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 _finalizeLayers(struct GBAVideoGLRenderer* renderer);
45
46#define TEST_LAYER_ENABLED(X) !renderer->disableBG[X] && glRenderer->bg[X].enabled == 4
47
48struct GBAVideoGLUniform {
49 const char* name;
50 int type;
51};
52
53static const GLchar* const _gl3Header =
54 "#version 130\n";
55
56static const char* const _vertexShader =
57 "in vec2 position;\n"
58 "uniform ivec2 loc;\n"
59 "uniform ivec2 maxPos;\n"
60 "out vec2 texCoord;\n"
61
62 "void main() {\n"
63 " vec2 local = vec2(position.x, float(position.y * loc.x + loc.y) / abs(maxPos.y));\n"
64 " gl_Position = vec4((local * 2. - 1.) * sign(maxPos), 0., 1.);\n"
65 " texCoord = local * abs(maxPos);\n"
66 "}";
67
68static const char* const _renderTile16 =
69 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
70 " int address = charBase + tile * 16 + (localCoord.x >> 2) + (localCoord.y << 1);\n"
71 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
72 " int entry = int(halfrow[3 - (localCoord.x & 3)] * 15.9);\n"
73 " vec4 color = texelFetch(palette, ivec2(entry, paletteId), 0);\n"
74 " if (entry == 0) {\n"
75 " discard;\n"
76 " }\n"
77 " color.a = 1;\n"
78 " return color;\n"
79 "}";
80
81static const char* const _renderTile256 =
82 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
83 " int address = charBase + tile * 32 + (localCoord.x >> 1) + (localCoord.y << 2);\n"
84 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
85 " int entry = int(halfrow[3 - 2 * (localCoord.x & 1)] * 15.9);\n"
86 " int pal2 = int(halfrow[2 - 2 * (localCoord.x & 1)] * 15.9);\n"
87 " vec4 color = texelFetch(palette, ivec2(entry, pal2 + (paletteId & 16)), 0);\n"
88 " if ((pal2 | entry) == 0) {\n"
89 " discard;\n"
90 " }\n"
91 " color.a = 1.;\n"
92 " return color;\n"
93 "}";
94
95static const struct GBAVideoGLUniform _uniformsMode0[] = {
96 { "loc", GBA_GL_VS_LOC, },
97 { "maxPos", GBA_GL_VS_MAXPOS, },
98 { "vram", GBA_GL_BG_VRAM, },
99 { "palette", GBA_GL_BG_PALETTE, },
100 { "screenBase", GBA_GL_BG_SCREENBASE, },
101 { "charBase", GBA_GL_BG_CHARBASE, },
102 { "size", GBA_GL_BG_SIZE, },
103 { "offset", GBA_GL_BG_OFFSET, },
104 { "inflags", GBA_GL_BG_INFLAGS, },
105 { 0 }
106};
107
108static const char* const _renderMode0 =
109 "in vec2 texCoord;\n"
110 "uniform sampler2D vram;\n"
111 "uniform sampler2D palette;\n"
112 "uniform int screenBase;\n"
113 "uniform int charBase;\n"
114 "uniform int size;\n"
115 "uniform ivec2 offset;\n"
116 "uniform ivec4 inflags;\n"
117 "out vec4 color;\n"
118 "out vec4 flags;\n"
119 "const vec4 flagCoeff = vec4(32., 32., 16., 16.);\n"
120
121 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
122
123 "void main() {\n"
124 " ivec2 coord = ivec2(texCoord) + offset;\n"
125 " if ((size & 1) == 1) {\n"
126 " coord.y += coord.x & 256;\n"
127 " }\n"
128 " coord.x &= 255;\n"
129 " int mapAddress = screenBase + (coord.x >> 3) + (coord.y >> 3) * 32;\n"
130 " vec4 map = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
131 " int tileFlags = int(map.g * 15.9);\n"
132 " if ((tileFlags & 4) == 4) {\n"
133 " coord.x ^= 7;\n"
134 " }\n"
135 " if ((tileFlags & 8) == 8) {\n"
136 " coord.y ^= 7;\n"
137 " }\n"
138 " int tile = int(map.a * 15.9) + int(map.b * 15.9) * 16 + (tileFlags & 0x3) * 256;\n"
139 " color = renderTile(tile, int(map.r * 15.9), coord & 7);\n"
140 " flags = inflags / flagCoeff;\n"
141 "}";
142
143static const char* const _fetchTileOverflow =
144 "vec4 fetchTile(ivec2 coord) {\n"
145 " int sizeAdjusted = (0x8000 << size) - 1;\n"
146 " coord &= sizeAdjusted;\n"
147 " return renderTile(coord);\n"
148 "}";
149
150static const char* const _fetchTileNoOverflow =
151 "vec4 fetchTile(ivec2 coord) {\n"
152 " int sizeAdjusted = (0x8000 << size) - 1;\n"
153 " ivec2 outerCoord = coord & ~sizeAdjusted;\n"
154 " if ((outerCoord.x | outerCoord.y) != 0) {\n"
155 " discard;\n"
156 " }\n"
157 " return renderTile(coord);\n"
158 "}";
159
160static const struct GBAVideoGLUniform _uniformsMode2[] = {
161 { "loc", GBA_GL_VS_LOC, },
162 { "maxPos", GBA_GL_VS_MAXPOS, },
163 { "vram", GBA_GL_BG_VRAM, },
164 { "palette", GBA_GL_BG_PALETTE, },
165 { "screenBase", GBA_GL_BG_SCREENBASE, },
166 { "charBase", GBA_GL_BG_CHARBASE, },
167 { "size", GBA_GL_BG_SIZE, },
168 { "inflags", GBA_GL_BG_INFLAGS, },
169 { "offset", GBA_GL_BG_OFFSET, },
170 { "transform", GBA_GL_BG_TRANSFORM, },
171 { "range", GBA_GL_BG_RANGE, },
172 { 0 }
173};
174
175static const char* const _renderMode2 =
176 "in vec2 texCoord;\n"
177 "uniform sampler2D vram;\n"
178 "uniform sampler2D palette;\n"
179 "uniform int screenBase;\n"
180 "uniform int charBase;\n"
181 "uniform int size;\n"
182 "uniform ivec4 inflags;\n"
183 "uniform ivec2[4] offset;\n"
184 "uniform ivec2[4] transform;\n"
185 "uniform vec2 range;\n"
186 "out vec4 color;\n"
187 "out vec4 flags;\n"
188 "const vec4 flagCoeff = vec4(32., 32., 16., 16.);\n"
189 "precision highp float;\n"
190 "precision highp int;\n"
191
192 "vec4 fetchTile(ivec2 coord);\n"
193
194 "vec4 renderTile(ivec2 coord) {\n"
195 " int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n"
196 " int mapAddress = screenBase + (map >> 1);\n"
197 " vec4 twomaps = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
198 " int tile = int(twomaps[3 - 2 * (map & 1)] * 15.9) + int(twomaps[2 - 2 * (map & 1)] * 15.9) * 16;\n"
199 " int address = charBase + tile * 32 + ((coord.x >> 9) & 3) + ((coord.y >> 6) & 0x1C);\n"
200 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
201 " int entry = int(halfrow[3 - ((coord.x >> 7) & 2)] * 15.9);\n"
202 " int pal2 = int(halfrow[2 - ((coord.x >> 7) & 2)] * 15.9);\n"
203 " vec4 color = texelFetch(palette, ivec2(entry, pal2), 0);\n"
204 " if ((pal2 | entry) == 0) {\n"
205 " discard;\n"
206 " }\n"
207 " color.a = 1.;\n"
208 " return color;\n"
209 "}\n"
210
211 "vec2 interpolate(ivec2 arr[4], float x) {\n"
212 " float x1m = 1. - x;\n"
213 " return x1m * x1m * x1m * arr[0] +"
214 " 3 * x1m * x1m * x * arr[1] +"
215 " 3 * x1m * x * x * arr[2] +"
216 " x * x * x * arr[3];\n"
217 "}\n"
218
219 "void main() {\n"
220 " float y = texCoord.y - range.x;\n"
221 " float lin = 0.5 - y / range.y * 0.25;\n"
222 " vec2 mixedTransform = interpolate(transform, lin);\n"
223 " vec2 mixedOffset = interpolate(offset, lin);\n"
224 " color = fetchTile(ivec2(mixedTransform * texCoord.x + mixedOffset));\n"
225 " flags = inflags / flagCoeff;\n"
226 "}";
227
228static const struct GBAVideoGLUniform _uniformsObj[] = {
229 { "loc", GBA_GL_VS_LOC, },
230 { "maxPos", GBA_GL_VS_MAXPOS, },
231 { "vram", GBA_GL_OBJ_VRAM, },
232 { "palette", GBA_GL_OBJ_PALETTE, },
233 { "charBase", GBA_GL_OBJ_CHARBASE, },
234 { "stride", GBA_GL_OBJ_STRIDE, },
235 { "localPalette", GBA_GL_OBJ_LOCALPALETTE, },
236 { "inflags", GBA_GL_OBJ_INFLAGS, },
237 { "transform", GBA_GL_OBJ_TRANSFORM, },
238 { "dims", GBA_GL_OBJ_DIMS, },
239 { "objwin", GBA_GL_OBJ_OBJWIN, },
240 { 0 }
241};
242
243static const char* const _renderObj =
244 "in vec2 texCoord;\n"
245 "uniform sampler2D vram;\n"
246 "uniform sampler2D palette;\n"
247 "uniform int charBase;\n"
248 "uniform int stride;\n"
249 "uniform int localPalette;\n"
250 "uniform ivec4 inflags;\n"
251 "uniform mat2x2 transform;\n"
252 "uniform ivec4 dims;\n"
253 "uniform vec3 objwin;\n"
254 "out vec4 color;\n"
255 "out vec4 flags;\n"
256 "out vec2 window;\n"
257 "const vec4 flagCoeff = vec4(32., 32., 16., 16.);\n"
258
259 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
260
261 "void main() {\n"
262 " ivec2 coord = ivec2(transform * (texCoord - dims.zw / 2) + dims.xy / 2);\n"
263 " if ((coord & ~(dims.xy - 1)) != ivec2(0, 0)) {\n"
264 " discard;\n"
265 " }\n"
266 " vec4 pix = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, 16 + localPalette, coord & 7);\n"
267 " if (objwin.x > 0) {\n"
268 " pix.a = 0;\n"
269 " }\n"
270 " color = pix;\n"
271 " flags = inflags / flagCoeff;\n"
272 " window = objwin.yz;\n"
273 "}";
274
275static const struct GBAVideoGLUniform _uniformsFinalize[] = {
276 { "loc", GBA_GL_VS_LOC, },
277 { "maxPos", GBA_GL_VS_MAXPOS, },
278 { "scale", GBA_GL_FINALIZE_SCALE, },
279 { "layers", GBA_GL_FINALIZE_LAYERS, },
280 { "flags", GBA_GL_FINALIZE_FLAGS, },
281 { "window", GBA_GL_FINALIZE_WINDOW, },
282 { "backdrop", GBA_GL_FINALIZE_BACKDROP, },
283 { "backdropFlags", GBA_GL_FINALIZE_BACKDROPFLAGS, },
284 { 0 }
285};
286
287static const char* const _finalize =
288 "in vec2 texCoord;\n"
289 "uniform int scale;\n"
290 "uniform sampler2D layers[5];\n"
291 "uniform sampler2D flags[5];\n"
292 "uniform sampler2D window;\n"
293 "uniform vec4 backdrop;\n"
294 "uniform vec4 backdropFlags;\n"
295 "const vec4 flagCoeff = vec4(32., 32., 16., 16.);\n"
296 "out vec4 color;\n"
297
298 "void composite(vec4 pixel, ivec4 flags, inout vec4 topPixel, inout ivec4 topFlags, inout vec4 bottomPixel, inout ivec4 bottomFlags) {\n"
299 " if (pixel.a == 0) {\n"
300 " return;\n"
301 " }\n"
302 " if (flags.x >= topFlags.x) {\n"
303 " if (flags.x >= bottomFlags.x) {\n"
304 " return;\n"
305 " }\n"
306 " bottomFlags = flags;\n"
307 " bottomPixel = pixel;\n"
308 " } else {\n"
309 " bottomFlags = topFlags;\n"
310 " topFlags = flags;\n"
311 " bottomPixel = topPixel;\n"
312 " topPixel = pixel;\n"
313 " }\n"
314 "}\n"
315
316 "void main() {\n"
317 " vec4 windowFlags = texelFetch(window, ivec2(texCoord * scale), 0);\n"
318 " int layerWindow = int(windowFlags.x * 32) | int(windowFlags.y * 512);\n"
319 " vec4 topPixel = backdrop;\n"
320 " vec4 bottomPixel = backdrop;\n"
321 " ivec4 topFlags = ivec4(backdropFlags * flagCoeff);\n"
322 " ivec4 bottomFlags = ivec4(backdropFlags * flagCoeff);\n"
323 " if ((layerWindow & 1) == 0) {\n"
324 " vec4 pix = texelFetch(layers[0], ivec2(texCoord * scale), 0);\n"
325 " ivec4 inflags = ivec4(texelFetch(flags[0], ivec2(texCoord * scale), 0) * flagCoeff);\n"
326 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
327 " }\n"
328 " if ((layerWindow & 2) == 0) {\n"
329 " vec4 pix = texelFetch(layers[1], ivec2(texCoord * scale), 0);\n"
330 " ivec4 inflags = ivec4(texelFetch(flags[1], ivec2(texCoord * scale), 0) * flagCoeff);\n"
331 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
332 " }\n"
333 " if ((layerWindow & 4) == 0) {\n"
334 " vec4 pix = texelFetch(layers[2], ivec2(texCoord * scale), 0);\n"
335 " ivec4 inflags = ivec4(texelFetch(flags[2], ivec2(texCoord * scale), 0) * flagCoeff);\n"
336 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
337 " }\n"
338 " if ((layerWindow & 8) == 0) {\n"
339 " vec4 pix = texelFetch(layers[3], ivec2(texCoord * scale), 0);\n"
340 " ivec4 inflags = ivec4(texelFetch(flags[3], ivec2(texCoord * scale), 0) * flagCoeff);\n"
341 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
342 " }\n"
343 " if ((layerWindow & 32) != 0) {\n"
344 " topFlags.y &= ~1;\n"
345 " }\n"
346 " if ((layerWindow & 16) == 0) {\n"
347 " vec4 pix = texelFetch(layers[4], ivec2(texCoord * scale), 0);\n"
348 " ivec4 inflags = ivec4(texelFetch(flags[4], ivec2(texCoord * scale), 0) * flagCoeff);\n"
349 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
350 " }\n"
351 " if ((topFlags.y & 13) == 5) {\n"
352 " if ((bottomFlags.y & 2) == 2) {\n"
353 " topPixel *= topFlags.z / 16.;\n"
354 " topPixel += bottomPixel * bottomFlags.w / 16.;\n"
355 " }\n"
356 " } else if ((topFlags.y & 13) == 9) {\n"
357 " topPixel += (1. - topPixel) * windowFlags.z;\n"
358 " } else if ((topFlags.y & 13) == 13) {\n"
359 " topPixel -= topPixel * windowFlags.z;\n"
360 " }\n"
361 " color = topPixel;\n"
362 "}";
363
364static const GLint _vertices[] = {
365 0, 0,
366 0, 1,
367 1, 1,
368 1, 0,
369};
370
371void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
372 renderer->d.init = GBAVideoGLRendererInit;
373 renderer->d.reset = GBAVideoGLRendererReset;
374 renderer->d.deinit = GBAVideoGLRendererDeinit;
375 renderer->d.writeVideoRegister = GBAVideoGLRendererWriteVideoRegister;
376 renderer->d.writeVRAM = GBAVideoGLRendererWriteVRAM;
377 renderer->d.writeOAM = GBAVideoGLRendererWriteOAM;
378 renderer->d.writePalette = GBAVideoGLRendererWritePalette;
379 renderer->d.drawScanline = GBAVideoGLRendererDrawScanline;
380 renderer->d.finishFrame = GBAVideoGLRendererFinishFrame;
381 renderer->d.getPixels = GBAVideoGLRendererGetPixels;
382 renderer->d.putPixels = GBAVideoGLRendererPutPixels;
383
384 renderer->d.disableBG[0] = false;
385 renderer->d.disableBG[1] = false;
386 renderer->d.disableBG[2] = false;
387 renderer->d.disableBG[3] = false;
388 renderer->d.disableOBJ = false;
389
390 renderer->scale = 1;
391}
392
393void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVideoGLShader* shader, const char** shaderBuffer, int shaderBufferLines, GLuint vs, const struct GBAVideoGLUniform* uniforms, char* log) {
394 GLuint program = glCreateProgram();
395 shader->program = program;
396
397 GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
398 glAttachShader(program, vs);
399 glAttachShader(program, fs);
400 glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
401 glCompileShader(fs);
402 glGetShaderInfoLog(fs, 1024, 0, log);
403 if (log[0]) {
404 mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
405 }
406 glLinkProgram(program);
407 glGetProgramInfoLog(program, 1024, 0, log);
408 if (log[0]) {
409 mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
410 }
411 glDeleteShader(fs);
412#ifndef BUILD_GLES3
413 glBindFragDataLocation(program, 0, "color");
414 glBindFragDataLocation(program, 1, "flags");
415#endif
416
417 glGenVertexArrays(1, &shader->vao);
418 glBindVertexArray(shader->vao);
419 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
420 GLuint positionLocation = glGetAttribLocation(program, "position");
421 glVertexAttribPointer(positionLocation, 2, GL_INT, GL_FALSE, 0, NULL);
422
423 size_t i;
424 for (i = 0; uniforms[i].name; ++i) {
425 shader->uniforms[uniforms[i].type] = glGetUniformLocation(program, uniforms[i].name);
426 }
427}
428
429static void _initFramebufferTexture(GLuint tex, GLenum format, GLenum attachment, int scale) {
430 glBindTexture(GL_TEXTURE_2D, tex);
431 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
432 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
433 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
434 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
435 glTexImage2D(GL_TEXTURE_2D, 0, format, GBA_VIDEO_HORIZONTAL_PIXELS * scale, GBA_VIDEO_VERTICAL_PIXELS * scale, 0, format, GL_UNSIGNED_BYTE, 0);
436 glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);
437}
438
439void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
440 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
441 glRenderer->temporaryBuffer = NULL;
442
443 glGenFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
444 glGenTextures(GBA_GL_TEX_MAX, glRenderer->layers);
445
446 glGenTextures(1, &glRenderer->paletteTex);
447 glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
448 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
449 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
450
451 glGenTextures(1, &glRenderer->vramTex);
452 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
453 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
454 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
455 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 256, 192, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, 0);
456
457 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
458 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
459 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, glRenderer->scale);
460
461 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
462 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
463
464 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
465 _initFramebufferTexture(glRenderer->outputTex, GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
466
467 glBindFramebuffer(GL_FRAMEBUFFER, 0);
468
469 glGenBuffers(1, &glRenderer->vbo);
470 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
471 glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
472
473 int i;
474 for (i = 0; i < 4; ++i) {
475 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
476 bg->index = i;
477 bg->enabled = 0;
478 bg->priority = 0;
479 bg->charBase = 0;
480 bg->mosaic = 0;
481 bg->multipalette = 0;
482 bg->screenBase = 0;
483 bg->overflow = 0;
484 bg->size = 0;
485 bg->target1 = 0;
486 bg->target2 = 0;
487 bg->x = 0;
488 bg->y = 0;
489 bg->refx = 0;
490 bg->refy = 0;
491 bg->affine[0].dx = 256;
492 bg->affine[0].dmx = 0;
493 bg->affine[0].dy = 0;
494 bg->affine[0].dmy = 256;
495 bg->affine[0].sx = 0;
496 bg->affine[0].sy = 0;
497 glGenFramebuffers(1, &bg->fbo);
498 glGenTextures(1, &bg->tex);
499 glGenTextures(1, &bg->flags);
500 glBindFramebuffer(GL_FRAMEBUFFER, bg->fbo);
501 _initFramebufferTexture(bg->tex, GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
502 _initFramebufferTexture(bg->flags, GL_RGBA, GL_COLOR_ATTACHMENT1, glRenderer->scale);
503 glBindFramebuffer(GL_FRAMEBUFFER, 0);
504 }
505
506 char log[1024];
507 const GLchar* shaderBuffer[8];
508 shaderBuffer[0] = _gl3Header;
509
510 GLuint vs = glCreateShader(GL_VERTEX_SHADER);
511 shaderBuffer[1] = _vertexShader;
512 glShaderSource(vs, 2, shaderBuffer, 0);
513 glCompileShader(vs);
514 glGetShaderInfoLog(vs, 1024, 0, log);
515 if (log[0]) {
516 mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
517 }
518
519 shaderBuffer[1] = _renderMode0;
520
521 shaderBuffer[2] = _renderTile16;
522 _compileShader(glRenderer, &glRenderer->bgShader[0], shaderBuffer, 3, vs, _uniformsMode0, log);
523
524 shaderBuffer[2] = _renderTile256;
525 _compileShader(glRenderer, &glRenderer->bgShader[1], shaderBuffer, 3, vs, _uniformsMode0, log);
526
527 shaderBuffer[1] = _renderMode2;
528
529 shaderBuffer[2] = _fetchTileOverflow;
530 _compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 3, vs, _uniformsMode2, log);
531
532 shaderBuffer[2] = _fetchTileNoOverflow;
533 _compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 3, vs, _uniformsMode2, log);
534
535 shaderBuffer[1] = _renderObj;
536
537 shaderBuffer[2] = _renderTile16;
538 _compileShader(glRenderer, &glRenderer->objShader[0], shaderBuffer, 3, vs, _uniformsObj, log);
539#ifndef BUILD_GLES3
540 glBindFragDataLocation(glRenderer->objShader[0].program, 2, "window");
541#endif
542
543 shaderBuffer[2] = _renderTile256;
544 _compileShader(glRenderer, &glRenderer->objShader[1], shaderBuffer, 3, vs, _uniformsObj, log);
545#ifndef BUILD_GLES3
546 glBindFragDataLocation(glRenderer->objShader[1].program, 2, "window");
547#endif
548
549 shaderBuffer[1] = _finalize;
550 _compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, log);
551
552 glBindVertexArray(0);
553 glDeleteShader(vs);
554
555 GBAVideoGLRendererReset(renderer);
556}
557
558void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
559 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
560 if (glRenderer->temporaryBuffer) {
561 mappedMemoryFree(glRenderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale);
562 }
563 glDeleteFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
564 glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers);
565 glDeleteTextures(1, &glRenderer->paletteTex);
566 glDeleteTextures(1, &glRenderer->vramTex);
567}
568
569void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
570 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
571
572 glRenderer->paletteDirty = true;
573 glRenderer->vramDirty = 0xFFFFFF;
574 glRenderer->firstAffine = -1;
575}
576
577void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
578 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
579 glRenderer->vramDirty |= 1 << (address >> 12);
580}
581
582void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam) {
583 UNUSED(oam);
584 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
585 glRenderer->oamDirty = true;
586}
587
588void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
589 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
590#ifdef BUILD_GLES3
591 glRenderer->shadowPalette[address >> 1] = (value & 0x3F) | ((value & 0x7FE0) << 1);
592#else
593 UNUSED(address);
594 UNUSED(value);
595#endif
596 glRenderer->paletteDirty = true;
597}
598
599uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
600 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
601 if (renderer->cache) {
602 GBAVideoCacheWriteVideoRegister(renderer->cache, address, value);
603 }
604
605 switch (address) {
606 case REG_DISPCNT:
607 value &= 0xFFF7;
608 glRenderer->dispcnt = value;
609 GBAVideoGLRendererUpdateDISPCNT(glRenderer);
610 break;
611 case REG_BG0CNT:
612 value &= 0xDFFF;
613 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[0], value);
614 break;
615 case REG_BG1CNT:
616 value &= 0xDFFF;
617 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[1], value);
618 break;
619 case REG_BG2CNT:
620 value &= 0xFFFF;
621 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[2], value);
622 break;
623 case REG_BG3CNT:
624 value &= 0xFFFF;
625 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[3], value);
626 break;
627 case REG_BG0HOFS:
628 value &= 0x01FF;
629 glRenderer->bg[0].x = value;
630 break;
631 case REG_BG0VOFS:
632 value &= 0x01FF;
633 glRenderer->bg[0].y = value;
634 break;
635 case REG_BG1HOFS:
636 value &= 0x01FF;
637 glRenderer->bg[1].x = value;
638 break;
639 case REG_BG1VOFS:
640 value &= 0x01FF;
641 glRenderer->bg[1].y = value;
642 break;
643 case REG_BG2HOFS:
644 value &= 0x01FF;
645 glRenderer->bg[2].x = value;
646 break;
647 case REG_BG2VOFS:
648 value &= 0x01FF;
649 glRenderer->bg[2].y = value;
650 break;
651 case REG_BG3HOFS:
652 value &= 0x01FF;
653 glRenderer->bg[3].x = value;
654 break;
655 case REG_BG3VOFS:
656 value &= 0x01FF;
657 glRenderer->bg[3].y = value;
658 break;
659 case REG_BG2PA:
660 glRenderer->bg[2].affine[0].dx = value;
661 break;
662 case REG_BG2PB:
663 glRenderer->bg[2].affine[0].dmx = value;
664 break;
665 case REG_BG2PC:
666 glRenderer->bg[2].affine[0].dy = value;
667 break;
668 case REG_BG2PD:
669 glRenderer->bg[2].affine[0].dmy = value;
670 break;
671 case REG_BG2X_LO:
672 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[2], value);
673 break;
674 case REG_BG2X_HI:
675 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[2], value);
676 break;
677 case REG_BG2Y_LO:
678 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[2], value);
679 break;
680 case REG_BG2Y_HI:
681 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[2], value);
682 break;
683 case REG_BG3PA:
684 glRenderer->bg[3].affine[0].dx = value;
685 break;
686 case REG_BG3PB:
687 glRenderer->bg[3].affine[0].dmx = value;
688 break;
689 case REG_BG3PC:
690 glRenderer->bg[3].affine[0].dy = value;
691 break;
692 case REG_BG3PD:
693 glRenderer->bg[3].affine[0].dmy = value;
694 break;
695 case REG_BG3X_LO:
696 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[3], value);
697 break;
698 case REG_BG3X_HI:
699 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[3], value);
700 break;
701 case REG_BG3Y_LO:
702 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[3], value);
703 break;
704 case REG_BG3Y_HI:
705 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[3], value);
706 break;
707 case REG_BLDCNT:
708 GBAVideoGLRendererWriteBLDCNT(glRenderer, value);
709 value &= 0x3FFF;
710 break;
711 case REG_BLDALPHA:
712 glRenderer->blda = value & 0x1F;
713 if (glRenderer->blda > 0x10) {
714 glRenderer->blda = 0x10;
715 }
716 glRenderer->bldb = (value >> 8) & 0x1F;
717 if (glRenderer->bldb > 0x10) {
718 glRenderer->bldb = 0x10;
719 }
720 value &= 0x1F1F;
721 break;
722 case REG_BLDY:
723 value &= 0x1F;
724 if (value > 0x10) {
725 value = 0x10;
726 }
727 glRenderer->bldy = value;
728 break;
729 case REG_WIN0H:
730 glRenderer->winN[0].h[0].end = value;
731 glRenderer->winN[0].h[0].start = value >> 8;
732 if (glRenderer->winN[0].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[0].h[0].start > glRenderer->winN[0].h[0].end) {
733 glRenderer->winN[0].h[0].start = 0;
734 }
735 if (glRenderer->winN[0].h[0].end > GBA_VIDEO_HORIZONTAL_PIXELS) {
736 glRenderer->winN[0].h[0].end = GBA_VIDEO_HORIZONTAL_PIXELS;
737 if (glRenderer->winN[0].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS) {
738 glRenderer->winN[0].h[0].start = GBA_VIDEO_HORIZONTAL_PIXELS;
739 }
740 }
741 break;
742 case REG_WIN1H:
743 glRenderer->winN[1].h[0].end = value;
744 glRenderer->winN[1].h[0].start = value >> 8;
745 if (glRenderer->winN[1].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[1].h[0].start > glRenderer->winN[1].h[0].end) {
746 glRenderer->winN[1].h[0].start = 0;
747 }
748 if (glRenderer->winN[1].h[0].end > GBA_VIDEO_HORIZONTAL_PIXELS) {
749 glRenderer->winN[1].h[0].end = GBA_VIDEO_HORIZONTAL_PIXELS;
750 if (glRenderer->winN[1].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS) {
751 glRenderer->winN[1].h[0].start = GBA_VIDEO_HORIZONTAL_PIXELS;
752 }
753 }
754 break;
755 case REG_WIN0V:
756 glRenderer->winN[0].v.end = value;
757 glRenderer->winN[0].v.start = value >> 8;
758 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[0].v.start > glRenderer->winN[0].v.end) {
759 glRenderer->winN[0].v.start = 0;
760 }
761 if (glRenderer->winN[0].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
762 glRenderer->winN[0].v.end = GBA_VIDEO_VERTICAL_PIXELS;
763 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
764 glRenderer->winN[0].v.start = GBA_VIDEO_VERTICAL_PIXELS;
765 }
766 }
767 break;
768 case REG_WIN1V:
769 glRenderer->winN[1].v.end = value;
770 glRenderer->winN[1].v.start = value >> 8;
771 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[1].v.start > glRenderer->winN[1].v.end) {
772 glRenderer->winN[1].v.start = 0;
773 }
774 if (glRenderer->winN[1].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
775 glRenderer->winN[1].v.end = GBA_VIDEO_VERTICAL_PIXELS;
776 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
777 glRenderer->winN[1].v.start = GBA_VIDEO_VERTICAL_PIXELS;
778 }
779 }
780 break;
781 case REG_WININ:
782 value &= 0x3F3F;
783 glRenderer->winN[0].control = value;
784 glRenderer->winN[1].control = value >> 8;
785 break;
786 case REG_WINOUT:
787 value &= 0x3F3F;
788 glRenderer->winout = value;
789 glRenderer->objwin = value >> 8;
790 break;
791 case REG_MOSAIC:
792 glRenderer->mosaic = value;
793 break;
794 default:
795 break;
796 }
797 return value;
798}
799
800void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
801 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
802 if (glRenderer->paletteDirty) {
803 glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
804#ifdef BUILD_GLES3
805 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, 16, 32, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_6_5, glRenderer->shadowPalette);
806#else
807 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 16, 32, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, glRenderer->d.palette);
808#endif
809 glRenderer->paletteDirty = false;
810 }
811 int i;
812 for (i = 0; i < 24; ++i) {
813 if (!(glRenderer->vramDirty & (1 << i))) {
814 continue;
815 }
816 // TODO: PBOs
817 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
818 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 8 * i, 256, 8, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &glRenderer->d.vram[2048 * i]);
819 }
820 glRenderer->vramDirty = 0;
821
822 if (y == 0) {
823 memcpy(&glRenderer->winN[0].h[1], &glRenderer->winN[0].h[0], sizeof(struct GBAVideoWindowRegion));
824 memcpy(&glRenderer->winN[1].h[1], &glRenderer->winN[1].h[0], sizeof(struct GBAVideoWindowRegion));
825
826 glDisable(GL_SCISSOR_TEST);
827 glClearColor(0, 0, 0, 0);
828 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
829 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
830 glClear(GL_COLOR_BUFFER_BIT);
831
832 for (i = 0; i < 4; ++i) {
833 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);
834 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
835 glClear(GL_COLOR_BUFFER_BIT);
836 }
837 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
838 }
839 glEnable(GL_SCISSOR_TEST);
840
841 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
842 if (glRenderer->firstAffine < 0) {
843 memcpy(&glRenderer->bg[2].affine[3], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
844 memcpy(&glRenderer->bg[3].affine[3], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
845 memcpy(&glRenderer->bg[2].affine[2], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
846 memcpy(&glRenderer->bg[3].affine[2], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
847 memcpy(&glRenderer->bg[2].affine[1], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
848 memcpy(&glRenderer->bg[3].affine[1], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
849 glRenderer->firstAffine = y;
850 }
851 } else {
852 glRenderer->firstAffine = -1;
853 }
854
855 GBAVideoGLRendererDrawWindow(glRenderer, y);
856 if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
857 if (glRenderer->oamDirty) {
858 glRenderer->oamMax = GBAVideoRendererCleanOAM(glRenderer->d.oam->obj, glRenderer->sprites, 0);
859 glRenderer->oamDirty = false;
860 }
861 int i;
862 for (i = glRenderer->oamMax; i--;) {
863 struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
864 if ((y < sprite->y && (sprite->endY - 256 < 0 || y >= sprite->endY - 256)) || y >= sprite->endY) {
865 continue;
866 }
867
868 GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);
869 }
870 }
871
872 if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
873 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
874 }
875 if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
876 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
877 }
878 if (TEST_LAYER_ENABLED(2)) {
879 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
880 case 0:
881 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
882 break;
883 case 1:
884 case 2:
885 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
886 break;
887 case 3:
888 //GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
889 break;
890 case 4:
891 //GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
892 break;
893 case 5:
894 //GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y);
895 break;
896 }
897 }
898 if (TEST_LAYER_ENABLED(3)) {
899 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
900 case 0:
901 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[3], y);
902 break;
903 case 2:
904 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[3], y);
905 break;
906 }
907 }
908
909 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
910 memcpy(&glRenderer->bg[2].affine[3], &glRenderer->bg[2].affine[2], sizeof(struct GBAVideoGLAffine));
911 memcpy(&glRenderer->bg[3].affine[3], &glRenderer->bg[3].affine[2], sizeof(struct GBAVideoGLAffine));
912 memcpy(&glRenderer->bg[2].affine[2], &glRenderer->bg[2].affine[1], sizeof(struct GBAVideoGLAffine));
913 memcpy(&glRenderer->bg[3].affine[2], &glRenderer->bg[3].affine[1], sizeof(struct GBAVideoGLAffine));
914 memcpy(&glRenderer->bg[2].affine[1], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
915 memcpy(&glRenderer->bg[3].affine[1], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
916
917 glRenderer->bg[2].affine[0].sx += glRenderer->bg[2].affine[0].dmx;
918 glRenderer->bg[2].affine[0].sy += glRenderer->bg[2].affine[0].dmy;
919 glRenderer->bg[3].affine[0].sx += glRenderer->bg[3].affine[0].dmx;
920 glRenderer->bg[3].affine[0].sy += glRenderer->bg[3].affine[0].dmy;
921 }
922 memcpy(&glRenderer->winN[0].h[1], &glRenderer->winN[0].h[0], sizeof(struct GBAVideoWindowRegion));
923 memcpy(&glRenderer->winN[1].h[1], &glRenderer->winN[1].h[0], sizeof(struct GBAVideoWindowRegion));
924}
925
926void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
927 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
928 _finalizeLayers(glRenderer);
929 glRenderer->firstAffine = -1;
930 glRenderer->bg[2].affine[0].sx = glRenderer->bg[2].refx;
931 glRenderer->bg[2].affine[0].sy = glRenderer->bg[2].refy;
932 glRenderer->bg[3].affine[0].sx = glRenderer->bg[3].refx;
933 glRenderer->bg[3].affine[0].sy = glRenderer->bg[3].refy;
934 glFlush();
935}
936
937void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels) {
938 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
939 *stride = GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale;
940 if (!glRenderer->temporaryBuffer) {
941 glRenderer->temporaryBuffer = anonymousMemoryMap(GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale * BYTES_PER_PIXEL);
942 }
943 glFinish();
944 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
945 glPixelStorei(GL_PACK_ROW_LENGTH, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale);
946 glPixelStorei(GL_PACK_ALIGNMENT, 1);
947 glReadPixels(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale, GL_RGBA, GL_UNSIGNED_BYTE, (void*) glRenderer->temporaryBuffer);
948 *pixels = glRenderer->temporaryBuffer;
949}
950
951void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels) {
952
953}
954
955static void _enableBg(struct GBAVideoGLRenderer* renderer, int bg, bool active) {
956 int wasActive = renderer->bg[bg].enabled;
957 if (!active) {
958 renderer->bg[bg].enabled = 0;
959 } else if (!wasActive && active) {
960 /*if (renderer->nextY == 0 || GBARegisterDISPCNTGetMode(renderer->dispcnt) > 2) {
961 // TODO: Investigate in more depth how switching background works in different modes
962 renderer->bg[bg].enabled = 4;
963 } else {
964 renderer->bg[bg].enabled = 1;
965 }*/
966 renderer->bg[bg].enabled = 4;
967 }
968}
969
970static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer) {
971 _enableBg(renderer, 0, GBARegisterDISPCNTGetBg0Enable(renderer->dispcnt));
972 _enableBg(renderer, 1, GBARegisterDISPCNTGetBg1Enable(renderer->dispcnt));
973 _enableBg(renderer, 2, GBARegisterDISPCNTGetBg2Enable(renderer->dispcnt));
974 _enableBg(renderer, 3, GBARegisterDISPCNTGetBg3Enable(renderer->dispcnt));
975}
976
977static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
978 bg->priority = GBARegisterBGCNTGetPriority(value);
979 bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
980 bg->mosaic = GBARegisterBGCNTGetMosaic(value);
981 bg->multipalette = GBARegisterBGCNTGet256Color(value);
982 bg->screenBase = GBARegisterBGCNTGetScreenBase(value) << 10;
983 bg->overflow = GBARegisterBGCNTGetOverflow(value);
984 bg->size = GBARegisterBGCNTGetSize(value);
985}
986
987static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
988 bg->refx = (bg->refx & 0xFFFF0000) | value;
989 bg->affine[0].sx = bg->refx;
990}
991
992static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
993 bg->refx = (bg->refx & 0x0000FFFF) | (value << 16);
994 bg->refx <<= 4;
995 bg->refx >>= 4;
996 bg->affine[0].sx = bg->refx;
997}
998
999static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1000 bg->refy = (bg->refy & 0xFFFF0000) | value;
1001 bg->affine[0].sy = bg->refy;
1002}
1003
1004static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1005 bg->refy = (bg->refy & 0x0000FFFF) | (value << 16);
1006 bg->refy <<= 4;
1007 bg->refy >>= 4;
1008 bg->affine[0].sy = bg->refy;
1009}
1010
1011static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value) {
1012 renderer->bg[0].target1 = GBARegisterBLDCNTGetTarget1Bg0(value);
1013 renderer->bg[1].target1 = GBARegisterBLDCNTGetTarget1Bg1(value);
1014 renderer->bg[2].target1 = GBARegisterBLDCNTGetTarget1Bg2(value);
1015 renderer->bg[3].target1 = GBARegisterBLDCNTGetTarget1Bg3(value);
1016 renderer->bg[0].target2 = GBARegisterBLDCNTGetTarget2Bg0(value);
1017 renderer->bg[1].target2 = GBARegisterBLDCNTGetTarget2Bg1(value);
1018 renderer->bg[2].target2 = GBARegisterBLDCNTGetTarget2Bg2(value);
1019 renderer->bg[3].target2 = GBARegisterBLDCNTGetTarget2Bg3(value);
1020
1021 renderer->blendEffect = GBARegisterBLDCNTGetEffect(value);
1022 renderer->target1Obj = GBARegisterBLDCNTGetTarget1Obj(value);
1023 renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
1024 renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
1025 renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
1026}
1027
1028void _finalizeLayers(struct GBAVideoGLRenderer* renderer) {
1029 const GLuint* uniforms = renderer->finalizeShader.uniforms;
1030 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]);
1031 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1032 glScissor(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1033 glUseProgram(renderer->finalizeShader.program);
1034 glBindVertexArray(renderer->finalizeShader.vao);
1035 glActiveTexture(GL_TEXTURE0);
1036 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
1037 glActiveTexture(GL_TEXTURE0 + 1);
1038 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_COLOR]);
1039 glActiveTexture(GL_TEXTURE0 + 2);
1040 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_FLAGS]);
1041 glActiveTexture(GL_TEXTURE0 + 3);
1042 glBindTexture(GL_TEXTURE_2D, renderer->bg[0].tex);
1043 glActiveTexture(GL_TEXTURE0 + 4);
1044 glBindTexture(GL_TEXTURE_2D, renderer->bg[0].flags);
1045 glActiveTexture(GL_TEXTURE0 + 5);
1046 glBindTexture(GL_TEXTURE_2D, renderer->bg[1].tex);
1047 glActiveTexture(GL_TEXTURE0 + 6);
1048 glBindTexture(GL_TEXTURE_2D, renderer->bg[1].flags);
1049 glActiveTexture(GL_TEXTURE0 + 7);
1050 glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex);
1051 glActiveTexture(GL_TEXTURE0 + 8);
1052 glBindTexture(GL_TEXTURE_2D, renderer->bg[2].flags);
1053 glActiveTexture(GL_TEXTURE0 + 9);
1054 glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex);
1055 glActiveTexture(GL_TEXTURE0 + 10);
1056 glBindTexture(GL_TEXTURE_2D, renderer->bg[3].flags);
1057
1058 uint32_t backdrop = M_RGB5_TO_RGB8(renderer->d.palette[0]);
1059 glUniform2i(uniforms[GBA_GL_VS_LOC], GBA_VIDEO_VERTICAL_PIXELS, 0);
1060 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1061 glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);
1062 glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 5, 7, 9, 1 });
1063 glUniform1iv(uniforms[GBA_GL_FINALIZE_FLAGS], 5, (GLint[]) { 4, 6, 8, 10, 2 });
1064 glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1065 glUniform4f(uniforms[GBA_GL_FINALIZE_BACKDROP], ((backdrop >> 16) & 0xFF) / 256., ((backdrop >> 8) & 0xFF) / 256., (backdrop & 0xFF) / 256., 0.f);
1066 glUniform4f(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 1, (renderer->target1Bd | (renderer->target2Bd * 2) | (renderer->blendEffect * 4)) / 32.f, renderer->blda / 16.f, renderer->bldb / 16.f);
1067 glEnableVertexAttribArray(0);
1068 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1069 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1070}
1071
1072void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY) {
1073 int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
1074 int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
1075 int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
1076 x >>= 23;
1077
1078 int align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
1079 unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10;
1080 int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> 3) : (0x20 >> GBAObjAttributesAGet256Color(sprite->a));
1081
1082 if (spriteY + height >= 256) {
1083 spriteY -= 256;
1084 }
1085
1086 if (!GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesBIsVFlip(sprite->b)) {
1087 spriteY = (y - height) + (y - spriteY) + 1;
1088 }
1089
1090 int totalWidth = width;
1091 int totalHeight = height;
1092 if (GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesAIsDoubleSize(sprite->a)) {
1093 totalWidth <<= 1;
1094 totalHeight <<= 1;
1095 }
1096
1097 enum GBAVideoBlendEffect blendEffect = GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT ? BLEND_ALPHA : renderer->blendEffect;
1098
1099 const struct GBAVideoGLShader* shader = &renderer->objShader[GBAObjAttributesAGet256Color(sprite->a)];
1100 const GLuint* uniforms = shader->uniforms;
1101 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OBJ]);
1102 glViewport(x * renderer->scale, spriteY * renderer->scale, totalWidth * renderer->scale, totalHeight * renderer->scale);
1103 glScissor(x * renderer->scale, y * renderer->scale, totalWidth * renderer->scale, renderer->scale);
1104 glUseProgram(shader->program);
1105 glBindVertexArray(shader->vao);
1106 glActiveTexture(GL_TEXTURE0);
1107 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1108 glActiveTexture(GL_TEXTURE0 + 1);
1109 glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1110 glUniform2i(uniforms[GBA_GL_VS_LOC], 1, y - spriteY);
1111 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], (GBAObjAttributesBIsHFlip(sprite->b) && !GBAObjAttributesAIsTransformed(sprite->a)) ? -totalWidth : totalWidth, totalHeight);
1112 glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0);
1113 glUniform1i(uniforms[GBA_GL_OBJ_PALETTE], 1);
1114 glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
1115 glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
1116 glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
1117 glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c) << 3,
1118 (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (blendEffect * 4),
1119 renderer->blda, renderer->bldb);
1120 if (GBAObjAttributesAIsTransformed(sprite->a)) {
1121 struct GBAOAMMatrix mat;
1122 LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
1123 LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
1124 LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
1125 LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
1126
1127 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 });
1128 } else {
1129 glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { 1.f, 0, 0, 1.f });
1130 }
1131 glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
1132 if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
1133 int window = ~renderer->objwin & 0xFF;
1134 glUniform3f(uniforms[GBA_GL_OBJ_OBJWIN], 1, (window & 0xF) / 32.f, (window >> 4) / 32.f);
1135 glDrawBuffers(3, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 });
1136 } else {
1137 glUniform3f(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0);
1138 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1139 }
1140 glEnableVertexAttribArray(0);
1141 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1142 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1143}
1144
1145void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1146 int inY = y + background->y;
1147 int yBase = inY & 0xFF;
1148 if (background->size == 2) {
1149 yBase += inY & 0x100;
1150 } else if (background->size == 3) {
1151 yBase += (inY & 0x100) << 1;
1152 }
1153
1154 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->multipalette ? 1 : 0];
1155 const GLuint* uniforms = shader->uniforms;
1156 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1157 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1158 glScissor(0, y * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale);
1159 glUseProgram(shader->program);
1160 glBindVertexArray(shader->vao);
1161 glActiveTexture(GL_TEXTURE0);
1162 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1163 glActiveTexture(GL_TEXTURE0 + 1);
1164 glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1165 glUniform2i(uniforms[GBA_GL_VS_LOC], 1, y);
1166 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1167 glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
1168 glUniform1i(uniforms[GBA_GL_BG_PALETTE], 1);
1169 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1170 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1171 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1172 glUniform2i(uniforms[GBA_GL_BG_OFFSET], background->x, yBase - y);
1173 glUniform4i(uniforms[GBA_GL_BG_INFLAGS], (background->priority << 3) + (background->index << 1) + 1,
1174 background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4),
1175 renderer->blda, renderer->bldb);
1176 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1177 glEnableVertexAttribArray(0);
1178 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1179 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1180}
1181
1182void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1183 int reverse;
1184 int forward;
1185 switch (y - renderer->firstAffine) {
1186 case 0:
1187 case 1:
1188 case 2:
1189 case 3:
1190 return;
1191 case 4:
1192 forward = 2;
1193 reverse = 4;
1194 break;
1195 case 5:
1196 forward = 2;
1197 reverse = 3;
1198 break;
1199 case 6:
1200 forward = 2;
1201 reverse = 2;
1202 break;
1203 default:
1204 forward = 1;
1205 reverse = 1;
1206 }
1207
1208 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->overflow ? 2 : 3];
1209 const GLuint* uniforms = shader->uniforms;
1210 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1211 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1212 glScissor(0, (y - reverse) * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * forward);
1213 glUseProgram(shader->program);
1214 glBindVertexArray(shader->vao);
1215 glActiveTexture(GL_TEXTURE0);
1216 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1217 glActiveTexture(GL_TEXTURE0 + 1);
1218 glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1219 glUniform2i(uniforms[GBA_GL_VS_LOC], forward, y - reverse);
1220 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1221 glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
1222 glUniform1i(uniforms[GBA_GL_BG_PALETTE], 1);
1223 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1224 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1225 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1226 glUniform2f(uniforms[GBA_GL_BG_RANGE], y, 1);
1227 glUniform4i(uniforms[GBA_GL_BG_INFLAGS], (background->priority << 3) + (background->index << 1) + 1,
1228 background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4),
1229 renderer->blda, renderer->bldb);
1230 if (renderer->scale > 1) {
1231 glUniform2iv(uniforms[GBA_GL_BG_OFFSET], 4, (GLint[]) {
1232 background->affine[0].sx, background->affine[0].sy,
1233 background->affine[1].sx, background->affine[1].sy,
1234 background->affine[2].sx, background->affine[2].sy,
1235 background->affine[3].sx, background->affine[3].sy,
1236 });
1237 glUniform2iv(uniforms[GBA_GL_BG_TRANSFORM], 4, (GLint[]) {
1238 background->affine[0].dx, background->affine[0].dy,
1239 background->affine[1].dx, background->affine[1].dy,
1240 background->affine[2].dx, background->affine[2].dy,
1241 background->affine[3].dx, background->affine[3].dy,
1242 });
1243 } else {
1244 glUniform2iv(uniforms[GBA_GL_BG_OFFSET], 4, (GLint[]) {
1245 background->affine[0].sx, background->affine[0].sy,
1246 background->affine[0].sx, background->affine[0].sy,
1247 background->affine[0].sx, background->affine[0].sy,
1248 background->affine[0].sx, background->affine[0].sy,
1249 });
1250 glUniform2iv(uniforms[GBA_GL_BG_TRANSFORM], 4, (GLint[]) {
1251 background->affine[0].dx, background->affine[0].dy,
1252 background->affine[0].dx, background->affine[0].dy,
1253 background->affine[0].dx, background->affine[0].dy,
1254 background->affine[0].dx, background->affine[0].dy,
1255 });
1256 }
1257 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1258 glEnableVertexAttribArray(0);
1259 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1260 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1261}
1262
1263static void _scissorWindow(int start, int end, int y, int lines, int scale) {
1264 if (start > end) {
1265 _scissorWindow(start, GBA_VIDEO_HORIZONTAL_PIXELS * scale, y, lines, scale);
1266 _scissorWindow(0, end, y, lines, scale);
1267 return;
1268 }
1269 glScissor(start, y, end - start, lines);
1270 glClear(GL_COLOR_BUFFER_BIT);
1271}
1272
1273static void _scissorWindowN(struct GBAVideoWindowRegion* region, int y, int scale) {
1274 int sdelta = region[0].start - region[1].start;
1275 int edelta = region[0].end - region[1].end;
1276 int maxDelta = 0;
1277 if (sdelta > maxDelta) {
1278 maxDelta = sdelta;
1279 } else if (-sdelta > maxDelta) {
1280 maxDelta = -sdelta;
1281 }
1282 if (edelta > maxDelta) {
1283 maxDelta = edelta;
1284 } else if (-edelta > maxDelta) {
1285 maxDelta = -edelta;
1286 }
1287 if (!(sdelta | edelta) || maxDelta >= GBA_VIDEO_VERTICAL_PIXELS / 2) {
1288 _scissorWindow(region[0].start * scale, region[0].end * scale, y, scale, scale);
1289 } else {
1290 int i;
1291 for (i = 0; i < scale; ++i) {
1292 int start = region[1].start * scale + sdelta * i;
1293 int end = region[1].end * scale + edelta * i;
1294 _scissorWindow(start, end, y + i, 1, scale);
1295 }
1296 }
1297}
1298
1299static void _clearWindow(GBAWindowControl window, int bldy) {
1300 window = ~window & 0xFF;
1301 glClearColor((window & 0xF) / 32.f, (window >> 4) / 32.f, bldy / 16.f, 0);
1302}
1303
1304void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
1305 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_WINDOW]);
1306 int dispcnt = ((renderer->dispcnt >> 8) & 0x1F) | 0x20;
1307 if (!(renderer->dispcnt & 0xE000)) {
1308 _clearWindow(dispcnt, renderer->bldy);
1309 _scissorWindow(0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, renderer->scale, renderer->scale);
1310 } else {
1311 _clearWindow(renderer->winout & dispcnt, renderer->bldy);
1312 _scissorWindow(0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, renderer->scale, renderer->scale);
1313 if (GBARegisterDISPCNTIsWin1Enable(renderer->dispcnt) && y >= renderer->winN[1].v.start && y < renderer->winN[1].v.end) {
1314 _clearWindow(renderer->winN[1].control & dispcnt, renderer->bldy);
1315 _scissorWindowN(renderer->winN[1].h, y * renderer->scale, renderer->scale);
1316 }
1317 if (GBARegisterDISPCNTIsWin0Enable(renderer->dispcnt) && y >= renderer->winN[0].v.start && y < renderer->winN[0].v.end) {
1318 _clearWindow(renderer->winN[0].control & dispcnt, renderer->bldy);
1319 _scissorWindowN(renderer->winN[0].h, y * renderer->scale, renderer->scale);
1320 }
1321 }
1322}
1323
1324#endif