src/gba/renderers/gl.c (view raw)
1/* Copyright (c) 2013-2019 Jeffrey Pfau
2 *
3 * This Source Code Form is subject to the terms of the Mozilla Public
4 * License, v. 2.0. If a copy of the MPL was not distributed with this
5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6#include <mgba/internal/gba/renderers/gl.h>
7
8#if defined(BUILD_GLES2) || defined(BUILD_GLES3)
9
10#include <mgba/core/cache-set.h>
11#include <mgba/internal/arm/macros.h>
12#include <mgba/internal/gba/io.h>
13#include <mgba/internal/gba/renderers/cache-set.h>
14#include <mgba-util/memory.h>
15
16static void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer);
17static void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer);
18static void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer);
19static void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address);
20static void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam);
21static void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
22static uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
23static void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y);
24static void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer);
25static void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels);
26static void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels);
27
28static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer);
29static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value);
30static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value);
31static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value);
32static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value);
33static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value);
34static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value);
35
36static void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY);
37static void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
38static void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
39static void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
40static void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
41static void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
42static void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y);
43
44static void _cleanRegister(struct GBAVideoGLRenderer* renderer, int address, uint16_t value);
45static void _drawScanlines(struct GBAVideoGLRenderer* renderer, int lastY);
46static void _finalizeLayers(struct GBAVideoGLRenderer* renderer);
47
48#define TEST_LAYER_ENABLED(X) !glRenderer->d.disableBG[X] && glRenderer->bg[X].enabled == 4
49
50struct GBAVideoGLUniform {
51 const char* name;
52 int type;
53};
54
55#define PALETTE_ENTRY "#define PALETTE_ENTRY(x) (vec3((ivec3(0x1F, 0x3E0, 0x7C00) & (x)) >> ivec3(0, 5, 10)) / 31.)\n"
56
57static const GLchar* const _gles3Header =
58 "#version 300 es\n"
59 "#define OUT(n) layout(location = n)\n"
60 PALETTE_ENTRY
61 "precision highp float;\n"
62 "precision highp int;\n"
63 "precision highp sampler2D;\n"
64 "precision highp isampler2D;\n";
65
66static const GLchar* const _gl3Header =
67 "#version 150 core\n"
68 "#define OUT(n)\n"
69 PALETTE_ENTRY
70 "precision highp float;\n";
71
72static const char* const _vertexShader =
73 "in vec2 position;\n"
74 "uniform ivec2 loc;\n"
75 "uniform ivec2 maxPos;\n"
76 "out vec2 texCoord;\n"
77
78 "void main() {\n"
79 " vec2 local = vec2(position.x, float(position.y * float(loc.x) + float(loc.y)) / float(maxPos.y));\n"
80 " gl_Position = vec4((local * 2. - 1.) * vec2(sign(maxPos)), 0., 1.);\n"
81 " texCoord = local * vec2(abs(maxPos));\n"
82 "}";
83
84static const char* const _renderTile16 =
85 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
86 " int address = charBase + tile * 16 + (localCoord.x >> 2) + (localCoord.y << 1);\n"
87 " int halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0).r;\n"
88 " int entry = (halfrow >> (4 * (localCoord.x & 3))) & 15;\n"
89 " if (entry == 0) {\n"
90 " discard;\n"
91 " }\n"
92 " int paletteEntry = palette[paletteId * 16 + entry];\n"
93 " vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
94 " return color;\n"
95 "}";
96
97static const char* const _renderTile256 =
98 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
99 " int address = charBase + tile * 32 + (localCoord.x >> 1) + (localCoord.y << 2);\n"
100 " int halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0).r;\n"
101 " int entry = (halfrow >> (8 * (localCoord.x & 1))) & 255;\n"
102 " if (entry == 0) {\n"
103 " discard;\n"
104 " }\n"
105 " int paletteEntry = palette[entry];\n"
106 " vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
107 " return color;\n"
108 "}";
109
110static const struct GBAVideoGLUniform _uniformsMode0[] = {
111 { "loc", GBA_GL_VS_LOC, },
112 { "maxPos", GBA_GL_VS_MAXPOS, },
113 { "vram", GBA_GL_BG_VRAM, },
114 { "palette", GBA_GL_BG_PALETTE, },
115 { "screenBase", GBA_GL_BG_SCREENBASE, },
116 { "charBase", GBA_GL_BG_CHARBASE, },
117 { "size", GBA_GL_BG_SIZE, },
118 { "offset", GBA_GL_BG_OFFSET, },
119 { "mosaic", GBA_GL_BG_MOSAIC, },
120 { 0 }
121};
122
123static const char* const _renderMode0 =
124 "in vec2 texCoord;\n"
125 "uniform isampler2D vram;\n"
126 "uniform int palette[256];\n"
127 "uniform int screenBase;\n"
128 "uniform int charBase;\n"
129 "uniform int size;\n"
130 "uniform int offset[160];\n"
131 "uniform ivec2 mosaic;\n"
132 "OUT(0) out vec4 color;\n"
133
134 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
135
136 "void main() {\n"
137 " ivec2 coord = ivec2(texCoord);\n"
138 " if (mosaic.x > 1) {\n"
139 " coord.x -= coord.x % mosaic.x;\n"
140 " }\n"
141 " if (mosaic.y > 1) {\n"
142 " coord.y -= coord.y % mosaic.y;\n"
143 " }\n"
144 " coord += (ivec2(0x1FF, 0x1FF000) & offset[int(texCoord.y)]) >> ivec2(0, 12);\n"
145 " ivec2 wrap = ivec2(255, 255);\n"
146 " int doty = 0;\n"
147 " if ((size & 1) == 1) {\n"
148 " wrap.x = 511;\n"
149 " ++doty;\n"
150 " }\n"
151 " if ((size & 2) == 2) {\n"
152 " wrap.y = 511;\n"
153 " ++doty;\n"
154 " }\n"
155 " coord &= wrap;\n"
156 " wrap = coord & 256;\n"
157 " coord &= 255;\n"
158 " coord.y += wrap.x + wrap.y * doty;\n"
159 " int mapAddress = screenBase + (coord.x >> 3) + (coord.y >> 3) * 32;\n"
160 " int map = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0).r;\n"
161 " if ((map & 1024) == 1024) {\n"
162 " coord.x ^= 7;\n"
163 " }\n"
164 " if ((map & 2048) == 2048) {\n"
165 " coord.y ^= 7;\n"
166 " }\n"
167 " int tile = map & 1023;\n"
168 " color = renderTile(tile, map >> 12, coord & 7);\n"
169 "}";
170
171static const char* const _fetchTileOverflow =
172 "vec4 fetchTile(ivec2 coord) {\n"
173 " int sizeAdjusted = (0x8000 << size) - 1;\n"
174 " coord &= sizeAdjusted;\n"
175 " return renderTile(coord);\n"
176 "}";
177
178static const char* const _fetchTileNoOverflow =
179 "vec4 fetchTile(ivec2 coord) {\n"
180 " int sizeAdjusted = (0x8000 << size) - 1;\n"
181 " ivec2 outerCoord = coord & ~sizeAdjusted;\n"
182 " if ((outerCoord.x | outerCoord.y) != 0) {\n"
183 " discard;\n"
184 " }\n"
185 " return renderTile(coord);\n"
186 "}";
187
188static const struct GBAVideoGLUniform _uniformsMode2[] = {
189 { "loc", GBA_GL_VS_LOC, },
190 { "maxPos", GBA_GL_VS_MAXPOS, },
191 { "vram", GBA_GL_BG_VRAM, },
192 { "palette", GBA_GL_BG_PALETTE, },
193 { "screenBase", GBA_GL_BG_SCREENBASE, },
194 { "charBase", GBA_GL_BG_CHARBASE, },
195 { "size", GBA_GL_BG_SIZE, },
196 { "offset", GBA_GL_BG_OFFSET, },
197 { "transform", GBA_GL_BG_TRANSFORM, },
198 { "range", GBA_GL_BG_RANGE, },
199 { "mosaic", GBA_GL_BG_MOSAIC, },
200 { 0 }
201};
202
203static const char* const _interpolate =
204 "vec2 interpolate(ivec2 arr[4], float x) {\n"
205 " float x1m = 1. - x;\n"
206 " return x1m * x1m * x1m * vec2(arr[0]) +"
207 " 3. * x1m * x1m * x * vec2(arr[1]) +"
208 " 3. * x1m * x * x * vec2(arr[2]) +"
209 " x * x * x * vec2(arr[3]);\n"
210 "}\n"
211
212 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]) {\n"
213 " int start = max(range.x, y - 3);\n"
214 " mat[0] = transform[start + 0].xy;\n"
215 " aff[0] = transform[start + 0].zw;\n"
216 " mat[1] = transform[start + 1].xy;\n"
217 " aff[1] = transform[start + 1].zw;\n"
218 " mat[2] = transform[start + 2].xy;\n"
219 " aff[2] = transform[start + 2].zw;\n"
220 " mat[3] = transform[start + 3].xy;\n"
221 " aff[3] = transform[start + 3].zw;\n"
222 "}\n";
223
224static const char* const _renderMode2 =
225 "in vec2 texCoord;\n"
226 "uniform isampler2D vram;\n"
227 "uniform int palette[256];\n"
228 "uniform int screenBase;\n"
229 "uniform int charBase;\n"
230 "uniform int size;\n"
231 "uniform ivec4 transform[160];\n"
232 "uniform ivec2 range;\n"
233 "uniform ivec2 mosaic;\n"
234 "OUT(0) out vec4 color;\n"
235
236 "vec4 fetchTile(ivec2 coord);\n"
237 "vec2 interpolate(ivec2 arr[4], float x);\n"
238 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
239
240 "vec4 renderTile(ivec2 coord) {\n"
241 " int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n"
242 " int mapAddress = screenBase + (map >> 1);\n"
243 " int twomaps = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0).r;\n"
244 " int tile = (twomaps >> (8 * (map & 1))) & 255;\n"
245 " int address = charBase + tile * 32 + ((coord.x >> 9) & 3) + ((coord.y >> 6) & 0x1C);\n"
246 " int halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0).r;\n"
247 " int entry = (halfrow >> (8 * ((coord.x >> 8) & 1))) & 255;\n"
248 " if (entry == 0) {\n"
249 " discard;\n"
250 " }\n"
251 " int paletteEntry = palette[entry];\n"
252 " vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
253 " return color;\n"
254 "}\n"
255
256 "void main() {\n"
257 " ivec2 mat[4];\n"
258 " ivec2 offset[4];\n"
259 " vec2 incoord = texCoord;\n"
260 " if (mosaic.x > 1) {\n"
261 " incoord.x = floor(incoord.x - float(int(incoord.x) % mosaic.x));\n"
262 " }\n"
263 " if (mosaic.y > 1) {\n"
264 " incoord.y = floor(incoord.y - float(int(incoord.y) % mosaic.y));\n"
265 " }\n"
266 " loadAffine(int(incoord.y), mat, offset);\n"
267 " float y = fract(incoord.y);\n"
268 " float start = 0.75;\n"
269 " if (int(incoord.y) - range.x < 4) {\n"
270 " y = incoord.y - float(range.x);\n"
271 " start = 0.;\n"
272 " }\n"
273 " float lin = start + y * 0.25;\n"
274 " vec2 mixedTransform = interpolate(mat, lin);\n"
275 " vec2 mixedOffset = interpolate(offset, lin);\n"
276 " color = fetchTile(ivec2(mixedTransform * incoord.x + mixedOffset));\n"
277 "}";
278
279static const struct GBAVideoGLUniform _uniformsMode35[] = {
280 { "loc", GBA_GL_VS_LOC, },
281 { "maxPos", GBA_GL_VS_MAXPOS, },
282 { "vram", GBA_GL_BG_VRAM, },
283 { "charBase", GBA_GL_BG_CHARBASE, },
284 { "size", GBA_GL_BG_SIZE, },
285 { "offset", GBA_GL_BG_OFFSET, },
286 { "transform", GBA_GL_BG_TRANSFORM, },
287 { "range", GBA_GL_BG_RANGE, },
288 { "mosaic", GBA_GL_BG_MOSAIC, },
289 { 0 }
290};
291
292static const char* const _renderMode35 =
293 "in vec2 texCoord;\n"
294 "uniform isampler2D vram;\n"
295 "uniform int charBase;\n"
296 "uniform ivec2 size;\n"
297 "uniform ivec4 transform[160];\n"
298 "uniform ivec2 range;\n"
299 "uniform ivec2 mosaic;\n"
300 "OUT(0) out vec4 color;\n"
301
302 "vec2 interpolate(ivec2 arr[4], float x);\n"
303 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
304
305 "void main() {\n"
306 " ivec2 mat[4];\n"
307 " ivec2 offset[4];\n"
308 " vec2 incoord = texCoord;\n"
309 " if (mosaic.x > 1) {\n"
310 " incoord.x = floor(incoord.x - float(int(incoord.x) % mosaic.x));\n"
311 " }\n"
312 " if (mosaic.y > 1) {\n"
313 " incoord.y = floor(incoord.y - float(int(incoord.y) % mosaic.y));\n"
314 " }\n"
315 " loadAffine(int(incoord.y), mat, offset);\n"
316 " float y = fract(incoord.y);\n"
317 " float start = 0.75;\n"
318 " if (int(incoord.y) - range.x < 4) {\n"
319 " y = incoord.y - float(range.x);\n"
320 " start = 0.;\n"
321 " }\n"
322 " float lin = start + y * 0.25;\n"
323 " vec2 mixedTransform = interpolate(mat, lin);\n"
324 " vec2 mixedOffset = interpolate(offset, lin);\n"
325 " ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
326 " if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
327 " discard;\n"
328 " }\n"
329 " if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
330 " discard;\n"
331 " }\n"
332 " int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
333 " int entry = texelFetch(vram, ivec2(address & 255, address >> 8), 0).r;\n"
334 " color = vec4(float(entry & 0x1F) / 31., float((entry >> 5) & 0x1F) / 31., float((entry >> 10) & 0x1F) / 31., 1.);\n"
335 "}";
336
337static const struct GBAVideoGLUniform _uniformsMode4[] = {
338 { "loc", GBA_GL_VS_LOC, },
339 { "maxPos", GBA_GL_VS_MAXPOS, },
340 { "vram", GBA_GL_BG_VRAM, },
341 { "palette", GBA_GL_BG_PALETTE, },
342 { "charBase", GBA_GL_BG_CHARBASE, },
343 { "size", GBA_GL_BG_SIZE, },
344 { "offset", GBA_GL_BG_OFFSET, },
345 { "transform", GBA_GL_BG_TRANSFORM, },
346 { "range", GBA_GL_BG_RANGE, },
347 { "mosaic", GBA_GL_BG_MOSAIC, },
348 { 0 }
349};
350
351static const char* const _renderMode4 =
352 "in vec2 texCoord;\n"
353 "uniform isampler2D vram;\n"
354 "uniform int palette[256];\n"
355 "uniform int charBase;\n"
356 "uniform ivec2 size;\n"
357 "uniform ivec4 transform[160];\n"
358 "uniform ivec2 range;\n"
359 "uniform ivec2 mosaic;\n"
360 "OUT(0) out vec4 color;\n"
361
362 "vec2 interpolate(ivec2 arr[4], float x);\n"
363 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
364
365 "void main() {\n"
366 " ivec2 mat[4];\n"
367 " ivec2 offset[4];\n"
368 " vec2 incoord = texCoord;\n"
369 " if (mosaic.x > 1) {\n"
370 " incoord.x = floor(incoord.x - float(int(incoord.x) % mosaic.x));\n"
371 " }\n"
372 " if (mosaic.y > 1) {\n"
373 " incoord.y = floor(incoord.y - float(int(incoord.y) % mosaic.y));\n"
374 " }\n"
375 " loadAffine(int(incoord.y), mat, offset);\n"
376 " float y = fract(incoord.y);\n"
377 " float start = 0.75;\n"
378 " if (int(incoord.y) - range.x < 4) {\n"
379 " y = incoord.y - float(range.x);\n"
380 " start = 0.;\n"
381 " }\n"
382 " float lin = start + y * 0.25;\n"
383 " vec2 mixedTransform = interpolate(mat, lin);\n"
384 " vec2 mixedOffset = interpolate(offset, lin);\n"
385 " ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
386 " if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
387 " discard;\n"
388 " }\n"
389 " if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
390 " discard;\n"
391 " }\n"
392 " int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
393 " int twoEntries = texelFetch(vram, ivec2((address >> 1) & 255, address >> 9), 0).r;\n"
394 " int entry = (twoEntries >> (8 * (address & 1))) & 255;\n"
395 " if (entry == 0) {\n"
396 " discard;\n"
397 " }\n"
398 " int paletteEntry = palette[entry];\n"
399 " color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
400 "}";
401
402static const struct GBAVideoGLUniform _uniformsObj[] = {
403 { "loc", GBA_GL_VS_LOC, },
404 { "maxPos", GBA_GL_VS_MAXPOS, },
405 { "vram", GBA_GL_OBJ_VRAM, },
406 { "palette", GBA_GL_OBJ_PALETTE, },
407 { "charBase", GBA_GL_OBJ_CHARBASE, },
408 { "stride", GBA_GL_OBJ_STRIDE, },
409 { "localPalette", GBA_GL_OBJ_LOCALPALETTE, },
410 { "inflags", GBA_GL_OBJ_INFLAGS, },
411 { "transform", GBA_GL_OBJ_TRANSFORM, },
412 { "dims", GBA_GL_OBJ_DIMS, },
413 { "objwin", GBA_GL_OBJ_OBJWIN, },
414 { "mosaic", GBA_GL_OBJ_MOSAIC, },
415 { "cyclesRemaining", GBA_GL_OBJ_CYCLES, },
416 { 0 }
417};
418
419static const char* const _renderObj =
420 "in vec2 texCoord;\n"
421 "uniform isampler2D vram;\n"
422 "uniform int palette[256];\n"
423 "uniform int charBase;\n"
424 "uniform int stride;\n"
425 "uniform int localPalette;\n"
426 "uniform ivec4 inflags;\n"
427 "uniform mat2x2 transform;\n"
428 "uniform ivec4 dims;\n"
429 "uniform ivec3 objwin;\n"
430 "uniform ivec4 mosaic;\n"
431 "uniform int cyclesRemaining[160];\n"
432 "OUT(0) out vec4 color;\n"
433 "OUT(1) out ivec4 flags;\n"
434 "OUT(2) out ivec4 window;\n"
435
436 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
437
438 "void main() {\n"
439 " vec2 incoord = texCoord;\n"
440 " if (mosaic.x > 1) {\n"
441 " int x = int(incoord.x);\n"
442 " incoord.x = float(clamp(x - (mosaic.z + x) % mosaic.x, 0, dims.z - 1));\n"
443 " } else if (mosaic.x < -1) {\n"
444 " int x = dims.z - int(incoord.x) - 1;\n"
445 " incoord.x = float(clamp(dims.z - x + (mosaic.z + x) % -mosaic.x - 1, 0, dims.z - 1));\n"
446 " }\n"
447 " if (cyclesRemaining[int(incoord.y) + mosaic.w] <= 0) {\n"
448 " discard;\n"
449 " }\n"
450 " if (mosaic.y > 1) {\n"
451 " int y = int(incoord.y);\n"
452 " incoord.y = float(clamp(y - (mosaic.w + y) % mosaic.y, 0, dims.w - 1));\n"
453 " }\n"
454 " ivec2 coord = ivec2(transform * (incoord - vec2(dims.zw) / 2.) + vec2(dims.xy) / 2.);\n"
455 " if ((coord & ~(dims.xy - 1)) != ivec2(0, 0)) {\n"
456 " discard;\n"
457 " }\n"
458 " vec4 pix = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, localPalette, coord & 7);\n"
459 " color = pix;\n"
460 " flags = inflags;\n"
461 " gl_FragDepth = float(flags.x) / 16.;\n"
462 " window = ivec4(objwin, 0);\n"
463 "}";
464
465static const struct GBAVideoGLUniform _uniformsObjPriority[] = {
466 { "loc", GBA_GL_VS_LOC, },
467 { "maxPos", GBA_GL_VS_MAXPOS, },
468 { "inflags", GBA_GL_OBJ_INFLAGS, },
469 { 0 }
470};
471
472static const char* const _renderObjPriority =
473 "in vec2 texCoord;\n"
474 "uniform ivec4 inflags;\n"
475 "OUT(0) out vec4 color;\n"
476 "OUT(1) out ivec4 flags;\n"
477
478 "void main() {\n"
479 " flags = inflags;\n"
480 " gl_FragDepth = float(flags.x) / 16.;\n"
481 " color = vec4(0., 0., 0., 0.);"
482 "}";
483
484static const struct GBAVideoGLUniform _uniformsWindow[] = {
485 { "loc", GBA_GL_VS_LOC, },
486 { "maxPos", GBA_GL_VS_MAXPOS, },
487 { "dispcnt", GBA_GL_WIN_DISPCNT, },
488 { "blend", GBA_GL_WIN_BLEND, },
489 { "flags", GBA_GL_WIN_FLAGS, },
490 { "win0", GBA_GL_WIN_WIN0, },
491 { "win1", GBA_GL_WIN_WIN1, },
492 { 0 }
493};
494
495static const char* const _renderWindow =
496 "in vec2 texCoord;\n"
497 "uniform int dispcnt;\n"
498 "uniform ivec2 blend;\n"
499 "uniform ivec3 flags;\n"
500 "uniform ivec4 win0[160];\n"
501 "uniform ivec4 win1[160];\n"
502 "OUT(0) out ivec4 window;\n"
503
504 "bool crop(vec4 windowParams) {\n"
505 " bvec4 compare = lessThan(texCoord.xxyy, windowParams);\n"
506 " compare = equal(compare, bvec4(true, false, true, false));\n"
507 " if (any(compare)) {\n"
508 " vec2 h = windowParams.xy;\n"
509 " vec2 v = windowParams.zw;\n"
510 " if (v.x > v.y) {\n"
511 " if (compare.z && compare.w) {\n"
512 " return false;\n"
513 " }\n"
514 " } else if (compare.z || compare.w) {\n"
515 " return false;\n"
516 " }\n"
517 " if (h.x > h.y) {\n"
518 " if (compare.x && compare.y) {\n"
519 " return false;\n"
520 " }\n"
521 " } else if (compare.x || compare.y) {\n"
522 " return false;\n"
523 " }\n"
524 " }\n"
525 " return true;\n"
526 "}\n"
527
528 "vec4 interpolate(vec4 top, vec4 bottom) {\n"
529 " if (distance(top, bottom) > 40.) {\n"
530 " return top;\n"
531 " }\n"
532 " return vec4(mix(bottom.xy, top.xy, fract(texCoord.y)), top.zw);\n"
533 "}\n"
534
535 "void main() {\n"
536 " ivec4 windowFlags = ivec4(flags.z, blend, 0);\n"
537 " int top = int(texCoord.y);\n"
538 " int bottom = max(top - 1, 0);\n"
539 " if ((dispcnt & 0x20) != 0 && crop(interpolate(vec4(win0[top]), vec4(win0[bottom])))) { \n"
540 " windowFlags.x = flags.x;\n"
541 " } else if ((dispcnt & 0x40) != 0 && crop(interpolate(vec4(win1[top]), vec4(win1[bottom])))) {\n"
542 " windowFlags.x = flags.y;\n"
543 " }\n"
544 " window = windowFlags;\n"
545 "}\n";
546
547static const struct GBAVideoGLUniform _uniformsFinalize[] = {
548 { "loc", GBA_GL_VS_LOC, },
549 { "maxPos", GBA_GL_VS_MAXPOS, },
550 { "scale", GBA_GL_FINALIZE_SCALE, },
551 { "layers", GBA_GL_FINALIZE_LAYERS, },
552 { "objFlags", GBA_GL_FINALIZE_FLAGS, },
553 { "window", GBA_GL_FINALIZE_WINDOW, },
554 { "backdrop", GBA_GL_FINALIZE_BACKDROP, },
555 { "backdropFlags", GBA_GL_FINALIZE_BACKDROPFLAGS, },
556 { 0 }
557};
558
559static const char* const _finalize =
560 "in vec2 texCoord;\n"
561 "uniform int scale;\n"
562 "uniform sampler2D layers[5];\n"
563 "uniform isampler2D objFlags;\n"
564 "uniform isampler2D window;\n"
565 "uniform sampler2D backdrop;\n"
566 "uniform isampler2D backdropFlags;\n"
567 "out vec4 color;\n"
568
569 "void composite(vec4 pixel, ivec4 flags, inout vec4 topPixel, inout ivec4 topFlags, inout vec4 bottomPixel, inout ivec4 bottomFlags) {\n"
570 " if (flags.x >= topFlags.x) {\n"
571 " if (flags.x >= bottomFlags.x) {\n"
572 " return;\n"
573 " }\n"
574 " bottomFlags = flags;\n"
575 " bottomPixel = pixel;\n"
576 " } else {\n"
577 " bottomFlags = topFlags;\n"
578 " topFlags = flags;\n"
579 " bottomPixel = topPixel;\n"
580 " topPixel = pixel;\n"
581 " }\n"
582 "}\n"
583
584 "void main() {\n"
585 " vec4 topPixel = texelFetch(backdrop, ivec2(0, texCoord.y), 0);\n"
586 " vec4 bottomPixel = topPixel;\n"
587 " ivec4 topFlags = ivec4(texelFetch(backdropFlags, ivec2(0, texCoord.y), 0));\n"
588 " ivec4 bottomFlags = topFlags;\n"
589 " ivec2 coord = ivec2(texCoord * float(scale));\n"
590 " ivec4 windowFlags = texelFetch(window, coord, 0);\n"
591 " int layerWindow = windowFlags.x;\n"
592 " if ((layerWindow & 16) != 0) {\n"
593 " vec4 pix = texelFetch(layers[4], coord, 0);\n"
594 " if (pix.a != 0.) {\n"
595 " ivec4 inflags = ivec4(texelFetch(objFlags, coord, 0));\n"
596 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
597 " }\n"
598 " }\n"
599 " if ((layerWindow & 1) != 0) {\n"
600 " vec4 pix = texelFetch(layers[0], coord, 0);\n"
601 " if (pix.a != 0.) {\n"
602 " ivec4 inflags = ivec4(texelFetch(backdropFlags, ivec2(1, texCoord.y), 0));\n"
603 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
604 " }\n"
605 " }\n"
606 " if ((layerWindow & 2) != 0) {\n"
607 " vec4 pix = texelFetch(layers[1], coord, 0);\n"
608 " if (pix.a != 0.) {\n"
609 " ivec4 inflags = ivec4(texelFetch(backdropFlags, ivec2(2, texCoord.y), 0));\n"
610 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
611 " }\n"
612 " }\n"
613 " if ((layerWindow & 4) != 0) {\n"
614 " vec4 pix = texelFetch(layers[2], coord, 0);\n"
615 " if (pix.a != 0.) {\n"
616 " ivec4 inflags = ivec4(texelFetch(backdropFlags, ivec2(3, texCoord.y), 0));\n"
617 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
618 " }\n"
619 " }\n"
620 " if ((layerWindow & 8) != 0) {\n"
621 " vec4 pix = texelFetch(layers[3], coord, 0);\n"
622 " if (pix.a != 0.) {\n"
623 " ivec4 inflags = ivec4(texelFetch(backdropFlags, ivec2(4, texCoord.y), 0));\n"
624 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
625 " }\n"
626 " }\n"
627 " if ((layerWindow & 32) == 0) {\n"
628 " topFlags.y &= ~1;\n"
629 " }\n"
630 " if (((topFlags.y & 13) == 5 || topFlags.w > 0) && (bottomFlags.y & 2) == 2) {\n"
631 " topPixel.rgb *= float(topFlags.z) / 16.;\n"
632 " topPixel.rgb += bottomPixel.rgb * float(windowFlags.y) / 16.;\n"
633 " } else if ((topFlags.y & 13) == 9) {\n"
634 " topPixel.rgb += (1. - topPixel.rgb) * float(windowFlags.z) / 16.;\n"
635 " } else if ((topFlags.y & 13) == 13) {\n"
636 " topPixel.rgb -= topPixel.rgb * float(windowFlags.z) / 16.;\n"
637 " }\n"
638 " color = topPixel;\n"
639 "}";
640
641static const GLint _vertices[] = {
642 0, 0,
643 0, 1,
644 1, 1,
645 1, 0,
646};
647
648void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
649 renderer->d.init = GBAVideoGLRendererInit;
650 renderer->d.reset = GBAVideoGLRendererReset;
651 renderer->d.deinit = GBAVideoGLRendererDeinit;
652 renderer->d.writeVideoRegister = GBAVideoGLRendererWriteVideoRegister;
653 renderer->d.writeVRAM = GBAVideoGLRendererWriteVRAM;
654 renderer->d.writeOAM = GBAVideoGLRendererWriteOAM;
655 renderer->d.writePalette = GBAVideoGLRendererWritePalette;
656 renderer->d.drawScanline = GBAVideoGLRendererDrawScanline;
657 renderer->d.finishFrame = GBAVideoGLRendererFinishFrame;
658 renderer->d.getPixels = GBAVideoGLRendererGetPixels;
659 renderer->d.putPixels = GBAVideoGLRendererPutPixels;
660
661 renderer->d.disableBG[0] = false;
662 renderer->d.disableBG[1] = false;
663 renderer->d.disableBG[2] = false;
664 renderer->d.disableBG[3] = false;
665 renderer->d.disableOBJ = false;
666
667 renderer->d.highlightBG[0] = false;
668 renderer->d.highlightBG[1] = false;
669 renderer->d.highlightBG[2] = false;
670 renderer->d.highlightBG[3] = false;
671 int i;
672 for (i = 0; i < 128; ++i) {
673 renderer->d.highlightOBJ[i] = false;
674 }
675 renderer->d.highlightColor = M_COLOR_WHITE;
676 renderer->d.highlightAmount = 0;
677
678 renderer->scale = 1;
679}
680
681static void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVideoGLShader* shader, const char** shaderBuffer, int shaderBufferLines, GLuint vs, const struct GBAVideoGLUniform* uniforms, const char* const* outFrags, char* log) {
682 GLuint program = glCreateProgram();
683 shader->program = program;
684
685 GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
686 glAttachShader(program, vs);
687 glAttachShader(program, fs);
688 glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
689 glCompileShader(fs);
690 glGetShaderInfoLog(fs, 2048, 0, log);
691 if (log[0]) {
692 mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
693 }
694 size_t i;
695#ifndef BUILD_GLES3
696 for (i = 0; outFrags[i]; ++i) {
697 glBindFragDataLocation(program, i, outFrags[i]);
698 }
699#else
700 UNUSED(outFrags);
701#endif
702 glLinkProgram(program);
703 glGetProgramInfoLog(program, 2048, 0, log);
704 if (log[0]) {
705 mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
706 }
707 glDeleteShader(fs);
708
709 glGenVertexArrays(1, &shader->vao);
710 glBindVertexArray(shader->vao);
711 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
712 GLuint positionLocation = glGetAttribLocation(program, "position");
713 glEnableVertexAttribArray(positionLocation);
714 glVertexAttribPointer(positionLocation, 2, GL_INT, GL_FALSE, 0, NULL);
715
716 for (i = 0; uniforms[i].name; ++i) {
717 shader->uniforms[uniforms[i].type] = glGetUniformLocation(program, uniforms[i].name);
718 }
719}
720
721static void _deleteShader(struct GBAVideoGLShader* shader) {
722 glDeleteProgram(shader->program);
723 glDeleteVertexArrays(1, &shader->vao);
724}
725
726static void _initFramebufferTextureEx(GLuint tex, GLenum internalFormat, GLenum format, GLenum type, GLenum attachment, int scale) {
727 glBindTexture(GL_TEXTURE_2D, tex);
728 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
729 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
730 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
731 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
732 glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, scale > 0 ? GBA_VIDEO_HORIZONTAL_PIXELS * scale : 8, GBA_VIDEO_VERTICAL_PIXELS * (scale > 0 ? scale : 1), 0, format, type, 0);
733 glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);
734}
735
736static void _initFramebufferTexture(GLuint tex, GLenum format, GLenum attachment, int scale) {
737 _initFramebufferTextureEx(tex, format, format, GL_UNSIGNED_BYTE, attachment, scale);
738}
739
740static void _initFramebuffers(struct GBAVideoGLRenderer* glRenderer) {
741 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
742 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
743 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
744 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT2, glRenderer->scale);
745 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_DEPTH], GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, GL_DEPTH_STENCIL_ATTACHMENT, glRenderer->scale);
746
747 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
748 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_COLOR], GL_RGB, GL_COLOR_ATTACHMENT0, 0);
749 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_BACKDROP_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, 0);
750
751 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
752 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glRenderer->layers[GBA_GL_TEX_WINDOW], 0);
753
754 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
755 _initFramebufferTexture(glRenderer->outputTex, GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
756
757 int i;
758 for (i = 0; i < 4; ++i) {
759 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
760 glBindFramebuffer(GL_FRAMEBUFFER, bg->fbo);
761 _initFramebufferTexture(bg->tex, GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
762 }
763 glBindFramebuffer(GL_FRAMEBUFFER, 0);
764}
765
766void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
767 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
768 glRenderer->temporaryBuffer = NULL;
769
770 glGenFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
771 glGenTextures(GBA_GL_TEX_MAX, glRenderer->layers);
772
773 glGenTextures(1, &glRenderer->vramTex);
774 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
775 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
776 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
777 glTexImage2D(GL_TEXTURE_2D, 0, GL_R16UI, 256, 192, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0);
778
779 glGenBuffers(1, &glRenderer->vbo);
780 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
781 glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
782
783 int i;
784 for (i = 0; i < 4; ++i) {
785 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
786 bg->index = i;
787 bg->enabled = 0;
788 bg->priority = 0;
789 bg->charBase = 0;
790 bg->mosaic = 0;
791 bg->multipalette = 0;
792 bg->screenBase = 0;
793 bg->overflow = 0;
794 bg->size = 0;
795 bg->target1 = 0;
796 bg->target2 = 0;
797 bg->x = 0;
798 bg->y = 0;
799 bg->refx = 0;
800 bg->refy = 0;
801 bg->affine.dx = 256;
802 bg->affine.dmx = 0;
803 bg->affine.dy = 0;
804 bg->affine.dmy = 256;
805 bg->affine.sx = 0;
806 bg->affine.sy = 0;
807 glGenFramebuffers(1, &bg->fbo);
808 glGenTextures(1, &bg->tex);
809 }
810
811 _initFramebuffers(glRenderer);
812
813 char log[2048];
814 const GLchar* shaderBuffer[4];
815 const GLubyte* version = glGetString(GL_VERSION);
816 if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES "))) {
817 shaderBuffer[0] = _gl3Header;
818 } else {
819 shaderBuffer[0] = _gles3Header;
820 }
821
822 GLuint vs = glCreateShader(GL_VERTEX_SHADER);
823 shaderBuffer[1] = _vertexShader;
824 glShaderSource(vs, 2, shaderBuffer, 0);
825 glCompileShader(vs);
826 glGetShaderInfoLog(vs, 2048, 0, log);
827 if (log[0]) {
828 mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
829 }
830
831 const char* const noWindow[] = {"color", "flags", NULL};
832 const char* const window[] = {"color", "flags", "window", NULL};
833 const char* const onlyWindow[] = {"window", NULL};
834 const char* const onlyColor[] = {"color", NULL};
835
836 shaderBuffer[1] = _renderMode0;
837
838 shaderBuffer[2] = _renderTile16;
839 _compileShader(glRenderer, &glRenderer->bgShader[0], shaderBuffer, 3, vs, _uniformsMode0, noWindow, log);
840
841 shaderBuffer[2] = _renderTile256;
842 _compileShader(glRenderer, &glRenderer->bgShader[1], shaderBuffer, 3, vs, _uniformsMode0, noWindow, log);
843
844 shaderBuffer[1] = _renderMode2;
845 shaderBuffer[2] = _interpolate;
846
847 shaderBuffer[3] = _fetchTileOverflow;
848 _compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 4, vs, _uniformsMode2, noWindow, log);
849
850 shaderBuffer[3] = _fetchTileNoOverflow;
851 _compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 4, vs, _uniformsMode2, noWindow, log);
852
853 shaderBuffer[1] = _renderMode4;
854 shaderBuffer[2] = _interpolate;
855 _compileShader(glRenderer, &glRenderer->bgShader[4], shaderBuffer, 3, vs, _uniformsMode4, noWindow, log);
856
857 shaderBuffer[1] = _renderMode35;
858 shaderBuffer[2] = _interpolate;
859 _compileShader(glRenderer, &glRenderer->bgShader[5], shaderBuffer, 3, vs, _uniformsMode35, noWindow, log);
860
861 shaderBuffer[1] = _renderObj;
862
863 shaderBuffer[2] = _renderTile16;
864 _compileShader(glRenderer, &glRenderer->objShader[0], shaderBuffer, 3, vs, _uniformsObj, window, log);
865
866 shaderBuffer[2] = _renderTile256;
867 _compileShader(glRenderer, &glRenderer->objShader[1], shaderBuffer, 3, vs, _uniformsObj, window, log);
868
869 shaderBuffer[1] = _renderObjPriority;
870 _compileShader(glRenderer, &glRenderer->objShader[2], shaderBuffer, 2, vs, _uniformsObjPriority, noWindow, log);
871
872 shaderBuffer[1] = _renderWindow;
873 _compileShader(glRenderer, &glRenderer->windowShader, shaderBuffer, 2, vs, _uniformsWindow, onlyWindow, log);
874
875 shaderBuffer[1] = _finalize;
876 _compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, onlyColor, log);
877
878 glBindVertexArray(0);
879 glDeleteShader(vs);
880
881 GBAVideoGLRendererReset(renderer);
882}
883
884void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
885 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
886 if (glRenderer->temporaryBuffer) {
887 mappedMemoryFree(glRenderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale);
888 }
889 glDeleteFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
890 glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers);
891 glDeleteTextures(1, &glRenderer->vramTex);
892 glDeleteBuffers(1, &glRenderer->vbo);
893
894 _deleteShader(&glRenderer->bgShader[0]);
895 _deleteShader(&glRenderer->bgShader[1]);
896 _deleteShader(&glRenderer->bgShader[2]);
897 _deleteShader(&glRenderer->bgShader[3]);
898 _deleteShader(&glRenderer->objShader[0]);
899 _deleteShader(&glRenderer->objShader[1]);
900 _deleteShader(&glRenderer->objShader[2]);
901 _deleteShader(&glRenderer->finalizeShader);
902
903 int i;
904 for (i = 0; i < 4; ++i) {
905 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
906 glDeleteFramebuffers(1, &bg->fbo);
907 glDeleteTextures(1, &bg->tex);
908 }
909}
910
911void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
912 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
913
914 glRenderer->oamDirty = true;
915 glRenderer->paletteDirty = true;
916 glRenderer->vramDirty = 0xFFFFFF;
917 glRenderer->firstAffine = -1;
918 glRenderer->firstY = -1;
919 glRenderer->dispcnt = 0x0080;
920 glRenderer->mosaic = 0;
921 memset(glRenderer->shadowRegs, 0, sizeof(glRenderer->shadowRegs));
922 glRenderer->regsDirty = 0xFFFFFFFFFFFEULL;
923}
924
925void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
926 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
927 glRenderer->vramDirty |= 1 << (address >> 12);
928}
929
930void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam) {
931 UNUSED(oam);
932 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
933 glRenderer->oamDirty = true;
934}
935
936void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
937 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
938 UNUSED(address);
939 UNUSED(value);
940 glRenderer->paletteDirty = true;
941}
942
943uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
944 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
945 if (renderer->cache) {
946 GBAVideoCacheWriteVideoRegister(renderer->cache, address, value);
947 }
948
949 bool dirty = false;
950 switch (address) {
951 case REG_DISPCNT:
952 value &= 0xFFF7;
953 dirty = true;
954 break;
955 case REG_BG0CNT:
956 case REG_BG1CNT:
957 value &= 0xDFFF;
958 dirty = true;
959 break;
960 case REG_BG0HOFS:
961 value &= 0x01FF;
962 glRenderer->bg[0].x = value;
963 dirty = false;
964 break;
965 case REG_BG0VOFS:
966 value &= 0x01FF;
967 glRenderer->bg[0].y = value;
968 dirty = false;
969 break;
970 case REG_BG1HOFS:
971 value &= 0x01FF;
972 glRenderer->bg[1].x = value;
973 dirty = false;
974 break;
975 case REG_BG1VOFS:
976 value &= 0x01FF;
977 glRenderer->bg[1].y = value;
978 dirty = false;
979 break;
980 case REG_BG2HOFS:
981 value &= 0x01FF;
982 glRenderer->bg[2].x = value;
983 dirty = false;
984 break;
985 case REG_BG2VOFS:
986 value &= 0x01FF;
987 glRenderer->bg[2].y = value;
988 dirty = false;
989 break;
990 case REG_BG3HOFS:
991 value &= 0x01FF;
992 glRenderer->bg[3].x = value;
993 dirty = false;
994 break;
995 case REG_BG3VOFS:
996 value &= 0x01FF;
997 glRenderer->bg[3].y = value;
998 dirty = false;
999 break;
1000 case REG_BG2PA:
1001 glRenderer->bg[2].affine.dx = value;
1002 break;
1003 case REG_BG2PB:
1004 glRenderer->bg[2].affine.dmx = value;
1005 break;
1006 case REG_BG2PC:
1007 glRenderer->bg[2].affine.dy = value;
1008 break;
1009 case REG_BG2PD:
1010 glRenderer->bg[2].affine.dmy = value;
1011 break;
1012 case REG_BG2X_LO:
1013 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[2], value);
1014 break;
1015 case REG_BG2X_HI:
1016 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[2], value);
1017 break;
1018 case REG_BG2Y_LO:
1019 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[2], value);
1020 break;
1021 case REG_BG2Y_HI:
1022 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[2], value);
1023 break;
1024 case REG_BG3PA:
1025 glRenderer->bg[3].affine.dx = value;
1026 break;
1027 case REG_BG3PB:
1028 glRenderer->bg[3].affine.dmx = value;
1029 break;
1030 case REG_BG3PC:
1031 glRenderer->bg[3].affine.dy = value;
1032 break;
1033 case REG_BG3PD:
1034 glRenderer->bg[3].affine.dmy = value;
1035 break;
1036 case REG_BG3X_LO:
1037 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[3], value);
1038 break;
1039 case REG_BG3X_HI:
1040 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[3], value);
1041 break;
1042 case REG_BG3Y_LO:
1043 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[3], value);
1044 break;
1045 case REG_BG3Y_HI:
1046 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[3], value);
1047 break;
1048 case REG_BLDALPHA:
1049 value &= 0x1F1F;
1050 dirty = true;
1051 break;
1052 case REG_BLDY:
1053 value &= 0x1F;
1054 if (value > 0x10) {
1055 value = 0x10;
1056 }
1057 dirty = true;
1058 break;
1059 case REG_WIN0H:
1060 glRenderer->winN[0].h.end = value;
1061 glRenderer->winN[0].h.start = value >> 8;
1062 if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[0].h.start > glRenderer->winN[0].h.end) {
1063 glRenderer->winN[0].h.start = 0;
1064 }
1065 if (glRenderer->winN[0].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1066 glRenderer->winN[0].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
1067 if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1068 glRenderer->winN[0].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
1069 }
1070 }
1071 break;
1072 case REG_WIN1H:
1073 glRenderer->winN[1].h.end = value;
1074 glRenderer->winN[1].h.start = value >> 8;
1075 if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[1].h.start > glRenderer->winN[1].h.end) {
1076 glRenderer->winN[1].h.start = 0;
1077 }
1078 if (glRenderer->winN[1].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1079 glRenderer->winN[1].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
1080 if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1081 glRenderer->winN[1].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
1082 }
1083 }
1084 break;
1085 case REG_WIN0V:
1086 glRenderer->winN[0].v.end = value;
1087 glRenderer->winN[0].v.start = value >> 8;
1088 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[0].v.start > glRenderer->winN[0].v.end) {
1089 glRenderer->winN[0].v.start = 0;
1090 }
1091 if (glRenderer->winN[0].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1092 glRenderer->winN[0].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1093 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1094 glRenderer->winN[0].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1095 }
1096 }
1097 break;
1098 case REG_WIN1V:
1099 glRenderer->winN[1].v.end = value;
1100 glRenderer->winN[1].v.start = value >> 8;
1101 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[1].v.start > glRenderer->winN[1].v.end) {
1102 glRenderer->winN[1].v.start = 0;
1103 }
1104 if (glRenderer->winN[1].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1105 glRenderer->winN[1].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1106 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1107 glRenderer->winN[1].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1108 }
1109 }
1110 break;
1111 case REG_WININ:
1112 case REG_WINOUT:
1113 value &= 0x3F3F;
1114 dirty = true;
1115 break;
1116 default:
1117 dirty = true;
1118 break;
1119 }
1120 if (glRenderer->shadowRegs[address >> 1] == value) {
1121 dirty = false;
1122 } else {
1123 glRenderer->shadowRegs[address >> 1] = value;
1124 }
1125 if (dirty) {
1126 glRenderer->regsDirty |= 1ULL << (address >> 1);
1127 }
1128 return value;
1129}
1130
1131void _cleanRegister(struct GBAVideoGLRenderer* glRenderer, int address, uint16_t value) {
1132 switch (address) {
1133 case REG_DISPCNT:
1134 glRenderer->dispcnt = value;
1135 GBAVideoGLRendererUpdateDISPCNT(glRenderer);
1136 break;
1137 case REG_BG0CNT:
1138 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[0], value);
1139 break;
1140 case REG_BG1CNT:
1141 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[1], value);
1142 break;
1143 case REG_BG2CNT:
1144 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[2], value);
1145 break;
1146 case REG_BG3CNT:
1147 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[3], value);
1148 break;
1149 case REG_BLDCNT:
1150 GBAVideoGLRendererWriteBLDCNT(glRenderer, value);
1151 break;
1152 case REG_BLDALPHA:
1153 glRenderer->blda = value & 0x1F;
1154 if (glRenderer->blda > 0x10) {
1155 glRenderer->blda = 0x10;
1156 }
1157 glRenderer->bldb = (value >> 8) & 0x1F;
1158 if (glRenderer->bldb > 0x10) {
1159 glRenderer->bldb = 0x10;
1160 }
1161 break;
1162 case REG_BLDY:
1163 glRenderer->bldy = value;
1164 break;
1165 case REG_WININ:
1166 glRenderer->winN[0].control = value;
1167 glRenderer->winN[1].control = value >> 8;
1168 break;
1169 case REG_WINOUT:
1170 glRenderer->winout = value;
1171 glRenderer->objwin = value >> 8;
1172 break;
1173 case REG_MOSAIC:
1174 glRenderer->mosaic = value;
1175 break;
1176 default:
1177 break;
1178 }
1179}
1180
1181static bool _dirtyMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1182 UNUSED(y);
1183 if (!background->enabled) {
1184 return false;
1185 }
1186 unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1187 unsigned screenMask = (7 << screenBase) & 0xFFFF; // Technically overzealous
1188 if (renderer->vramDirty & screenMask) {
1189 return true;
1190 }
1191 unsigned charBase = background->charBase >> 11;
1192 unsigned charMask = (0xFFFF << charBase) & 0xFFFF;
1193 if (renderer->vramDirty & charMask) {
1194 return true;
1195 }
1196 return false;
1197}
1198
1199static bool _dirtyMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1200 UNUSED(y);
1201 if (!background->enabled) {
1202 return false;
1203 }
1204 unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1205 unsigned screenMask = (0xF << screenBase) & 0xFFFF;
1206 if (renderer->vramDirty & screenMask) {
1207 return true;
1208 }
1209 unsigned charBase = background->charBase >> 11;
1210 unsigned charMask = (0x3FFF << charBase) & 0xFFFF;
1211 if (renderer->vramDirty & charMask) {
1212 return true;
1213 }
1214 return false;
1215}
1216
1217static bool _dirtyMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1218 UNUSED(y);
1219 if (!background->enabled) {
1220 return false;
1221 }
1222 if (renderer->vramDirty & 0xFFFFF) {
1223 return true;
1224 }
1225 return false;
1226}
1227
1228static bool _dirtyMode45(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1229 UNUSED(y);
1230 if (!background->enabled) {
1231 return false;
1232 }
1233 int start = GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 5 : 0;
1234 int mask = 0x3FF << start;
1235 if (renderer->vramDirty & mask) {
1236 return true;
1237 }
1238 return false;
1239}
1240
1241static bool _needsVramUpload(struct GBAVideoGLRenderer* renderer, int y) {
1242 if (!renderer->vramDirty) {
1243 return false;
1244 }
1245 if (y == 0) {
1246 return true;
1247 }
1248
1249 if (GBARegisterDISPCNTIsObjEnable(renderer->dispcnt) && renderer->vramDirty & 0xFF0000) {
1250 return true;
1251 }
1252
1253 bool dirty = false;
1254 switch (GBARegisterDISPCNTGetMode(renderer->dispcnt)) {
1255 case 0:
1256 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1257 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1258 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[2], y);
1259 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[3], y);
1260 break;
1261 case 1:
1262 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1263 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1264 dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1265 break;
1266 case 2:
1267 dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1268 dirty = dirty || _dirtyMode2(renderer, &renderer->bg[3], y);
1269 break;
1270 case 3:
1271 dirty = _dirtyMode3(renderer, &renderer->bg[2], y);
1272 break;
1273 case 4:
1274 dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1275 break;
1276 case 5:
1277 dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1278 break;
1279 }
1280 return dirty;
1281}
1282
1283void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
1284 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1285
1286 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1287 if (glRenderer->firstAffine < 0) {
1288 glRenderer->firstAffine = y;
1289 }
1290 } else {
1291 glRenderer->firstAffine = -1;
1292 }
1293
1294 if (glRenderer->paletteDirty || _needsVramUpload(glRenderer, y) || glRenderer->oamDirty || glRenderer->regsDirty) {
1295 if (glRenderer->firstY >= 0) {
1296 _drawScanlines(glRenderer, y - 1);
1297 glBindVertexArray(0);
1298 }
1299 }
1300 if (glRenderer->firstY < 0) {
1301 glRenderer->firstY = y;
1302 }
1303
1304 int i;
1305 for (i = 0; i < 0x30; ++i) {
1306 if (!(glRenderer->regsDirty & (1ULL << i))) {
1307 continue;
1308 }
1309 _cleanRegister(glRenderer, i << 1, glRenderer->shadowRegs[i]);
1310 }
1311 glRenderer->regsDirty = 0;
1312
1313 glRenderer->winNHistory[0][y * 4 + 0] = glRenderer->winN[0].h.start;
1314 glRenderer->winNHistory[0][y * 4 + 1] = glRenderer->winN[0].h.end;
1315 glRenderer->winNHistory[0][y * 4 + 2] = glRenderer->winN[0].v.start;
1316 glRenderer->winNHistory[0][y * 4 + 3] = glRenderer->winN[0].v.end;
1317 glRenderer->winNHistory[1][y * 4 + 0] = glRenderer->winN[1].h.start;
1318 glRenderer->winNHistory[1][y * 4 + 1] = glRenderer->winN[1].h.end;
1319 glRenderer->winNHistory[1][y * 4 + 2] = glRenderer->winN[1].v.start;
1320 glRenderer->winNHistory[1][y * 4 + 3] = glRenderer->winN[1].v.end;
1321
1322 glRenderer->bg[0].scanlineOffset[y] = glRenderer->bg[0].x;
1323 glRenderer->bg[0].scanlineOffset[y] |= glRenderer->bg[0].y << 12;
1324 glRenderer->bg[1].scanlineOffset[y] = glRenderer->bg[1].x;
1325 glRenderer->bg[1].scanlineOffset[y] |= glRenderer->bg[1].y << 12;
1326 glRenderer->bg[2].scanlineOffset[y] = glRenderer->bg[2].x;
1327 glRenderer->bg[2].scanlineOffset[y] |= glRenderer->bg[2].y << 12;
1328 glRenderer->bg[2].scanlineAffine[y * 4] = glRenderer->bg[2].affine.dx;
1329 glRenderer->bg[2].scanlineAffine[y * 4 + 1] = glRenderer->bg[2].affine.dy;
1330 glRenderer->bg[2].scanlineAffine[y * 4 + 2] = glRenderer->bg[2].affine.sx;
1331 glRenderer->bg[2].scanlineAffine[y * 4 + 3] = glRenderer->bg[2].affine.sy;
1332 glRenderer->bg[3].scanlineOffset[y] = glRenderer->bg[3].x;
1333 glRenderer->bg[3].scanlineOffset[y] |= glRenderer->bg[3].y << 12;
1334 glRenderer->bg[3].scanlineAffine[y * 4] = glRenderer->bg[3].affine.dx;
1335 glRenderer->bg[3].scanlineAffine[y * 4 + 1] = glRenderer->bg[3].affine.dy;
1336 glRenderer->bg[3].scanlineAffine[y * 4 + 2] = glRenderer->bg[3].affine.sx;
1337 glRenderer->bg[3].scanlineAffine[y * 4 + 3] = glRenderer->bg[3].affine.sy;
1338
1339 if (glRenderer->paletteDirty) {
1340 for (i = 0; i < 512; ++i) {
1341 glRenderer->shadowPalette[i] = glRenderer->d.palette[i];
1342 }
1343 glRenderer->paletteDirty = false;
1344 }
1345
1346 if (_needsVramUpload(glRenderer, y)) {
1347 int first = -1;
1348 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
1349 for (i = 0; i < 25; ++i) {
1350 if (!(glRenderer->vramDirty & (1 << i))) {
1351 if (first >= 0) {
1352 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 8 * first, 256, 8 * (i - first), GL_RED_INTEGER, GL_UNSIGNED_SHORT, &glRenderer->d.vram[2048 * first]);
1353 first = -1;
1354 }
1355 } else if (first < 0) {
1356 first = i;
1357 }
1358 }
1359 glRenderer->vramDirty = 0;
1360 }
1361
1362 if (glRenderer->oamDirty) {
1363 glRenderer->oamMax = GBAVideoRendererCleanOAM(glRenderer->d.oam->obj, glRenderer->sprites, 0);
1364 glRenderer->oamDirty = false;
1365 }
1366
1367 if (y == 0) {
1368 glDisable(GL_SCISSOR_TEST);
1369 glClearColor(0, 0, 0, 0);
1370#ifdef BUILD_GLES3
1371 glClearDepthf(1.f);
1372#else
1373 glClearDepth(1);
1374#endif
1375 glClearStencil(0);
1376 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
1377 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1378 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
1379
1380 for (i = 0; i < 4; ++i) {
1381 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);
1382 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1383 glClear(GL_COLOR_BUFFER_BIT);
1384 }
1385
1386 int spriteCyclesRemaining = GBARegisterDISPCNTIsHblankIntervalFree(glRenderer->dispcnt) ? OBJ_HBLANK_FREE_LENGTH : OBJ_LENGTH;
1387 for (i = 0; i < GBA_VIDEO_VERTICAL_PIXELS; ++i) {
1388 glRenderer->spriteCycles[i] = spriteCyclesRemaining;
1389 }
1390 }
1391
1392 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1393 glRenderer->bg[2].affine.sx += glRenderer->bg[2].affine.dmx;
1394 glRenderer->bg[2].affine.sy += glRenderer->bg[2].affine.dmy;
1395 glRenderer->bg[3].affine.sx += glRenderer->bg[3].affine.dmx;
1396 glRenderer->bg[3].affine.sy += glRenderer->bg[3].affine.dmy;
1397 }
1398}
1399
1400void _drawScanlines(struct GBAVideoGLRenderer* glRenderer, int y) {
1401 glEnable(GL_SCISSOR_TEST);
1402
1403 uint32_t backdrop = M_RGB5_TO_RGB8(glRenderer->shadowPalette[0]);
1404 glViewport(0, 0, 1, GBA_VIDEO_VERTICAL_PIXELS);
1405 glScissor(0, glRenderer->firstY, 1, y - glRenderer->firstY + 1);
1406 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
1407 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1408 glClearBufferfv(GL_COLOR, 0, (GLfloat[]) { ((backdrop >> 16) & 0xF8) / 248., ((backdrop >> 8) & 0xF8) / 248., (backdrop & 0xF8) / 248., 1.f });
1409 glClearBufferiv(GL_COLOR, 1, (GLint[]) { 32, glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4), glRenderer->blda, 0 });
1410
1411 glDrawBuffers(2, (GLenum[]) { GL_NONE, GL_COLOR_ATTACHMENT1 });
1412 int i;
1413 for (i = 0; i < 4; ++i) {
1414 glScissor(i + 1, glRenderer->firstY, 1, y - glRenderer->firstY + 1);
1415 glClearBufferiv(GL_COLOR, 1, (GLint[]) { glRenderer->bg[i].priority,
1416 glRenderer->bg[i].target1 | (glRenderer->bg[i].target2 << 1) | (glRenderer->blendEffect << 2),
1417 glRenderer->blda, 0 });
1418 }
1419
1420 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1421
1422 GBAVideoGLRendererDrawWindow(glRenderer, y);
1423 if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
1424 glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
1425 glDepthFunc(GL_LESS);
1426 for (i = 0; i < glRenderer->oamMax; ++i) {
1427 struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
1428 if ((y < sprite->y && (sprite->endY - 256 < 0 || glRenderer->firstY >= sprite->endY - 256)) || glRenderer->firstY >= sprite->endY) {
1429 continue;
1430 }
1431
1432 GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);
1433
1434 int startY = sprite->y;
1435 int endY = sprite->endY;
1436
1437 if (endY >= 256) {
1438 startY -= 256;
1439 endY -= 256;
1440 }
1441 if (startY < glRenderer->firstY) {
1442 startY = glRenderer->firstY;
1443 }
1444 if (endY > y) {
1445 endY = y;
1446 }
1447 int j;
1448 for (j = startY; j <= endY; ++j) {
1449 glRenderer->spriteCycles[j] -= sprite->cycles;
1450 }
1451 }
1452 glDisable(GL_DEPTH_TEST);
1453 glDisable(GL_STENCIL_TEST);
1454 }
1455
1456 if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1457 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
1458 }
1459 if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1460 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
1461 }
1462 if (TEST_LAYER_ENABLED(2)) {
1463 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1464 case 0:
1465 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
1466 break;
1467 case 1:
1468 case 2:
1469 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
1470 break;
1471 case 3:
1472 GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
1473 break;
1474 case 4:
1475 GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
1476 break;
1477 case 5:
1478 GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y);
1479 break;
1480 }
1481 }
1482 if (TEST_LAYER_ENABLED(3)) {
1483 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1484 case 0:
1485 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[3], y);
1486 break;
1487 case 2:
1488 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[3], y);
1489 break;
1490 }
1491 }
1492 glRenderer->firstY = -1;
1493}
1494
1495void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
1496 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1497 _drawScanlines(glRenderer, GBA_VIDEO_VERTICAL_PIXELS - 1);
1498 _finalizeLayers(glRenderer);
1499 glDisable(GL_SCISSOR_TEST);
1500 glBindVertexArray(0);
1501 glRenderer->firstAffine = -1;
1502 glRenderer->firstY = -1;
1503 glRenderer->bg[2].affine.sx = glRenderer->bg[2].refx;
1504 glRenderer->bg[2].affine.sy = glRenderer->bg[2].refy;
1505 glRenderer->bg[3].affine.sx = glRenderer->bg[3].refx;
1506 glRenderer->bg[3].affine.sy = glRenderer->bg[3].refy;
1507}
1508
1509void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels) {
1510 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1511 *stride = GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale;
1512 if (!glRenderer->temporaryBuffer) {
1513 glRenderer->temporaryBuffer = anonymousMemoryMap(GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale * BYTES_PER_PIXEL);
1514 }
1515 glFinish();
1516 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
1517 glPixelStorei(GL_PACK_ROW_LENGTH, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale);
1518 glPixelStorei(GL_PACK_ALIGNMENT, 1);
1519 glReadPixels(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale, GL_RGBA, GL_UNSIGNED_BYTE, (void*) glRenderer->temporaryBuffer);
1520 *pixels = glRenderer->temporaryBuffer;
1521}
1522
1523void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels) {
1524 // TODO
1525 UNUSED(renderer);
1526 UNUSED(stride);
1527 UNUSED(pixels);
1528}
1529
1530static void _enableBg(struct GBAVideoGLRenderer* renderer, int bg, bool active) {
1531 int wasActive = renderer->bg[bg].enabled;
1532 if (!active) {
1533 renderer->bg[bg].enabled = 0;
1534 } else if (!wasActive && active) {
1535 /*if (renderer->nextY == 0 || GBARegisterDISPCNTGetMode(renderer->dispcnt) > 2) {
1536 // TODO: Investigate in more depth how switching background works in different modes
1537 renderer->bg[bg].enabled = 4;
1538 } else {
1539 renderer->bg[bg].enabled = 1;
1540 }*/
1541 renderer->bg[bg].enabled = 4;
1542 }
1543}
1544
1545static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer) {
1546 _enableBg(renderer, 0, GBARegisterDISPCNTGetBg0Enable(renderer->dispcnt));
1547 _enableBg(renderer, 1, GBARegisterDISPCNTGetBg1Enable(renderer->dispcnt));
1548 _enableBg(renderer, 2, GBARegisterDISPCNTGetBg2Enable(renderer->dispcnt));
1549 _enableBg(renderer, 3, GBARegisterDISPCNTGetBg3Enable(renderer->dispcnt));
1550}
1551
1552static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
1553 bg->priority = GBARegisterBGCNTGetPriority(value);
1554 bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
1555 bg->mosaic = GBARegisterBGCNTGetMosaic(value);
1556 bg->multipalette = GBARegisterBGCNTGet256Color(value);
1557 bg->screenBase = GBARegisterBGCNTGetScreenBase(value) << 10;
1558 bg->overflow = GBARegisterBGCNTGetOverflow(value);
1559 bg->size = GBARegisterBGCNTGetSize(value);
1560}
1561
1562static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1563 bg->refx = (bg->refx & 0xFFFF0000) | value;
1564 bg->affine.sx = bg->refx;
1565}
1566
1567static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1568 bg->refx = (bg->refx & 0x0000FFFF) | (value << 16);
1569 bg->refx <<= 4;
1570 bg->refx >>= 4;
1571 bg->affine.sx = bg->refx;
1572}
1573
1574static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1575 bg->refy = (bg->refy & 0xFFFF0000) | value;
1576 bg->affine.sy = bg->refy;
1577}
1578
1579static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1580 bg->refy = (bg->refy & 0x0000FFFF) | (value << 16);
1581 bg->refy <<= 4;
1582 bg->refy >>= 4;
1583 bg->affine.sy = bg->refy;
1584}
1585
1586static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value) {
1587 renderer->bg[0].target1 = GBARegisterBLDCNTGetTarget1Bg0(value);
1588 renderer->bg[1].target1 = GBARegisterBLDCNTGetTarget1Bg1(value);
1589 renderer->bg[2].target1 = GBARegisterBLDCNTGetTarget1Bg2(value);
1590 renderer->bg[3].target1 = GBARegisterBLDCNTGetTarget1Bg3(value);
1591 renderer->bg[0].target2 = GBARegisterBLDCNTGetTarget2Bg0(value);
1592 renderer->bg[1].target2 = GBARegisterBLDCNTGetTarget2Bg1(value);
1593 renderer->bg[2].target2 = GBARegisterBLDCNTGetTarget2Bg2(value);
1594 renderer->bg[3].target2 = GBARegisterBLDCNTGetTarget2Bg3(value);
1595
1596 renderer->blendEffect = GBARegisterBLDCNTGetEffect(value);
1597 renderer->target1Obj = GBARegisterBLDCNTGetTarget1Obj(value);
1598 renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
1599 renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
1600 renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
1601}
1602
1603void _finalizeLayers(struct GBAVideoGLRenderer* renderer) {
1604 const GLuint* uniforms = renderer->finalizeShader.uniforms;
1605 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]);
1606 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1607 glScissor(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1608 if (GBARegisterDISPCNTIsForcedBlank(renderer->dispcnt)) {
1609 glClearColor(1.f, 1.f, 1.f, 1.f);
1610 glClear(GL_COLOR_BUFFER_BIT);
1611 } else {
1612 glUseProgram(renderer->finalizeShader.program);
1613 glBindVertexArray(renderer->finalizeShader.vao);
1614 glActiveTexture(GL_TEXTURE0);
1615 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
1616 glActiveTexture(GL_TEXTURE0 + 1);
1617 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_COLOR]);
1618 glActiveTexture(GL_TEXTURE0 + 2);
1619 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_FLAGS]);
1620 glActiveTexture(GL_TEXTURE0 + 3);
1621 glBindTexture(GL_TEXTURE_2D, renderer->bg[0].tex);
1622 glActiveTexture(GL_TEXTURE0 + 4);
1623 glBindTexture(GL_TEXTURE_2D, renderer->bg[1].tex);
1624 glActiveTexture(GL_TEXTURE0 + 5);
1625 glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex);
1626 glActiveTexture(GL_TEXTURE0 + 6);
1627 glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex);
1628 glActiveTexture(GL_TEXTURE0 + 7);
1629 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_COLOR]);
1630 glActiveTexture(GL_TEXTURE0 + 8);
1631 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_FLAGS]);
1632
1633 glUniform2i(uniforms[GBA_GL_VS_LOC], GBA_VIDEO_VERTICAL_PIXELS, 0);
1634 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1635 glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);
1636 glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 4, 5, 6, 1 });
1637 glUniform1i(uniforms[GBA_GL_FINALIZE_FLAGS], 2);
1638 glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1639 glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1640 glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 7);
1641 glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 8);
1642 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1643 }
1644 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1645}
1646
1647void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY) {
1648 int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
1649 int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
1650 int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
1651 x >>= 23;
1652
1653 if (GBARegisterDISPCNTGetMode(renderer->dispcnt) >= 3 && GBAObjAttributesCGetTile(sprite->c) < 512) {
1654 return;
1655 }
1656
1657 int align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
1658 unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10;
1659 int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> 3) : (0x20 >> GBAObjAttributesAGet256Color(sprite->a));
1660
1661 int totalWidth = width;
1662 int totalHeight = height;
1663 if (GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesAIsDoubleSize(sprite->a)) {
1664 totalWidth <<= 1;
1665 totalHeight <<= 1;
1666 }
1667
1668 if (spriteY + totalHeight >= 256) {
1669 spriteY -= 256;
1670 }
1671
1672 const struct GBAVideoGLShader* shader = &renderer->objShader[GBAObjAttributesAGet256Color(sprite->a)];
1673 const GLuint* uniforms = shader->uniforms;
1674 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OBJ]);
1675 glViewport(x * renderer->scale, spriteY * renderer->scale, totalWidth * renderer->scale, totalHeight * renderer->scale);
1676 glScissor(x * renderer->scale, renderer->firstY * renderer->scale, totalWidth * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1677 glUseProgram(shader->program);
1678 glBindVertexArray(shader->vao);
1679 glActiveTexture(GL_TEXTURE0);
1680 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1681 glUniform2i(uniforms[GBA_GL_VS_LOC], totalHeight, 0);
1682 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], totalWidth, totalHeight);
1683 glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0);
1684 glUniform1iv(uniforms[GBA_GL_OBJ_PALETTE], 256, &renderer->shadowPalette[256]);
1685 glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
1686 glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
1687 glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
1688 glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c),
1689 (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
1690 renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
1691 glUniform1iv(uniforms[GBA_GL_OBJ_CYCLES], GBA_VIDEO_VERTICAL_PIXELS, renderer->spriteCycles);
1692 if (GBAObjAttributesAIsTransformed(sprite->a)) {
1693 struct GBAOAMMatrix mat;
1694 LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
1695 LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
1696 LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
1697 LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
1698
1699 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 });
1700 } else {
1701 int flipX = 1;
1702 int flipY = 1;
1703 if (GBAObjAttributesBIsHFlip(sprite->b)) {
1704 flipX = -1;
1705 }
1706 if (GBAObjAttributesBIsVFlip(sprite->b)) {
1707 flipY = -1;
1708 }
1709 glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { flipX, 0, 0, flipY });
1710 }
1711 glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
1712 glDisable(GL_STENCIL_TEST);
1713 if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
1714 // OBJWIN writes do not affect pixel priority
1715 glDisable(GL_DEPTH_TEST);
1716 glDepthMask(GL_FALSE);
1717 glStencilMask(0);
1718 int window = renderer->objwin & 0x3F;
1719 glUniform3i(uniforms[GBA_GL_OBJ_OBJWIN], window, renderer->bldb, renderer->bldy);
1720 glDrawBuffers(3, (GLenum[]) { GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT2 });
1721 } else {
1722 glEnable(GL_DEPTH_TEST);
1723 glDepthMask(GL_TRUE);
1724 glStencilMask(1);
1725 glStencilFunc(GL_ALWAYS, 1, 1);
1726 glUniform3i(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0);
1727 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1728 }
1729 if (GBAObjAttributesAIsMosaic(sprite->a) && GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN) {
1730 int mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
1731 if (GBAObjAttributesBIsHFlip(sprite->b)) {
1732 mosaicH = -mosaicH;
1733 }
1734 glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], mosaicH, GBAMosaicControlGetObjV(renderer->mosaic) + 1, x, spriteY);
1735 } else {
1736 glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], 0, 0, x, spriteY);
1737 }
1738 if (GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN || GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt)) {
1739 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1740 }
1741
1742 if (GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN) {
1743 // Update the pixel priority for already-written pixels
1744 shader = &renderer->objShader[2];
1745 uniforms = shader->uniforms;
1746 glEnable(GL_STENCIL_TEST);
1747 glStencilFunc(GL_EQUAL, 1, 1);
1748 glUseProgram(shader->program);
1749 glDrawBuffers(2, (GLenum[]) { GL_NONE, GL_COLOR_ATTACHMENT1 });
1750 glBindVertexArray(shader->vao);
1751 glUniform2i(uniforms[GBA_GL_VS_LOC], totalHeight, 0);
1752 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], totalWidth, totalHeight);
1753 glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c),
1754 (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
1755 renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
1756 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1757 }
1758
1759 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1760}
1761
1762void _prepareBackground(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms) {
1763 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1764 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1765 glActiveTexture(GL_TEXTURE0);
1766 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1767 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1768 glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
1769 glUniform1iv(uniforms[GBA_GL_OBJ_PALETTE], 256, renderer->shadowPalette);
1770 if (background->mosaic) {
1771 glUniform2i(uniforms[GBA_GL_BG_MOSAIC], GBAMosaicControlGetBgV(renderer->mosaic) + 1, GBAMosaicControlGetBgH(renderer->mosaic) + 1);
1772 } else {
1773 glUniform2i(uniforms[GBA_GL_BG_MOSAIC], 0, 0);
1774 }
1775 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1776}
1777
1778void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1779 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->multipalette ? 1 : 0];
1780 const GLuint* uniforms = shader->uniforms;
1781 glUseProgram(shader->program);
1782 glBindVertexArray(shader->vao);
1783 _prepareBackground(renderer, background, uniforms);
1784 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1785 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1786 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1787 glUniform1iv(uniforms[GBA_GL_BG_OFFSET], GBA_VIDEO_VERTICAL_PIXELS, background->scanlineOffset);
1788
1789 glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1790 glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1791 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1792
1793 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1794}
1795
1796void _prepareTransform(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms, int y) {
1797 glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
1798 glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1799 glUniform2i(uniforms[GBA_GL_BG_RANGE], renderer->firstAffine, y);
1800
1801 glUniform4iv(uniforms[GBA_GL_BG_TRANSFORM], GBA_VIDEO_VERTICAL_PIXELS, background->scanlineAffine);
1802 _prepareBackground(renderer, background, uniforms);
1803}
1804
1805void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1806 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->overflow ? 2 : 3];
1807 const GLuint* uniforms = shader->uniforms;
1808 glUseProgram(shader->program);
1809 glBindVertexArray(shader->vao);
1810 _prepareTransform(renderer, background, uniforms, y);
1811 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1812 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1813 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1814 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1815 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1816}
1817
1818void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1819 const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1820 const GLuint* uniforms = shader->uniforms;
1821 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1822 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1823 glUseProgram(shader->program);
1824 glBindVertexArray(shader->vao);
1825 _prepareTransform(renderer, background, uniforms, y);
1826 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], 0);
1827 glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1828 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1829 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1830}
1831
1832void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1833 const struct GBAVideoGLShader* shader = &renderer->bgShader[4];
1834 const GLuint* uniforms = shader->uniforms;
1835 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1836 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1837 glUseProgram(shader->program);
1838 glBindVertexArray(shader->vao);
1839 _prepareTransform(renderer, background, uniforms, y);
1840 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0xA000 : 0);
1841 glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1842 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1843 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1844}
1845
1846void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1847 const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1848 const GLuint* uniforms = shader->uniforms;
1849 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1850 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1851 glUseProgram(shader->program);
1852 glBindVertexArray(shader->vao);
1853 _prepareTransform(renderer, background, uniforms, y);
1854 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0x5000 : 0);
1855 glUniform2i(uniforms[GBA_GL_BG_SIZE], 160, 128);
1856 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1857 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1858}
1859
1860void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
1861 const struct GBAVideoGLShader* shader = &renderer->windowShader;
1862 const GLuint* uniforms = shader->uniforms;
1863 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_WINDOW]);
1864 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1865 glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
1866 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1867 switch (renderer->dispcnt & 0xE000) {
1868 case 0x0000:
1869 // No windows are enabled
1870 glClearBufferiv(GL_COLOR, 0, (GLint[]) { ((renderer->dispcnt >> 8) & 0x1F) | 0x20, renderer->bldb, renderer->bldy, 0 });
1871 break;
1872 case 0x8000:
1873 // Only OBJWIN is enabled
1874 glClearBufferiv(GL_COLOR, 0, (GLint[]) { renderer->winout, renderer->bldb, renderer->bldy, 0 });
1875 break;
1876 default:
1877 glUseProgram(shader->program);
1878 glBindVertexArray(shader->vao);
1879 glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1880 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1881 glUniform1i(uniforms[GBA_GL_WIN_DISPCNT], renderer->dispcnt >> 8);
1882 glUniform2i(uniforms[GBA_GL_WIN_BLEND], renderer->bldb, renderer->bldy);
1883 glUniform3i(uniforms[GBA_GL_WIN_FLAGS], renderer->winN[0].control, renderer->winN[1].control, renderer->winout);
1884 glUniform4iv(uniforms[GBA_GL_WIN_WIN0], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[0]);
1885 glUniform4iv(uniforms[GBA_GL_WIN_WIN1], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[1]);
1886 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1887 break;
1888 }
1889}
1890
1891void GBAVideoGLRendererSetScale(struct GBAVideoGLRenderer* renderer, int scale) {
1892 if (scale == renderer->scale) {
1893 return;
1894 }
1895 if (renderer->temporaryBuffer) {
1896 mappedMemoryFree(renderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * renderer->scale * renderer->scale * BYTES_PER_PIXEL);
1897 renderer->temporaryBuffer = NULL;
1898 }
1899 renderer->scale = scale;
1900 _initFramebuffers(renderer);
1901 renderer->paletteDirty = true;
1902}
1903
1904#endif