTexture(glRenderer->outputTex, GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
480
481 glBindFramebuffer(GL_FRAMEBUFFER, 0);
482
483 glGenBuffers(1, &glRenderer->vbo);
484 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
485 glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
486
487 int i;
488 for (i = 0; i < 4; ++i) {
489 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
490 bg->index = i;
491 bg->enabled = 0;
492 bg->priority = 0;
493 bg->charBase = 0;
494 bg->mosaic = 0;
495 bg->multipalette = 0;
496 bg->screenBase = 0;
497 bg->overflow = 0;
498 bg->size = 0;
499 bg->target1 = 0;
500 bg->target2 = 0;
501 bg->x = 0;
502 bg->y = 0;
503 bg->refx = 0;
504 bg->refy = 0;
505 bg->affine[0].dx = 256;
506 bg->affine[0].dmx = 0;
507 bg->affine[0].dy = 0;
508 bg->affine[0].dmy = 256;
509 bg->affine[0].sx = 0;
510 bg->affine[0].sy = 0;
511 glGenFramebuffers(1, &bg->fbo);
512 glGenTextures(1, &bg->tex);
513 glGenTextures(1, &bg->flags);
514 glBindFramebuffer(GL_FRAMEBUFFER, bg->fbo);
515 _initFramebufferTexture(bg->tex, GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
516 _initFramebufferTexture(bg->flags, GL_RGBA, GL_COLOR_ATTACHMENT1, glRenderer->scale);
517 glBindFramebuffer(GL_FRAMEBUFFER, 0);
518 }
519
520 char log[1024];
521 const GLchar* shaderBuffer[8];
522 shaderBuffer[0] = _gl3Header;
523
524 GLuint vs = glCreateShader(GL_VERTEX_SHADER);
525 shaderBuffer[1] = _vertexShader;
526 glShaderSource(vs, 2, shaderBuffer, 0);
527 glCompileShader(vs);
528 glGetShaderInfoLog(vs, 1024, 0, log);
529 if (log[0]) {
530 mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
531 }
532
533 shaderBuffer[1] = _renderMode0;
534
535 shaderBuffer[2] = _renderTile16;
536 _compileShader(glRenderer, &glRenderer->bgShader[0], shaderBuffer, 3, vs, _uniformsMode0, log);
537
538 shaderBuffer[2] = _renderTile256;
539 _compileShader(glRenderer, &glRenderer->bgShader[1], shaderBuffer, 3, vs, _uniformsMode0, log);
540
541 shaderBuffer[1] = _renderMode2;
542
543 shaderBuffer[2] = _fetchTileOverflow;
544 _compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 3, vs, _uniformsMode2, log);
545
546 shaderBuffer[2] = _fetchTileNoOverflow;
547 _compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 3, vs, _uniformsMode2, log);
548
549 shaderBuffer[1] = _renderObj;
550
551 shaderBuffer[2] = _renderTile16;
552 _compileShader(glRenderer, &glRenderer->objShader[0], shaderBuffer, 3, vs, _uniformsObj, log);
553#ifndef BUILD_GLES3
554 glBindFragDataLocation(glRenderer->objShader[0].program, 2, "window");
555#endif
556
557 shaderBuffer[2] = _renderTile256;
558 _compileShader(glRenderer, &glRenderer->objShader[1], shaderBuffer, 3, vs, _uniformsObj, log);
559#ifndef BUILD_GLES3
560 glBindFragDataLocation(glRenderer->objShader[1].program, 2, "window");
561#endif
562
563 shaderBuffer[1] = _composite;
564 _compileShader(glRenderer, &glRenderer->compositeShader, shaderBuffer, 2, vs, _uniformsComposite, log);
565#ifndef BUILD_GLES3
566 glBindFragDataLocation(glRenderer->compositeShader.program, 2, "oldColor");
567 glBindFragDataLocation(glRenderer->compositeShader.program, 3, "oldFlags");
568#endif
569
570 shaderBuffer[1] = _finalize;
571 _compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, log);
572
573 glBindVertexArray(0);
574 glDeleteShader(vs);
575
576 GBAVideoGLRendererReset(renderer);
577}
578
579void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
580 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
581 glDeleteFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
582 glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers);
583 glDeleteTextures(1, &glRenderer->paletteTex);
584 glDeleteTextures(1, &glRenderer->vramTex);
585}
586
587void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
588 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
589
590 glRenderer->paletteDirty = true;
591 glRenderer->vramDirty = 0xFFFFFF;
592 glRenderer->firstAffine = -1;
593}
594
595void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
596 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
597 glRenderer->vramDirty |= 1 << (address >> 12);
598}
599
600void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam) {
601 UNUSED(oam);
602 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
603 glRenderer->oamDirty = true;
604}
605
606void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
607 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
608#ifdef BUILD_GLES3
609 glRenderer->shadowPalette[address >> 1] = (value & 0x3F) | ((value & 0x7FE0) << 1);
610#else
611 UNUSED(address);
612 UNUSED(value);
613#endif
614 glRenderer->paletteDirty = true;
615}
616
617uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
618 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
619 if (renderer->cache) {
620 GBAVideoCacheWriteVideoRegister(renderer->cache, address, value);
621 }
622
623 switch (address) {
624 case REG_DISPCNT:
625 value &= 0xFFF7;
626 glRenderer->dispcnt = value;
627 GBAVideoGLRendererUpdateDISPCNT(glRenderer);
628 break;
629 case REG_BG0CNT:
630 value &= 0xDFFF;
631 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[0], value);
632 break;
633 case REG_BG1CNT:
634 value &= 0xDFFF;
635 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[1], value);
636 break;
637 case REG_BG2CNT:
638 value &= 0xFFFF;
639 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[2], value);
640 break;
641 case REG_BG3CNT:
642 value &= 0xFFFF;
643 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[3], value);
644 break;
645 case REG_BG0HOFS:
646 value &= 0x01FF;
647 glRenderer->bg[0].x = value;
648 break;
649 case REG_BG0VOFS:
650 value &= 0x01FF;
651 glRenderer->bg[0].y = value;
652 break;
653 case REG_BG1HOFS:
654 value &= 0x01FF;
655 glRenderer->bg[1].x = value;
656 break;
657 case REG_BG1VOFS:
658 value &= 0x01FF;
659 glRenderer->bg[1].y = value;
660 break;
661 case REG_BG2HOFS:
662 value &= 0x01FF;
663 glRenderer->bg[2].x = value;
664 break;
665 case REG_BG2VOFS:
666 value &= 0x01FF;
667 glRenderer->bg[2].y = value;
668 break;
669 case REG_BG3HOFS:
670 value &= 0x01FF;
671 glRenderer->bg[3].x = value;
672 break;
673 case REG_BG3VOFS:
674 value &= 0x01FF;
675 glRenderer->bg[3].y = value;
676 break;
677 case REG_BG2PA:
678 glRenderer->bg[2].affine[0].dx = value;
679 break;
680 case REG_BG2PB:
681 glRenderer->bg[2].affine[0].dmx = value;
682 break;
683 case REG_BG2PC:
684 glRenderer->bg[2].affine[0].dy = value;
685 break;
686 case REG_BG2PD:
687 glRenderer->bg[2].affine[0].dmy = value;
688 break;
689 case REG_BG2X_LO:
690 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[2], value);
691 break;
692 case REG_BG2X_HI:
693 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[2], value);
694 break;
695 case REG_BG2Y_LO:
696 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[2], value);
697 break;
698 case REG_BG2Y_HI:
699 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[2], value);
700 break;
701 case REG_BG3PA:
702 glRenderer->bg[3].affine[0].dx = value;
703 break;
704 case REG_BG3PB:
705 glRenderer->bg[3].affine[0].dmx = value;
706 break;
707 case REG_BG3PC:
708 glRenderer->bg[3].affine[0].dy = value;
709 break;
710 case REG_BG3PD:
711 glRenderer->bg[3].affine[0].dmy = value;
712 break;
713 case REG_BG3X_LO:
714 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[3], value);
715 break;
716 case REG_BG3X_HI:
717 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[3], value);
718 break;
719 case REG_BG3Y_LO:
720 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[3], value);
721 break;
722 case REG_BG3Y_HI:
723 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[3], value);
724 break;
725 case REG_BLDCNT:
726 GBAVideoGLRendererWriteBLDCNT(glRenderer, value);
727 value &= 0x3FFF;
728 break;
729 case REG_BLDALPHA:
730 glRenderer->blda = value & 0x1F;
731 if (glRenderer->blda > 0x10) {
732 glRenderer->blda = 0x10;
733 }
734 glRenderer->bldb = (value >> 8) & 0x1F;
735 if (glRenderer->bldb > 0x10) {
736 glRenderer->bldb = 0x10;
737 }
738 value &= 0x1F1F;
739 break;
740 case REG_BLDY:
741 value &= 0x1F;
742 if (value > 0x10) {
743 value = 0x10;
744 }
745 glRenderer->bldy = value;
746 break;
747 case REG_WIN0H:
748 glRenderer->winN[0].h.end = value;
749 glRenderer->winN[0].h.start = value >> 8;
750 if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[0].h.start > glRenderer->winN[0].h.end) {
751 glRenderer->winN[0].h.start = 0;
752 }
753 if (glRenderer->winN[0].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
754 glRenderer->winN[0].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
755 if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
756 glRenderer->winN[0].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
757 }
758 }
759 break;
760 case REG_WIN1H:
761 glRenderer->winN[1].h.end = value;
762 glRenderer->winN[1].h.start = value >> 8;
763 if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[1].h.start > glRenderer->winN[1].h.end) {
764 glRenderer->winN[1].h.start = 0;
765 }
766 if (glRenderer->winN[1].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
767 glRenderer->winN[1].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
768 if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
769 glRenderer->winN[1].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
770 }
771 }
772 break;
773 case REG_WIN0V:
774 glRenderer->winN[0].v.end = value;
775 glRenderer->winN[0].v.start = value >> 8;
776 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[0].v.start > glRenderer->winN[0].v.end) {
777 glRenderer->winN[0].v.start = 0;
778 }
779 if (glRenderer->winN[0].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
780 glRenderer->winN[0].v.end = GBA_VIDEO_VERTICAL_PIXELS;
781 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
782 glRenderer->winN[0].v.start = GBA_VIDEO_VERTICAL_PIXELS;
783 }
784 }
785 break;
786 case REG_WIN1V:
787 glRenderer->winN[1].v.end = value;
788 glRenderer->winN[1].v.start = value >> 8;
789 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[1].v.start > glRenderer->winN[1].v.end) {
790 glRenderer->winN[1].v.start = 0;
791 }
792 if (glRenderer->winN[1].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
793 glRenderer->winN[1].v.end = GBA_VIDEO_VERTICAL_PIXELS;
794 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
795 glRenderer->winN[1].v.start = GBA_VIDEO_VERTICAL_PIXELS;
796 }
797 }
798 break;
799 case REG_WININ:
800 value &= 0x3F3F;
801 glRenderer->winN[0].control = value;
802 glRenderer->winN[1].control = value >> 8;
803 break;
804 case REG_WINOUT:
805 value &= 0x3F3F;
806 glRenderer->winout = value;
807 glRenderer->objwin = value >> 8;
808 break;
809 case REG_MOSAIC:
810 glRenderer->mosaic = value;
811 break;
812 default:
813 break;
814 }
815 return value;
816}
817
818void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
819 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
820 if (glRenderer->paletteDirty) {
821 glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
822#ifdef BUILD_GLES3
823 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, 16, 32, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_6_5, glRenderer->shadowPalette);
824#else
825 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 16, 32, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, glRenderer->d.palette);
826#endif
827 glRenderer->paletteDirty = false;
828 }
829 int i;
830 for (i = 0; i < 24; ++i) {
831 if (!(glRenderer->vramDirty & (1 << i))) {
832 continue;
833 }
834 // TODO: PBOs
835 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
836 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 8 * i, 256, 8, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &glRenderer->d.vram[2048 * i]);
837 }
838 glRenderer->vramDirty = 0;
839
840 uint32_t backdrop = M_RGB5_TO_RGB8(renderer->palette[0]);
841 glClearColor(((backdrop >> 16) & 0xFF) / 256., ((backdrop >> 8) & 0xFF) / 256., (backdrop & 0xFF) / 256., 0.f);
842 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_COMPOSITE]);
843 glEnable(GL_SCISSOR_TEST);
844 glScissor(0, y * glRenderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, glRenderer->scale);
845 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
846 glClear(GL_COLOR_BUFFER_BIT);
847 if (y == 0) {
848 glDisable(GL_SCISSOR_TEST);
849 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT1 });
850 glClearColor(1, (glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4)) / 32.f,
851 (glRenderer->blendEffect == BLEND_ALPHA ? glRenderer->blda : glRenderer->bldy) / 16.f, glRenderer->bldb / 16.f);
852 glClear(GL_COLOR_BUFFER_BIT);
853
854 glClearColor(0, 0, 0, 0);
855 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT3 });
856 glClear(GL_COLOR_BUFFER_BIT);
857
858 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
859 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
860 glClear(GL_COLOR_BUFFER_BIT);
861
862 for (i = 0; i < 4; ++i) {
863 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);
864 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
865 glClear(GL_COLOR_BUFFER_BIT);
866 }
867 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
868 glEnable(GL_SCISSOR_TEST);
869 }
870 glBindFramebuffer(GL_FRAMEBUFFER, 0);
871
872 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
873 if (glRenderer->firstAffine < 0) {
874 memcpy(&glRenderer->bg[2].affine[3], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
875 memcpy(&glRenderer->bg[3].affine[3], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
876 memcpy(&glRenderer->bg[2].affine[2], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
877 memcpy(&glRenderer->bg[3].affine[2], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
878 memcpy(&glRenderer->bg[2].affine[1], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
879 memcpy(&glRenderer->bg[3].affine[1], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
880 glRenderer->firstAffine = y;
881 } else if (y - glRenderer->firstAffine == 1) {
882 memcpy(&glRenderer->bg[2].affine[1], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
883 memcpy(&glRenderer->bg[3].affine[1], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
884 }
885 } else {
886 glRenderer->firstAffine = -1;
887 }
888
889 GBAVideoGLRendererDrawWindow(glRenderer, y);
890 if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
891 if (glRenderer->oamDirty) {
892 glRenderer->oamMax = GBAVideoRendererCleanOAM(glRenderer->d.oam->obj, glRenderer->sprites, 0);
893 glRenderer->oamDirty = false;
894 }
895 int i;
896 for (i = glRenderer->oamMax; i--;) {
897 struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
898 if ((y < sprite->y && (sprite->endY - 256 < 0 || y >= sprite->endY - 256)) || y >= sprite->endY) {
899 continue;
900 }
901
902 GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);
903 }
904 }
905
906 _compositeLayer(glRenderer, glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], 4, y);
907 unsigned priority;
908 for (priority = 4; priority--;) {
909 if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
910 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
911 }
912 if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
913 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
914 }
915 if (TEST_LAYER_ENABLED(2)) {
916 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
917 case 0:
918 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
919 break;
920 case 1:
921 case 2:
922 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
923 break;
924 case 3:
925 //GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
926 break;
927 case 4:
928 //GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
929 break;
930 case 5:
931 //GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y);
932 break;
933 }
934 }
935 if (TEST_LAYER_ENABLED(3)) {
936 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
937 case 0:
938 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[3], y);
939 break;
940 case 2:
941 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[3], y);
942 break;
943 }
944 }
945 }
946 _finalizeLayers(glRenderer, y);
947
948 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
949 memcpy(&glRenderer->bg[2].affine[3], &glRenderer->bg[2].affine[2], sizeof(struct GBAVideoGLAffine));
950 memcpy(&glRenderer->bg[3].affine[3], &glRenderer->bg[3].affine[2], sizeof(struct GBAVideoGLAffine));
951 memcpy(&glRenderer->bg[2].affine[2], &glRenderer->bg[2].affine[1], sizeof(struct GBAVideoGLAffine));
952 memcpy(&glRenderer->bg[3].affine[2], &glRenderer->bg[3].affine[1], sizeof(struct GBAVideoGLAffine));
953 memcpy(&glRenderer->bg[2].affine[1], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
954 memcpy(&glRenderer->bg[3].affine[1], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
955
956 glRenderer->bg[2].affine[0].sx += glRenderer->bg[2].affine[0].dmx;
957 glRenderer->bg[2].affine[0].sy += glRenderer->bg[2].affine[0].dmy;
958 glRenderer->bg[3].affine[0].sx += glRenderer->bg[3].affine[0].dmx;
959 glRenderer->bg[3].affine[0].sy += glRenderer->bg[3].affine[0].dmy;
960 }
961}
962
963void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
964 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
965 glRenderer->firstAffine = -1;
966 glRenderer->bg[2].affine[0].sx = glRenderer->bg[2].refx;
967 glRenderer->bg[2].affine[0].sy = glRenderer->bg[2].refy;
968 glRenderer->bg[3].affine[0].sx = glRenderer->bg[3].refx;
969 glRenderer->bg[3].affine[0].sy = glRenderer->bg[3].refy;
970 glFlush();
971}
972
973void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels) {
974
975}
976
977void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels) {
978
979}
980
981static void _enableBg(struct GBAVideoGLRenderer* renderer, int bg, bool active) {
982 int wasActive = renderer->bg[bg].enabled;
983 if (!active) {
984 renderer->bg[bg].enabled = 0;
985 } else if (!wasActive && active) {
986 /*if (renderer->nextY == 0 || GBARegisterDISPCNTGetMode(renderer->dispcnt) > 2) {
987 // TODO: Investigate in more depth how switching background works in different modes
988 renderer->bg[bg].enabled = 4;
989 } else {
990 renderer->bg[bg].enabled = 1;
991 }*/
992 renderer->bg[bg].enabled = 4;
993 }
994}
995
996static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer) {
997 _enableBg(renderer, 0, GBARegisterDISPCNTGetBg0Enable(renderer->dispcnt));
998 _enableBg(renderer, 1, GBARegisterDISPCNTGetBg1Enable(renderer->dispcnt));
999 _enableBg(renderer, 2, GBARegisterDISPCNTGetBg2Enable(renderer->dispcnt));
1000 _enableBg(renderer, 3, GBARegisterDISPCNTGetBg3Enable(renderer->dispcnt));
1001}
1002
1003static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
1004 bg->priority = GBARegisterBGCNTGetPriority(value);
1005 bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
1006 bg->mosaic = GBARegisterBGCNTGetMosaic(value);
1007 bg->multipalette = GBARegisterBGCNTGet256Color(value);
1008 bg->screenBase = GBARegisterBGCNTGetScreenBase(value) << 10;
1009 bg->overflow = GBARegisterBGCNTGetOverflow(value);
1010 bg->size = GBARegisterBGCNTGetSize(value);
1011}
1012
1013static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1014 bg->refx = (bg->refx & 0xFFFF0000) | value;
1015 bg->affine[0].sx = bg->refx;
1016}
1017
1018static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1019 bg->refx = (bg->refx & 0x0000FFFF) | (value << 16);
1020 bg->refx <<= 4;
1021 bg->refx >>= 4;
1022 bg->affine[0].sx = bg->refx;
1023}
1024
1025static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1026 bg->refy = (bg->refy & 0xFFFF0000) | value;
1027 bg->affine[0].sy = bg->refy;
1028}
1029
1030static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1031 bg->refy = (bg->refy & 0x0000FFFF) | (value << 16);
1032 bg->refy <<= 4;
1033 bg->refy >>= 4;
1034 bg->affine[0].sy = bg->refy;
1035}
1036
1037static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value) {
1038 renderer->bg[0].target1 = GBARegisterBLDCNTGetTarget1Bg0(value);
1039 renderer->bg[1].target1 = GBARegisterBLDCNTGetTarget1Bg1(value);
1040 renderer->bg[2].target1 = GBARegisterBLDCNTGetTarget1Bg2(value);
1041 renderer->bg[3].target1 = GBARegisterBLDCNTGetTarget1Bg3(value);
1042 renderer->bg[0].target2 = GBARegisterBLDCNTGetTarget2Bg0(value);
1043 renderer->bg[1].target2 = GBARegisterBLDCNTGetTarget2Bg1(value);
1044 renderer->bg[2].target2 = GBARegisterBLDCNTGetTarget2Bg2(value);
1045 renderer->bg[3].target2 = GBARegisterBLDCNTGetTarget2Bg3(value);
1046
1047 renderer->blendEffect = GBARegisterBLDCNTGetEffect(value);
1048 renderer->target1Obj = GBARegisterBLDCNTGetTarget1Obj(value);
1049 renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
1050 renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
1051 renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
1052}
1053
1054static void _compositeLayer(struct GBAVideoGLRenderer* renderer, GLuint tex, GLuint flags, int id, int y) {
1055 if ((y & 0x1F) != 0x1F) {
1056 return;
1057 }
1058 const GLuint* uniforms = renderer->compositeShader.uniforms;
1059 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_COMPOSITE]);
1060 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1061 glScissor(0, (y & ~0x1F) * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, 0x20 * renderer->scale);
1062 glUseProgram(renderer->compositeShader.program);
1063 glBindVertexArray(renderer->compositeShader.vao);
1064 glActiveTexture(GL_TEXTURE0);
1065 glBindTexture(GL_TEXTURE_2D, tex);
1066 glActiveTexture(GL_TEXTURE0 + 1);
1067 glBindTexture(GL_TEXTURE_2D, flags);
1068 glActiveTexture(GL_TEXTURE0 + 2);
1069 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_COLOR]);
1070 glActiveTexture(GL_TEXTURE0 + 3);
1071 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_FLAGS]);
1072 glActiveTexture(GL_TEXTURE0 + 4);
1073 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_OLD_FLAGS]);
1074 glActiveTexture(GL_TEXTURE0 + 5);
1075 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
1076 glUniform2i(uniforms[GBA_GL_VS_LOC], 0x20, y & ~0x1F);
1077 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1078 glUniform1i(uniforms[GBA_GL_COMPOSITE_SCALE], renderer->scale);
1079 glUniform1i(uniforms[GBA_GL_COMPOSITE_LAYERID], 1 << id);
1080 glUniform1i(uniforms[GBA_GL_COMPOSITE_LAYER], 0);
1081 glUniform1i(uniforms[GBA_GL_COMPOSITE_LAYERFLAGS], 1);
1082 glUniform1i(uniforms[GBA_GL_COMPOSITE_OLDLAYER], 2);
1083 glUniform1i(uniforms[GBA_GL_COMPOSITE_OLDLAYERFLAGS], 3);
1084 glUniform1i(uniforms[GBA_GL_COMPOSITE_OLDOLDFLAGS], 4);
1085 glUniform1i(uniforms[GBA_GL_COMPOSITE_WINDOW], 5);
1086 glDrawBuffers(4, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 });
1087 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1088 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1089}
1090
1091void _finalizeLayers(struct GBAVideoGLRenderer* renderer, int y) {
1092 if ((y & 0x1F) != 0x1F) {
1093 return;
1094 }
1095 const GLuint* uniforms = renderer->finalizeShader.uniforms;
1096 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]);
1097 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1098 glScissor(0, (y & ~0x1F) * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, 0x20 * renderer->scale);
1099 glUseProgram(renderer->finalizeShader.program);
1100 glBindVertexArray(renderer->finalizeShader.vao);
1101 glActiveTexture(GL_TEXTURE0);
1102 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_COLOR]);
1103 glActiveTexture(GL_TEXTURE0 + 1);
1104 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_FLAGS]);
1105 glActiveTexture(GL_TEXTURE0 + 2);
1106 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_OLD_COLOR]);
1107 glActiveTexture(GL_TEXTURE0 + 3);
1108 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_OLD_FLAGS]);
1109 glUniform2i(uniforms[GBA_GL_VS_LOC], 0x20, y & ~0x1F);
1110 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1111 glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);
1112 glUniform1i(uniforms[GBA_GL_FINALIZE_LAYER], 0);
1113 glUniform1i(uniforms[GBA_GL_FINALIZE_LAYERFLAGS], 1);
1114 glUniform1i(uniforms[GBA_GL_FINALIZE_OLDLAYER], 2);
1115 glUniform1i(uniforms[GBA_GL_FINALIZE_OLDFLAGS], 3);
1116 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1117 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1118}
1119
1120void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY) {
1121 int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
1122 int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
1123 int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
1124 x >>= 23;
1125
1126 int align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
1127 unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10;
1128 int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> 3) : (0x40 >> !GBAObjAttributesAIs256Color(sprite->a));
1129
1130 if (spriteY + height >= 256) {
1131 spriteY -= 256;
1132 }
1133
1134 if (!GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesBIsVFlip(sprite->b)) {
1135 spriteY = (y - height) + (y - spriteY) + 1;
1136 }
1137
1138 int totalWidth = width;
1139 int totalHeight = height;
1140 if (GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesAIsDoubleSize(sprite->a)) {
1141 totalWidth <<= 1;
1142 totalHeight <<= 1;
1143 }
1144
1145 enum GBAVideoBlendEffect blendEffect = GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT ? BLEND_ALPHA : renderer->blendEffect;
1146
1147 const struct GBAVideoGLShader* shader = &renderer->objShader[GBAObjAttributesAGet256Color(sprite->a)];
1148 const GLuint* uniforms = shader->uniforms;
1149 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OBJ]);
1150 glViewport(x * renderer->scale, spriteY * renderer->scale, totalWidth * renderer->scale, totalHeight * renderer->scale);
1151 glScissor(x * renderer->scale, y * renderer->scale, totalWidth * renderer->scale, renderer->scale);
1152 glUseProgram(shader->program);
1153 glBindVertexArray(shader->vao);
1154 glActiveTexture(GL_TEXTURE0);
1155 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1156 glActiveTexture(GL_TEXTURE0 + 1);
1157 glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1158 glUniform2i(uniforms[GBA_GL_VS_LOC], 1, y - spriteY);
1159 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], (GBAObjAttributesBIsHFlip(sprite->b) && !GBAObjAttributesAIsTransformed(sprite->a)) ? -totalWidth : totalWidth, totalHeight);
1160 glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0);
1161 glUniform1i(uniforms[GBA_GL_OBJ_PALETTE], 1);
1162 glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
1163 glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
1164 glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
1165 glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c) << 3,
1166 (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (blendEffect * 4),
1167 blendEffect == BLEND_ALPHA ? renderer->blda : renderer->bldy, renderer->bldb);
1168 if (GBAObjAttributesAIsTransformed(sprite->a)) {
1169 struct GBAOAMMatrix mat;
1170 LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
1171 LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
1172 LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
1173 LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
1174
1175 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 });
1176 } else {
1177 glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { 1.f, 0, 0, 1.f });
1178 }
1179 glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
1180 if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
1181 int window = ~renderer->objwin & 0xFF;
1182 glUniform3f(uniforms[GBA_GL_OBJ_OBJWIN], 1, (window & 0xF) / 32.f, (window >> 4) / 32.f);
1183 glDrawBuffers(3, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 });
1184 } else {
1185 glUniform3f(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0);
1186 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1187 }
1188 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1189 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1190}
1191
1192void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1193 int inY = y + background->y;
1194 int yBase = inY & 0xFF;
1195 if (background->size == 2) {
1196 yBase += inY & 0x100;
1197 } else if (background->size == 3) {
1198 yBase += (inY & 0x100) << 1;
1199 }
1200
1201 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->multipalette ? 1 : 0];
1202 const GLuint* uniforms = shader->uniforms;
1203 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1204 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1205 glScissor(0, y * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale);
1206 glUseProgram(shader->program);
1207 glBindVertexArray(shader->vao);
1208 glActiveTexture(GL_TEXTURE0);
1209 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1210 glActiveTexture(GL_TEXTURE0 + 1);
1211 glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1212 glUniform2i(uniforms[GBA_GL_VS_LOC], 1, y);
1213 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1214 glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
1215 glUniform1i(uniforms[GBA_GL_BG_PALETTE], 1);
1216 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1217 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1218 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1219 glUniform2i(uniforms[GBA_GL_BG_OFFSET], background->x, yBase - y);
1220 glUniform4i(uniforms[GBA_GL_BG_INFLAGS], (background->priority << 3) + (background->index << 1) + 1,
1221 background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4),
1222 renderer->blendEffect == BLEND_ALPHA ? renderer->blda : renderer->bldy, renderer->bldb);
1223 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1224 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1225 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1226
1227 _compositeLayer(renderer, background->tex, background->flags, background->index, y);
1228}
1229
1230void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1231 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->overflow ? 2 : 3];
1232 const GLuint* uniforms = shader->uniforms;
1233 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1234 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1235 glScissor(0, y * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale);
1236 glUseProgram(shader->program);
1237 glBindVertexArray(shader->vao);
1238 glActiveTexture(GL_TEXTURE0);
1239 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1240 glActiveTexture(GL_TEXTURE0 + 1);
1241 glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1242 glUniform2i(uniforms[GBA_GL_VS_LOC], 1, y);
1243 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1244 glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
1245 glUniform1i(uniforms[GBA_GL_BG_PALETTE], 1);
1246 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1247 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1248 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1249 glUniform4i(uniforms[GBA_GL_BG_INFLAGS], (background->priority << 3) + (background->index << 1) + 1,
1250 background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4),
1251 renderer->blendEffect == BLEND_ALPHA ? renderer->blda : renderer->bldy, renderer->bldb);
1252 if (renderer->scale > 1) {
1253 glUniform2iv(uniforms[GBA_GL_BG_OFFSET], 4, (GLint[]) {
1254 background->affine[0].sx, background->affine[0].sy,
1255 background->affine[1].sx, background->affine[1].sy,
1256 background->affine[2].sx, background->affine[2].sy,
1257 background->affine[3].sx, background->affine[3].sy,
1258 });
1259 glUniform2iv(uniforms[GBA_GL_BG_TRANSFORM], 4, (GLint[]) {
1260 background->affine[0].dx, background->affine[0].dy,
1261 background->affine[1].dx, background->affine[1].dy,
1262 background->affine[2].dx, background->affine[2].dy,
1263 background->affine[3].dx, background->affine[3].dy,
1264 });
1265 } else {
1266 glUniform2iv(uniforms[GBA_GL_BG_OFFSET], 4, (GLint[]) {
1267 background->affine[0].sx, background->affine[0].sy,
1268 background->affine[0].sx, background->affine[0].sy,
1269 background->affine[0].sx, background->affine[0].sy,
1270 background->affine[0].sx, background->affine[0].sy,
1271 });
1272 glUniform2iv(uniforms[GBA_GL_BG_TRANSFORM], 4, (GLint[]) {
1273 background->affine[0].dx, background->affine[0].dy,
1274 background->affine[0].dx, background->affine[0].dy,
1275 background->affine[0].dx, background->affine[0].dy,
1276 background->affine[0].dx, background->affine[0].dy,
1277 });
1278 }
1279 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1280 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1281 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1282
1283 _compositeLayer(renderer, background->tex, background->flags, background->index, y);
1284}
1285
1286static void _clearWindow(GBAWindowControl window, int start, int end, int y, int scale) {
1287 glScissor(start, y, end - start, scale);
1288 window = ~window & 0xFF;
1289 glClearColor((window & 0xF) / 32.f, (window >> 4) / 32.f, 0, 0);
1290 glClear(GL_COLOR_BUFFER_BIT);
1291}
1292
1293void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
1294 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_WINDOW]);
1295 if (!(renderer->dispcnt & 0xE000)) {
1296 _clearWindow(0xFF, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, renderer->scale);
1297 } else {
1298 _clearWindow(renderer->winout, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, renderer->scale);
1299 if (GBARegisterDISPCNTIsWin1Enable(renderer->dispcnt) && y >= renderer->winN[1].v.start && y < renderer->winN[1].v.end) {
1300 _clearWindow(renderer->winN[1].control, renderer->winN[1].h.start * renderer->scale, renderer->winN[1].h.end * renderer->scale, y * renderer->scale, renderer->scale);
1301 }
1302 if (GBARegisterDISPCNTIsWin0Enable(renderer->dispcnt) && y >= renderer->winN[0].v.start && y < renderer->winN[0].v.end) {
1303 _clearWindow(renderer->winN[0].control, renderer->winN[0].h.start * renderer->scale, renderer->winN[0].h.end * renderer->scale, y * renderer->scale, renderer->scale);
1304 }
1305 }
1306 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1307}
1308
1309#endif