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