all repos — mgba @ 422d2cb7552c3b029d6e211e3a69ac76e0dbb06b

mGBA Game Boy Advance Emulator

src/gba/renderers/gl.c (view raw)

   1/* Copyright (c) 2013-2019 Jeffrey Pfau
   2 *
   3 * This Source Code Form is subject to the terms of the Mozilla Public
   4 * License, v. 2.0. If a copy of the MPL was not distributed with this
   5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
   6#include <mgba/internal/gba/renderers/gl.h>
   7
   8#if defined(BUILD_GLES2) || defined(BUILD_GLES3)
   9
  10#include <mgba/core/cache-set.h>
  11#include <mgba/internal/arm/macros.h>
  12#include <mgba/internal/gba/io.h>
  13#include <mgba/internal/gba/renderers/cache-set.h>
  14#include <mgba-util/memory.h>
  15
  16static void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer);
  17static void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer);
  18static void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer);
  19static void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address);
  20static void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam);
  21static void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
  22static uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
  23static void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y);
  24static void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer);
  25static void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels);
  26static void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels);
  27
  28static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer);
  29static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value);
  30static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value);
  31static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value);
  32static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value);
  33static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value);
  34static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value);
  35
  36static void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY);
  37static void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  38static void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  39static void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  40static void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  41static void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  42static void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y);
  43
  44static void _cleanRegister(struct GBAVideoGLRenderer* renderer, int address, uint16_t value);
  45static void _drawScanlines(struct GBAVideoGLRenderer* renderer, int lastY);
  46static void _finalizeLayers(struct GBAVideoGLRenderer* renderer);
  47
  48#define TEST_LAYER_ENABLED(X) !glRenderer->d.disableBG[X] && glRenderer->bg[X].enabled == 4
  49
  50struct GBAVideoGLUniform {
  51	const char* name;
  52	int type;
  53};
  54
  55#define PALETTE_ENTRY "#define PALETTE_ENTRY(x) (vec3((ivec3(0x1F, 0x3E0, 0x7C00) & (x)) >> ivec3(0, 5, 10)) / 31.)\n"
  56
  57static const GLchar* const _gles3Header =
  58	"#version 300 es\n"
  59	"#define OUT(n) layout(location = n)\n"
  60	PALETTE_ENTRY
  61	"precision highp float;\n"
  62	"precision highp int;\n"
  63	"precision highp sampler2D;\n"
  64	"precision highp isampler2D;\n";
  65
  66static const GLchar* const _gl3Header =
  67	"#version 130\n"
  68	"#define OUT(n)\n"
  69	PALETTE_ENTRY
  70	"precision highp float;\n";
  71
  72static const char* const _vertexShader =
  73	"in vec2 position;\n"
  74	"uniform ivec2 loc;\n"
  75	"uniform ivec2 maxPos;\n"
  76	"out vec2 texCoord;\n"
  77
  78	"void main() {\n"
  79	"	vec2 local = vec2(position.x, float(position.y * float(loc.x) + float(loc.y)) / float(maxPos.y));\n"
  80	"	gl_Position = vec4((local * 2. - 1.) * vec2(sign(maxPos)), 0., 1.);\n"
  81	"	texCoord = local * vec2(abs(maxPos));\n"
  82	"}";
  83
  84static const char* const _renderTile16 =
  85	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
  86	"	int address = charBase + tile * 16 + (localCoord.x >> 2) + (localCoord.y << 1);\n"
  87	"	vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
  88	"	int entry = int(halfrow[3 - (localCoord.x & 3)] * 15.9);\n"
  89	"	if (entry == 0) {\n"
  90	"		discard;\n"
  91	"	}\n"
  92	"	int paletteEntry = palette[paletteId * 16 + entry];\n"
  93	"	vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
  94	"	return color;\n"
  95	"}";
  96
  97static const char* const _renderTile256 =
  98	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
  99	"	int address = charBase + tile * 32 + (localCoord.x >> 1) + (localCoord.y << 2);\n"
 100	"	vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
 101	"	int entry = int(halfrow[3 - 2 * (localCoord.x & 1)] * 15.9);\n"
 102	"	int pal2 = int(halfrow[2 - 2 * (localCoord.x & 1)] * 15.9);\n"
 103	"	if ((pal2 | entry) == 0) {\n"
 104	"		discard;\n"
 105	"	}\n"
 106	"	int paletteEntry = palette[pal2 * 16 + entry];\n"
 107	"	vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
 108	"	return color;\n"
 109	"}";
 110
 111static const struct GBAVideoGLUniform _uniformsMode0[] = {
 112	{ "loc", GBA_GL_VS_LOC, },
 113	{ "maxPos", GBA_GL_VS_MAXPOS, },
 114	{ "vram", GBA_GL_BG_VRAM, },
 115	{ "palette", GBA_GL_BG_PALETTE, },
 116	{ "screenBase", GBA_GL_BG_SCREENBASE, },
 117	{ "charBase", GBA_GL_BG_CHARBASE, },
 118	{ "size", GBA_GL_BG_SIZE, },
 119	{ "offset", GBA_GL_BG_OFFSET, },
 120	{ "inflags", GBA_GL_BG_INFLAGS, },
 121	{ "mosaic", GBA_GL_BG_MOSAIC, },
 122	{ 0 }
 123};
 124
 125static const char* const _renderMode0 =
 126	"in vec2 texCoord;\n"
 127	"uniform sampler2D vram;\n"
 128	"uniform int palette[256];\n"
 129	"uniform int screenBase;\n"
 130	"uniform int charBase;\n"
 131	"uniform int size;\n"
 132	"uniform int offset[160];\n"
 133	"uniform ivec4 inflags;\n"
 134	"uniform ivec2 mosaic;\n"
 135	"OUT(0) out vec4 color;\n"
 136	"OUT(1) out ivec4 flags;\n"
 137
 138	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
 139
 140	"void main() {\n"
 141	"	ivec2 coord = ivec2(texCoord);\n"
 142	"	if (mosaic.x > 1) {\n"
 143	"		coord.x -= coord.x % mosaic.x;\n"
 144	"	}\n"
 145	"	if (mosaic.y > 1) {\n"
 146	"		coord.y -= coord.y % mosaic.y;\n"
 147	"	}\n"
 148	"	coord += (ivec2(0x3FF, 0x3FF000) & offset[int(texCoord.y)]) >> ivec2(0, 12);\n"
 149	"	if (size == 3) {\n"
 150	"		coord.y += (coord.y & 256) << 1;\n"
 151	"	}\n"
 152	"	if (size != 2) {\n"
 153	"		coord.y &= ~256;\n"
 154	"	}\n"
 155	"	if ((size & 1) == 1) {\n"
 156	"		coord.y += coord.x & 256;\n"
 157	"	}\n"
 158	"	coord &= ivec2(255, 511);\n"
 159	"	int mapAddress = screenBase + (coord.x >> 3) + (coord.y >> 3) * 32;\n"
 160	"	vec4 map = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
 161	"	int tileFlags = int(map.g * 15.9);\n"
 162	"	if ((tileFlags & 4) == 4) {\n"
 163	"		coord.x ^= 7;\n"
 164	"	}\n"
 165	"	if ((tileFlags & 8) == 8) {\n"
 166	"		coord.y ^= 7;\n"
 167	"	}\n"
 168	"	int tile = int(map.a * 15.9) + int(map.b * 15.9) * 16 + (tileFlags & 0x3) * 256;\n"
 169	"	color = renderTile(tile, int(map.r * 15.9), coord & 7);\n"
 170	"	flags = inflags;\n"
 171	"}";
 172
 173static const char* const _fetchTileOverflow =
 174	"vec4 fetchTile(ivec2 coord) {\n"
 175	"	int sizeAdjusted = (0x8000 << size) - 1;\n"
 176	"	coord &= sizeAdjusted;\n"
 177	"	return renderTile(coord);\n"
 178	"}";
 179
 180static const char* const _fetchTileNoOverflow =
 181	"vec4 fetchTile(ivec2 coord) {\n"
 182	"	int sizeAdjusted = (0x8000 << size) - 1;\n"
 183	"	ivec2 outerCoord = coord & ~sizeAdjusted;\n"
 184	"	if ((outerCoord.x | outerCoord.y) != 0) {\n"
 185	"		discard;\n"
 186	"	}\n"
 187	"	return renderTile(coord);\n"
 188	"}";
 189
 190static const struct GBAVideoGLUniform _uniformsMode2[] = {
 191	{ "loc", GBA_GL_VS_LOC, },
 192	{ "maxPos", GBA_GL_VS_MAXPOS, },
 193	{ "vram", GBA_GL_BG_VRAM, },
 194	{ "palette", GBA_GL_BG_PALETTE, },
 195	{ "screenBase", GBA_GL_BG_SCREENBASE, },
 196	{ "charBase", GBA_GL_BG_CHARBASE, },
 197	{ "size", GBA_GL_BG_SIZE, },
 198	{ "inflags", GBA_GL_BG_INFLAGS, },
 199	{ "offset", GBA_GL_BG_OFFSET, },
 200	{ "transform", GBA_GL_BG_TRANSFORM, },
 201	{ "range", GBA_GL_BG_RANGE, },
 202	{ "mosaic", GBA_GL_BG_MOSAIC, },
 203	{ 0 }
 204};
 205
 206static const char* const _interpolate =
 207	"vec2 interpolate(ivec2 arr[4], float x) {\n"
 208	"	float x1m = 1. - x;\n"
 209	"	return x1m * x1m * x1m * vec2(arr[0]) +"
 210		" 3. * x1m * x1m * x   * vec2(arr[1]) +"
 211		" 3. * x1m * x   * x   * vec2(arr[2]) +"
 212		"      x   * x   * x   * vec2(arr[3]);\n"
 213	"}\n"
 214
 215	"void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]) {\n"
 216	"	int start = max(range.x, y - 3);\n"
 217
 218	"	mat[0] = transform[start + 0].xy;\n"
 219	"	aff[0] = transform[start + 0].zw;\n"
 220	"	mat[1] = transform[start + 1].xy;\n"
 221	"	aff[1] = transform[start + 1].zw;\n"
 222	"	mat[2] = transform[start + 2].xy;\n"
 223	"	aff[2] = transform[start + 2].zw;\n"
 224	"	mat[3] = transform[start + 3].xy;\n"
 225	"	aff[3] = transform[start + 3].zw;\n"
 226
 227	"	if (y - 3 < range.x) {\n"
 228	"		ivec2 tempMat[3];\n"
 229	"		ivec2 tempAff[3];\n"
 230	"		tempMat[0] = ivec2(interpolate(mat, -0.75));\n"
 231	"		tempMat[1] = ivec2(interpolate(mat, -0.5));\n"
 232	"		tempMat[2] = ivec2(interpolate(mat, -0.25));\n"
 233	"		tempAff[0] = ivec2(interpolate(aff, -0.75));\n"
 234	"		tempAff[1] = ivec2(interpolate(aff, -0.5));\n"
 235	"		tempAff[2] = ivec2(interpolate(aff, -0.25));\n"
 236	"		if (range.x == y) {\n"
 237	"			mat[3] = mat[0];\n"
 238	"			mat[2] = tempMat[2];\n"
 239	"			mat[1] = tempMat[1];\n"
 240	"			mat[0] = tempMat[0];\n"
 241	"			aff[3] = aff[0];\n"
 242	"			aff[2] = tempAff[2];\n"
 243	"			aff[1] = tempAff[1];\n"
 244	"			aff[0] = tempAff[0];\n"
 245	"		} else if (range.x == y - 1) {\n"
 246	"			mat[3] = mat[1];\n"
 247	"			mat[2] = mat[0];\n"
 248	"			mat[1] = tempMat[2];\n"
 249	"			mat[0] = tempMat[1];\n"
 250	"			aff[3] = aff[1];\n"
 251	"			aff[2] = aff[0];\n"
 252	"			aff[1] = tempAff[2];\n"
 253	"			aff[0] = tempAff[1];\n"
 254	"		} else if (range.x == y - 2) {\n"
 255	"			mat[3] = mat[2];\n"
 256	"			mat[2] = mat[1];\n"
 257	"			mat[1] = mat[0];\n"
 258	"			mat[0] = tempMat[0];\n"
 259	"			aff[3] = aff[2];\n"
 260	"			aff[2] = aff[1];\n"
 261	"			aff[1] = aff[0];\n"
 262	"			aff[0] = tempAff[0];\n"
 263	"		}\n"
 264	"	}\n"
 265	"}\n";
 266
 267static const char* const _renderMode2 =
 268	"in vec2 texCoord;\n"
 269	"uniform sampler2D vram;\n"
 270	"uniform int palette[256];\n"
 271	"uniform int screenBase;\n"
 272	"uniform int charBase;\n"
 273	"uniform int size;\n"
 274	"uniform ivec4 inflags;\n"
 275	"uniform ivec4 transform[160];\n"
 276	"uniform ivec2 range;\n"
 277	"uniform ivec2 mosaic;\n"
 278	"OUT(0) out vec4 color;\n"
 279	"OUT(1) out ivec4 flags;\n"
 280
 281	"vec4 fetchTile(ivec2 coord);\n"
 282	"vec2 interpolate(ivec2 arr[4], float x);\n"
 283	"void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
 284
 285	"vec4 renderTile(ivec2 coord) {\n"
 286	"	int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n"
 287	"	int mapAddress = screenBase + (map >> 1);\n"
 288	"	vec4 twomaps = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
 289	"	int tile = int(twomaps[3 - 2 * (map & 1)] * 15.9) + int(twomaps[2 - 2 * (map & 1)] * 15.9) * 16;\n"
 290	"	int address = charBase + tile * 32 + ((coord.x >> 9) & 3) + ((coord.y >> 6) & 0x1C);\n"
 291	"	vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
 292	"	int entry = int(halfrow[3 - ((coord.x >> 7) & 2)] * 15.9);\n"
 293	"	int pal2 = int(halfrow[2 - ((coord.x >> 7) & 2)] * 15.9);\n"
 294	"	if ((pal2 | entry) == 0) {\n"
 295	"		discard;\n"
 296	"	}\n"
 297	"	int paletteEntry = palette[pal2 * 16 + entry];\n"
 298	"	vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
 299	"	return color;\n"
 300	"}\n"
 301
 302	"void main() {\n"
 303	"	ivec2 mat[4];\n"
 304	"	ivec2 offset[4];\n"
 305	"	vec2 incoord = texCoord;\n"
 306	"	if (mosaic.x > 1) {\n"
 307	"		incoord.x = float(int(incoord.x) % mosaic.x);\n"
 308	"	}\n"
 309	"	if (mosaic.y > 1) {\n"
 310	"		incoord.y = float(int(incoord.y) % mosaic.y);\n"
 311	"	}\n"
 312	"	loadAffine(int(incoord.y), mat, offset);\n"
 313	"	float y = fract(incoord.y);\n"
 314	"	float lin = 0.75 + y * 0.25;\n"
 315	"	vec2 mixedTransform = interpolate(mat, lin);\n"
 316	"	vec2 mixedOffset = interpolate(offset, lin);\n"
 317	"	color = fetchTile(ivec2(mixedTransform * incoord.x + mixedOffset));\n"
 318	"	flags = inflags;\n"
 319	"}";
 320
 321static const struct GBAVideoGLUniform _uniformsMode35[] = {
 322	{ "loc", GBA_GL_VS_LOC, },
 323	{ "maxPos", GBA_GL_VS_MAXPOS, },
 324	{ "vram", GBA_GL_BG_VRAM, },
 325	{ "charBase", GBA_GL_BG_CHARBASE, },
 326	{ "size", GBA_GL_BG_SIZE, },
 327	{ "inflags", GBA_GL_BG_INFLAGS, },
 328	{ "offset", GBA_GL_BG_OFFSET, },
 329	{ "transform", GBA_GL_BG_TRANSFORM, },
 330	{ "range", GBA_GL_BG_RANGE, },
 331	{ "mosaic", GBA_GL_BG_MOSAIC, },
 332	{ 0 }
 333};
 334
 335static const char* const _renderMode35 =
 336	"in vec2 texCoord;\n"
 337	"uniform sampler2D vram;\n"
 338	"uniform int charBase;\n"
 339	"uniform ivec2 size;\n"
 340	"uniform ivec4 inflags;\n"
 341	"uniform ivec4 transform[160];\n"
 342	"uniform ivec2 range;\n"
 343	"uniform ivec2 mosaic;\n"
 344	"OUT(0) out vec4 color;\n"
 345	"OUT(1) out ivec4 flags;\n"
 346
 347	"vec2 interpolate(ivec2 arr[4], float x);\n"
 348	"void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
 349
 350	"void main() {\n"
 351	"	ivec2 mat[4];\n"
 352	"	ivec2 offset[4];\n"
 353	"	vec2 incoord = texCoord;\n"
 354	"	if (mosaic.x > 1) {\n"
 355	"		incoord.x = float(int(incoord.x) % mosaic.x);\n"
 356	"	}\n"
 357	"	if (mosaic.y > 1) {\n"
 358	"		incoord.y = float(int(incoord.y) % mosaic.y);\n"
 359	"	}\n"
 360	"	loadAffine(int(incoord.y), mat, offset);\n"
 361	"	float y = fract(incoord.y);\n"
 362	"	float lin = 0.75 + y * 0.25;\n"
 363	"	vec2 mixedTransform = interpolate(mat, lin);\n"
 364	"	vec2 mixedOffset = interpolate(offset, lin);\n"
 365	"	ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
 366	"	if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
 367	"		discard;\n"
 368	"	}\n"
 369	"	if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
 370	"		discard;\n"
 371	"	}\n"
 372	"	int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
 373	"	ivec4 entry = ivec4(texelFetch(vram, ivec2(address & 255, address >> 8), 0) * 15.9);\n"
 374	"	int sixteen = (entry.x << 12) | (entry.y << 8) | (entry.z << 4) | entry.w;\n"
 375	"	color = vec4(float(sixteen & 0x1F) / 31., float((sixteen >> 5) & 0x1F) / 31., float((sixteen >> 10) & 0x1F) / 31., 1.);\n"
 376	"	flags = inflags;\n"
 377	"}";
 378
 379static const struct GBAVideoGLUniform _uniformsMode4[] = {
 380	{ "loc", GBA_GL_VS_LOC, },
 381	{ "maxPos", GBA_GL_VS_MAXPOS, },
 382	{ "vram", GBA_GL_BG_VRAM, },
 383	{ "palette", GBA_GL_BG_PALETTE, },
 384	{ "charBase", GBA_GL_BG_CHARBASE, },
 385	{ "size", GBA_GL_BG_SIZE, },
 386	{ "inflags", GBA_GL_BG_INFLAGS, },
 387	{ "offset", GBA_GL_BG_OFFSET, },
 388	{ "transform", GBA_GL_BG_TRANSFORM, },
 389	{ "range", GBA_GL_BG_RANGE, },
 390	{ "mosaic", GBA_GL_BG_MOSAIC, },
 391	{ 0 }
 392};
 393
 394static const char* const _renderMode4 =
 395	"in vec2 texCoord;\n"
 396	"uniform sampler2D vram;\n"
 397	"uniform int palette[256];\n"
 398	"uniform int charBase;\n"
 399	"uniform ivec2 size;\n"
 400	"uniform ivec4 inflags;\n"
 401	"uniform ivec4 transform[160];\n"
 402	"uniform ivec2 range;\n"
 403	"uniform ivec2 mosaic;\n"
 404	"OUT(0) out vec4 color;\n"
 405	"OUT(1) out ivec4 flags;\n"
 406
 407	"vec2 interpolate(ivec2 arr[4], float x);\n"
 408	"void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
 409
 410	"void main() {\n"
 411	"	ivec2 mat[4];\n"
 412	"	ivec2 offset[4];\n"
 413	"	vec2 incoord = texCoord;\n"
 414	"	if (mosaic.x > 1) {\n"
 415	"		incoord.x = float(int(incoord.x) % mosaic.x);\n"
 416	"	}\n"
 417	"	if (mosaic.y > 1) {\n"
 418	"		incoord.y = float(int(incoord.y) % mosaic.y);\n"
 419	"	}\n"
 420	"	loadAffine(int(incoord.y), mat, offset);\n"
 421	"	float y = fract(incoord.y);\n"
 422	"	float lin = 0.75 + y * 0.25;\n"
 423	"	vec2 mixedTransform = interpolate(mat, lin);\n"
 424	"	vec2 mixedOffset = interpolate(offset, lin);\n"
 425	"	ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
 426	"	if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
 427	"		discard;\n"
 428	"	}\n"
 429	"	if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
 430	"		discard;\n"
 431	"	}\n"
 432	"	int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
 433	"	vec4 twoEntries = texelFetch(vram, ivec2((address >> 1) & 255, address >> 9), 0);\n"
 434	"	ivec2 entry = ivec2(twoEntries[3 - 2 * (address & 1)] * 15.9, twoEntries[2 - 2 * (address & 1)] * 15.9);\n"
 435	"	int paletteEntry = palette[entry.y * 16 + entry.x];\n"
 436	"	color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
 437	"	flags = inflags;\n"
 438	"}";
 439
 440static const struct GBAVideoGLUniform _uniformsObj[] = {
 441	{ "loc", GBA_GL_VS_LOC, },
 442	{ "maxPos", GBA_GL_VS_MAXPOS, },
 443	{ "vram", GBA_GL_OBJ_VRAM, },
 444	{ "palette", GBA_GL_OBJ_PALETTE, },
 445	{ "charBase", GBA_GL_OBJ_CHARBASE, },
 446	{ "stride", GBA_GL_OBJ_STRIDE, },
 447	{ "localPalette", GBA_GL_OBJ_LOCALPALETTE, },
 448	{ "inflags", GBA_GL_OBJ_INFLAGS, },
 449	{ "transform", GBA_GL_OBJ_TRANSFORM, },
 450	{ "dims", GBA_GL_OBJ_DIMS, },
 451	{ "objwin", GBA_GL_OBJ_OBJWIN, },
 452	{ "mosaic", GBA_GL_OBJ_MOSAIC, },
 453	{ 0 }
 454};
 455
 456static const char* const _renderObj =
 457	"in vec2 texCoord;\n"
 458	"uniform sampler2D vram;\n"
 459	"uniform int palette[256];\n"
 460	"uniform int charBase;\n"
 461	"uniform int stride;\n"
 462	"uniform int localPalette;\n"
 463	"uniform ivec4 inflags;\n"
 464	"uniform mat2x2 transform;\n"
 465	"uniform ivec4 dims;\n"
 466	"uniform ivec4 objwin;\n"
 467	"uniform ivec4 mosaic;\n"
 468	"OUT(0) out vec4 color;\n"
 469	"OUT(1) out ivec4 flags;\n"
 470	"OUT(2) out ivec3 window;\n"
 471
 472	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
 473
 474	"void main() {\n"
 475	"	vec2 incoord = texCoord;\n"
 476	"	if (mosaic.x > 1) {\n"
 477	"		int x = int(incoord.x);\n"
 478	"		incoord.x = float(clamp(x - (mosaic.z + x) % mosaic.x, 0, dims.z - 1));\n"
 479	"	} else if (mosaic.x < -1) {\n"
 480	"		int x = dims.z - int(incoord.x) - 1;\n"
 481	"		incoord.x = float(clamp(dims.z - x + (mosaic.z + x) % -mosaic.x - 1, 0, dims.z - 1));\n"
 482	"	}\n"
 483	"	if (mosaic.y > 1) {\n"
 484	"		int y = int(incoord.y);\n"
 485	"		incoord.y = float(clamp(y - (mosaic.w + y) % mosaic.y, 0, dims.w - 1));\n"
 486	"	}\n"
 487	"	ivec2 coord = ivec2(transform * (incoord - vec2(dims.zw) / 2.) + vec2(dims.xy) / 2.);\n"
 488	"	if ((coord & ~(dims.xy - 1)) != ivec2(0, 0)) {\n"
 489	"		discard;\n"
 490	"	}\n"
 491	"	vec4 pix = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, localPalette, coord & 7);\n"
 492	"	color = pix;\n"
 493	"	flags = inflags;\n"
 494	"	gl_FragDepth = float(flags.x) / 16.;\n"
 495	"	window = objwin.yzw;\n"
 496	"}";
 497
 498static const struct GBAVideoGLUniform _uniformsWindow[] = {
 499	{ "loc", GBA_GL_VS_LOC, },
 500	{ "maxPos", GBA_GL_VS_MAXPOS, },
 501	{ "dispcnt", GBA_GL_WIN_DISPCNT, },
 502	{ "blend", GBA_GL_WIN_BLEND, },
 503	{ "flags", GBA_GL_WIN_FLAGS, },
 504	{ "win0", GBA_GL_WIN_WIN0, },
 505	{ "win1", GBA_GL_WIN_WIN1, },
 506	{ 0 }
 507};
 508
 509static const char* const _renderWindow =
 510	"in vec2 texCoord;\n"
 511	"uniform int dispcnt;\n"
 512	"uniform ivec2 blend;\n"
 513	"uniform ivec3 flags;\n"
 514	"uniform ivec4 win0[160];\n"
 515	"uniform ivec4 win1[160];\n"
 516	"OUT(0) out ivec3 window;\n"
 517
 518	"void crop(vec4 windowParams, int flags, inout ivec3 windowFlags) {\n"
 519	"	bvec4 compare = lessThan(texCoord.xxyy, windowParams);\n"
 520	"	compare = equal(compare, bvec4(true, false, true, false));\n"
 521	"	if (any(compare)) {\n"
 522	"		vec2 h = windowParams.xy;\n"
 523	"		vec2 v = windowParams.zw;\n"
 524	"		if (v.x > v.y) {\n"
 525	"			if (compare.z && compare.w) {\n"
 526	"				return;\n"
 527	"			}\n"
 528	"		} else if (compare.z || compare.w) {\n"
 529	"			return;\n"
 530	"		}\n"
 531	"		if (h.x > h.y) {\n"
 532	"			if (compare.x && compare.y) {\n"
 533	"				return;\n"
 534	"			}\n"
 535	"		} else if (compare.x || compare.y) {\n"
 536	"			return;\n"
 537	"		}\n"
 538	"	}\n"
 539	"	windowFlags.x = flags;\n"
 540	"}\n"
 541
 542	"vec4 interpolate(ivec4 win[160]) {\n"
 543	"	vec4 bottom = vec4(win[int(texCoord.y) - 1]);\n"
 544	"	vec4 top = vec4(win[int(texCoord.y)]);\n"
 545	"	if (distance(top, bottom) > 40.) {\n"
 546	"		return top;\n"
 547	"	}\n"
 548	"	return vec4(mix(bottom.xy, top.xy, fract(texCoord.y)), top.zw);\n"
 549	"}\n"
 550
 551	"void main() {\n"
 552	"	int dispflags = (dispcnt & 0x1F) | 0x20;\n"
 553	"	if ((dispcnt & 0xE0) == 0) {\n"
 554	"		window = ivec3(dispflags, blend);\n"
 555	"	} else {\n"
 556	"		ivec3 windowFlags = ivec3(flags.z, blend);\n"
 557	"		if ((dispcnt & 0x40) != 0) { \n"
 558	"			crop(interpolate(win1), flags.y, windowFlags);\n"
 559	"		}\n"
 560	"		if ((dispcnt & 0x20) != 0) { \n"
 561	"			crop(interpolate(win0), flags.x, windowFlags);\n"
 562	"		}\n"
 563	"		window = windowFlags;\n"
 564	"	}\n"
 565	"}\n";
 566
 567static const struct GBAVideoGLUniform _uniformsFinalize[] = {
 568	{ "loc", GBA_GL_VS_LOC, },
 569	{ "maxPos", GBA_GL_VS_MAXPOS, },
 570	{ "scale", GBA_GL_FINALIZE_SCALE, },
 571	{ "layers", GBA_GL_FINALIZE_LAYERS, },
 572	{ "flags", GBA_GL_FINALIZE_FLAGS, },
 573	{ "window", GBA_GL_FINALIZE_WINDOW, },
 574	{ "backdrop", GBA_GL_FINALIZE_BACKDROP, },
 575	{ "backdropFlags", GBA_GL_FINALIZE_BACKDROPFLAGS, },
 576	{ 0 }
 577};
 578
 579static const char* const _finalize =
 580	"in vec2 texCoord;\n"
 581	"uniform int scale;\n"
 582	"uniform sampler2D layers[5];\n"
 583	"uniform isampler2D flags[5];\n"
 584	"uniform isampler2D window;\n"
 585	"uniform sampler2D backdrop;\n"
 586	"uniform isampler2D backdropFlags;\n"
 587	"out vec4 color;\n"
 588
 589	"void composite(vec4 pixel, ivec4 flags, inout vec4 topPixel, inout ivec4 topFlags, inout vec4 bottomPixel, inout ivec4 bottomFlags) {\n"
 590	"	if (pixel.a == 0.) {\n"
 591	"		return;\n"
 592	"	}\n"
 593	"	if (flags.x >= topFlags.x) {\n"
 594	"		if (flags.x >= bottomFlags.x) {\n"
 595	"			return;\n"
 596	"		}\n"
 597	"		bottomFlags = flags;\n"
 598	"		bottomPixel = pixel;\n"
 599	"	} else {\n"
 600	"		bottomFlags = topFlags;\n"
 601	"		topFlags = flags;\n"
 602	"		bottomPixel = topPixel;\n"
 603	"		topPixel = pixel;\n"
 604	"	}\n"
 605	"}\n"
 606
 607	"void main() {\n"
 608	"	vec4 topPixel = texelFetch(backdrop, ivec2(0, texCoord.y), 0);\n"
 609	"	vec4 bottomPixel = topPixel;\n"
 610	"	ivec4 topFlags = ivec4(texelFetch(backdropFlags, ivec2(0, texCoord.y), 0));\n"
 611	"	ivec4 bottomFlags = topFlags;\n"
 612	"	ivec4 windowFlags = texelFetch(window, ivec2(texCoord * float(scale)), 0);\n"
 613	"	int layerWindow = windowFlags.x;\n"
 614	"	if ((layerWindow & 16) != 0) {\n"
 615	"		vec4 pix = texelFetch(layers[4], ivec2(texCoord * float(scale)), 0);\n"
 616	"		ivec4 inflags = ivec4(texelFetch(flags[4], ivec2(texCoord * float(scale)), 0));\n"
 617	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 618	"	}\n"
 619	"	if ((layerWindow & 1) != 0) {\n"
 620	"		vec4 pix = texelFetch(layers[0], ivec2(texCoord * float(scale)), 0);\n"
 621	"		ivec4 inflags = ivec4(texelFetch(flags[0], ivec2(texCoord * float(scale)), 0).xyz, 0);\n"
 622	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 623	"	}\n"
 624	"	if ((layerWindow & 2) != 0) {\n"
 625	"		vec4 pix = texelFetch(layers[1], ivec2(texCoord * float(scale)), 0);\n"
 626	"		ivec4 inflags = ivec4(texelFetch(flags[1], ivec2(texCoord * float(scale)), 0).xyz, 0);\n"
 627	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 628	"	}\n"
 629	"	if ((layerWindow & 4) != 0) {\n"
 630	"		vec4 pix = texelFetch(layers[2], ivec2(texCoord * float(scale)), 0);\n"
 631	"		ivec4 inflags = ivec4(texelFetch(flags[2], ivec2(texCoord * float(scale)), 0).xyz.xyz, 0);\n"
 632	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 633	"	}\n"
 634	"	if ((layerWindow & 8) != 0) {\n"
 635	"		vec4 pix = texelFetch(layers[3], ivec2(texCoord * float(scale)), 0);\n"
 636	"		ivec4 inflags = ivec4(texelFetch(flags[3], ivec2(texCoord * float(scale)), 0).xyz, 0);\n"
 637	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 638	"	}\n"
 639	"	if ((layerWindow & 32) == 0) {\n"
 640	"		topFlags.y &= ~1;\n"
 641	"	}\n"
 642	"	if (((topFlags.y & 13) == 5 || topFlags.w > 0) && (bottomFlags.y & 2) == 2) {\n"
 643	"		topPixel.rgb *= float(topFlags.z) / 16.;\n"
 644	"		topPixel.rgb += bottomPixel.rgb * float(windowFlags.y) / 16.;\n"
 645	"	} else if ((topFlags.y & 13) == 9) {\n"
 646	"		topPixel.rgb += (1. - topPixel.rgb) * float(windowFlags.z) / 16.;\n"
 647	"	} else if ((topFlags.y & 13) == 13) {\n"
 648	"		topPixel.rgb -= topPixel.rgb * float(windowFlags.z) / 16.;\n"
 649	"	}\n"
 650	"	color = topPixel;\n"
 651	"}";
 652
 653static const GLint _vertices[] = {
 654	0, 0,
 655	0, 1,
 656	1, 1,
 657	1, 0,
 658};
 659
 660void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
 661	renderer->d.init = GBAVideoGLRendererInit;
 662	renderer->d.reset = GBAVideoGLRendererReset;
 663	renderer->d.deinit = GBAVideoGLRendererDeinit;
 664	renderer->d.writeVideoRegister = GBAVideoGLRendererWriteVideoRegister;
 665	renderer->d.writeVRAM = GBAVideoGLRendererWriteVRAM;
 666	renderer->d.writeOAM = GBAVideoGLRendererWriteOAM;
 667	renderer->d.writePalette = GBAVideoGLRendererWritePalette;
 668	renderer->d.drawScanline = GBAVideoGLRendererDrawScanline;
 669	renderer->d.finishFrame = GBAVideoGLRendererFinishFrame;
 670	renderer->d.getPixels = GBAVideoGLRendererGetPixels;
 671	renderer->d.putPixels = GBAVideoGLRendererPutPixels;
 672
 673	renderer->d.disableBG[0] = false;
 674	renderer->d.disableBG[1] = false;
 675	renderer->d.disableBG[2] = false;
 676	renderer->d.disableBG[3] = false;
 677	renderer->d.disableOBJ = false;
 678
 679	renderer->scale = 1;
 680}
 681
 682static void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVideoGLShader* shader, const char** shaderBuffer, int shaderBufferLines, GLuint vs, const struct GBAVideoGLUniform* uniforms, char* log) {
 683	GLuint program = glCreateProgram();
 684	shader->program = program;
 685
 686	GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
 687	glAttachShader(program, vs);
 688	glAttachShader(program, fs);
 689	glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
 690	glCompileShader(fs);
 691	glGetShaderInfoLog(fs, 2048, 0, log);
 692	if (log[0]) {
 693		mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
 694	}
 695	glLinkProgram(program);
 696	glGetProgramInfoLog(program, 2048, 0, log);
 697	if (log[0]) {
 698		mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
 699	}
 700	glDeleteShader(fs);
 701#ifndef BUILD_GLES3
 702	glBindFragDataLocation(program, 0, "color");
 703	glBindFragDataLocation(program, 1, "flags");
 704#endif
 705
 706	glGenVertexArrays(1, &shader->vao);
 707	glBindVertexArray(shader->vao);
 708	glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
 709	GLuint positionLocation = glGetAttribLocation(program, "position");
 710	glEnableVertexAttribArray(positionLocation);
 711	glVertexAttribPointer(positionLocation, 2, GL_INT, GL_FALSE, 0, NULL);
 712
 713	size_t i;
 714	for (i = 0; uniforms[i].name; ++i) {
 715		shader->uniforms[uniforms[i].type] = glGetUniformLocation(program, uniforms[i].name);
 716	}
 717}
 718
 719static void _deleteShader(struct GBAVideoGLShader* shader) {
 720	glDeleteProgram(shader->program);
 721	glDeleteVertexArrays(1, &shader->vao);
 722}
 723
 724static void _initFramebufferTextureEx(GLuint tex, GLenum internalFormat, GLenum format, GLenum type, GLenum attachment, int scale) {
 725	glBindTexture(GL_TEXTURE_2D, tex);
 726	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 727	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 728	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 729	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 730	glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, scale > 0 ? GBA_VIDEO_HORIZONTAL_PIXELS * scale : 1, GBA_VIDEO_VERTICAL_PIXELS * (scale > 0 ? scale : 1), 0, format, type, 0);
 731	glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);	
 732}
 733
 734static void _initFramebufferTexture(GLuint tex, GLenum format, GLenum attachment, int scale) {
 735	_initFramebufferTextureEx(tex, format, format, GL_UNSIGNED_BYTE, attachment, scale);
 736}
 737
 738void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
 739	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 740	glRenderer->temporaryBuffer = NULL;
 741
 742	glGenFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
 743	glGenTextures(GBA_GL_TEX_MAX, glRenderer->layers);
 744
 745	glGenTextures(1, &glRenderer->vramTex);
 746	glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
 747	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 748	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 749	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 256, 192, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, 0);
 750
 751	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
 752	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 753	_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
 754	_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT2, glRenderer->scale);
 755	_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_DEPTH], GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, GL_DEPTH_ATTACHMENT, glRenderer->scale);
 756
 757	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
 758	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_COLOR], GL_RGB, GL_COLOR_ATTACHMENT0, 0);
 759	_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_BACKDROP_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
 760
 761	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
 762	_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 763
 764	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
 765	_initFramebufferTexture(glRenderer->outputTex, GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 766
 767	glBindFramebuffer(GL_FRAMEBUFFER, 0);
 768
 769	glGenBuffers(1, &glRenderer->vbo);
 770	glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
 771	glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
 772
 773	int i;
 774	for (i = 0; i < 4; ++i) {
 775		struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
 776		bg->index = i;
 777		bg->enabled = 0;
 778		bg->priority = 0;
 779		bg->charBase = 0;
 780		bg->mosaic = 0;
 781		bg->multipalette = 0;
 782		bg->screenBase = 0;
 783		bg->overflow = 0;
 784		bg->size = 0;
 785		bg->target1 = 0;
 786		bg->target2 = 0;
 787		bg->x = 0;
 788		bg->y = 0;
 789		bg->refx = 0;
 790		bg->refy = 0;
 791		bg->affine.dx = 256;
 792		bg->affine.dmx = 0;
 793		bg->affine.dy = 0;
 794		bg->affine.dmy = 256;
 795		bg->affine.sx = 0;
 796		bg->affine.sy = 0;
 797		glGenFramebuffers(1, &bg->fbo);
 798		glGenTextures(1, &bg->tex);
 799		glGenTextures(1, &bg->flags);
 800		glBindFramebuffer(GL_FRAMEBUFFER, bg->fbo);
 801		_initFramebufferTexture(bg->tex, GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 802		_initFramebufferTextureEx(bg->flags, GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
 803	}
 804	glBindFramebuffer(GL_FRAMEBUFFER, 0);
 805
 806	char log[2048];
 807	const GLchar* shaderBuffer[4];
 808	const GLubyte* version = glGetString(GL_VERSION);
 809	if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES "))) {
 810		shaderBuffer[0] = _gl3Header;
 811	} else {
 812		shaderBuffer[0] = _gles3Header;
 813	}
 814
 815	GLuint vs = glCreateShader(GL_VERTEX_SHADER);
 816	shaderBuffer[1] = _vertexShader;
 817	glShaderSource(vs, 2, shaderBuffer, 0);
 818	glCompileShader(vs);
 819	glGetShaderInfoLog(vs, 2048, 0, log);
 820	if (log[0]) {
 821		mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
 822	}
 823
 824	shaderBuffer[1] = _renderMode0;
 825
 826	shaderBuffer[2] = _renderTile16;
 827	_compileShader(glRenderer, &glRenderer->bgShader[0], shaderBuffer, 3, vs, _uniformsMode0, log);
 828
 829	shaderBuffer[2] = _renderTile256;
 830	_compileShader(glRenderer, &glRenderer->bgShader[1], shaderBuffer, 3, vs, _uniformsMode0, log);
 831
 832	shaderBuffer[1] = _renderMode2;
 833	shaderBuffer[2] = _interpolate;
 834
 835	shaderBuffer[3] = _fetchTileOverflow;
 836	_compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 4, vs, _uniformsMode2, log);
 837
 838	shaderBuffer[3] = _fetchTileNoOverflow;
 839	_compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 4, vs, _uniformsMode2, log);
 840
 841	shaderBuffer[1] = _renderMode4;
 842	shaderBuffer[2] = _interpolate;
 843	_compileShader(glRenderer, &glRenderer->bgShader[4], shaderBuffer, 3, vs, _uniformsMode4, log);
 844
 845	shaderBuffer[1] = _renderMode35;
 846	shaderBuffer[2] = _interpolate;
 847	_compileShader(glRenderer, &glRenderer->bgShader[5], shaderBuffer, 3, vs, _uniformsMode35, log);
 848
 849	shaderBuffer[1] = _renderObj;
 850
 851	shaderBuffer[2] = _renderTile16;
 852	_compileShader(glRenderer, &glRenderer->objShader[0], shaderBuffer, 3, vs, _uniformsObj, log);
 853#ifndef BUILD_GLES3
 854	glBindFragDataLocation(glRenderer->objShader[0].program, 2, "window");
 855#endif
 856
 857	shaderBuffer[2] = _renderTile256;
 858	_compileShader(glRenderer, &glRenderer->objShader[1], shaderBuffer, 3, vs, _uniformsObj, log);
 859#ifndef BUILD_GLES3
 860	glBindFragDataLocation(glRenderer->objShader[1].program, 2, "window");
 861#endif
 862
 863	shaderBuffer[1] = _renderWindow;
 864	_compileShader(glRenderer, &glRenderer->windowShader, shaderBuffer, 2, vs, _uniformsWindow, log);
 865#ifndef BUILD_GLES3
 866	glBindFragDataLocation(glRenderer->windowShader.program, 0, "window");
 867#endif
 868
 869	shaderBuffer[1] = _finalize;
 870	_compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, log);
 871
 872	glBindVertexArray(0);
 873	glDeleteShader(vs);
 874
 875	GBAVideoGLRendererReset(renderer);
 876}
 877
 878void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
 879	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 880	if (glRenderer->temporaryBuffer) {
 881		mappedMemoryFree(glRenderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale);
 882	}
 883	glDeleteFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
 884	glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers);
 885	glDeleteTextures(1, &glRenderer->vramTex);
 886	glDeleteBuffers(1, &glRenderer->vbo);
 887
 888	_deleteShader(&glRenderer->bgShader[0]);
 889	_deleteShader(&glRenderer->bgShader[1]);
 890	_deleteShader(&glRenderer->bgShader[2]);
 891	_deleteShader(&glRenderer->bgShader[3]);
 892	_deleteShader(&glRenderer->objShader[0]);
 893	_deleteShader(&glRenderer->objShader[1]);
 894	_deleteShader(&glRenderer->finalizeShader);
 895
 896	int i;
 897	for (i = 0; i < 4; ++i) {
 898		struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
 899		glDeleteFramebuffers(1, &bg->fbo);
 900		glDeleteTextures(1, &bg->tex);
 901		glDeleteTextures(1, &bg->flags);
 902	}
 903}
 904
 905void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
 906	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 907
 908	glRenderer->paletteDirty = true;
 909	glRenderer->vramDirty = 0xFFFFFF;
 910	glRenderer->firstAffine = -1;
 911	glRenderer->firstY = -1;
 912	glRenderer->dispcnt = 0x0080;
 913	glRenderer->mosaic = 0;
 914	memset(glRenderer->shadowRegs, 0, sizeof(glRenderer->shadowRegs));
 915	glRenderer->regsDirty = 0xFFFFFFFFFFFEULL;
 916}
 917
 918void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
 919	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 920	glRenderer->vramDirty |= 1 << (address >> 12);
 921}
 922
 923void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam) {
 924	UNUSED(oam);
 925	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 926	glRenderer->oamDirty = true;
 927}
 928
 929void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
 930	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 931	UNUSED(address);
 932	UNUSED(value);
 933	glRenderer->paletteDirty = true;
 934}
 935
 936uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
 937	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 938	if (renderer->cache) {
 939		GBAVideoCacheWriteVideoRegister(renderer->cache, address, value);
 940	}
 941
 942	bool dirty = false;
 943	switch (address) {
 944	case REG_DISPCNT:
 945		value &= 0xFFF7;
 946		dirty = true;
 947		break;
 948	case REG_BG0CNT:
 949	case REG_BG1CNT:
 950		value &= 0xDFFF;
 951		dirty = true;
 952		break;
 953	case REG_BG0HOFS:
 954		value &= 0x01FF;
 955		glRenderer->bg[0].x = value;
 956		dirty = false;
 957		break;
 958	case REG_BG0VOFS:
 959		value &= 0x01FF;
 960		glRenderer->bg[0].y = value;
 961		dirty = false;
 962		break;
 963	case REG_BG1HOFS:
 964		value &= 0x01FF;
 965		glRenderer->bg[1].x = value;
 966		dirty = false;
 967		break;
 968	case REG_BG1VOFS:
 969		value &= 0x01FF;
 970		glRenderer->bg[1].y = value;
 971		dirty = false;
 972		break;
 973	case REG_BG2HOFS:
 974		value &= 0x01FF;
 975		glRenderer->bg[2].x = value;
 976		dirty = false;
 977		break;
 978	case REG_BG2VOFS:
 979		value &= 0x01FF;
 980		glRenderer->bg[2].y = value;
 981		dirty = false;
 982		break;
 983	case REG_BG3HOFS:
 984		value &= 0x01FF;
 985		glRenderer->bg[3].x = value;
 986		dirty = false;
 987		break;
 988	case REG_BG3VOFS:
 989		value &= 0x01FF;
 990		glRenderer->bg[3].y = value;
 991		dirty = false;
 992		break;
 993	case REG_BG2PA:
 994		glRenderer->bg[2].affine.dx = value;
 995		break;
 996	case REG_BG2PB:
 997		glRenderer->bg[2].affine.dmx = value;
 998		break;
 999	case REG_BG2PC:
1000		glRenderer->bg[2].affine.dy = value;
1001		break;
1002	case REG_BG2PD:
1003		glRenderer->bg[2].affine.dmy = value;
1004		break;
1005	case REG_BG2X_LO:
1006		GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[2], value);
1007		break;
1008	case REG_BG2X_HI:
1009		GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[2], value);
1010		break;
1011	case REG_BG2Y_LO:
1012		GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[2], value);
1013		break;
1014	case REG_BG2Y_HI:
1015		GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[2], value);
1016		break;
1017	case REG_BG3PA:
1018		glRenderer->bg[3].affine.dx = value;
1019		break;
1020	case REG_BG3PB:
1021		glRenderer->bg[3].affine.dmx = value;
1022		break;
1023	case REG_BG3PC:
1024		glRenderer->bg[3].affine.dy = value;
1025		break;
1026	case REG_BG3PD:
1027		glRenderer->bg[3].affine.dmy = value;
1028		break;
1029	case REG_BG3X_LO:
1030		GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[3], value);
1031		break;
1032	case REG_BG3X_HI:
1033		GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[3], value);
1034		break;
1035	case REG_BG3Y_LO:
1036		GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[3], value);
1037		break;
1038	case REG_BG3Y_HI:
1039		GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[3], value);
1040		break;
1041	case REG_BLDALPHA:
1042		value &= 0x1F1F;
1043		dirty = true;
1044		break;
1045	case REG_BLDY:
1046		value &= 0x1F;
1047		if (value > 0x10) {
1048			value = 0x10;
1049		}
1050		dirty = true;
1051		break;
1052			case REG_WIN0H:
1053		glRenderer->winN[0].h.end = value;
1054		glRenderer->winN[0].h.start = value >> 8;
1055		if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[0].h.start > glRenderer->winN[0].h.end) {
1056			glRenderer->winN[0].h.start = 0;
1057		}
1058		if (glRenderer->winN[0].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1059			glRenderer->winN[0].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
1060			if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1061				glRenderer->winN[0].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
1062			}
1063		}
1064		break;
1065	case REG_WIN1H:
1066		glRenderer->winN[1].h.end = value;
1067		glRenderer->winN[1].h.start = value >> 8;
1068		if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[1].h.start > glRenderer->winN[1].h.end) {
1069			glRenderer->winN[1].h.start = 0;
1070		}
1071		if (glRenderer->winN[1].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1072			glRenderer->winN[1].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
1073			if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1074				glRenderer->winN[1].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
1075			}
1076		}
1077		break;
1078	case REG_WIN0V:
1079		glRenderer->winN[0].v.end = value;
1080		glRenderer->winN[0].v.start = value >> 8;
1081		if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[0].v.start > glRenderer->winN[0].v.end) {
1082			glRenderer->winN[0].v.start = 0;
1083		}
1084		if (glRenderer->winN[0].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1085			glRenderer->winN[0].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1086			if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1087				glRenderer->winN[0].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1088			}
1089		}
1090		break;
1091	case REG_WIN1V:
1092		glRenderer->winN[1].v.end = value;
1093		glRenderer->winN[1].v.start = value >> 8;
1094		if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[1].v.start > glRenderer->winN[1].v.end) {
1095			glRenderer->winN[1].v.start = 0;
1096		}
1097		if (glRenderer->winN[1].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1098			glRenderer->winN[1].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1099			if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1100				glRenderer->winN[1].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1101			}
1102		}
1103		break;
1104	case REG_WININ:
1105	case REG_WINOUT:
1106		value &= 0x3F3F;
1107		dirty = true;
1108		break;
1109	default:
1110		dirty = true;
1111		break;
1112	}
1113	if (glRenderer->shadowRegs[address >> 1] == value) {
1114		dirty = false;
1115	} else {
1116		glRenderer->shadowRegs[address >> 1] = value;
1117	}
1118	if (dirty) {
1119		glRenderer->regsDirty |= 1ULL << (address >> 1);
1120	}
1121	return value;
1122}
1123
1124void _cleanRegister(struct GBAVideoGLRenderer* glRenderer, int address, uint16_t value) {
1125	switch (address) {
1126	case REG_DISPCNT:
1127		glRenderer->dispcnt = value;
1128		GBAVideoGLRendererUpdateDISPCNT(glRenderer);
1129		break;
1130	case REG_BG0CNT:
1131		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[0], value);
1132		break;
1133	case REG_BG1CNT:
1134		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[1], value);
1135		break;
1136	case REG_BG2CNT:
1137		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[2], value);
1138		break;
1139	case REG_BG3CNT:
1140		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[3], value);
1141		break;
1142	case REG_BLDCNT:
1143		GBAVideoGLRendererWriteBLDCNT(glRenderer, value);
1144		value &= 0x3FFF;
1145		break;
1146	case REG_BLDALPHA:
1147		glRenderer->blda = value & 0x1F;
1148		if (glRenderer->blda > 0x10) {
1149			glRenderer->blda = 0x10;
1150		}
1151		glRenderer->bldb = (value >> 8) & 0x1F;
1152		if (glRenderer->bldb > 0x10) {
1153			glRenderer->bldb = 0x10;
1154		}
1155		value &= 0x1F1F;
1156		break;
1157	case REG_BLDY:
1158		glRenderer->bldy = value;
1159		break;
1160	case REG_WININ:
1161		glRenderer->winN[0].control = value;
1162		glRenderer->winN[1].control = value >> 8;
1163		break;
1164	case REG_WINOUT:
1165		glRenderer->winout = value;
1166		glRenderer->objwin = value >> 8;
1167		break;
1168	case REG_MOSAIC:
1169		glRenderer->mosaic = value;
1170		break;
1171	default:
1172		break;
1173	}
1174}
1175
1176static bool _dirtyMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1177	UNUSED(y);
1178	if (!background->enabled) {
1179		return false;
1180	}
1181	unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1182	unsigned screenMask = (7 << screenBase) & 0xFFFF; // Technically overzealous
1183	if (renderer->vramDirty & screenMask) {
1184		return true;
1185	}
1186	unsigned charBase = background->charBase >> 11;
1187	unsigned charMask = (0xFFFF << charBase) & 0xFFFF;
1188	if (renderer->vramDirty & charMask) {
1189		return true;
1190	}
1191	return false;
1192}
1193
1194static bool _dirtyMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1195	UNUSED(y);
1196	if (!background->enabled) {
1197		return false;
1198	}
1199	unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1200	unsigned screenMask = (0xF << screenBase) & 0xFFFF;
1201	if (renderer->vramDirty & screenMask) {
1202		return true;
1203	}
1204	unsigned charBase = background->charBase >> 11;
1205	unsigned charMask = (0x3FFF << charBase) & 0xFFFF;
1206	if (renderer->vramDirty & charMask) {
1207		return true;
1208	}
1209	return false;
1210}
1211
1212static bool _dirtyMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1213	UNUSED(y);
1214	if (!background->enabled) {
1215		return false;
1216	}
1217	if (renderer->vramDirty & 0xFFFFF) {
1218		return true;
1219	}
1220	return false;
1221}
1222
1223static bool _dirtyMode45(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1224	UNUSED(y);
1225	if (!background->enabled) {
1226		return false;
1227	}
1228	int start = GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 5 : 0;
1229	int mask = 0x3FF << start;
1230	if (renderer->vramDirty & mask) {
1231		return true;
1232	}
1233	return false;
1234}
1235
1236static bool _needsVramUpload(struct GBAVideoGLRenderer* renderer, int y) {
1237	if (!renderer->vramDirty) {
1238		return false;
1239	}
1240	if (y == 0) {
1241		return true;
1242	}
1243
1244	if (GBARegisterDISPCNTIsObjEnable(renderer->dispcnt) && renderer->vramDirty & 0xFF0000) {
1245		return true;
1246	}
1247
1248	bool dirty = false;
1249	switch (GBARegisterDISPCNTGetMode(renderer->dispcnt)) {
1250	case 0:
1251		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1252		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1253		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[2], y);
1254		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[3], y);
1255		break;
1256	case 1:
1257		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1258		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1259		dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1260		break;
1261	case 2:
1262		dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1263		dirty = dirty || _dirtyMode2(renderer, &renderer->bg[3], y);
1264		break;
1265	case 3:
1266		dirty = _dirtyMode3(renderer, &renderer->bg[2], y);
1267		break;
1268	case 4:
1269		dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1270		break;
1271	case 5:
1272		dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1273		break;
1274	}
1275	return dirty;
1276}
1277
1278void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
1279	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1280
1281	if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1282		if (glRenderer->firstAffine < 0) {
1283			glRenderer->firstAffine = y;
1284		}
1285	} else {
1286		glRenderer->firstAffine = -1;
1287	}
1288
1289	if (glRenderer->paletteDirty || _needsVramUpload(glRenderer, y) || glRenderer->oamDirty || glRenderer->regsDirty) {
1290		if (glRenderer->firstY >= 0) {
1291			_drawScanlines(glRenderer, y - 1);
1292			glBindVertexArray(0);
1293		}
1294	}
1295	if (glRenderer->firstY < 0) {
1296		glRenderer->firstY = y;
1297	}
1298
1299	int i;
1300	for (i = 0; i < 0x30; ++i) {
1301		if (!(glRenderer->regsDirty & (1ULL << i))) {
1302			continue;
1303		}
1304		_cleanRegister(glRenderer, i << 1, glRenderer->shadowRegs[i]);
1305	}
1306	glRenderer->regsDirty = 0;
1307
1308	glRenderer->winNHistory[0][y * 4 + 0] = glRenderer->winN[0].h.start;
1309	glRenderer->winNHistory[0][y * 4 + 1] = glRenderer->winN[0].h.end;
1310	glRenderer->winNHistory[0][y * 4 + 2] = glRenderer->winN[0].v.start;
1311	glRenderer->winNHistory[0][y * 4 + 3] = glRenderer->winN[0].v.end;
1312	glRenderer->winNHistory[1][y * 4 + 0] = glRenderer->winN[1].h.start;
1313	glRenderer->winNHistory[1][y * 4 + 1] = glRenderer->winN[1].h.end;
1314	glRenderer->winNHistory[1][y * 4 + 2] = glRenderer->winN[1].v.start;
1315	glRenderer->winNHistory[1][y * 4 + 3] = glRenderer->winN[1].v.end;
1316
1317	glRenderer->bg[0].scanlineOffset[y] = glRenderer->bg[0].x;
1318	glRenderer->bg[0].scanlineOffset[y] |= glRenderer->bg[0].y << 12;
1319	glRenderer->bg[1].scanlineOffset[y] = glRenderer->bg[1].x;
1320	glRenderer->bg[1].scanlineOffset[y] |= glRenderer->bg[1].y << 12;
1321	glRenderer->bg[2].scanlineOffset[y] = glRenderer->bg[2].x;
1322	glRenderer->bg[2].scanlineOffset[y] |= glRenderer->bg[2].y << 12;
1323	glRenderer->bg[2].scanlineAffine[y * 4] = glRenderer->bg[2].affine.dx;
1324	glRenderer->bg[2].scanlineAffine[y * 4 + 1] = glRenderer->bg[2].affine.dy;
1325	glRenderer->bg[2].scanlineAffine[y * 4 + 2] = glRenderer->bg[2].affine.sx;
1326	glRenderer->bg[2].scanlineAffine[y * 4 + 3] = glRenderer->bg[2].affine.sy;
1327	glRenderer->bg[3].scanlineOffset[y] = glRenderer->bg[3].x;
1328	glRenderer->bg[3].scanlineOffset[y] |= glRenderer->bg[3].y << 12;
1329	glRenderer->bg[3].scanlineAffine[y * 4] = glRenderer->bg[3].affine.dx;
1330	glRenderer->bg[3].scanlineAffine[y * 4 + 1] = glRenderer->bg[3].affine.dy;
1331	glRenderer->bg[3].scanlineAffine[y * 4 + 2] = glRenderer->bg[3].affine.sx;
1332	glRenderer->bg[3].scanlineAffine[y * 4 + 3] = glRenderer->bg[3].affine.sy;
1333
1334	if (glRenderer->paletteDirty) {
1335		for (i = 0; i < 512; ++i) {
1336			glRenderer->shadowPalette[i] = glRenderer->d.palette[i];
1337		}
1338		glRenderer->paletteDirty = false;
1339	}
1340
1341	if (_needsVramUpload(glRenderer, y)) {
1342		int first = -1;
1343		glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
1344		for (i = 0; i < 25; ++i) {
1345			if (!(glRenderer->vramDirty & (1 << i))) {
1346				if (first >= 0) {
1347					glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 8 * first, 256, 8 * (i - first), GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &glRenderer->d.vram[2048 * first]);
1348					first = -1;
1349				}
1350			} else if (first < 0) {
1351				first = i;
1352			}
1353		}
1354		glRenderer->vramDirty = 0;
1355	}
1356
1357	if (glRenderer->oamDirty) {
1358		glRenderer->oamMax = GBAVideoRendererCleanOAM(glRenderer->d.oam->obj, glRenderer->sprites, 0);
1359		glRenderer->oamDirty = false;
1360	}
1361
1362	if (y == 0) {
1363		glDisable(GL_SCISSOR_TEST);
1364		glClearColor(0, 0, 0, 0);
1365#ifdef BUILD_GLES3
1366		glClearDepthf(1.f);
1367#else
1368		glClearDepth(1);
1369#endif
1370		glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
1371		glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1372		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1373
1374		for (i = 0; i < 4; ++i) {
1375			glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);
1376			glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1377			glClear(GL_COLOR_BUFFER_BIT);
1378		}
1379	}
1380
1381	if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1382		glRenderer->bg[2].affine.sx += glRenderer->bg[2].affine.dmx;
1383		glRenderer->bg[2].affine.sy += glRenderer->bg[2].affine.dmy;
1384		glRenderer->bg[3].affine.sx += glRenderer->bg[3].affine.dmx;
1385		glRenderer->bg[3].affine.sy += glRenderer->bg[3].affine.dmy;
1386	}
1387}
1388
1389void _drawScanlines(struct GBAVideoGLRenderer* glRenderer, int y) {
1390	glEnable(GL_SCISSOR_TEST);
1391
1392	uint32_t backdrop = M_RGB5_TO_RGB8(glRenderer->shadowPalette[0]);
1393	glViewport(0, 0, 1, GBA_VIDEO_VERTICAL_PIXELS);
1394	glScissor(0, glRenderer->firstY, 1, y - glRenderer->firstY + 1);
1395	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
1396	glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1397	glClearBufferfv(GL_COLOR, 0, (GLfloat[]) { ((backdrop >> 16) & 0xFF) / 256., ((backdrop >> 8) & 0xFF) / 256., (backdrop & 0xFF) / 256., 1.f });
1398	glClearBufferiv(GL_COLOR, 1, (GLint[]) { 32, glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4), glRenderer->blda, 0 });
1399	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1400
1401	GBAVideoGLRendererDrawWindow(glRenderer, y);
1402	if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
1403		int i;
1404		glDepthFunc(GL_LESS);
1405		for (i = 0; i < glRenderer->oamMax; ++i) {
1406			struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
1407			if ((y < sprite->y && (sprite->endY - 256 < 0 || glRenderer->firstY >= sprite->endY - 256)) || glRenderer->firstY >= sprite->endY) {
1408				continue;
1409			}
1410
1411			GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);
1412		}
1413		glDisable(GL_DEPTH_TEST);
1414	}
1415
1416	if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1417		GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
1418	}
1419	if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1420		GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
1421	}
1422	if (TEST_LAYER_ENABLED(2)) {
1423		switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1424		case 0:
1425			GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
1426			break;
1427		case 1:
1428		case 2:
1429			GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
1430			break;
1431		case 3:
1432			GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
1433			break;
1434		case 4:
1435			GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
1436			break;
1437		case 5:
1438			GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y);
1439			break;
1440		}
1441	}
1442	if (TEST_LAYER_ENABLED(3)) {
1443		switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1444		case 0:
1445			GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[3], y);
1446			break;
1447		case 2:
1448			GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[3], y);
1449			break;
1450		}
1451	}
1452	glRenderer->firstY = -1;
1453}
1454
1455void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
1456	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1457	_drawScanlines(glRenderer, GBA_VIDEO_VERTICAL_PIXELS - 1);
1458	_finalizeLayers(glRenderer);
1459	glDisable(GL_SCISSOR_TEST);
1460	glBindVertexArray(0);
1461	glRenderer->firstAffine = -1;
1462	glRenderer->firstY = -1;
1463	glRenderer->bg[2].affine.sx = glRenderer->bg[2].refx;
1464	glRenderer->bg[2].affine.sy = glRenderer->bg[2].refy;
1465	glRenderer->bg[3].affine.sx = glRenderer->bg[3].refx;
1466	glRenderer->bg[3].affine.sy = glRenderer->bg[3].refy;
1467}
1468
1469void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels) {
1470	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1471	*stride = GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale;
1472	if (!glRenderer->temporaryBuffer) {
1473		glRenderer->temporaryBuffer = anonymousMemoryMap(GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale * BYTES_PER_PIXEL);
1474	}
1475	glFinish();
1476	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
1477	glPixelStorei(GL_PACK_ROW_LENGTH, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale);
1478	glPixelStorei(GL_PACK_ALIGNMENT, 1);
1479	glReadPixels(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale, GL_RGBA, GL_UNSIGNED_BYTE, (void*) glRenderer->temporaryBuffer);
1480	*pixels = glRenderer->temporaryBuffer;
1481}
1482
1483void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels) {
1484
1485}
1486
1487static void _enableBg(struct GBAVideoGLRenderer* renderer, int bg, bool active) {
1488	int wasActive = renderer->bg[bg].enabled;
1489	if (!active) {
1490		renderer->bg[bg].enabled = 0;
1491	} else if (!wasActive && active) {
1492		/*if (renderer->nextY == 0 || GBARegisterDISPCNTGetMode(renderer->dispcnt) > 2) {
1493			// TODO: Investigate in more depth how switching background works in different modes
1494			renderer->bg[bg].enabled = 4;
1495		} else {
1496			renderer->bg[bg].enabled = 1;
1497		}*/
1498		renderer->bg[bg].enabled = 4;
1499	}
1500}
1501
1502static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer) {
1503	_enableBg(renderer, 0, GBARegisterDISPCNTGetBg0Enable(renderer->dispcnt));
1504	_enableBg(renderer, 1, GBARegisterDISPCNTGetBg1Enable(renderer->dispcnt));
1505	_enableBg(renderer, 2, GBARegisterDISPCNTGetBg2Enable(renderer->dispcnt));
1506	_enableBg(renderer, 3, GBARegisterDISPCNTGetBg3Enable(renderer->dispcnt));
1507}
1508
1509static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
1510	bg->priority = GBARegisterBGCNTGetPriority(value);
1511	bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
1512	bg->mosaic = GBARegisterBGCNTGetMosaic(value);
1513	bg->multipalette = GBARegisterBGCNTGet256Color(value);
1514	bg->screenBase = GBARegisterBGCNTGetScreenBase(value) << 10;
1515	bg->overflow = GBARegisterBGCNTGetOverflow(value);
1516	bg->size = GBARegisterBGCNTGetSize(value);
1517}
1518
1519static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1520	bg->refx = (bg->refx & 0xFFFF0000) | value;
1521	bg->affine.sx = bg->refx;
1522}
1523
1524static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1525	bg->refx = (bg->refx & 0x0000FFFF) | (value << 16);
1526	bg->refx <<= 4;
1527	bg->refx >>= 4;
1528	bg->affine.sx = bg->refx;
1529}
1530
1531static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1532	bg->refy = (bg->refy & 0xFFFF0000) | value;
1533	bg->affine.sy = bg->refy;
1534}
1535
1536static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1537	bg->refy = (bg->refy & 0x0000FFFF) | (value << 16);
1538	bg->refy <<= 4;
1539	bg->refy >>= 4;
1540	bg->affine.sy = bg->refy;
1541}
1542
1543static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value) {
1544	renderer->bg[0].target1 = GBARegisterBLDCNTGetTarget1Bg0(value);
1545	renderer->bg[1].target1 = GBARegisterBLDCNTGetTarget1Bg1(value);
1546	renderer->bg[2].target1 = GBARegisterBLDCNTGetTarget1Bg2(value);
1547	renderer->bg[3].target1 = GBARegisterBLDCNTGetTarget1Bg3(value);
1548	renderer->bg[0].target2 = GBARegisterBLDCNTGetTarget2Bg0(value);
1549	renderer->bg[1].target2 = GBARegisterBLDCNTGetTarget2Bg1(value);
1550	renderer->bg[2].target2 = GBARegisterBLDCNTGetTarget2Bg2(value);
1551	renderer->bg[3].target2 = GBARegisterBLDCNTGetTarget2Bg3(value);
1552
1553	renderer->blendEffect = GBARegisterBLDCNTGetEffect(value);
1554	renderer->target1Obj = GBARegisterBLDCNTGetTarget1Obj(value);
1555	renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
1556	renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
1557	renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
1558}
1559
1560void _finalizeLayers(struct GBAVideoGLRenderer* renderer) {
1561	const GLuint* uniforms = renderer->finalizeShader.uniforms;
1562	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]);
1563	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1564	glScissor(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1565	if (GBARegisterDISPCNTIsForcedBlank(renderer->dispcnt)) {
1566		glClearColor(1.f, 1.f, 1.f, 1.f);
1567		glClear(GL_COLOR_BUFFER_BIT);
1568	} else {
1569		glUseProgram(renderer->finalizeShader.program);
1570		glBindVertexArray(renderer->finalizeShader.vao);
1571		glActiveTexture(GL_TEXTURE0);
1572		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
1573		glActiveTexture(GL_TEXTURE0 + 1);
1574		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_COLOR]);
1575		glActiveTexture(GL_TEXTURE0 + 2);
1576		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_FLAGS]);
1577		glActiveTexture(GL_TEXTURE0 + 3);
1578		glBindTexture(GL_TEXTURE_2D, renderer->bg[0].tex);
1579		glActiveTexture(GL_TEXTURE0 + 4);
1580		glBindTexture(GL_TEXTURE_2D, renderer->bg[0].flags);
1581		glActiveTexture(GL_TEXTURE0 + 5);
1582		glBindTexture(GL_TEXTURE_2D, renderer->bg[1].tex);
1583		glActiveTexture(GL_TEXTURE0 + 6);
1584		glBindTexture(GL_TEXTURE_2D, renderer->bg[1].flags);
1585		glActiveTexture(GL_TEXTURE0 + 7);
1586		glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex);
1587		glActiveTexture(GL_TEXTURE0 + 8);
1588		glBindTexture(GL_TEXTURE_2D, renderer->bg[2].flags);
1589		glActiveTexture(GL_TEXTURE0 + 9);
1590		glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex);
1591		glActiveTexture(GL_TEXTURE0 + 10);
1592		glBindTexture(GL_TEXTURE_2D, renderer->bg[3].flags);
1593		glActiveTexture(GL_TEXTURE0 + 11);
1594		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_COLOR]);
1595		glActiveTexture(GL_TEXTURE0 + 12);
1596		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_FLAGS]);
1597
1598		glUniform2i(uniforms[GBA_GL_VS_LOC], GBA_VIDEO_VERTICAL_PIXELS, 0);
1599		glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1600		glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);
1601		glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 5, 7, 9, 1 });
1602		glUniform1iv(uniforms[GBA_GL_FINALIZE_FLAGS], 5, (GLint[]) { 4, 6, 8, 10, 2 });
1603		glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1604		glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1605		glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 11);
1606		glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 12);
1607		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1608	}
1609	glBindFramebuffer(GL_FRAMEBUFFER, 0);
1610}
1611
1612void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY) {
1613	int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
1614	int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
1615	int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
1616	x >>= 23;
1617
1618	int align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
1619	unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10;
1620	int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> 3) : (0x20 >> GBAObjAttributesAGet256Color(sprite->a));
1621
1622	if (spriteY + height >= 256) {
1623		spriteY -= 256;
1624	}
1625
1626	int totalWidth = width;
1627	int totalHeight = height;
1628	if (GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesAIsDoubleSize(sprite->a)) {
1629		totalWidth <<= 1;
1630		totalHeight <<= 1;
1631	}
1632
1633	const struct GBAVideoGLShader* shader = &renderer->objShader[GBAObjAttributesAGet256Color(sprite->a)];
1634	const GLuint* uniforms = shader->uniforms;
1635	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OBJ]);
1636	glViewport(x * renderer->scale, spriteY * renderer->scale, totalWidth * renderer->scale, totalHeight * renderer->scale);
1637	glScissor(x * renderer->scale, renderer->firstY * renderer->scale, totalWidth * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1638	glUseProgram(shader->program);
1639	glBindVertexArray(shader->vao);
1640	glActiveTexture(GL_TEXTURE0);
1641	glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1642	glUniform2i(uniforms[GBA_GL_VS_LOC], totalHeight, 0);
1643	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], totalWidth, totalHeight);
1644	glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0);
1645	glUniform1iv(uniforms[GBA_GL_OBJ_PALETTE], 256, &renderer->shadowPalette[256]);
1646	glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
1647	glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
1648	glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
1649	glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c),
1650	                                          (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
1651	                                          renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
1652	if (GBAObjAttributesAIsTransformed(sprite->a)) {
1653		struct GBAOAMMatrix mat;
1654		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
1655		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
1656		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
1657		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
1658
1659		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 });
1660	} else {
1661		int flipX = 1;
1662		int flipY = 1;
1663		if (GBAObjAttributesBIsHFlip(sprite->b)) {
1664			flipX = -1;
1665		}
1666		if (GBAObjAttributesBIsVFlip(sprite->b)) {
1667			flipY = -1;
1668		}
1669		glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { flipX, 0, 0, flipY });
1670	}
1671	glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
1672	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
1673		glDisable(GL_DEPTH_TEST);
1674		int window = renderer->objwin & 0x3F;
1675		glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 1, window, renderer->bldb, renderer->bldy);
1676		glDrawBuffers(3, (GLenum[]) { GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT2 });
1677	} else {
1678		glEnable(GL_DEPTH_TEST);
1679		glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0, 0);
1680		glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1681	}
1682	if (GBAObjAttributesAIsMosaic(sprite->a) && GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN) {
1683		int mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
1684		if (GBAObjAttributesBIsHFlip(sprite->b)) {
1685			mosaicH = -mosaicH;
1686		}
1687		glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], mosaicH, GBAMosaicControlGetObjV(renderer->mosaic) + 1, x, spriteY);
1688	} else {
1689		glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], 0, 0, 0, 0);
1690	}
1691	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1692	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1693}
1694
1695void _prepareBackground(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms) {
1696	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1697	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1698	glActiveTexture(GL_TEXTURE0);
1699	glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1700	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1701	glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
1702	glUniform1iv(uniforms[GBA_GL_OBJ_PALETTE], 256, renderer->shadowPalette);
1703	if (background->mosaic) {
1704		glUniform2i(uniforms[GBA_GL_BG_MOSAIC], GBAMosaicControlGetBgV(renderer->mosaic) + 1, GBAMosaicControlGetBgH(renderer->mosaic) + 1);
1705	} else {
1706		glUniform2i(uniforms[GBA_GL_BG_MOSAIC], 0, 0);
1707	}
1708	glUniform4i(uniforms[GBA_GL_BG_INFLAGS], background->priority,
1709		                                     background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4),
1710		                                     renderer->blda, 0);
1711	glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1712}
1713
1714void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1715	const struct GBAVideoGLShader* shader = &renderer->bgShader[background->multipalette ? 1 : 0];
1716	const GLuint* uniforms = shader->uniforms;
1717	glUseProgram(shader->program);
1718	glBindVertexArray(shader->vao);
1719	_prepareBackground(renderer, background, uniforms);
1720	glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1721	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1722	glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1723	glUniform1iv(uniforms[GBA_GL_BG_OFFSET], GBA_VIDEO_VERTICAL_PIXELS, background->scanlineOffset);
1724
1725	glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1726	glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1727	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1728
1729	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1730}
1731
1732void _prepareTransform(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms, int y) {
1733	glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
1734	glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1735	glUniform2i(uniforms[GBA_GL_BG_RANGE], renderer->firstAffine, y);
1736
1737	glUniform4iv(uniforms[GBA_GL_BG_TRANSFORM], GBA_VIDEO_VERTICAL_PIXELS, background->scanlineAffine);
1738	_prepareBackground(renderer, background, uniforms);
1739}
1740
1741void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1742	const struct GBAVideoGLShader* shader = &renderer->bgShader[background->overflow ? 2 : 3];
1743	const GLuint* uniforms = shader->uniforms;
1744	glUseProgram(shader->program);
1745	glBindVertexArray(shader->vao);
1746	_prepareTransform(renderer, background, uniforms, y);
1747	glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1748	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1749	glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1750	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1751	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1752}
1753
1754void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1755	const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1756	const GLuint* uniforms = shader->uniforms;
1757	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1758	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1759	glUseProgram(shader->program);
1760	glBindVertexArray(shader->vao);
1761	_prepareTransform(renderer, background, uniforms, y);
1762	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], 0);
1763	glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1764	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1765	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1766}
1767
1768void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1769	const struct GBAVideoGLShader* shader = &renderer->bgShader[4];
1770	const GLuint* uniforms = shader->uniforms;
1771	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1772	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1773	glUseProgram(shader->program);
1774	glBindVertexArray(shader->vao);
1775	_prepareTransform(renderer, background, uniforms, y);
1776	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0xA000 : 0);
1777	glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1778	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1779	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1780}
1781
1782void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1783	const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1784	const GLuint* uniforms = shader->uniforms;
1785	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1786	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1787	glUseProgram(shader->program);
1788	glBindVertexArray(shader->vao);
1789	_prepareTransform(renderer, background, uniforms, y);
1790	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0x5000 : 0);
1791	glUniform2i(uniforms[GBA_GL_BG_SIZE], 160, 128);
1792	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1793	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1794}
1795
1796void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
1797	const struct GBAVideoGLShader* shader = &renderer->windowShader;
1798	const GLuint* uniforms = shader->uniforms;
1799	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_WINDOW]);
1800	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1801	glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
1802	glUseProgram(shader->program);
1803	glBindVertexArray(shader->vao);
1804	glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1805	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1806	glUniform1i(uniforms[GBA_GL_WIN_DISPCNT], renderer->dispcnt >> 8);
1807	glUniform2i(uniforms[GBA_GL_WIN_BLEND], renderer->bldb, renderer->bldy);
1808	glUniform3i(uniforms[GBA_GL_WIN_FLAGS], renderer->winN[0].control, renderer->winN[1].control, renderer->winout);
1809	glUniform4iv(uniforms[GBA_GL_WIN_WIN0], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[0]);
1810	glUniform4iv(uniforms[GBA_GL_WIN_WIN1], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[1]);
1811	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1812	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1813}
1814
1815#endif