all repos — mgba @ 49a9da3e5ca5e414d58a2f15920d1349c01124c4

mGBA Game Boy Advance Emulator

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

   1/* Copyright (c) 2013-2019 Jeffrey Pfau
   2 *
   3 * This Source Code Form is subject to the terms of the Mozilla Public
   4 * License, v. 2.0. If a copy of the MPL was not distributed with this
   5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
   6#include <mgba/internal/gba/renderers/gl.h>
   7
   8#include <mgba/core/cache-set.h>
   9#include <mgba/internal/arm/macros.h>
  10#include <mgba/internal/gba/io.h>
  11#include <mgba/internal/gba/renderers/cache-set.h>
  12
  13static void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer);
  14static void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer);
  15static void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer);
  16static void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address);
  17static void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam);
  18static void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
  19static uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
  20static void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y);
  21static void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer);
  22static void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels);
  23static void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels);
  24
  25static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer);
  26static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value);
  27static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value);
  28static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value);
  29static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value);
  30static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value);
  31static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value);
  32
  33static void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY);
  34static void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  35static void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  36static void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  37static void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  38static void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  39static void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y);
  40
  41static void _compositeLayer(struct GBAVideoGLRenderer* renderer, GLuint tex, GLuint flags, int id, int y);
  42static void _finalizeLayers(struct GBAVideoGLRenderer* renderer, int y);
  43
  44#define TEST_LAYER_ENABLED(X) !renderer->disableBG[X] && glRenderer->bg[X].enabled == 4 && glRenderer->bg[X].priority == priority
  45
  46struct GBAVideoGLUniform {
  47	const char* name;
  48	int type;
  49};
  50
  51static const GLchar* const _gl3Header =
  52	"#version 130\n";
  53
  54static const char* const _vertexShader =
  55	"in vec2 position;\n"
  56	"uniform ivec2 loc;\n"
  57	"uniform ivec2 maxPos;\n"
  58	"out vec2 texCoord;\n"
  59
  60	"void main() {\n"
  61	"	vec2 local = vec2(position.x, float(position.y * loc.x + loc.y) / abs(maxPos.y));\n"
  62	"	gl_Position = vec4((local * 2. - 1.) * sign(maxPos), 0., 1.);\n"
  63	"	texCoord = local * abs(maxPos);\n"
  64	"}";
  65
  66static const char* const _renderTile16 =
  67	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
  68	"	int address = charBase + tile * 16 + (localCoord.x >> 2) + (localCoord.y << 1);\n"
  69	"	vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
  70	"	int entry = int(halfrow[3 - (localCoord.x & 3)] * 15.9);\n"
  71	"	vec4 color = texelFetch(palette, ivec2(entry, paletteId), 0);\n"
  72	"	if (entry == 0) {\n"
  73	"		discard;\n"
  74	"	}\n"
  75	"	color.a = 1;\n"
  76	"	return color;\n"
  77	"}";
  78
  79static const char* const _renderTile256 =
  80	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
  81	"	int address = charBase + tile * 32 + (localCoord.x >> 1) + (localCoord.y << 2);\n"
  82	"	vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
  83	"	int entry = int(halfrow[3 - 2 * (localCoord.x & 1)] * 15.9);\n"
  84	"	int pal2 = int(halfrow[2 - 2 * (localCoord.x & 1)] * 15.9);\n"
  85	"	vec4 color = texelFetch(palette, ivec2(entry, pal2 + (paletteId & 16)), 0);\n"
  86	"	if ((pal2 | entry) == 0) {\n"
  87	"		discard;\n"
  88	"	}\n"
  89	"	color.a = 1.;\n"
  90	"	return color;\n"
  91	"}";
  92
  93const static struct GBAVideoGLUniform _uniformsMode0[] = {
  94	{ "loc", GBA_GL_VS_LOC, },
  95	{ "maxPos", GBA_GL_VS_MAXPOS, },
  96	{ "vram", GBA_GL_BG_VRAM, },
  97	{ "palette", GBA_GL_BG_PALETTE, },
  98	{ "screenBase", GBA_GL_BG_SCREENBASE, },
  99	{ "charBase", GBA_GL_BG_CHARBASE, },
 100	{ "size", GBA_GL_BG_SIZE, },
 101	{ "offset", GBA_GL_BG_OFFSET, },
 102	{ "inflags", GBA_GL_BG_INFLAGS, },
 103	{ 0 }
 104};
 105
 106static const char* const _renderMode0 =
 107	"in vec2 texCoord;\n"
 108	"uniform sampler2D vram;\n"
 109	"uniform sampler2D palette;\n"
 110	"uniform int screenBase;\n"
 111	"uniform int charBase;\n"
 112	"uniform int size;\n"
 113	"uniform ivec2 offset;\n"
 114	"uniform ivec4 inflags;\n"
 115	"out vec4 color;\n"
 116	"out vec4 flags;\n"
 117	"const vec4 flagCoeff = vec4(32., 32., 16., 16.);\n"
 118
 119	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
 120
 121	"void main() {\n"
 122	"	ivec2 coord = ivec2(texCoord) + offset;\n"
 123	"	if ((size & 1) == 1) {\n"
 124	"		coord.y += coord.x & 256;\n"
 125	"	}\n"
 126	"	coord.x &= 255;\n"
 127	"	int mapAddress = screenBase + (coord.x >> 3) + (coord.y >> 3) * 32;\n"
 128	"	vec4 map = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
 129	"	int tileFlags = int(map.g * 15.9);\n"
 130	"	if ((tileFlags & 4) == 4) {\n"
 131	"		coord.x ^= 7;\n"
 132	"	}\n"
 133	"	if ((tileFlags & 8) == 8) {\n"
 134	"		coord.y ^= 7;\n"
 135	"	}\n"
 136	"	int tile = int(map.a * 15.9) + int(map.b * 15.9) * 16 + (tileFlags & 0x3) * 256;\n"
 137	"	color = renderTile(tile, int(map.r * 15.9), coord & 7);\n"
 138	"	flags = inflags / flagCoeff;\n"
 139	"}";
 140
 141static const char* const _fetchTileOverflow =
 142	"vec4 fetchTile(ivec2 coord) {\n"
 143	"	int sizeAdjusted = (0x8000 << size) - 1;\n"
 144	"	coord &= sizeAdjusted;\n"
 145	"	return renderTile(coord);\n"
 146	"}";
 147
 148static const char* const _fetchTileNoOverflow =
 149	"vec4 fetchTile(ivec2 coord) {\n"
 150	"	int sizeAdjusted = (0x8000 << size) - 1;\n"
 151	"	ivec2 outerCoord = coord & ~sizeAdjusted;\n"
 152	"	if ((outerCoord.x | outerCoord.y) != 0) {\n"
 153	"		discard;\n"
 154	"	}\n"
 155	"	return renderTile(coord);\n"
 156	"}";
 157
 158const static struct GBAVideoGLUniform _uniformsMode2[] = {
 159	{ "loc", GBA_GL_VS_LOC, },
 160	{ "maxPos", GBA_GL_VS_MAXPOS, },
 161	{ "vram", GBA_GL_BG_VRAM, },
 162	{ "palette", GBA_GL_BG_PALETTE, },
 163	{ "screenBase", GBA_GL_BG_SCREENBASE, },
 164	{ "charBase", GBA_GL_BG_CHARBASE, },
 165	{ "size", GBA_GL_BG_SIZE, },
 166	{ "inflags", GBA_GL_BG_INFLAGS, },
 167	{ "offset", GBA_GL_BG_OFFSET, },
 168	{ "transform", GBA_GL_BG_TRANSFORM, },
 169	{ 0 }
 170};
 171
 172static const char* const _renderMode2 =
 173	"in vec2 texCoord;\n"
 174	"uniform sampler2D vram;\n"
 175	"uniform sampler2D palette;\n"
 176	"uniform int screenBase;\n"
 177	"uniform int charBase;\n"
 178	"uniform int size;\n"
 179	"uniform ivec4 inflags;\n"
 180	"uniform ivec2[4] offset;\n"
 181	"uniform ivec2[4] transform;\n"
 182	"out vec4 color;\n"
 183	"out vec4 flags;\n"
 184	"const vec4 flagCoeff = vec4(32., 32., 16., 16.);\n"
 185	"precision highp float;\n"
 186	"precision highp int;\n"
 187
 188	"vec4 fetchTile(ivec2 coord);\n"
 189
 190	"vec4 renderTile(ivec2 coord) {\n"
 191	"	int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n"
 192	"	int mapAddress = screenBase + (map >> 1);\n"
 193	"	vec4 twomaps = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
 194	"	int tile = int(twomaps[3 - 2 * (map & 1)] * 15.9) + int(twomaps[2 - 2 * (map & 1)] * 15.9) * 16;\n"
 195	"	int address = charBase + tile * 32 + ((coord.x >> 9) & 3) + ((coord.y >> 6) & 0x1C);\n"
 196	"	vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
 197	"	int entry = int(halfrow[3 - ((coord.x >> 7) & 2)] * 15.9);\n"
 198	"	int pal2 = int(halfrow[2 - ((coord.x >> 7) & 2)] * 15.9);\n"
 199	"	vec4 color = texelFetch(palette, ivec2(entry, pal2), 0);\n"
 200	"	if ((pal2 | entry) == 0) {\n"
 201	"		discard;\n"
 202	"	}\n"
 203	"	color.a = 1.;\n"
 204	"	return color;\n"
 205	"}\n"
 206
 207	"vec2 interpolate(ivec2 arr[4], float x) {\n"
 208	"	float x1m = 1. - x;\n"
 209	"	return x1m * x1m * x1m * arr[0] +"
 210		"  3 * x1m * x1m * x   * arr[1] +"
 211		"  3 * x1m * x   * x   * arr[2] +"
 212		"      x   * x   * x   * arr[3];\n"
 213	"}\n"
 214
 215	"void main() {\n"
 216	"	float y = fract(texCoord.y);\n"
 217	"	float lin = 0.5 - y / ceil(y) * 0.25;\n"
 218	"	vec2 mixedTransform = interpolate(transform, lin);\n"
 219	"	vec2 mixedOffset = interpolate(offset, lin);\n"
 220	"	color = fetchTile(ivec2(mixedTransform * texCoord.x + mixedOffset));\n"
 221	"	flags = inflags / flagCoeff;\n"
 222	"}";
 223
 224const static struct GBAVideoGLUniform _uniformsObj[] = {
 225	{ "loc", GBA_GL_VS_LOC, },
 226	{ "maxPos", GBA_GL_VS_MAXPOS, },
 227	{ "vram", GBA_GL_OBJ_VRAM, },
 228	{ "palette", GBA_GL_OBJ_PALETTE, },
 229	{ "charBase", GBA_GL_OBJ_CHARBASE, },
 230	{ "stride", GBA_GL_OBJ_STRIDE, },
 231	{ "localPalette", GBA_GL_OBJ_LOCALPALETTE, },
 232	{ "inflags", GBA_GL_OBJ_INFLAGS, },
 233	{ "transform", GBA_GL_OBJ_TRANSFORM, },
 234	{ "dims", GBA_GL_OBJ_DIMS, },
 235	{ "objwin", GBA_GL_OBJ_OBJWIN, },
 236	{ 0 }
 237};
 238
 239static const char* const _renderObj =
 240	"in vec2 texCoord;\n"
 241	"uniform sampler2D vram;\n"
 242	"uniform sampler2D palette;\n"
 243	"uniform int charBase;\n"
 244	"uniform int stride;\n"
 245	"uniform int localPalette;\n"
 246	"uniform ivec4 inflags;\n"
 247	"uniform mat2x2 transform;\n"
 248	"uniform ivec4 dims;\n"
 249	"uniform vec3 objwin;\n"
 250	"out vec4 color;\n"
 251	"out vec4 flags;\n"
 252	"out vec2 window;\n"
 253	"const vec4 flagCoeff = vec4(32., 32., 16., 16.);\n"
 254
 255	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
 256
 257	"void main() {\n"
 258	"	ivec2 coord = ivec2(transform * (texCoord - dims.zw / 2) + dims.xy / 2);\n"
 259	"	if ((coord & ~(dims.xy - 1)) != ivec2(0, 0)) {\n"
 260	"		discard;\n"
 261	"	}\n"
 262	"	vec4 pix = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, 16 + localPalette, coord & 7);\n"
 263	"	if (objwin.x > 0) {\n"
 264	"		pix.a = 0;\n"
 265	"	}\n"
 266	"	color = pix;\n"
 267	"	flags = inflags / flagCoeff;\n"
 268	"	window = objwin.yz;\n"
 269	"}";
 270
 271const static struct GBAVideoGLUniform _uniformsComposite[] = {
 272	{ "loc", GBA_GL_VS_LOC, },
 273	{ "maxPos", GBA_GL_VS_MAXPOS, },
 274	{ "scale", GBA_GL_COMPOSITE_SCALE, },
 275	{ "layerId", GBA_GL_COMPOSITE_LAYERID, },
 276	{ "layer", GBA_GL_COMPOSITE_LAYER, },
 277	{ "layerFlags", GBA_GL_COMPOSITE_LAYERFLAGS, },
 278	{ "oldLayer", GBA_GL_COMPOSITE_OLDLAYER, },
 279	{ "oldLayerFlags", GBA_GL_COMPOSITE_OLDLAYERFLAGS, },
 280	{ "oldOldFlags", GBA_GL_COMPOSITE_OLDOLDFLAGS, },
 281	{ "window", GBA_GL_COMPOSITE_WINDOW, },
 282	{ 0 }
 283};
 284
 285static const char* const _composite =
 286	"in vec2 texCoord;\n"
 287	"uniform int scale;\n"
 288	"uniform int layerId\n;"
 289	"uniform sampler2D layer;\n"
 290	"uniform sampler2D layerFlags;\n"
 291	"uniform sampler2D oldLayer;\n"
 292	"uniform sampler2D oldLayerFlags;\n"
 293	"uniform sampler2D oldOldFlags;\n"
 294	"uniform sampler2D window;\n"
 295	"out vec4 color;\n"
 296	"out vec4 flags;\n"
 297	"out vec4 oldColor;\n"
 298	"out vec4 oldFlags;\n"
 299	"const vec4 flagCoeff = vec4(32., 32., 16., 16.);\n"
 300
 301	"void main() {\n"
 302	"	vec4 pix = texelFetch(layer, ivec2(texCoord * scale), 0);\n"
 303	"	if (pix.a == 0) {\n"
 304	"		discard;\n"
 305	"	}\n"
 306	"	ivec2 windowFlags = ivec2(texelFetch(window, ivec2(texCoord * scale), 0).xy * 32.);\n"
 307	"	if (((windowFlags.x | (windowFlags.y << 4)) & layerId) != 0) {\n"
 308	"		discard;\n"
 309	"	}\n"
 310	"	ivec4 inflags = ivec4(texelFetch(layerFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n"
 311	"	ivec4 oflags = ivec4(texelFetch(oldLayerFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n"
 312	"	if ((windowFlags.y & 2) != 0) {\n"
 313	"		inflags.y = 0;\n"
 314	"	}\n"
 315	"	if (inflags.x >= oflags.x) {\n"
 316	"		ivec4 ooflags = ivec4(texelFetch(oldOldFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n"
 317	"		if (inflags.x >= ooflags.x) {\n"
 318	"			discard;\n"
 319	"		}\n"
 320	"		oldFlags = inflags / flagCoeff;\n"
 321	"		flags = oflags / flagCoeff;\n"
 322	"		oldColor = pix;\n"
 323	"		color = texelFetch(oldLayer, ivec2(texCoord * scale), 0);\n"
 324	"	} else {\n"
 325	"		color = pix;\n"
 326	"		oldColor = texelFetch(oldLayer, ivec2(texCoord * scale), 0);\n"
 327	"		flags = inflags / flagCoeff;\n"
 328	"		oldFlags = oflags / flagCoeff;\n"
 329	"	}\n"
 330	"}";
 331
 332const static struct GBAVideoGLUniform _uniformsFinalize[] = {
 333	{ "loc", GBA_GL_VS_LOC, },
 334	{ "maxPos", GBA_GL_VS_MAXPOS, },
 335	{ "scale", GBA_GL_FINALIZE_SCALE, },
 336	{ "layer", GBA_GL_FINALIZE_LAYER, },
 337	{ "layerFlags", GBA_GL_FINALIZE_LAYERFLAGS, },
 338	{ "oldLayer", GBA_GL_FINALIZE_OLDLAYER, },
 339	{ "oldFlags", GBA_GL_FINALIZE_OLDFLAGS, },
 340	{ 0 }
 341};
 342
 343static const char* const _finalize =
 344	"in vec2 texCoord;\n"
 345	"uniform int scale;\n"
 346	"uniform sampler2D layer;\n"
 347	"uniform sampler2D layerFlags;\n"
 348	"uniform sampler2D oldLayer;\n"
 349	"uniform sampler2D oldFlags;\n"
 350	"const vec4 flagCoeff = vec4(32., 32., 16., 16.);\n"
 351	"out vec4 color;\n"
 352
 353	"void main() {\n"
 354	"	vec4 pix = texelFetch(layer, ivec2(texCoord * scale), 0);\n"
 355	"	ivec4 inflags = ivec4(texelFetch(layerFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n"
 356	"	if ((inflags.y & 13) == 5) {\n"
 357	"		ivec4 oflags = ivec4(texelFetch(oldFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n"
 358	"		if ((oflags.y & 2) == 2) {\n"
 359	"			vec4 oldpix = texelFetch(oldLayer, ivec2(texCoord * scale), 0);\n"
 360	"			pix *= inflags.z / 16.;\n"
 361	"			pix += oldpix * oflags.w / 16.;\n"
 362	"		}\n"
 363	"	} else if ((inflags.y & 13) == 9) {\n"
 364	"		pix += (1. - pix) * inflags.z / 16.;\n"
 365	"	} else if ((inflags.y & 13) == 13) {\n"
 366	"		pix -= pix * inflags.z / 16.;\n"
 367	"	}\n"
 368	"	color = pix;\n"
 369	"}";
 370
 371static const GLint _vertices[] = {
 372	0, 0,
 373	0, 1,
 374	1, 1,
 375	1, 0,
 376};
 377
 378void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
 379	renderer->d.init = GBAVideoGLRendererInit;
 380	renderer->d.reset = GBAVideoGLRendererReset;
 381	renderer->d.deinit = GBAVideoGLRendererDeinit;
 382	renderer->d.writeVideoRegister = GBAVideoGLRendererWriteVideoRegister;
 383	renderer->d.writeVRAM = GBAVideoGLRendererWriteVRAM;
 384	renderer->d.writeOAM = GBAVideoGLRendererWriteOAM;
 385	renderer->d.writePalette = GBAVideoGLRendererWritePalette;
 386	renderer->d.drawScanline = GBAVideoGLRendererDrawScanline;
 387	renderer->d.finishFrame = GBAVideoGLRendererFinishFrame;
 388	renderer->d.getPixels = GBAVideoGLRendererGetPixels;
 389	renderer->d.putPixels = GBAVideoGLRendererPutPixels;
 390
 391	renderer->d.disableBG[0] = false;
 392	renderer->d.disableBG[1] = false;
 393	renderer->d.disableBG[2] = false;
 394	renderer->d.disableBG[3] = false;
 395	renderer->d.disableOBJ = false;
 396
 397	renderer->scale = 1;
 398}
 399
 400void _compileShader(struct GBAVideoGLRenderer* glRenderer, GLuint program, const char** shaderBuffer, int shaderBufferLines, GLuint vs, char* log) {
 401	GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
 402	glAttachShader(program, vs);
 403	glAttachShader(program, fs);
 404	glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
 405	glCompileShader(fs);
 406	glGetShaderInfoLog(fs, 1024, 0, log);
 407	if (log[0]) {
 408		mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
 409	}
 410	glLinkProgram(program);
 411	glGetProgramInfoLog(program, 1024, 0, log);
 412	if (log[0]) {
 413		mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
 414	}
 415	glDeleteShader(fs);
 416	glBindFragDataLocation(program, 0, "color");
 417	glBindFragDataLocation(program, 1, "flags");
 418}
 419
 420static void _initFramebufferTexture(GLuint tex, GLenum format, GLenum attachment, int scale) {
 421	glBindTexture(GL_TEXTURE_2D, tex);
 422	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 423	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 424	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 425	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 426	glTexImage2D(GL_TEXTURE_2D, 0, format, GBA_VIDEO_HORIZONTAL_PIXELS * scale, GBA_VIDEO_VERTICAL_PIXELS * scale, 0, format, GL_UNSIGNED_BYTE, 0);
 427	glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);	
 428}
 429
 430static void _lookupUniforms(GLuint program, GLuint* out, const struct GBAVideoGLUniform* uniforms) {
 431	size_t i;
 432	for (i = 0; uniforms[i].name; ++i) {
 433		out[uniforms[i].type] = glGetUniformLocation(program, uniforms[i].name);
 434	}
 435}
 436
 437void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
 438	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 439	glGenFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
 440	glGenTextures(GBA_GL_TEX_MAX, glRenderer->layers);
 441
 442	glGenTextures(1, &glRenderer->paletteTex);
 443	glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
 444	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 445	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 446
 447	glGenTextures(1, &glRenderer->vramTex);
 448	glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
 449	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 450	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 451	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 256, 192, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, 0);
 452
 453	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
 454	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 455	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, glRenderer->scale);
 456
 457	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_COMPOSITE]);
 458	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_COMPOSITE_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 459	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_COMPOSITE_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, glRenderer->scale);
 460	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_COMPOSITE_OLD_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT2, glRenderer->scale);
 461	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_COMPOSITE_OLD_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT3, glRenderer->scale);
 462
 463	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
 464	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RG, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 465
 466	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
 467	_initFramebufferTexture(glRenderer->outputTex, GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 468
 469	glBindFramebuffer(GL_FRAMEBUFFER, 0);
 470
 471	int i;
 472	for (i = 0; i < 4; ++i) {
 473		struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
 474		bg->index = i;
 475		bg->enabled = 0;
 476		bg->priority = 0;
 477		bg->charBase = 0;
 478		bg->mosaic = 0;
 479		bg->multipalette = 0;
 480		bg->screenBase = 0;
 481		bg->overflow = 0;
 482		bg->size = 0;
 483		bg->target1 = 0;
 484		bg->target2 = 0;
 485		bg->x = 0;
 486		bg->y = 0;
 487		bg->refx = 0;
 488		bg->refy = 0;
 489		bg->affine[0].dx = 256;
 490		bg->affine[0].dmx = 0;
 491		bg->affine[0].dy = 0;
 492		bg->affine[0].dmy = 256;
 493		bg->affine[0].sx = 0;
 494		bg->affine[0].sy = 0;
 495		glGenFramebuffers(1, &bg->fbo);
 496		glGenTextures(1, &bg->tex);
 497		glGenTextures(1, &bg->flags);
 498		glBindFramebuffer(GL_FRAMEBUFFER, bg->fbo);
 499		_initFramebufferTexture(bg->tex, GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 500		_initFramebufferTexture(bg->flags, GL_RGBA, GL_COLOR_ATTACHMENT1, glRenderer->scale);
 501		glBindFramebuffer(GL_FRAMEBUFFER, 0);
 502	}
 503
 504	glRenderer->compositeProgram = glCreateProgram();
 505	glRenderer->finalizeProgram = glCreateProgram();
 506	glRenderer->objProgram[0] = glCreateProgram();
 507	glRenderer->objProgram[1] = glCreateProgram();
 508	glRenderer->bgProgram[0] = glCreateProgram();
 509	glRenderer->bgProgram[1] = glCreateProgram();
 510	glRenderer->bgProgram[2] = glCreateProgram();
 511	glRenderer->bgProgram[3] = glCreateProgram();
 512	glRenderer->bgProgram[4] = glCreateProgram();
 513	glRenderer->bgProgram[5] = glCreateProgram();
 514
 515	char log[1024];
 516	const GLchar* shaderBuffer[8];
 517	shaderBuffer[0] = _gl3Header;
 518
 519	GLuint vs = glCreateShader(GL_VERTEX_SHADER);
 520	shaderBuffer[1] = _vertexShader;
 521	glShaderSource(vs, 2, shaderBuffer, 0);
 522	glCompileShader(vs);
 523	glGetShaderInfoLog(vs, 1024, 0, log);
 524	if (log[0]) {
 525		mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
 526	}
 527
 528	shaderBuffer[1] = _renderMode0;
 529
 530	shaderBuffer[2] = _renderTile16;
 531	_compileShader(glRenderer, glRenderer->bgProgram[0], shaderBuffer, 3, vs, log);
 532	_lookupUniforms(glRenderer->bgProgram[0], glRenderer->bgUniforms[0], _uniformsMode0);
 533
 534	shaderBuffer[2] = _renderTile256;
 535	_compileShader(glRenderer, glRenderer->bgProgram[1], shaderBuffer, 3, vs, log);
 536	_lookupUniforms(glRenderer->bgProgram[1], glRenderer->bgUniforms[1], _uniformsMode0);
 537
 538	shaderBuffer[1] = _renderMode2;
 539
 540	shaderBuffer[2] = _fetchTileOverflow;
 541	_compileShader(glRenderer, glRenderer->bgProgram[2], shaderBuffer, 3, vs, log);
 542	_lookupUniforms(glRenderer->bgProgram[2], glRenderer->bgUniforms[2], _uniformsMode2);
 543
 544	shaderBuffer[2] = _fetchTileNoOverflow;
 545	_compileShader(glRenderer, glRenderer->bgProgram[3], shaderBuffer, 3, vs, log);
 546	_lookupUniforms(glRenderer->bgProgram[3], glRenderer->bgUniforms[3], _uniformsMode2);
 547
 548	shaderBuffer[1] = _renderObj;
 549
 550	shaderBuffer[2] = _renderTile16;
 551	_compileShader(glRenderer, glRenderer->objProgram[0], shaderBuffer, 3, vs, log);
 552	_lookupUniforms(glRenderer->objProgram[0], glRenderer->objUniforms[0], _uniformsObj);
 553	glBindFragDataLocation(glRenderer->objProgram[0], 2, "window");
 554
 555	shaderBuffer[2] = _renderTile256;
 556	_compileShader(glRenderer, glRenderer->objProgram[1], shaderBuffer, 3, vs, log);
 557	_lookupUniforms(glRenderer->objProgram[1], glRenderer->objUniforms[1], _uniformsObj);
 558	glBindFragDataLocation(glRenderer->objProgram[1], 2, "window");
 559
 560	shaderBuffer[1] = _composite;
 561	_compileShader(glRenderer, glRenderer->compositeProgram, shaderBuffer, 2, vs, log);
 562	_lookupUniforms(glRenderer->compositeProgram, glRenderer->compositeUniforms, _uniformsComposite);
 563	glBindFragDataLocation(glRenderer->compositeProgram, 2, "oldColor");
 564	glBindFragDataLocation(glRenderer->compositeProgram, 3, "oldFlags");
 565
 566	shaderBuffer[1] = _finalize;
 567	_compileShader(glRenderer, glRenderer->finalizeProgram, shaderBuffer, 2, vs, log);
 568	_lookupUniforms(glRenderer->finalizeProgram, glRenderer->finalizeUniforms, _uniformsFinalize);
 569
 570	glDeleteShader(vs);
 571
 572	GBAVideoGLRendererReset(renderer);
 573}
 574
 575void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
 576	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 577	glDeleteFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
 578	glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers);
 579	glDeleteTextures(1, &glRenderer->paletteTex);
 580	glDeleteTextures(1, &glRenderer->vramTex);
 581
 582	glDeleteProgram(glRenderer->bgProgram[0]);
 583	glDeleteProgram(glRenderer->bgProgram[1]);
 584	glDeleteProgram(glRenderer->bgProgram[2]);
 585	glDeleteProgram(glRenderer->bgProgram[3]);
 586	glDeleteProgram(glRenderer->bgProgram[4]);
 587	glDeleteProgram(glRenderer->bgProgram[5]);
 588	glDeleteProgram(glRenderer->bgProgram[6]);
 589	glDeleteProgram(glRenderer->objProgram[0]);
 590	glDeleteProgram(glRenderer->objProgram[1]);
 591	glDeleteProgram(glRenderer->compositeProgram);
 592}
 593
 594void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
 595	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 596
 597	glRenderer->paletteDirty = true;
 598	glRenderer->vramDirty = 0xFFFFFF;
 599	glRenderer->firstAffine = -1;
 600}
 601
 602void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
 603	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 604	glRenderer->vramDirty |= 1 << (address >> 12);
 605}
 606
 607void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam) {
 608	UNUSED(oam);
 609	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 610	glRenderer->oamDirty = true;
 611}
 612
 613void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
 614	UNUSED(address);
 615	UNUSED(value);
 616	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 617	glRenderer->paletteDirty = true;
 618}
 619
 620uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
 621	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 622	if (renderer->cache) {
 623		GBAVideoCacheWriteVideoRegister(renderer->cache, address, value);
 624	}
 625
 626	switch (address) {
 627	case REG_DISPCNT:
 628		value &= 0xFFF7;
 629		glRenderer->dispcnt = value;
 630		GBAVideoGLRendererUpdateDISPCNT(glRenderer);
 631		break;
 632	case REG_BG0CNT:
 633		value &= 0xDFFF;
 634		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[0], value);
 635		break;
 636	case REG_BG1CNT:
 637		value &= 0xDFFF;
 638		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[1], value);
 639		break;
 640	case REG_BG2CNT:
 641		value &= 0xFFFF;
 642		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[2], value);
 643		break;
 644	case REG_BG3CNT:
 645		value &= 0xFFFF;
 646		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[3], value);
 647		break;
 648	case REG_BG0HOFS:
 649		value &= 0x01FF;
 650		glRenderer->bg[0].x = value;
 651		break;
 652	case REG_BG0VOFS:
 653		value &= 0x01FF;
 654		glRenderer->bg[0].y = value;
 655		break;
 656	case REG_BG1HOFS:
 657		value &= 0x01FF;
 658		glRenderer->bg[1].x = value;
 659		break;
 660	case REG_BG1VOFS:
 661		value &= 0x01FF;
 662		glRenderer->bg[1].y = value;
 663		break;
 664	case REG_BG2HOFS:
 665		value &= 0x01FF;
 666		glRenderer->bg[2].x = value;
 667		break;
 668	case REG_BG2VOFS:
 669		value &= 0x01FF;
 670		glRenderer->bg[2].y = value;
 671		break;
 672	case REG_BG3HOFS:
 673		value &= 0x01FF;
 674		glRenderer->bg[3].x = value;
 675		break;
 676	case REG_BG3VOFS:
 677		value &= 0x01FF;
 678		glRenderer->bg[3].y = value;
 679		break;
 680	case REG_BG2PA:
 681		glRenderer->bg[2].affine[0].dx = value;
 682		break;
 683	case REG_BG2PB:
 684		glRenderer->bg[2].affine[0].dmx = value;
 685		break;
 686	case REG_BG2PC:
 687		glRenderer->bg[2].affine[0].dy = value;
 688		break;
 689	case REG_BG2PD:
 690		glRenderer->bg[2].affine[0].dmy = value;
 691		break;
 692	case REG_BG2X_LO:
 693		GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[2], value);
 694		break;
 695	case REG_BG2X_HI:
 696		GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[2], value);
 697		break;
 698	case REG_BG2Y_LO:
 699		GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[2], value);
 700		break;
 701	case REG_BG2Y_HI:
 702		GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[2], value);
 703		break;
 704	case REG_BG3PA:
 705		glRenderer->bg[3].affine[0].dx = value;
 706		break;
 707	case REG_BG3PB:
 708		glRenderer->bg[3].affine[0].dmx = value;
 709		break;
 710	case REG_BG3PC:
 711		glRenderer->bg[3].affine[0].dy = value;
 712		break;
 713	case REG_BG3PD:
 714		glRenderer->bg[3].affine[0].dmy = value;
 715		break;
 716	case REG_BG3X_LO:
 717		GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[3], value);
 718		break;
 719	case REG_BG3X_HI:
 720		GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[3], value);
 721		break;
 722	case REG_BG3Y_LO:
 723		GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[3], value);
 724		break;
 725	case REG_BG3Y_HI:
 726		GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[3], value);
 727		break;
 728	case REG_BLDCNT:
 729		GBAVideoGLRendererWriteBLDCNT(glRenderer, value);
 730		value &= 0x3FFF;
 731		break;
 732	case REG_BLDALPHA:
 733		glRenderer->blda = value & 0x1F;
 734		if (glRenderer->blda > 0x10) {
 735			glRenderer->blda = 0x10;
 736		}
 737		glRenderer->bldb = (value >> 8) & 0x1F;
 738		if (glRenderer->bldb > 0x10) {
 739			glRenderer->bldb = 0x10;
 740		}
 741		value &= 0x1F1F;
 742		break;
 743	case REG_BLDY:
 744		value &= 0x1F;
 745		if (value > 0x10) {
 746			value = 0x10;
 747		}
 748		glRenderer->bldy = value;
 749		break;
 750	case REG_WIN0H:
 751		glRenderer->winN[0].h.end = value;
 752		glRenderer->winN[0].h.start = value >> 8;
 753		if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[0].h.start > glRenderer->winN[0].h.end) {
 754			glRenderer->winN[0].h.start = 0;
 755		}
 756		if (glRenderer->winN[0].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
 757			glRenderer->winN[0].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
 758			if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
 759				glRenderer->winN[0].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
 760			}
 761		}
 762		break;
 763	case REG_WIN1H:
 764		glRenderer->winN[1].h.end = value;
 765		glRenderer->winN[1].h.start = value >> 8;
 766		if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[1].h.start > glRenderer->winN[1].h.end) {
 767			glRenderer->winN[1].h.start = 0;
 768		}
 769		if (glRenderer->winN[1].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
 770			glRenderer->winN[1].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
 771			if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
 772				glRenderer->winN[1].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
 773			}
 774		}
 775		break;
 776	case REG_WIN0V:
 777		glRenderer->winN[0].v.end = value;
 778		glRenderer->winN[0].v.start = value >> 8;
 779		if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[0].v.start > glRenderer->winN[0].v.end) {
 780			glRenderer->winN[0].v.start = 0;
 781		}
 782		if (glRenderer->winN[0].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
 783			glRenderer->winN[0].v.end = GBA_VIDEO_VERTICAL_PIXELS;
 784			if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
 785				glRenderer->winN[0].v.start = GBA_VIDEO_VERTICAL_PIXELS;
 786			}
 787		}
 788		break;
 789	case REG_WIN1V:
 790		glRenderer->winN[1].v.end = value;
 791		glRenderer->winN[1].v.start = value >> 8;
 792		if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[1].v.start > glRenderer->winN[1].v.end) {
 793			glRenderer->winN[1].v.start = 0;
 794		}
 795		if (glRenderer->winN[1].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
 796			glRenderer->winN[1].v.end = GBA_VIDEO_VERTICAL_PIXELS;
 797			if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
 798				glRenderer->winN[1].v.start = GBA_VIDEO_VERTICAL_PIXELS;
 799			}
 800		}
 801		break;
 802	case REG_WININ:
 803		value &= 0x3F3F;
 804		glRenderer->winN[0].control = value;
 805		glRenderer->winN[1].control = value >> 8;
 806		break;
 807	case REG_WINOUT:
 808		value &= 0x3F3F;
 809		glRenderer->winout = value;
 810		glRenderer->objwin = value >> 8;
 811		break;
 812	case REG_MOSAIC:
 813		glRenderer->mosaic = value;
 814		break;
 815	default:
 816		break;
 817	}
 818	return value;
 819}
 820
 821void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
 822	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 823	if (glRenderer->paletteDirty) {
 824		glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
 825		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 16, 32, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, glRenderer->d.palette);
 826		glRenderer->paletteDirty = false;
 827	}
 828	int i;
 829	for (i = 0; i < 24; ++i) {
 830		if (!(glRenderer->vramDirty & (1 << i))) {
 831			continue;
 832		}
 833		// TODO: PBOs
 834		glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
 835		glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 8 * i, 256, 8, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &glRenderer->d.vram[2048 * i]);
 836	}
 837	glRenderer->vramDirty = 0;
 838
 839	uint32_t backdrop = M_RGB5_TO_RGB8(renderer->palette[0]);
 840	glClearColor(((backdrop >> 16) & 0xFF) / 256., ((backdrop >> 8) & 0xFF) / 256., (backdrop & 0xFF) / 256., 0.f);
 841	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_COMPOSITE]);
 842	glEnable(GL_SCISSOR_TEST);
 843	glScissor(0, y * glRenderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, glRenderer->scale);
 844	glDrawBuffer(GL_COLOR_ATTACHMENT0);
 845	glClear(GL_COLOR_BUFFER_BIT);
 846	if (y == 0) {
 847		glDisable(GL_SCISSOR_TEST);
 848		glDrawBuffer(GL_COLOR_ATTACHMENT1);
 849		glClearColor(1, (glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4)) / 32.f,
 850		             (glRenderer->blendEffect == BLEND_ALPHA ? glRenderer->blda : glRenderer->bldy) / 16.f, glRenderer->bldb / 16.f);
 851		glClear(GL_COLOR_BUFFER_BIT);
 852		
 853		glClearColor(0, 0, 0, 0);
 854		glDrawBuffer(GL_COLOR_ATTACHMENT3);
 855		glClear(GL_COLOR_BUFFER_BIT);
 856
 857		glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
 858		glDrawBuffer(GL_COLOR_ATTACHMENT0);
 859		glClear(GL_COLOR_BUFFER_BIT);
 860		glDrawBuffer(GL_COLOR_ATTACHMENT1);
 861		glClear(GL_COLOR_BUFFER_BIT);
 862
 863		for (i = 0; i < 4; ++i) {
 864			glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);
 865			glDrawBuffer(GL_COLOR_ATTACHMENT0);
 866			glClear(GL_COLOR_BUFFER_BIT);
 867			glDrawBuffer(GL_COLOR_ATTACHMENT1);
 868			glClear(GL_COLOR_BUFFER_BIT);
 869		}
 870		glDrawBuffer(GL_COLOR_ATTACHMENT0);
 871		glEnable(GL_SCISSOR_TEST);
 872	}
 873	glBindFramebuffer(GL_FRAMEBUFFER, 0);
 874
 875	if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
 876		if (glRenderer->firstAffine < 0) {
 877			memcpy(&glRenderer->bg[2].affine[3], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
 878			memcpy(&glRenderer->bg[3].affine[3], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
 879			memcpy(&glRenderer->bg[2].affine[2], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
 880			memcpy(&glRenderer->bg[3].affine[2], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
 881			memcpy(&glRenderer->bg[2].affine[1], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
 882			memcpy(&glRenderer->bg[3].affine[1], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
 883			glRenderer->firstAffine = y;
 884		} else if (y - glRenderer->firstAffine == 1) {
 885			memcpy(&glRenderer->bg[2].affine[1], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
 886			memcpy(&glRenderer->bg[3].affine[1], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));			
 887		}
 888	} else {
 889		glRenderer->firstAffine = -1;
 890	}
 891
 892	if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
 893		if (glRenderer->oamDirty) {
 894			glRenderer->oamMax = GBAVideoRendererCleanOAM(glRenderer->d.oam->obj, glRenderer->sprites, 0);
 895			glRenderer->oamDirty = false;
 896		}
 897		int i;
 898		for (i = glRenderer->oamMax; i--;) {
 899			struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
 900			if ((y < sprite->y && (sprite->endY - 256 < 0 || y >= sprite->endY - 256)) || y >= sprite->endY) {
 901				continue;
 902			}
 903
 904			GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);
 905		}
 906	}
 907
 908	GBAVideoGLRendererDrawWindow(glRenderer, y);
 909	_compositeLayer(glRenderer, glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], 4, y);
 910	unsigned priority;
 911	for (priority = 4; priority--;) {
 912		if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
 913			GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
 914		}
 915		if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
 916			GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
 917		}
 918		if (TEST_LAYER_ENABLED(2)) {
 919			switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
 920			case 0:
 921				GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
 922				break;
 923			case 1:
 924			case 2:
 925				GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
 926				break;
 927			case 3:
 928				//GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
 929				break;
 930			case 4:
 931				//GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
 932				break;
 933			case 5:
 934				//GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y);
 935				break;
 936			}
 937		}
 938		if (TEST_LAYER_ENABLED(3)) {
 939			switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
 940			case 0:
 941				GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[3], y);
 942				break;
 943			case 2:
 944				GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[3], y);
 945				break;
 946			}
 947		}
 948	}
 949	_finalizeLayers(glRenderer, y);
 950
 951	if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
 952		memcpy(&glRenderer->bg[2].affine[3], &glRenderer->bg[2].affine[2], sizeof(struct GBAVideoGLAffine));
 953		memcpy(&glRenderer->bg[3].affine[3], &glRenderer->bg[3].affine[2], sizeof(struct GBAVideoGLAffine));
 954		memcpy(&glRenderer->bg[2].affine[2], &glRenderer->bg[2].affine[1], sizeof(struct GBAVideoGLAffine));
 955		memcpy(&glRenderer->bg[3].affine[2], &glRenderer->bg[3].affine[1], sizeof(struct GBAVideoGLAffine));
 956		memcpy(&glRenderer->bg[2].affine[1], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
 957		memcpy(&glRenderer->bg[3].affine[1], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
 958
 959		glRenderer->bg[2].affine[0].sx += glRenderer->bg[2].affine[0].dmx;
 960		glRenderer->bg[2].affine[0].sy += glRenderer->bg[2].affine[0].dmy;
 961		glRenderer->bg[3].affine[0].sx += glRenderer->bg[3].affine[0].dmx;
 962		glRenderer->bg[3].affine[0].sy += glRenderer->bg[3].affine[0].dmy;
 963	}
 964}
 965
 966void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
 967	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 968	glRenderer->firstAffine = -1;
 969	glRenderer->bg[2].affine[0].sx = glRenderer->bg[2].refx;
 970	glRenderer->bg[2].affine[0].sy = glRenderer->bg[2].refy;
 971	glRenderer->bg[3].affine[0].sx = glRenderer->bg[3].refx;
 972	glRenderer->bg[3].affine[0].sy = glRenderer->bg[3].refy;
 973	glFlush();
 974}
 975
 976void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels) {
 977
 978}
 979
 980void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels) {
 981
 982}
 983
 984static void _enableBg(struct GBAVideoGLRenderer* renderer, int bg, bool active) {
 985	int wasActive = renderer->bg[bg].enabled;
 986	if (!active) {
 987		renderer->bg[bg].enabled = 0;
 988	} else if (!wasActive && active) {
 989		/*if (renderer->nextY == 0 || GBARegisterDISPCNTGetMode(renderer->dispcnt) > 2) {
 990			// TODO: Investigate in more depth how switching background works in different modes
 991			renderer->bg[bg].enabled = 4;
 992		} else {
 993			renderer->bg[bg].enabled = 1;
 994		}*/
 995		renderer->bg[bg].enabled = 4;
 996	}
 997}
 998
 999static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer) {
1000	_enableBg(renderer, 0, GBARegisterDISPCNTGetBg0Enable(renderer->dispcnt));
1001	_enableBg(renderer, 1, GBARegisterDISPCNTGetBg1Enable(renderer->dispcnt));
1002	_enableBg(renderer, 2, GBARegisterDISPCNTGetBg2Enable(renderer->dispcnt));
1003	_enableBg(renderer, 3, GBARegisterDISPCNTGetBg3Enable(renderer->dispcnt));
1004}
1005
1006static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
1007	bg->priority = GBARegisterBGCNTGetPriority(value);
1008	bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
1009	bg->mosaic = GBARegisterBGCNTGetMosaic(value);
1010	bg->multipalette = GBARegisterBGCNTGet256Color(value);
1011	bg->screenBase = GBARegisterBGCNTGetScreenBase(value) << 10;
1012	bg->overflow = GBARegisterBGCNTGetOverflow(value);
1013	bg->size = GBARegisterBGCNTGetSize(value);
1014}
1015
1016static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1017	bg->refx = (bg->refx & 0xFFFF0000) | value;
1018	bg->affine[0].sx = bg->refx;
1019}
1020
1021static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1022	bg->refx = (bg->refx & 0x0000FFFF) | (value << 16);
1023	bg->refx <<= 4;
1024	bg->refx >>= 4;
1025	bg->affine[0].sx = bg->refx;
1026}
1027
1028static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1029	bg->refy = (bg->refy & 0xFFFF0000) | value;
1030	bg->affine[0].sy = bg->refy;
1031}
1032
1033static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1034	bg->refy = (bg->refy & 0x0000FFFF) | (value << 16);
1035	bg->refy <<= 4;
1036	bg->refy >>= 4;
1037	bg->affine[0].sy = bg->refy;
1038}
1039
1040static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value) {
1041	renderer->bg[0].target1 = GBARegisterBLDCNTGetTarget1Bg0(value);
1042	renderer->bg[1].target1 = GBARegisterBLDCNTGetTarget1Bg1(value);
1043	renderer->bg[2].target1 = GBARegisterBLDCNTGetTarget1Bg2(value);
1044	renderer->bg[3].target1 = GBARegisterBLDCNTGetTarget1Bg3(value);
1045	renderer->bg[0].target2 = GBARegisterBLDCNTGetTarget2Bg0(value);
1046	renderer->bg[1].target2 = GBARegisterBLDCNTGetTarget2Bg1(value);
1047	renderer->bg[2].target2 = GBARegisterBLDCNTGetTarget2Bg2(value);
1048	renderer->bg[3].target2 = GBARegisterBLDCNTGetTarget2Bg3(value);
1049
1050	renderer->blendEffect = GBARegisterBLDCNTGetEffect(value);
1051	renderer->target1Obj = GBARegisterBLDCNTGetTarget1Obj(value);
1052	renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
1053	renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
1054	renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
1055}
1056
1057static void _compositeLayer(struct GBAVideoGLRenderer* renderer, GLuint tex, GLuint flags, int id, int y) {
1058	if ((y & 0x1F) != 0x1F) {
1059		return;
1060	}
1061	const GLuint* uniforms = renderer->compositeUniforms;
1062	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_COMPOSITE]);
1063	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1064	glScissor(0, (y & ~0x1F) * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, 0x20 * renderer->scale);
1065	glUseProgram(renderer->compositeProgram);
1066	glActiveTexture(GL_TEXTURE0);
1067	glBindTexture(GL_TEXTURE_2D, tex);
1068	glActiveTexture(GL_TEXTURE0 + 1);
1069	glBindTexture(GL_TEXTURE_2D, flags);
1070	glActiveTexture(GL_TEXTURE0 + 2);
1071	glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_COLOR]);
1072	glActiveTexture(GL_TEXTURE0 + 3);
1073	glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_FLAGS]);
1074	glActiveTexture(GL_TEXTURE0 + 4);
1075	glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_OLD_FLAGS]);
1076	glActiveTexture(GL_TEXTURE0 + 5);
1077	glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
1078	glUniform2i(uniforms[GBA_GL_VS_LOC], 0x20, y & ~0x1F);
1079	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1080	glUniform1i(uniforms[GBA_GL_COMPOSITE_SCALE], renderer->scale);
1081	glUniform1i(uniforms[GBA_GL_COMPOSITE_LAYERID], 1 << id);
1082	glUniform1i(uniforms[GBA_GL_COMPOSITE_LAYER], 0);
1083	glUniform1i(uniforms[GBA_GL_COMPOSITE_LAYERFLAGS], 1);
1084	glUniform1i(uniforms[GBA_GL_COMPOSITE_OLDLAYER], 2);
1085	glUniform1i(uniforms[GBA_GL_COMPOSITE_OLDLAYERFLAGS], 3);
1086	glUniform1i(uniforms[GBA_GL_COMPOSITE_OLDOLDFLAGS], 4);
1087	glUniform1i(uniforms[GBA_GL_COMPOSITE_WINDOW], 5);
1088	glVertexAttribPointer(0, 2, GL_INT, GL_FALSE, 0, _vertices);
1089	glEnableVertexAttribArray(0);
1090	glDrawBuffers(4, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 });
1091	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1092	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1093	glBindFramebuffer(GL_FRAMEBUFFER, 0);
1094}
1095
1096void _finalizeLayers(struct GBAVideoGLRenderer* renderer, int y) {
1097	if ((y & 0x1F) != 0x1F) {
1098		return;
1099	}
1100	const GLuint* uniforms = renderer->finalizeUniforms;
1101	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]);
1102	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1103	glScissor(0, (y & ~0x1F) * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, 0x20 * renderer->scale);
1104	glUseProgram(renderer->finalizeProgram);
1105	glActiveTexture(GL_TEXTURE0);
1106	glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_COLOR]);
1107	glActiveTexture(GL_TEXTURE0 + 1);
1108	glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_FLAGS]);
1109	glActiveTexture(GL_TEXTURE0 + 2);
1110	glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_OLD_COLOR]);
1111	glActiveTexture(GL_TEXTURE0 + 3);
1112	glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_OLD_FLAGS]);
1113	glUniform2i(uniforms[GBA_GL_VS_LOC], 0x20, y & ~0x1F);
1114	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1115	glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);
1116	glUniform1i(uniforms[GBA_GL_FINALIZE_LAYER], 0);
1117	glUniform1i(uniforms[GBA_GL_FINALIZE_LAYERFLAGS], 1);
1118	glUniform1i(uniforms[GBA_GL_FINALIZE_OLDLAYER], 2);
1119	glUniform1i(uniforms[GBA_GL_FINALIZE_OLDFLAGS], 3);
1120	glVertexAttribPointer(0, 2, GL_INT, GL_FALSE, 0, _vertices);
1121	glEnableVertexAttribArray(0);
1122	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1123	glBindFramebuffer(GL_FRAMEBUFFER, 0);
1124}
1125
1126void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY) {
1127	int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
1128	int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
1129	int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
1130	x >>= 23;
1131
1132	int align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
1133	unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10;
1134	int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> 3) : (0x40 >> !GBAObjAttributesAIs256Color(sprite->a));
1135
1136	if (spriteY + height >= 256) {
1137		spriteY -= 256;
1138	}
1139
1140	if (!GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesBIsVFlip(sprite->b)) {
1141		spriteY = (y - height) + (y - spriteY) + 1;
1142	}
1143
1144	int totalWidth = width;
1145	int totalHeight = height;
1146	if (GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesAIsDoubleSize(sprite->a)) {
1147		totalWidth <<= 1;
1148		totalHeight <<= 1;
1149	}
1150
1151	enum GBAVideoBlendEffect blendEffect = GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT ? BLEND_ALPHA : renderer->blendEffect;
1152
1153	const GLuint* uniforms = renderer->objUniforms[GBAObjAttributesAGet256Color(sprite->a)];
1154	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OBJ]);
1155	glViewport(x * renderer->scale, spriteY * renderer->scale, totalWidth * renderer->scale, totalHeight * renderer->scale);
1156	glScissor(x * renderer->scale, y * renderer->scale, totalWidth * renderer->scale, renderer->scale);
1157	glUseProgram(renderer->objProgram[GBAObjAttributesAGet256Color(sprite->a)]);
1158	glActiveTexture(GL_TEXTURE0);
1159	glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1160	glActiveTexture(GL_TEXTURE0 + 1);
1161	glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1162	glUniform2i(uniforms[GBA_GL_VS_LOC], 1, y - spriteY);
1163	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], (GBAObjAttributesBIsHFlip(sprite->b) && !GBAObjAttributesAIsTransformed(sprite->a)) ? -totalWidth : totalWidth, totalHeight);
1164	glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0);
1165	glUniform1i(uniforms[GBA_GL_OBJ_PALETTE], 1);
1166	glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
1167	glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
1168	glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
1169	glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c) << 3,
1170	               (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (blendEffect * 4),
1171	               blendEffect == BLEND_ALPHA ? renderer->blda : renderer->bldy, renderer->bldb);
1172	if (GBAObjAttributesAIsTransformed(sprite->a)) {
1173		struct GBAOAMMatrix mat;
1174		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
1175		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
1176		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
1177		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
1178
1179		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 });
1180	} else {
1181		glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { 1.f, 0, 0, 1.f });
1182	}
1183	glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
1184	glVertexAttribPointer(0, 2, GL_INT, GL_FALSE, 0, _vertices);
1185	glEnableVertexAttribArray(0);
1186	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
1187		int window = ~renderer->objwin & 0xFF;
1188		glUniform3f(uniforms[GBA_GL_OBJ_OBJWIN], 1, (window & 0xF) / 32.f, (window >> 4) / 32.f);
1189		glDrawBuffers(3, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 });
1190	} else {
1191		glUniform3f(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0);
1192		glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1193	}
1194	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1195	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1196}
1197
1198void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1199	int inY = y + background->y;
1200	int yBase = inY & 0xFF;
1201	if (background->size == 2) {
1202		yBase += inY & 0x100;
1203	} else if (background->size == 3) {
1204		yBase += (inY & 0x100) << 1;
1205	}
1206	const GLuint* uniforms = renderer->bgUniforms[background->multipalette ? 1 : 0];
1207	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1208	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1209	glScissor(0, y * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale);
1210	glUseProgram(renderer->bgProgram[background->multipalette ? 1 : 0]);
1211	glActiveTexture(GL_TEXTURE0);
1212	glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1213	glActiveTexture(GL_TEXTURE0 + 1);
1214	glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1215	glUniform2i(uniforms[GBA_GL_VS_LOC], 1, y);
1216	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1217	glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
1218	glUniform1i(uniforms[GBA_GL_BG_PALETTE], 1);
1219	glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1220	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1221	glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1222	glUniform2i(uniforms[GBA_GL_BG_OFFSET], background->x, yBase - y);
1223	glUniform4i(uniforms[GBA_GL_BG_INFLAGS], (background->priority << 3) + (background->index << 1) + 1,
1224		                                     background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4),
1225		                                     renderer->blendEffect == BLEND_ALPHA ? renderer->blda : renderer->bldy, renderer->bldb);
1226	glVertexAttribPointer(0, 2, GL_INT, GL_FALSE, 0, _vertices);
1227	glEnableVertexAttribArray(0);
1228	glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1229	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1230	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1231
1232	_compositeLayer(renderer, background->tex, background->flags, background->index, y);
1233}
1234
1235void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1236	const GLuint* uniforms = renderer->bgUniforms[background->overflow ? 2 : 3];
1237	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1238	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1239	glScissor(0, y * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale);
1240	glUseProgram(renderer->bgProgram[background->overflow ? 2 : 3]);
1241	glActiveTexture(GL_TEXTURE0);
1242	glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1243	glActiveTexture(GL_TEXTURE0 + 1);
1244	glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1245	glUniform2i(uniforms[GBA_GL_VS_LOC], 1, y);
1246	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1247	glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
1248	glUniform1i(uniforms[GBA_GL_BG_PALETTE], 1);
1249	glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1250	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1251	glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1252	glUniform4i(uniforms[GBA_GL_BG_INFLAGS], (background->priority << 3) + (background->index << 1) + 1,
1253		           background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4),
1254		           renderer->blendEffect == BLEND_ALPHA ? renderer->blda : renderer->bldy, renderer->bldb);
1255	if (renderer->scale > 1) {
1256		glUniform2iv(uniforms[GBA_GL_BG_OFFSET], 4, (GLint[]) {
1257			background->affine[0].sx, background->affine[0].sy,
1258			background->affine[1].sx, background->affine[1].sy,
1259			background->affine[2].sx, background->affine[2].sy,
1260			background->affine[3].sx, background->affine[3].sy,
1261		});
1262		glUniform2iv(uniforms[GBA_GL_BG_TRANSFORM], 4, (GLint[]) {
1263			background->affine[0].dx, background->affine[0].dy,
1264			background->affine[1].dx, background->affine[1].dy,
1265			background->affine[2].dx, background->affine[2].dy,
1266			background->affine[3].dx, background->affine[3].dy,
1267		});
1268	} else {
1269		glUniform2iv(uniforms[GBA_GL_BG_OFFSET], 4, (GLint[]) {
1270			background->affine[0].sx, background->affine[0].sy,
1271			background->affine[0].sx, background->affine[0].sy,
1272			background->affine[0].sx, background->affine[0].sy,
1273			background->affine[0].sx, background->affine[0].sy,
1274		});
1275		glUniform2iv(uniforms[GBA_GL_BG_TRANSFORM], 4, (GLint[]) {
1276			background->affine[0].dx, background->affine[0].dy,
1277			background->affine[0].dx, background->affine[0].dy,
1278			background->affine[0].dx, background->affine[0].dy,
1279			background->affine[0].dx, background->affine[0].dy,
1280		});
1281	}
1282	glVertexAttribPointer(0, 2, GL_INT, GL_FALSE, 0, _vertices);
1283	glEnableVertexAttribArray(0);
1284	glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1285	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1286	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1287
1288	_compositeLayer(renderer, background->tex, background->flags, background->index, y);
1289}
1290
1291static void _clearWindow(GBAWindowControl window, int start, int end, int y, int scale) {
1292	glScissor(start, y, end - start, scale);
1293	window = ~window & 0xFF;
1294	glClearColor((window & 0xF) / 32.f, (window >> 4) / 32.f, 0, 0);
1295	glClear(GL_COLOR_BUFFER_BIT);
1296}
1297
1298void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
1299	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_WINDOW]);
1300	if (!(renderer->dispcnt & 0xE000)) {
1301		_clearWindow(0xFF, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, renderer->scale);
1302	} else {
1303		_clearWindow(renderer->winout, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, renderer->scale);
1304		if (GBARegisterDISPCNTIsWin1Enable(renderer->dispcnt) && y >= renderer->winN[1].v.start && y < renderer->winN[1].v.end) {
1305			_clearWindow(renderer->winN[1].control, renderer->winN[1].h.start * renderer->scale, renderer->winN[1].h.end * renderer->scale, y * renderer->scale, renderer->scale);
1306		}
1307		if (GBARegisterDISPCNTIsWin0Enable(renderer->dispcnt) && y >= renderer->winN[0].v.start && y < renderer->winN[0].v.end) {
1308			_clearWindow(renderer->winN[0].control, renderer->winN[0].h.start * renderer->scale, renderer->winN[0].h.end * renderer->scale, y * renderer->scale, renderer->scale);
1309		}
1310	}
1311	glBindFramebuffer(GL_FRAMEBUFFER, 0);
1312}