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#include <mgba/core/cache-set.h>
9#include <mgba/internal/arm/macros.h>
10#include <mgba/internal/gba/io.h>
11#include <mgba/internal/gba/renderers/cache-set.h>
12
13static void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer);
14static void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer);
15static void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer);
16static void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address);
17static void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam);
18static void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
19static uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
20static void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y);
21static void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer);
22static void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels);
23static void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels);
24
25static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer);
26static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value);
27static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value);
28static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value);
29static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value);
30static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value);
31static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value);
32
33static void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
34static void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
35static void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
36static void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
37static void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
38
39#define TEST_LAYER_ENABLED(X) !renderer->disableBG[X] && glRenderer->bg[X].enabled == 4 && glRenderer->bg[X].priority == priority
40
41static const GLchar* const _gl3Header =
42 "#version 130\n";
43
44static const char* const _vertexShader =
45 "attribute vec2 position;\n"
46 "uniform ivec3 loc;\n"
47 "const ivec3 maxPos = ivec3(240, 160, 32);\n"
48 "varying vec2 texCoord;\n"
49
50 "void main() {\n"
51 " vec2 local = (position * loc.x + vec2(0, loc.y)) / vec2(1., maxPos.y);\n"
52 " gl_Position = vec4(local * 2. - 1., loc.z / float(maxPos.z), 1.);\n"
53 " texCoord = local * maxPos.xy;\n"
54 "}";
55
56static const char* const _renderTile16 =
57 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
58 " int address = charBase + tile * 16 + (localCoord.x >> 2) + (localCoord.y << 1);\n"
59 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
60 " int entry = int(halfrow[3 - (localCoord.x & 3)] * 15.9);\n"
61 " vec4 color = texelFetch(palette, ivec2(entry, paletteId), 0);\n"
62 " if (entry == 0) {\n"
63 " color.a = 0;\n"
64 " } else {\n"
65 " color.a = 1;\n"
66 " }\n"
67 " return color;\n"
68 "}";
69
70static const char* const _renderTile256 =
71 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
72 " int address = charBase + tile * 32 + (localCoord.x >> 1) + (localCoord.y << 2);\n"
73 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
74 " int entry = int(halfrow[3 - 2 * (localCoord.x & 1)] * 15.9);\n"
75 " int pal2 = int(halfrow[2 - 2 * (localCoord.x & 1)] * 15.9);\n"
76 " vec4 color = texelFetch(palette, ivec2(entry, pal2 + (paletteId & 16)), 0);\n"
77 " if (pal2 > 0 || entry > 0) {\n"
78 " color.a = 1.;\n"
79 " } else {\n"
80 " color.a = 0.;\n"
81 " }\n"
82 " return color;\n"
83 "}";
84
85static const char* const _renderMode0 =
86 "varying vec2 texCoord;\n"
87 "uniform sampler2D vram;\n"
88 "uniform sampler2D palette;\n"
89 "uniform int screenBase;\n"
90 "uniform int charBase;\n"
91 "uniform int size;\n"
92 "uniform ivec2 offset;\n"
93
94 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
95
96 "void main() {\n"
97 " ivec2 coord = ivec2(texCoord) + offset;\n"
98 " if ((size & 1) == 1) {\n"
99 " coord.y += coord.x & 256;\n"
100 " }\n"
101 " coord.x &= 255;\n"
102 " int mapAddress = screenBase + (coord.x >> 3) + (coord.y >> 3) * 32;\n"
103 " vec4 map = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
104 " int flags = int(map.g * 15.9);\n"
105 " if ((flags & 4) == 4) {\n"
106 " coord.x ^= 7;\n"
107 " }\n"
108 " if ((flags & 8) == 8) {\n"
109 " coord.y ^= 7;\n"
110 " }\n"
111 " int tile = int(map.a * 15.9) + int(map.b * 15.9) * 16 + (flags & 0x3) * 256;\n"
112 " gl_FragColor = renderTile(tile, int(map.r * 15.9), coord & 7);\n"
113 "}";
114
115static const char* const _fetchTileOverflow =
116 "vec4 fetchTile(ivec2 coord) {\n"
117 " int sizeAdjusted = (0x8000 << size) - 1;\n"
118 " coord &= sizeAdjusted;\n"
119 " return renderTile(coord);\n"
120 "}";
121
122static const char* const _fetchTileNoOverflow =
123 "vec4 fetchTile(ivec2 coord) {\n"
124 " int sizeAdjusted = (0x8000 << size) - 1;\n"
125 " ivec2 outerCoord = coord & ~sizeAdjusted;\n"
126 " if ((outerCoord.x | outerCoord.y) != 0) {\n"
127 " vec4 color = texelFetch(palette, ivec2(0, 0), 0);\n"
128 " color.a = 0;\n"
129 " return color;\n"
130 " }\n"
131 " return renderTile(coord);\n"
132 "}";
133
134static const char* const _renderMode2 =
135 "varying vec2 texCoord;\n"
136 "uniform sampler2D vram;\n"
137 "uniform sampler2D palette;\n"
138 "uniform int screenBase;\n"
139 "uniform int charBase;\n"
140 "uniform int size;\n"
141 "uniform ivec2 offset;\n"
142 "uniform mat2x2 transform;\n"
143
144 "vec4 fetchTile(ivec2 coord);\n"
145
146 "vec4 renderTile(ivec2 coord) {\n"
147 " int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n"
148 " int mapAddress = screenBase + (map >> 1);\n"
149 " vec4 twomaps = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
150 " int tile = int(twomaps[3 - 2 * (map & 1)] * 15.9) + int(twomaps[2 - 2 * (map & 1)] * 15.9) * 16;\n"
151 " int address = charBase + tile * 32 + ((coord.x >> 9) & 3) + ((coord.y >> 6) & 0x1C);\n"
152 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
153 " int entry = int(halfrow[3 - ((coord.x >> 7) & 2)] * 15.9);\n"
154 " int pal2 = int(halfrow[2 - ((coord.x >> 7) & 2)] * 15.9);\n"
155 " vec4 color = texelFetch(palette, ivec2(entry, pal2), 0);\n"
156 " if (pal2 > 0 || entry > 0) {\n"
157 " color.a = 1.;\n"
158 " } else {\n"
159 " color.a = 0.;\n"
160 " }\n"
161 " return color;\n"
162 "}"
163
164 "void main() {\n"
165 " ivec2 coord = ivec2(transform[0] * texCoord.x) + ivec2(transform[1] * fract(texCoord.y)) + offset;\n"
166 " gl_FragColor = fetchTile(coord);\n"
167 "}";
168
169static const char* const _composite =
170 "varying vec2 texCoord;\n"
171 "uniform sampler2D layer;\n"
172 "uniform int scale;\n"
173
174 "void main() {\n"
175 " vec4 color = texelFetch(layer, ivec2(texCoord * scale), 0);\n"
176 " if (color.a == 0) {\n"
177 " discard;\n"
178 " }\n"
179 " gl_FragColor = color;\n"
180 "}";
181
182static const GLint _vertices[] = {
183 0, 0,
184 0, 1,
185 1, 1,
186 1, 0,
187};
188
189void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
190 renderer->d.init = GBAVideoGLRendererInit;
191 renderer->d.reset = GBAVideoGLRendererReset;
192 renderer->d.deinit = GBAVideoGLRendererDeinit;
193 renderer->d.writeVideoRegister = GBAVideoGLRendererWriteVideoRegister;
194 renderer->d.writeVRAM = GBAVideoGLRendererWriteVRAM;
195 renderer->d.writeOAM = GBAVideoGLRendererWriteOAM;
196 renderer->d.writePalette = GBAVideoGLRendererWritePalette;
197 renderer->d.drawScanline = GBAVideoGLRendererDrawScanline;
198 renderer->d.finishFrame = GBAVideoGLRendererFinishFrame;
199 renderer->d.getPixels = GBAVideoGLRendererGetPixels;
200 renderer->d.putPixels = GBAVideoGLRendererPutPixels;
201
202 renderer->d.disableBG[0] = false;
203 renderer->d.disableBG[1] = false;
204 renderer->d.disableBG[2] = false;
205 renderer->d.disableBG[3] = false;
206 renderer->d.disableOBJ = false;
207
208 renderer->scale = 1;
209}
210
211void _compileBackground(struct GBAVideoGLRenderer* glRenderer, GLuint program, const char** shaderBuffer, int shaderBufferLines, GLuint vs, char* log) {
212 GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
213 glAttachShader(program, vs);
214 glAttachShader(program, fs);
215 glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
216 glCompileShader(fs);
217 glGetShaderInfoLog(fs, 1024, 0, log);
218 if (log[0]) {
219 mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
220 }
221 glLinkProgram(program);
222 glGetProgramInfoLog(program, 1024, 0, log);
223 if (log[0]) {
224 mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
225 }
226 glDeleteShader(fs);
227}
228
229void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
230 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
231 glGenFramebuffers(2, glRenderer->fbo);
232 glGenTextures(4, glRenderer->layers);
233
234 glGenTextures(1, &glRenderer->paletteTex);
235 glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
236 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
237 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
238
239 glGenTextures(1, &glRenderer->vramTex);
240 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
241 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
242 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
243 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 256, 192, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, 0);
244
245 glGenTextures(1, &glRenderer->oamTex);
246 glBindTexture(GL_TEXTURE_2D, glRenderer->oamTex);
247 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
248 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
249
250 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[1]);
251 glBindTexture(GL_TEXTURE_2D, glRenderer->layers[2]);
252 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
253 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
254 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
255 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
256 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
257 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glRenderer->layers[2], 0);
258
259 glBindTexture(GL_TEXTURE_2D, glRenderer->layers[3]);
260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
263 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
264 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0);
265 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, glRenderer->layers[3], 0);
266
267 glBindFramebuffer(GL_FRAMEBUFFER, 0);
268
269 int i;
270 for (i = 0; i < 4; ++i) {
271 glRenderer->bg[i].index = i;
272 glGenFramebuffers(1, &glRenderer->bg[i].fbo);
273 glGenTextures(1, &glRenderer->bg[i].tex);
274 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);
275 glBindTexture(GL_TEXTURE_2D, glRenderer->bg[i].tex);
276 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
277 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
278 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
279 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
280 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
281 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glRenderer->bg[i].tex, 0);
282 glBindFramebuffer(GL_FRAMEBUFFER, 0);
283 }
284
285 glRenderer->compositeProgram = glCreateProgram();
286 glRenderer->objProgram = glCreateProgram();
287 glRenderer->bgProgram[0] = glCreateProgram();
288 glRenderer->bgProgram[1] = glCreateProgram();
289 glRenderer->bgProgram[2] = glCreateProgram();
290 glRenderer->bgProgram[3] = glCreateProgram();
291 glRenderer->bgProgram[4] = glCreateProgram();
292 glRenderer->bgProgram[5] = glCreateProgram();
293
294 char log[1024];
295 const GLchar* shaderBuffer[8];
296 shaderBuffer[0] = _gl3Header;
297
298 GLuint vs = glCreateShader(GL_VERTEX_SHADER);
299 shaderBuffer[1] = _vertexShader;
300 glShaderSource(vs, 2, shaderBuffer, 0);
301 glCompileShader(vs);
302 glGetShaderInfoLog(vs, 1024, 0, log);
303 if (log[0]) {
304 mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
305 }
306
307 shaderBuffer[1] = _renderMode0;
308
309 shaderBuffer[2] = _renderTile16;
310 _compileBackground(glRenderer, glRenderer->bgProgram[0], shaderBuffer, 3, vs, log);
311
312 shaderBuffer[2] = _renderTile256;
313 _compileBackground(glRenderer, glRenderer->bgProgram[1], shaderBuffer, 3, vs, log);
314
315 shaderBuffer[1] = _renderMode2;
316
317 shaderBuffer[2] = _fetchTileOverflow;
318 _compileBackground(glRenderer, glRenderer->bgProgram[2], shaderBuffer, 3, vs, log);
319
320 shaderBuffer[2] = _fetchTileNoOverflow;
321 _compileBackground(glRenderer, glRenderer->bgProgram[3], shaderBuffer, 3, vs, log);
322
323 shaderBuffer[1] = _composite;
324 _compileBackground(glRenderer, glRenderer->compositeProgram, shaderBuffer, 2, vs, log);
325
326 glDeleteShader(vs);
327
328 GBAVideoGLRendererReset(renderer);
329}
330
331void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
332 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
333 glDeleteFramebuffers(2, glRenderer->fbo);
334 glDeleteTextures(4, glRenderer->layers);
335 glDeleteTextures(1, &glRenderer->paletteTex);
336 glDeleteTextures(1, &glRenderer->vramTex);
337 glDeleteTextures(1, &glRenderer->oamTex);
338}
339
340void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
341 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
342
343 glRenderer->paletteDirty = true;
344 glRenderer->vramDirty = 0xFFFFFF;
345}
346
347void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
348 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
349 glRenderer->vramDirty |= 1 << (address >> 12);
350}
351
352void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam) {
353 UNUSED(oam);
354 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
355 glRenderer->oamDirty = true;
356}
357
358void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
359 UNUSED(address);
360 UNUSED(value);
361 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
362 glRenderer->paletteDirty = true;
363}
364
365uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
366 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
367 if (renderer->cache) {
368 GBAVideoCacheWriteVideoRegister(renderer->cache, address, value);
369 }
370
371 switch (address) {
372 case REG_DISPCNT:
373 value &= 0xFFF7;
374 glRenderer->dispcnt = value;
375 GBAVideoGLRendererUpdateDISPCNT(glRenderer);
376 break;
377 case REG_BG0CNT:
378 value &= 0xDFFF;
379 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[0], value);
380 break;
381 case REG_BG1CNT:
382 value &= 0xDFFF;
383 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[1], value);
384 break;
385 case REG_BG2CNT:
386 value &= 0xFFFF;
387 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[2], value);
388 break;
389 case REG_BG3CNT:
390 value &= 0xFFFF;
391 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[3], value);
392 break;
393 case REG_BG0HOFS:
394 value &= 0x01FF;
395 glRenderer->bg[0].x = value;
396 break;
397 case REG_BG0VOFS:
398 value &= 0x01FF;
399 glRenderer->bg[0].y = value;
400 break;
401 case REG_BG1HOFS:
402 value &= 0x01FF;
403 glRenderer->bg[1].x = value;
404 break;
405 case REG_BG1VOFS:
406 value &= 0x01FF;
407 glRenderer->bg[1].y = value;
408 break;
409 case REG_BG2HOFS:
410 value &= 0x01FF;
411 glRenderer->bg[2].x = value;
412 break;
413 case REG_BG2VOFS:
414 value &= 0x01FF;
415 glRenderer->bg[2].y = value;
416 break;
417 case REG_BG3HOFS:
418 value &= 0x01FF;
419 glRenderer->bg[3].x = value;
420 break;
421 case REG_BG3VOFS:
422 value &= 0x01FF;
423 glRenderer->bg[3].y = value;
424 break;
425 case REG_BG2PA:
426 glRenderer->bg[2].dx = value;
427 break;
428 case REG_BG2PB:
429 glRenderer->bg[2].dmx = value;
430 break;
431 case REG_BG2PC:
432 glRenderer->bg[2].dy = value;
433 break;
434 case REG_BG2PD:
435 glRenderer->bg[2].dmy = value;
436 break;
437 case REG_BG2X_LO:
438 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[2], value);
439 break;
440 case REG_BG2X_HI:
441 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[2], value);
442 break;
443 case REG_BG2Y_LO:
444 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[2], value);
445 break;
446 case REG_BG2Y_HI:
447 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[2], value);
448 break;
449 case REG_BG3PA:
450 glRenderer->bg[3].dx = value;
451 break;
452 case REG_BG3PB:
453 glRenderer->bg[3].dmx = value;
454 break;
455 case REG_BG3PC:
456 glRenderer->bg[3].dy = value;
457 break;
458 case REG_BG3PD:
459 glRenderer->bg[3].dmy = value;
460 break;
461 case REG_BG3X_LO:
462 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[3], value);
463 break;
464 case REG_BG3X_HI:
465 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[3], value);
466 break;
467 case REG_BG3Y_LO:
468 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[3], value);
469 break;
470 case REG_BG3Y_HI:
471 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[3], value);
472 break;
473 case REG_BLDCNT:
474 GBAVideoGLRendererWriteBLDCNT(glRenderer, value);
475 value &= 0x3FFF;
476 break;
477 case REG_BLDALPHA:
478 glRenderer->blda = value & 0x1F;
479 if (glRenderer->blda > 0x10) {
480 glRenderer->blda = 0x10;
481 }
482 glRenderer->bldb = (value >> 8) & 0x1F;
483 if (glRenderer->bldb > 0x10) {
484 glRenderer->bldb = 0x10;
485 }
486 value &= 0x1F1F;
487 break;
488 case REG_BLDY:
489 value &= 0x1F;
490 if (value > 0x10) {
491 value = 0x10;
492 }
493 if (glRenderer->bldy != value) {
494 glRenderer->bldy = value;
495 }
496 break;
497 case REG_WIN0H:
498 /*glRenderer->winN[0].h.end = value;
499 glRenderer->winN[0].h.start = value >> 8;
500 if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[0].h.start > glRenderer->winN[0].h.end) {
501 glRenderer->winN[0].h.start = 0;
502 }
503 if (glRenderer->winN[0].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
504 glRenderer->winN[0].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
505 if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
506 glRenderer->winN[0].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
507 }
508 }*/
509 break;
510 case REG_WIN1H:
511 /*glRenderer->winN[1].h.end = value;
512 glRenderer->winN[1].h.start = value >> 8;
513 if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[1].h.start > glRenderer->winN[1].h.end) {
514 glRenderer->winN[1].h.start = 0;
515 }
516 if (glRenderer->winN[1].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
517 glRenderer->winN[1].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
518 if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
519 glRenderer->winN[1].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
520 }
521 }*/
522 break;
523 case REG_WIN0V:
524 /*glRenderer->winN[0].v.end = value;
525 glRenderer->winN[0].v.start = value >> 8;
526 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[0].v.start > glRenderer->winN[0].v.end) {
527 glRenderer->winN[0].v.start = 0;
528 }
529 if (glRenderer->winN[0].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
530 glRenderer->winN[0].v.end = GBA_VIDEO_VERTICAL_PIXELS;
531 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
532 glRenderer->winN[0].v.start = GBA_VIDEO_VERTICAL_PIXELS;
533 }
534 }*/
535 break;
536 case REG_WIN1V:
537 /*glRenderer->winN[1].v.end = value;
538 glRenderer->winN[1].v.start = value >> 8;
539 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[1].v.start > glRenderer->winN[1].v.end) {
540 glRenderer->winN[1].v.start = 0;
541 }
542 if (glRenderer->winN[1].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
543 glRenderer->winN[1].v.end = GBA_VIDEO_VERTICAL_PIXELS;
544 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
545 glRenderer->winN[1].v.start = GBA_VIDEO_VERTICAL_PIXELS;
546 }
547 }*/
548 break;
549 case REG_WININ:
550 value &= 0x3F3F;
551 //glRenderer->winN[0].control.packed = value;
552 //glRenderer->winN[1].control.packed = value >> 8;
553 break;
554 case REG_WINOUT:
555 value &= 0x3F3F;
556 //glRenderer->winout.packed = value;
557 //glRenderer->objwin.packed = value >> 8;
558 break;
559 case REG_MOSAIC:
560 glRenderer->mosaic = value;
561 break;
562 case REG_GREENSWP:
563 mLOG(GBA_VIDEO, STUB, "Stub video register write: 0x%03X", address);
564 break;
565 default:
566 mLOG(GBA_VIDEO, GAME_ERROR, "Invalid video register: 0x%03X", address);
567 }
568 return value;
569}
570
571void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
572 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
573 if (glRenderer->paletteDirty) {
574 glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
575 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 16, 32, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, glRenderer->d.palette);
576 glRenderer->paletteDirty = false;
577 }
578 if (glRenderer->oamDirty) {
579 glBindTexture(GL_TEXTURE_2D, glRenderer->oamTex);
580 glTexImage2D(GL_TEXTURE_2D, 0, GL_R16UI, 4, 128, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, glRenderer->d.oam);
581 glRenderer->oamDirty = false;
582 }
583 int i;
584 for (i = 0; i < 24; ++i) {
585 if (!(glRenderer->vramDirty & (1 << i))) {
586 continue;
587 }
588 // TODO: PBOs
589 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
590 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 8 * i, 256, 8, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &glRenderer->d.vram[2048 * i]);
591 }
592 glRenderer->vramDirty = 0;
593
594 uint32_t backdrop = M_RGB5_TO_RGB8(renderer->palette[0]);
595 glClearColor(((backdrop >> 16) & 0xFF) / 256., ((backdrop >> 8) & 0xFF) / 256., (backdrop & 0xFF) / 256., 0.f);
596 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[1]);
597 glEnable(GL_SCISSOR_TEST);
598 glScissor(0, y * glRenderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, glRenderer->scale);
599 glClear(GL_COLOR_BUFFER_BIT);
600 glDisable(GL_SCISSOR_TEST);
601 if (y == 0) {
602 glClearDepthf(1);
603 glClear(GL_DEPTH_BUFFER_BIT);
604 }
605 glBindFramebuffer(GL_FRAMEBUFFER, 0);
606
607 unsigned priority;
608 for (priority = 0; priority < 4; ++priority) {
609 if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
610 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
611 }
612 if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
613 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
614 }
615 if (TEST_LAYER_ENABLED(2)) {
616 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
617 case 0:
618 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
619 break;
620 case 1:
621 case 2:
622 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
623 break;
624 case 3:
625 //GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
626 break;
627 case 4:
628 //GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
629 break;
630 case 5:
631 //GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y);
632 break;
633 }
634 }
635 if (TEST_LAYER_ENABLED(3)) {
636 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
637 case 0:
638 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[3], y);
639 break;
640 case 2:
641 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[3], y);
642 break;
643 }
644 }
645 }
646 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
647 glRenderer->bg[2].sx += glRenderer->bg[2].dmx;
648 glRenderer->bg[2].sy += glRenderer->bg[2].dmy;
649 glRenderer->bg[3].sx += glRenderer->bg[3].dmx;
650 glRenderer->bg[3].sy += glRenderer->bg[3].dmy;
651 }
652}
653
654void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
655 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
656 glFinish();
657 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[1]);
658 glPixelStorei(GL_PACK_ROW_LENGTH, glRenderer->outputBufferStride);
659 glReadPixels(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale, GL_RGBA, GL_UNSIGNED_BYTE, glRenderer->outputBuffer);
660 glBindFramebuffer(GL_FRAMEBUFFER, 0);
661}
662
663void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels) {
664
665}
666
667void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels) {
668
669}
670
671static void _enableBg(struct GBAVideoGLRenderer* renderer, int bg, bool active) {
672 int wasActive = renderer->bg[bg].enabled;
673 if (!active) {
674 renderer->bg[bg].enabled = 0;
675 } else if (!wasActive && active) {
676 /*if (renderer->nextY == 0 || GBARegisterDISPCNTGetMode(renderer->dispcnt) > 2) {
677 // TODO: Investigate in more depth how switching background works in different modes
678 renderer->bg[bg].enabled = 4;
679 } else {
680 renderer->bg[bg].enabled = 1;
681 }*/
682 renderer->bg[bg].enabled = 4;
683 }
684}
685
686static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer) {
687 _enableBg(renderer, 0, GBARegisterDISPCNTGetBg0Enable(renderer->dispcnt));
688 _enableBg(renderer, 1, GBARegisterDISPCNTGetBg1Enable(renderer->dispcnt));
689 _enableBg(renderer, 2, GBARegisterDISPCNTGetBg2Enable(renderer->dispcnt));
690 _enableBg(renderer, 3, GBARegisterDISPCNTGetBg3Enable(renderer->dispcnt));
691}
692
693static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
694 bg->priority = GBARegisterBGCNTGetPriority(value);
695 bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
696 bg->mosaic = GBARegisterBGCNTGetMosaic(value);
697 bg->multipalette = GBARegisterBGCNTGet256Color(value);
698 bg->screenBase = GBARegisterBGCNTGetScreenBase(value) << 10;
699 bg->overflow = GBARegisterBGCNTGetOverflow(value);
700 bg->size = GBARegisterBGCNTGetSize(value);
701}
702
703static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
704 bg->refx = (bg->refx & 0xFFFF0000) | value;
705 bg->sx = bg->refx;
706}
707
708static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
709 bg->refx = (bg->refx & 0x0000FFFF) | (value << 16);
710 bg->refx <<= 4;
711 bg->refx >>= 4;
712 bg->sx = bg->refx;
713}
714
715static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
716 bg->refy = (bg->refy & 0xFFFF0000) | value;
717 bg->sy = bg->refy;
718}
719
720static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
721 bg->refy = (bg->refy & 0x0000FFFF) | (value << 16);
722 bg->refy <<= 4;
723 bg->refy >>= 4;
724 bg->sy = bg->refy;
725}
726
727static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value) {
728 renderer->bg[0].target1 = GBARegisterBLDCNTGetTarget1Bg0(value);
729 renderer->bg[1].target1 = GBARegisterBLDCNTGetTarget1Bg1(value);
730 renderer->bg[2].target1 = GBARegisterBLDCNTGetTarget1Bg2(value);
731 renderer->bg[3].target1 = GBARegisterBLDCNTGetTarget1Bg3(value);
732 renderer->bg[0].target2 = GBARegisterBLDCNTGetTarget2Bg0(value);
733 renderer->bg[1].target2 = GBARegisterBLDCNTGetTarget2Bg1(value);
734 renderer->bg[2].target2 = GBARegisterBLDCNTGetTarget2Bg2(value);
735 renderer->bg[3].target2 = GBARegisterBLDCNTGetTarget2Bg3(value);
736
737 renderer->blendEffect = GBARegisterBLDCNTGetEffect(value);
738 renderer->target1Obj = GBARegisterBLDCNTGetTarget1Obj(value);
739 renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
740 renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
741 renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
742}
743
744static void _compositeLayer(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
745 if ((y & 0x1F) != 0x1F) {
746 return;
747 }
748 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[1]);
749 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
750 glScissor(0, (y * renderer->scale) % (0x20 * renderer->scale), GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, 0x20 * renderer->scale);
751 glDepthFunc(GL_LESS);
752 glEnable(GL_DEPTH_TEST);
753 glUseProgram(renderer->compositeProgram);
754 glActiveTexture(GL_TEXTURE0);
755 glBindTexture(GL_TEXTURE_2D, background->tex);
756 glUniform3i(0, 0x20, y & ~0x1F, (background->priority << 3) + (background->index << 1) + 1);
757 glUniform1i(1, 0);
758 glUniform1i(2, renderer->scale);
759 glVertexAttribPointer(0, 2, GL_INT, GL_FALSE, 0, _vertices);
760 glEnableVertexAttribArray(0);
761 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
762 glDisable(GL_DEPTH_TEST);
763}
764
765void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
766 int inY = y + background->y;
767 int yBase = inY & 0xFF;
768 if (background->size == 2) {
769 yBase += inY & 0x100;
770 } else if (background->size == 3) {
771 yBase += (inY & 0x100) << 1;
772 }
773 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
774 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
775 glScissor(0, y * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale);
776 glUseProgram(renderer->bgProgram[background->multipalette ? 1 : 0]);
777 glActiveTexture(GL_TEXTURE0);
778 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
779 glActiveTexture(GL_TEXTURE0 + 1);
780 glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
781 glUniform3i(0, 1, y, 0);
782 glUniform1i(1, 0);
783 glUniform1i(2, 1);
784 glUniform1i(3, background->screenBase);
785 glUniform1i(4, background->charBase);
786 glUniform1i(5, background->size);
787 glUniform2i(6, background->x, yBase - y);
788 glVertexAttribPointer(0, 2, GL_INT, GL_FALSE, 0, _vertices);
789 glEnableVertexAttribArray(0);
790 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
791
792 _compositeLayer(renderer, background, y);
793
794 glBindFramebuffer(GL_FRAMEBUFFER, 0);
795}
796
797void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
798 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
799 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
800 glScissor(0, y * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale);
801 glUseProgram(renderer->bgProgram[background->overflow ? 2 : 3]);
802 glActiveTexture(GL_TEXTURE0);
803 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
804 glActiveTexture(GL_TEXTURE0 + 1);
805 glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
806 glUniform3i(0, 1, y, 0);
807 glUniform1i(1, 0);
808 glUniform1i(2, 1);
809 glUniform1i(3, background->screenBase);
810 glUniform1i(4, background->charBase);
811 glUniform1i(5, background->size);
812 glUniform2i(6, background->sx, background->sy);
813 glUniformMatrix2fv(7, 1, GL_FALSE, (GLfloat[]) { background->dx, background->dy, background->dmx, background->dmy });
814 glVertexAttribPointer(0, 2, GL_INT, GL_FALSE, 0, _vertices);
815 glEnableVertexAttribArray(0);
816 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
817
818 _compositeLayer(renderer, background, y);
819
820 glBindFramebuffer(GL_FRAMEBUFFER, 0);
821}