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#define MOSAIC \
57 "#define MOSAIC(LHS, RHS) (((int(LHS) * mosaicTable[RHS]) >> 12) * RHS)\n" \
58 "const int mosaicTable[17] = int[17](0, 4096, 2048, 1366, 1024, 820, 683, 586, 512, 456, 410, 373, 342, 316, 293, 274, 256);\n"
59
60static const GLchar* const _gles3Header =
61 "#version 300 es\n"
62 "#define OUT(n) layout(location = n)\n"
63 PALETTE_ENTRY
64 "precision highp float;\n"
65 "precision highp int;\n"
66 "precision highp sampler2D;\n"
67 "precision highp isampler2D;\n";
68
69static const GLchar* const _gl3Header =
70 "#version 150 core\n"
71 "#define OUT(n)\n"
72 PALETTE_ENTRY
73 "precision highp float;\n";
74
75static const char* const _vertexShader =
76 "in vec2 position;\n"
77 "uniform ivec2 loc;\n"
78 "uniform ivec2 maxPos;\n"
79 "out vec2 texCoord;\n"
80
81 "void main() {\n"
82 " vec2 local = vec2(position.x, float(position.y * float(loc.x) + float(loc.y)) / float(maxPos.y));\n"
83 " gl_Position = vec4((local * 2. - 1.) * vec2(sign(maxPos)), 0., 1.);\n"
84 " texCoord = local * vec2(abs(maxPos));\n"
85 "}";
86
87static const char* const _renderTile16 =
88 "int renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
89 " int address = charBase + tile * 16 + (localCoord.x >> 2) + (localCoord.y << 1);\n"
90 " int halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0).r;\n"
91 " int entry = (halfrow >> (4 * (localCoord.x & 3))) & 15;\n"
92 " if (entry == 0) {\n"
93 " discard;\n"
94 " }\n"
95 " return paletteId * 16 + entry;\n"
96 "}";
97
98static const char* const _renderTile256 =
99 "int renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
100 " int address = charBase + tile * 32 + (localCoord.x >> 1) + (localCoord.y << 2);\n"
101 " int halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0).r;\n"
102 " int entry = (halfrow >> (8 * (localCoord.x & 1))) & 255;\n"
103 " if (entry == 0) {\n"
104 " discard;\n"
105 " }\n"
106 " return entry;\n"
107 "}";
108
109static const struct GBAVideoGLUniform _uniformsMode0[] = {
110 { "loc", GBA_GL_VS_LOC, },
111 { "maxPos", GBA_GL_VS_MAXPOS, },
112 { "vram", GBA_GL_BG_VRAM, },
113 { "palette", GBA_GL_BG_PALETTE, },
114 { "screenBase", GBA_GL_BG_SCREENBASE, },
115 { "charBase", GBA_GL_BG_CHARBASE, },
116 { "size", GBA_GL_BG_SIZE, },
117 { "offset", GBA_GL_BG_OFFSET, },
118 { "mosaic", GBA_GL_BG_MOSAIC, },
119 { 0 }
120};
121
122static const char* const _renderMode0 =
123 MOSAIC
124 "in vec2 texCoord;\n"
125 "uniform isampler2D vram;\n"
126 "uniform sampler2D palette;\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 "int 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 = MOSAIC(coord.x, mosaic.x);\n"
140 " }\n"
141 " if (mosaic.y > 1) {\n"
142 " coord.y = MOSAIC(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 " int paletteEntry = renderTile(tile, map >> 12, coord & 7);\n"
169 " color = texelFetch(palette, ivec2(paletteEntry, int(texCoord.y)), 0);\n"
170 "}";
171
172static const char* const _fetchTileOverflow =
173 "int fetchTile(ivec2 coord) {\n"
174 " int sizeAdjusted = (0x8000 << size) - 1;\n"
175 " coord &= sizeAdjusted;\n"
176 " return renderTile(coord);\n"
177 "}";
178
179static const char* const _fetchTileNoOverflow =
180 "int fetchTile(ivec2 coord) {\n"
181 " int sizeAdjusted = (0x8000 << size) - 1;\n"
182 " ivec2 outerCoord = coord & ~sizeAdjusted;\n"
183 " if ((outerCoord.x | outerCoord.y) != 0) {\n"
184 " discard;\n"
185 " }\n"
186 " return renderTile(coord);\n"
187 "}";
188
189static const struct GBAVideoGLUniform _uniformsMode2[] = {
190 { "loc", GBA_GL_VS_LOC, },
191 { "maxPos", GBA_GL_VS_MAXPOS, },
192 { "vram", GBA_GL_BG_VRAM, },
193 { "palette", GBA_GL_BG_PALETTE, },
194 { "screenBase", GBA_GL_BG_SCREENBASE, },
195 { "charBase", GBA_GL_BG_CHARBASE, },
196 { "size", GBA_GL_BG_SIZE, },
197 { "offset", GBA_GL_BG_OFFSET, },
198 { "transform", GBA_GL_BG_TRANSFORM, },
199 { "range", GBA_GL_BG_RANGE, },
200 { "mosaic", GBA_GL_BG_MOSAIC, },
201 { 0 }
202};
203
204static const char* const _interpolate =
205 "vec2 interpolate(ivec2 arr[4], float x) {\n"
206 " float x1m = 1. - x;\n"
207 " return x1m * x1m * x1m * vec2(arr[0]) +"
208 " 3. * x1m * x1m * x * vec2(arr[1]) +"
209 " 3. * x1m * x * x * vec2(arr[2]) +"
210 " x * x * x * vec2(arr[3]);\n"
211 "}\n"
212
213 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]) {\n"
214 " int start = max(range.x, y - 3);\n"
215 " mat[0] = transform[start + 0].xy;\n"
216 " aff[0] = transform[start + 0].zw;\n"
217 " mat[1] = transform[start + 1].xy;\n"
218 " aff[1] = transform[start + 1].zw;\n"
219 " mat[2] = transform[start + 2].xy;\n"
220 " aff[2] = transform[start + 2].zw;\n"
221 " mat[3] = transform[start + 3].xy;\n"
222 " aff[3] = transform[start + 3].zw;\n"
223 "}\n";
224
225static const char* const _renderMode2 =
226 MOSAIC
227 "in vec2 texCoord;\n"
228 "uniform isampler2D vram;\n"
229 "uniform sampler2D palette;\n"
230 "uniform int screenBase;\n"
231 "uniform int charBase;\n"
232 "uniform int size;\n"
233 "uniform ivec4 transform[160];\n"
234 "uniform ivec2 range;\n"
235 "uniform ivec2 mosaic;\n"
236 "OUT(0) out vec4 color;\n"
237
238 "int fetchTile(ivec2 coord);\n"
239 "vec2 interpolate(ivec2 arr[4], float x);\n"
240 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
241
242 "int renderTile(ivec2 coord) {\n"
243 " int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n"
244 " int mapAddress = screenBase + (map >> 1);\n"
245 " int twomaps = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0).r;\n"
246 " int tile = (twomaps >> (8 * (map & 1))) & 255;\n"
247 " int address = charBase + tile * 32 + ((coord.x >> 9) & 3) + ((coord.y >> 6) & 0x1C);\n"
248 " int halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0).r;\n"
249 " int entry = (halfrow >> (8 * ((coord.x >> 8) & 1))) & 255;\n"
250 " if (entry == 0) {\n"
251 " discard;\n"
252 " }\n"
253 " return entry;\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 = float(MOSAIC(incoord.x, mosaic.x));\n"
262 " }\n"
263 " if (mosaic.y > 1) {\n"
264 " incoord.y = float(MOSAIC(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 " int paletteEntry = fetchTile(ivec2(mixedTransform * incoord.x + mixedOffset));\n"
277 " color = texelFetch(palette, ivec2(paletteEntry, int(texCoord.y)), 0);\n"
278 "}";
279
280static const struct GBAVideoGLUniform _uniformsMode35[] = {
281 { "loc", GBA_GL_VS_LOC, },
282 { "maxPos", GBA_GL_VS_MAXPOS, },
283 { "vram", GBA_GL_BG_VRAM, },
284 { "charBase", GBA_GL_BG_CHARBASE, },
285 { "size", GBA_GL_BG_SIZE, },
286 { "offset", GBA_GL_BG_OFFSET, },
287 { "transform", GBA_GL_BG_TRANSFORM, },
288 { "range", GBA_GL_BG_RANGE, },
289 { "mosaic", GBA_GL_BG_MOSAIC, },
290 { 0 }
291};
292
293static const char* const _renderMode35 =
294 MOSAIC
295 "in vec2 texCoord;\n"
296 "uniform isampler2D vram;\n"
297 "uniform int charBase;\n"
298 "uniform ivec2 size;\n"
299 "uniform ivec4 transform[160];\n"
300 "uniform ivec2 range;\n"
301 "uniform ivec2 mosaic;\n"
302 "OUT(0) out vec4 color;\n"
303
304 "vec2 interpolate(ivec2 arr[4], float x);\n"
305 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
306
307 "void main() {\n"
308 " ivec2 mat[4];\n"
309 " ivec2 offset[4];\n"
310 " vec2 incoord = texCoord;\n"
311 " if (mosaic.x > 1) {\n"
312 " incoord.x = floor(MOSAIC(incoord.x, mosaic.x));\n"
313 " }\n"
314 " if (mosaic.y > 1) {\n"
315 " incoord.y = floor(MOSAIC(incoord.y, mosaic.y));\n"
316 " }\n"
317 " loadAffine(int(incoord.y), mat, offset);\n"
318 " float y = fract(incoord.y);\n"
319 " float start = 0.75;\n"
320 " if (int(incoord.y) - range.x < 4) {\n"
321 " y = incoord.y - float(range.x);\n"
322 " start = 0.;\n"
323 " }\n"
324 " float lin = start + y * 0.25;\n"
325 " vec2 mixedTransform = interpolate(mat, lin);\n"
326 " vec2 mixedOffset = interpolate(offset, lin);\n"
327 " ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
328 " if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
329 " discard;\n"
330 " }\n"
331 " if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
332 " discard;\n"
333 " }\n"
334 " int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
335 " int entry = texelFetch(vram, ivec2(address & 255, address >> 8), 0).r;\n"
336 " color = vec4(float(entry & 0x1F) / 31., float((entry >> 5) & 0x1F) / 31., float((entry >> 10) & 0x1F) / 31., 1.);\n"
337 "}";
338
339static const struct GBAVideoGLUniform _uniformsMode4[] = {
340 { "loc", GBA_GL_VS_LOC, },
341 { "maxPos", GBA_GL_VS_MAXPOS, },
342 { "vram", GBA_GL_BG_VRAM, },
343 { "palette", GBA_GL_BG_PALETTE, },
344 { "charBase", GBA_GL_BG_CHARBASE, },
345 { "size", GBA_GL_BG_SIZE, },
346 { "offset", GBA_GL_BG_OFFSET, },
347 { "transform", GBA_GL_BG_TRANSFORM, },
348 { "range", GBA_GL_BG_RANGE, },
349 { "mosaic", GBA_GL_BG_MOSAIC, },
350 { 0 }
351};
352
353static const char* const _renderMode4 =
354 MOSAIC
355 "in vec2 texCoord;\n"
356 "uniform isampler2D vram;\n"
357 "uniform sampler2D palette;\n"
358 "uniform int charBase;\n"
359 "uniform ivec2 size;\n"
360 "uniform ivec4 transform[160];\n"
361 "uniform ivec2 range;\n"
362 "uniform ivec2 mosaic;\n"
363 "OUT(0) out vec4 color;\n"
364
365 "vec2 interpolate(ivec2 arr[4], float x);\n"
366 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
367
368 "void main() {\n"
369 " ivec2 mat[4];\n"
370 " ivec2 offset[4];\n"
371 " vec2 incoord = texCoord;\n"
372 " if (mosaic.x > 1) {\n"
373 " incoord.x = floor(MOSAIC(incoord.x, mosaic.x));\n"
374 " }\n"
375 " if (mosaic.y > 1) {\n"
376 " incoord.y = floor(MOSAIC(incoord.y, mosaic.y));\n"
377 " }\n"
378 " loadAffine(int(incoord.y), mat, offset);\n"
379 " float y = fract(incoord.y);\n"
380 " float start = 0.75;\n"
381 " if (int(incoord.y) - range.x < 4) {\n"
382 " y = incoord.y - float(range.x);\n"
383 " start = 0.;\n"
384 " }\n"
385 " float lin = start + y * 0.25;\n"
386 " vec2 mixedTransform = interpolate(mat, lin);\n"
387 " vec2 mixedOffset = interpolate(offset, lin);\n"
388 " ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
389 " if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
390 " discard;\n"
391 " }\n"
392 " if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
393 " discard;\n"
394 " }\n"
395 " int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
396 " int twoEntries = texelFetch(vram, ivec2((address >> 1) & 255, address >> 9), 0).r;\n"
397 " int entry = (twoEntries >> (8 * (address & 1))) & 255;\n"
398 " if (entry == 0) {\n"
399 " discard;\n"
400 " }\n"
401 " color = texelFetch(palette, ivec2(entry, int(texCoord.y)), 0);\n"
402 "}";
403
404static const struct GBAVideoGLUniform _uniformsObj[] = {
405 { "loc", GBA_GL_VS_LOC, },
406 { "maxPos", GBA_GL_VS_MAXPOS, },
407 { "vram", GBA_GL_OBJ_VRAM, },
408 { "palette", GBA_GL_OBJ_PALETTE, },
409 { "charBase", GBA_GL_OBJ_CHARBASE, },
410 { "stride", GBA_GL_OBJ_STRIDE, },
411 { "localPalette", GBA_GL_OBJ_LOCALPALETTE, },
412 { "inflags", GBA_GL_OBJ_INFLAGS, },
413 { "transform", GBA_GL_OBJ_TRANSFORM, },
414 { "dims", GBA_GL_OBJ_DIMS, },
415 { "objwin", GBA_GL_OBJ_OBJWIN, },
416 { "mosaic", GBA_GL_OBJ_MOSAIC, },
417 { "cyclesRemaining", GBA_GL_OBJ_CYCLES, },
418 { 0 }
419};
420
421static const char* const _renderObj =
422 MOSAIC
423 "in vec2 texCoord;\n"
424 "uniform isampler2D vram;\n"
425 "uniform sampler2D palette;\n"
426 "uniform int charBase;\n"
427 "uniform int stride;\n"
428 "uniform int localPalette;\n"
429 "uniform ivec4 inflags;\n"
430 "uniform mat2x2 transform;\n"
431 "uniform ivec4 dims;\n"
432 "uniform ivec3 objwin;\n"
433 "uniform ivec4 mosaic;\n"
434 "uniform int cyclesRemaining[160];\n"
435 "OUT(0) out vec4 color;\n"
436 "OUT(1) out ivec4 flags;\n"
437 "OUT(2) out ivec4 window;\n"
438
439 "int renderTile(int tile, int paletteId, ivec2 localCoord);\n"
440
441 "void main() {\n"
442 " vec2 incoord = texCoord;\n"
443 " if (mosaic.x > 1) {\n"
444 " int x = int(incoord.x);\n"
445 " x = MOSAIC(mosaic.z + x, mosaic.x) - mosaic.z;\n"
446 " incoord.x = float(clamp(x, 0, dims.z - 1));\n"
447 " } else if (mosaic.x < -1) {\n"
448 " int x = dims.z - int(incoord.x) - 1;\n"
449 " x = dims.z - MOSAIC(mosaic.z + x, -mosaic.x) + mosaic.z - 1;\n"
450 " incoord.x = float(clamp(x, 0, dims.z - 1));\n"
451 " }\n"
452 " if (cyclesRemaining[int(incoord.y) + mosaic.w] <= 0) {\n"
453 " discard;\n"
454 " }\n"
455 " if (mosaic.y > 1) {\n"
456 " int y = int(incoord.y);\n"
457 " y = MOSAIC(mosaic.w + y, mosaic.y) - mosaic.w;"
458 " incoord.y = float(clamp(y, 0, dims.w - 1));\n"
459 " }\n"
460 " ivec2 coord = ivec2(transform * (incoord - vec2(dims.zw) / 2.) + vec2(dims.xy) / 2.);\n"
461 " if ((coord & ~(dims.xy - 1)) != ivec2(0, 0)) {\n"
462 " discard;\n"
463 " }\n"
464 " int paletteEntry = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, localPalette, coord & 7);\n"
465 " color = texelFetch(palette, ivec2(paletteEntry + 256, coord.y), 0);\n"
466 " flags = inflags;\n"
467 " gl_FragDepth = float(flags.x) / 16.;\n"
468 " window = ivec4(objwin, 0);\n"
469 "}";
470
471static const struct GBAVideoGLUniform _uniformsObjPriority[] = {
472 { "loc", GBA_GL_VS_LOC, },
473 { "maxPos", GBA_GL_VS_MAXPOS, },
474 { "inflags", GBA_GL_OBJ_INFLAGS, },
475 { 0 }
476};
477
478static const char* const _renderObjPriority =
479 "in vec2 texCoord;\n"
480 "uniform ivec4 inflags;\n"
481 "OUT(0) out vec4 color;\n"
482 "OUT(1) out ivec4 flags;\n"
483
484 "void main() {\n"
485 " flags = inflags;\n"
486 " gl_FragDepth = float(flags.x) / 16.;\n"
487 " color = vec4(0., 0., 0., 0.);"
488 "}";
489
490static const struct GBAVideoGLUniform _uniformsWindow[] = {
491 { "loc", GBA_GL_VS_LOC, },
492 { "maxPos", GBA_GL_VS_MAXPOS, },
493 { "dispcnt", GBA_GL_WIN_DISPCNT, },
494 { "blend", GBA_GL_WIN_BLEND, },
495 { "flags", GBA_GL_WIN_FLAGS, },
496 { "win0", GBA_GL_WIN_WIN0, },
497 { "win1", GBA_GL_WIN_WIN1, },
498 { 0 }
499};
500
501static const char* const _renderWindow =
502 "in vec2 texCoord;\n"
503 "uniform int dispcnt;\n"
504 "uniform ivec2 blend;\n"
505 "uniform ivec3 flags;\n"
506 "uniform ivec4 win0[160];\n"
507 "uniform ivec4 win1[160];\n"
508 "OUT(0) out ivec4 window;\n"
509
510 "bool crop(vec4 windowParams) {\n"
511 " bvec4 compare = lessThan(texCoord.xxyy, windowParams);\n"
512 " compare = equal(compare, bvec4(true, false, true, false));\n"
513 " if (any(compare)) {\n"
514 " vec2 h = windowParams.xy;\n"
515 " vec2 v = windowParams.zw;\n"
516 " if (v.x > v.y) {\n"
517 " if (compare.z && compare.w) {\n"
518 " return false;\n"
519 " }\n"
520 " } else if (compare.z || compare.w) {\n"
521 " return false;\n"
522 " }\n"
523 " if (h.x > h.y) {\n"
524 " if (compare.x && compare.y) {\n"
525 " return false;\n"
526 " }\n"
527 " } else if (compare.x || compare.y) {\n"
528 " return false;\n"
529 " }\n"
530 " }\n"
531 " return true;\n"
532 "}\n"
533
534 "vec4 interpolate(vec4 top, vec4 bottom) {\n"
535 " if (distance(top, bottom) > 40.) {\n"
536 " return top;\n"
537 " }\n"
538 " return vec4(mix(bottom.xy, top.xy, fract(texCoord.y)), top.zw);\n"
539 "}\n"
540
541 "void main() {\n"
542 " ivec4 windowFlags = ivec4(flags.z, blend, 0);\n"
543 " int top = int(texCoord.y);\n"
544 " int bottom = max(top - 1, 0);\n"
545 " if ((dispcnt & 0x20) != 0 && crop(interpolate(vec4(win0[top]), vec4(win0[bottom])))) { \n"
546 " windowFlags.x = flags.x;\n"
547 " } else if ((dispcnt & 0x40) != 0 && crop(interpolate(vec4(win1[top]), vec4(win1[bottom])))) {\n"
548 " windowFlags.x = flags.y;\n"
549 " }\n"
550 " window = windowFlags;\n"
551 "}\n";
552
553static const struct GBAVideoGLUniform _uniformsFinalize[] = {
554 { "loc", GBA_GL_VS_LOC, },
555 { "maxPos", GBA_GL_VS_MAXPOS, },
556 { "scale", GBA_GL_FINALIZE_SCALE, },
557 { "layers", GBA_GL_FINALIZE_LAYERS, },
558 { "objFlags", GBA_GL_FINALIZE_FLAGS, },
559 { "window", GBA_GL_FINALIZE_WINDOW, },
560 { "palette", GBA_GL_FINALIZE_PALETTE, },
561 { "backdropFlags", GBA_GL_FINALIZE_BACKDROP, },
562 { 0 }
563};
564
565static const char* const _finalize =
566 "in vec2 texCoord;\n"
567 "uniform int scale;\n"
568 "uniform sampler2D layers[5];\n"
569 "uniform isampler2D objFlags;\n"
570 "uniform isampler2D window;\n"
571 "uniform sampler2D palette;\n"
572 "uniform isampler2D backdropFlags;\n"
573 "out vec4 color;\n"
574
575 "void composite(vec4 pixel, ivec4 flags, inout vec4 topPixel, inout ivec4 topFlags, inout vec4 bottomPixel, inout ivec4 bottomFlags) {\n"
576 " if (flags.x >= topFlags.x) {\n"
577 " if (flags.x >= bottomFlags.x) {\n"
578 " return;\n"
579 " }\n"
580 " bottomFlags = flags;\n"
581 " bottomPixel = pixel;\n"
582 " } else {\n"
583 " bottomFlags = topFlags;\n"
584 " topFlags = flags;\n"
585 " bottomPixel = topPixel;\n"
586 " topPixel = pixel;\n"
587 " }\n"
588 "}\n"
589
590 "void main() {\n"
591 " vec4 topPixel = texelFetch(palette, ivec2(0, texCoord.y), 0);\n"
592 " vec4 bottomPixel = topPixel;\n"
593 " ivec4 topFlags = ivec4(texelFetch(backdropFlags, ivec2(0, texCoord.y), 0));\n"
594 " ivec4 bottomFlags = topFlags;\n"
595 " ivec2 coord = ivec2(texCoord * float(scale));\n"
596 " ivec4 windowFlags = texelFetch(window, coord, 0);\n"
597 " int layerWindow = windowFlags.x;\n"
598 " if ((layerWindow & 16) != 0) {\n"
599 " vec4 pix = texelFetch(layers[4], coord, 0);\n"
600 " if (pix.a != 0.) {\n"
601 " ivec4 inflags = ivec4(texelFetch(objFlags, coord, 0));\n"
602 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
603 " }\n"
604 " }\n"
605 " if ((layerWindow & 1) != 0) {\n"
606 " vec4 pix = texelFetch(layers[0], coord, 0);\n"
607 " if (pix.a != 0.) {\n"
608 " ivec4 inflags = ivec4(texelFetch(backdropFlags, ivec2(1, texCoord.y), 0));\n"
609 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
610 " }\n"
611 " }\n"
612 " if ((layerWindow & 2) != 0) {\n"
613 " vec4 pix = texelFetch(layers[1], coord, 0);\n"
614 " if (pix.a != 0.) {\n"
615 " ivec4 inflags = ivec4(texelFetch(backdropFlags, ivec2(2, texCoord.y), 0));\n"
616 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
617 " }\n"
618 " }\n"
619 " if ((layerWindow & 4) != 0) {\n"
620 " vec4 pix = texelFetch(layers[2], coord, 0);\n"
621 " if (pix.a != 0.) {\n"
622 " ivec4 inflags = ivec4(texelFetch(backdropFlags, ivec2(3, texCoord.y), 0));\n"
623 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
624 " }\n"
625 " }\n"
626 " if ((layerWindow & 8) != 0) {\n"
627 " vec4 pix = texelFetch(layers[3], coord, 0);\n"
628 " if (pix.a != 0.) {\n"
629 " ivec4 inflags = ivec4(texelFetch(backdropFlags, ivec2(4, texCoord.y), 0));\n"
630 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
631 " }\n"
632 " }\n"
633 " if ((layerWindow & 32) == 0) {\n"
634 " topFlags.y &= ~1;\n"
635 " }\n"
636 " if (((topFlags.y & 13) == 5 || topFlags.w > 0) && (bottomFlags.y & 2) == 2) {\n"
637 " topPixel.rgb *= float(topFlags.z) / 16.;\n"
638 " topPixel.rgb += bottomPixel.rgb * float(windowFlags.y) / 16.;\n"
639 " } else if ((topFlags.y & 13) == 9) {\n"
640 " topPixel.rgb += (1. - topPixel.rgb) * float(windowFlags.z) / 16.;\n"
641 " } else if ((topFlags.y & 13) == 13) {\n"
642 " topPixel.rgb -= topPixel.rgb * float(windowFlags.z) / 16.;\n"
643 " }\n"
644 " color = topPixel;\n"
645 "}";
646
647static const GLint _vertices[] = {
648 0, 0,
649 0, 1,
650 1, 1,
651 1, 0,
652};
653
654void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
655 renderer->d.init = GBAVideoGLRendererInit;
656 renderer->d.reset = GBAVideoGLRendererReset;
657 renderer->d.deinit = GBAVideoGLRendererDeinit;
658 renderer->d.writeVideoRegister = GBAVideoGLRendererWriteVideoRegister;
659 renderer->d.writeVRAM = GBAVideoGLRendererWriteVRAM;
660 renderer->d.writeOAM = GBAVideoGLRendererWriteOAM;
661 renderer->d.writePalette = GBAVideoGLRendererWritePalette;
662 renderer->d.drawScanline = GBAVideoGLRendererDrawScanline;
663 renderer->d.finishFrame = GBAVideoGLRendererFinishFrame;
664 renderer->d.getPixels = GBAVideoGLRendererGetPixels;
665 renderer->d.putPixels = GBAVideoGLRendererPutPixels;
666
667 renderer->d.disableBG[0] = false;
668 renderer->d.disableBG[1] = false;
669 renderer->d.disableBG[2] = false;
670 renderer->d.disableBG[3] = false;
671 renderer->d.disableOBJ = false;
672
673 renderer->d.highlightBG[0] = false;
674 renderer->d.highlightBG[1] = false;
675 renderer->d.highlightBG[2] = false;
676 renderer->d.highlightBG[3] = false;
677 int i;
678 for (i = 0; i < 128; ++i) {
679 renderer->d.highlightOBJ[i] = false;
680 }
681 renderer->d.highlightColor = M_COLOR_WHITE;
682 renderer->d.highlightAmount = 0;
683
684 renderer->scale = 1;
685}
686
687static 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) {
688 GLuint program = glCreateProgram();
689 shader->program = program;
690
691 GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
692 glAttachShader(program, vs);
693 glAttachShader(program, fs);
694 glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
695 glCompileShader(fs);
696 glGetShaderInfoLog(fs, 2048, 0, log);
697 if (log[0]) {
698 mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
699 }
700 size_t i;
701#ifndef BUILD_GLES3
702 for (i = 0; outFrags[i]; ++i) {
703 glBindFragDataLocation(program, i, outFrags[i]);
704 }
705#else
706 UNUSED(outFrags);
707#endif
708 glLinkProgram(program);
709 glGetProgramInfoLog(program, 2048, 0, log);
710 if (log[0]) {
711 mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
712 }
713 glDeleteShader(fs);
714
715 glGenVertexArrays(1, &shader->vao);
716 glBindVertexArray(shader->vao);
717 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
718 GLuint positionLocation = glGetAttribLocation(program, "position");
719 glEnableVertexAttribArray(positionLocation);
720 glVertexAttribPointer(positionLocation, 2, GL_INT, GL_FALSE, 0, NULL);
721
722 for (i = 0; uniforms[i].name; ++i) {
723 shader->uniforms[uniforms[i].type] = glGetUniformLocation(program, uniforms[i].name);
724 }
725}
726
727static void _deleteShader(struct GBAVideoGLShader* shader) {
728 glDeleteProgram(shader->program);
729 glDeleteVertexArrays(1, &shader->vao);
730}
731
732static void _initFramebufferTextureEx(GLuint tex, GLenum internalFormat, GLenum format, GLenum type, GLenum attachment, int scale) {
733 glBindTexture(GL_TEXTURE_2D, tex);
734 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
735 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
736 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
737 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
738 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);
739 glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);
740}
741
742static void _initFramebufferTexture(GLuint tex, GLenum format, GLenum attachment, int scale) {
743 _initFramebufferTextureEx(tex, format, format, GL_UNSIGNED_BYTE, attachment, scale);
744}
745
746static void _initFramebuffers(struct GBAVideoGLRenderer* glRenderer) {
747 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
748 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
749 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
750 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT2, glRenderer->scale);
751 _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);
752
753 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
754 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_BACKDROP], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT0, 0);
755
756 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
757 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glRenderer->layers[GBA_GL_TEX_WINDOW], 0);
758
759 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
760 _initFramebufferTexture(glRenderer->outputTex, GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
761
762 int i;
763 for (i = 0; i < 4; ++i) {
764 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
765 glBindFramebuffer(GL_FRAMEBUFFER, bg->fbo);
766 _initFramebufferTexture(bg->tex, GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
767 }
768 glBindFramebuffer(GL_FRAMEBUFFER, 0);
769}
770
771void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
772 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
773 glRenderer->temporaryBuffer = NULL;
774
775 glGenFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
776 glGenTextures(GBA_GL_TEX_MAX, glRenderer->layers);
777
778 glGenTextures(1, &glRenderer->vramTex);
779 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
780 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
781 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
782 glTexImage2D(GL_TEXTURE_2D, 0, GL_R16UI, 256, 192, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0);
783
784 glGenTextures(1, &glRenderer->paletteTex);
785 glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
786 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
787 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
788 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0);
789
790 glGenBuffers(1, &glRenderer->vbo);
791 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
792 glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
793
794 int i;
795 for (i = 0; i < 4; ++i) {
796 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
797 bg->index = i;
798 bg->enabled = 0;
799 bg->priority = 0;
800 bg->charBase = 0;
801 bg->mosaic = 0;
802 bg->multipalette = 0;
803 bg->screenBase = 0;
804 bg->overflow = 0;
805 bg->size = 0;
806 bg->target1 = 0;
807 bg->target2 = 0;
808 bg->x = 0;
809 bg->y = 0;
810 bg->refx = 0;
811 bg->refy = 0;
812 bg->affine.dx = 256;
813 bg->affine.dmx = 0;
814 bg->affine.dy = 0;
815 bg->affine.dmy = 256;
816 bg->affine.sx = 0;
817 bg->affine.sy = 0;
818 glGenFramebuffers(1, &bg->fbo);
819 glGenTextures(1, &bg->tex);
820 }
821
822 _initFramebuffers(glRenderer);
823
824 char log[2048];
825 const GLchar* shaderBuffer[4];
826 const GLubyte* version = glGetString(GL_VERSION);
827 if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES "))) {
828 shaderBuffer[0] = _gl3Header;
829 } else {
830 shaderBuffer[0] = _gles3Header;
831 }
832
833 GLuint vs = glCreateShader(GL_VERTEX_SHADER);
834 shaderBuffer[1] = _vertexShader;
835 glShaderSource(vs, 2, shaderBuffer, 0);
836 glCompileShader(vs);
837 glGetShaderInfoLog(vs, 2048, 0, log);
838 if (log[0]) {
839 mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
840 }
841
842 const char* const noWindow[] = {"color", "flags", NULL};
843 const char* const window[] = {"color", "flags", "window", NULL};
844 const char* const onlyWindow[] = {"window", NULL};
845 const char* const onlyColor[] = {"color", NULL};
846
847 shaderBuffer[1] = _renderMode0;
848
849 shaderBuffer[2] = _renderTile16;
850 _compileShader(glRenderer, &glRenderer->bgShader[0], shaderBuffer, 3, vs, _uniformsMode0, noWindow, log);
851
852 shaderBuffer[2] = _renderTile256;
853 _compileShader(glRenderer, &glRenderer->bgShader[1], shaderBuffer, 3, vs, _uniformsMode0, noWindow, log);
854
855 shaderBuffer[1] = _renderMode2;
856 shaderBuffer[2] = _interpolate;
857
858 shaderBuffer[3] = _fetchTileOverflow;
859 _compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 4, vs, _uniformsMode2, noWindow, log);
860
861 shaderBuffer[3] = _fetchTileNoOverflow;
862 _compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 4, vs, _uniformsMode2, noWindow, log);
863
864 shaderBuffer[1] = _renderMode4;
865 shaderBuffer[2] = _interpolate;
866 _compileShader(glRenderer, &glRenderer->bgShader[4], shaderBuffer, 3, vs, _uniformsMode4, noWindow, log);
867
868 shaderBuffer[1] = _renderMode35;
869 shaderBuffer[2] = _interpolate;
870 _compileShader(glRenderer, &glRenderer->bgShader[5], shaderBuffer, 3, vs, _uniformsMode35, noWindow, log);
871
872 shaderBuffer[1] = _renderObj;
873
874 shaderBuffer[2] = _renderTile16;
875 _compileShader(glRenderer, &glRenderer->objShader[0], shaderBuffer, 3, vs, _uniformsObj, window, log);
876
877 shaderBuffer[2] = _renderTile256;
878 _compileShader(glRenderer, &glRenderer->objShader[1], shaderBuffer, 3, vs, _uniformsObj, window, log);
879
880 shaderBuffer[1] = _renderObjPriority;
881 _compileShader(glRenderer, &glRenderer->objShader[2], shaderBuffer, 2, vs, _uniformsObjPriority, noWindow, log);
882
883 shaderBuffer[1] = _renderWindow;
884 _compileShader(glRenderer, &glRenderer->windowShader, shaderBuffer, 2, vs, _uniformsWindow, onlyWindow, log);
885
886 shaderBuffer[1] = _finalize;
887 _compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, onlyColor, log);
888
889 glBindVertexArray(0);
890 glDeleteShader(vs);
891
892 GBAVideoGLRendererReset(renderer);
893}
894
895void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
896 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
897 if (glRenderer->temporaryBuffer) {
898 mappedMemoryFree(glRenderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale);
899 }
900 glDeleteFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
901 glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers);
902 glDeleteTextures(1, &glRenderer->vramTex);
903 glDeleteTextures(1, &glRenderer->paletteTex);
904 glDeleteBuffers(1, &glRenderer->vbo);
905
906 _deleteShader(&glRenderer->bgShader[0]);
907 _deleteShader(&glRenderer->bgShader[1]);
908 _deleteShader(&glRenderer->bgShader[2]);
909 _deleteShader(&glRenderer->bgShader[3]);
910 _deleteShader(&glRenderer->objShader[0]);
911 _deleteShader(&glRenderer->objShader[1]);
912 _deleteShader(&glRenderer->objShader[2]);
913 _deleteShader(&glRenderer->finalizeShader);
914
915 int i;
916 for (i = 0; i < 4; ++i) {
917 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
918 glDeleteFramebuffers(1, &bg->fbo);
919 glDeleteTextures(1, &bg->tex);
920 }
921}
922
923void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
924 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
925
926 glRenderer->oamDirty = true;
927 glRenderer->paletteDirty = true;
928 glRenderer->vramDirty = 0xFFFFFF;
929 glRenderer->firstAffine = -1;
930 glRenderer->firstY = -1;
931 glRenderer->dispcnt = 0x0080;
932 glRenderer->mosaic = 0;
933 glRenderer->nextPalette = 0;
934 glRenderer->paletteDirtyScanlines = GBA_VIDEO_VERTICAL_PIXELS;
935 memset(glRenderer->shadowRegs, 0, sizeof(glRenderer->shadowRegs));
936 glRenderer->regsDirty = 0xFFFFFFFFFFFEULL;
937
938 int i;
939 for (i = 0; i < 512; ++i) {
940 int r = M_R5(glRenderer->d.palette[i]);
941 int g = M_G5(glRenderer->d.palette[i]) << 1;
942 g |= g >> 5;
943 int b = M_B5(glRenderer->d.palette[i]);
944 glRenderer->shadowPalette[0][i] = (r << 11) | (g << 5) | b;
945 }
946}
947
948void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
949 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
950 glRenderer->vramDirty |= 1 << (address >> 12);
951}
952
953void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam) {
954 UNUSED(oam);
955 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
956 glRenderer->oamDirty = true;
957}
958
959void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
960 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
961 UNUSED(address);
962 UNUSED(value);
963 glRenderer->paletteDirty = true;
964 int r = M_R5(value);
965 int g = M_G5(value) << 1;
966 g |= g >> 5;
967 int b = M_B5(value);
968 glRenderer->paletteDirtyScanlines = GBA_VIDEO_VERTICAL_PIXELS;
969 glRenderer->shadowPalette[glRenderer->nextPalette][address >> 1] = (r << 11) | (g << 5) | b;
970}
971
972uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
973 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
974 if (renderer->cache) {
975 GBAVideoCacheWriteVideoRegister(renderer->cache, address, value);
976 }
977
978 bool dirty = false;
979 switch (address) {
980 case REG_DISPCNT:
981 value &= 0xFFF7;
982 dirty = true;
983 break;
984 case REG_BG0CNT:
985 case REG_BG1CNT:
986 value &= 0xDFFF;
987 dirty = true;
988 break;
989 case REG_BG0HOFS:
990 value &= 0x01FF;
991 glRenderer->bg[0].x = value;
992 dirty = false;
993 break;
994 case REG_BG0VOFS:
995 value &= 0x01FF;
996 glRenderer->bg[0].y = value;
997 dirty = false;
998 break;
999 case REG_BG1HOFS:
1000 value &= 0x01FF;
1001 glRenderer->bg[1].x = value;
1002 dirty = false;
1003 break;
1004 case REG_BG1VOFS:
1005 value &= 0x01FF;
1006 glRenderer->bg[1].y = value;
1007 dirty = false;
1008 break;
1009 case REG_BG2HOFS:
1010 value &= 0x01FF;
1011 glRenderer->bg[2].x = value;
1012 dirty = false;
1013 break;
1014 case REG_BG2VOFS:
1015 value &= 0x01FF;
1016 glRenderer->bg[2].y = value;
1017 dirty = false;
1018 break;
1019 case REG_BG3HOFS:
1020 value &= 0x01FF;
1021 glRenderer->bg[3].x = value;
1022 dirty = false;
1023 break;
1024 case REG_BG3VOFS:
1025 value &= 0x01FF;
1026 glRenderer->bg[3].y = value;
1027 dirty = false;
1028 break;
1029 case REG_BG2PA:
1030 glRenderer->bg[2].affine.dx = value;
1031 break;
1032 case REG_BG2PB:
1033 glRenderer->bg[2].affine.dmx = value;
1034 break;
1035 case REG_BG2PC:
1036 glRenderer->bg[2].affine.dy = value;
1037 break;
1038 case REG_BG2PD:
1039 glRenderer->bg[2].affine.dmy = value;
1040 break;
1041 case REG_BG2X_LO:
1042 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[2], value);
1043 break;
1044 case REG_BG2X_HI:
1045 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[2], value);
1046 break;
1047 case REG_BG2Y_LO:
1048 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[2], value);
1049 break;
1050 case REG_BG2Y_HI:
1051 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[2], value);
1052 break;
1053 case REG_BG3PA:
1054 glRenderer->bg[3].affine.dx = value;
1055 break;
1056 case REG_BG3PB:
1057 glRenderer->bg[3].affine.dmx = value;
1058 break;
1059 case REG_BG3PC:
1060 glRenderer->bg[3].affine.dy = value;
1061 break;
1062 case REG_BG3PD:
1063 glRenderer->bg[3].affine.dmy = value;
1064 break;
1065 case REG_BG3X_LO:
1066 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[3], value);
1067 break;
1068 case REG_BG3X_HI:
1069 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[3], value);
1070 break;
1071 case REG_BG3Y_LO:
1072 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[3], value);
1073 break;
1074 case REG_BG3Y_HI:
1075 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[3], value);
1076 break;
1077 case REG_BLDALPHA:
1078 value &= 0x1F1F;
1079 dirty = true;
1080 break;
1081 case REG_BLDY:
1082 value &= 0x1F;
1083 if (value > 0x10) {
1084 value = 0x10;
1085 }
1086 dirty = true;
1087 break;
1088 case REG_WIN0H:
1089 glRenderer->winN[0].h.end = value;
1090 glRenderer->winN[0].h.start = value >> 8;
1091 if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[0].h.start > glRenderer->winN[0].h.end) {
1092 glRenderer->winN[0].h.start = 0;
1093 }
1094 if (glRenderer->winN[0].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1095 glRenderer->winN[0].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
1096 if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1097 glRenderer->winN[0].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
1098 }
1099 }
1100 break;
1101 case REG_WIN1H:
1102 glRenderer->winN[1].h.end = value;
1103 glRenderer->winN[1].h.start = value >> 8;
1104 if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[1].h.start > glRenderer->winN[1].h.end) {
1105 glRenderer->winN[1].h.start = 0;
1106 }
1107 if (glRenderer->winN[1].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1108 glRenderer->winN[1].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
1109 if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1110 glRenderer->winN[1].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
1111 }
1112 }
1113 break;
1114 case REG_WIN0V:
1115 glRenderer->winN[0].v.end = value;
1116 glRenderer->winN[0].v.start = value >> 8;
1117 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[0].v.start > glRenderer->winN[0].v.end) {
1118 glRenderer->winN[0].v.start = 0;
1119 }
1120 if (glRenderer->winN[0].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1121 glRenderer->winN[0].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1122 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1123 glRenderer->winN[0].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1124 }
1125 }
1126 break;
1127 case REG_WIN1V:
1128 glRenderer->winN[1].v.end = value;
1129 glRenderer->winN[1].v.start = value >> 8;
1130 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[1].v.start > glRenderer->winN[1].v.end) {
1131 glRenderer->winN[1].v.start = 0;
1132 }
1133 if (glRenderer->winN[1].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1134 glRenderer->winN[1].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1135 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1136 glRenderer->winN[1].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1137 }
1138 }
1139 break;
1140 case REG_WININ:
1141 case REG_WINOUT:
1142 value &= 0x3F3F;
1143 dirty = true;
1144 break;
1145 default:
1146 dirty = true;
1147 break;
1148 }
1149 if (glRenderer->shadowRegs[address >> 1] == value) {
1150 dirty = false;
1151 } else {
1152 glRenderer->shadowRegs[address >> 1] = value;
1153 }
1154 if (dirty) {
1155 glRenderer->regsDirty |= 1ULL << (address >> 1);
1156 }
1157 return value;
1158}
1159
1160void _cleanRegister(struct GBAVideoGLRenderer* glRenderer, int address, uint16_t value) {
1161 switch (address) {
1162 case REG_DISPCNT:
1163 glRenderer->dispcnt = value;
1164 GBAVideoGLRendererUpdateDISPCNT(glRenderer);
1165 break;
1166 case REG_BG0CNT:
1167 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[0], value);
1168 break;
1169 case REG_BG1CNT:
1170 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[1], value);
1171 break;
1172 case REG_BG2CNT:
1173 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[2], value);
1174 break;
1175 case REG_BG3CNT:
1176 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[3], value);
1177 break;
1178 case REG_BLDCNT:
1179 GBAVideoGLRendererWriteBLDCNT(glRenderer, value);
1180 break;
1181 case REG_BLDALPHA:
1182 glRenderer->blda = value & 0x1F;
1183 if (glRenderer->blda > 0x10) {
1184 glRenderer->blda = 0x10;
1185 }
1186 glRenderer->bldb = (value >> 8) & 0x1F;
1187 if (glRenderer->bldb > 0x10) {
1188 glRenderer->bldb = 0x10;
1189 }
1190 break;
1191 case REG_BLDY:
1192 glRenderer->bldy = value;
1193 break;
1194 case REG_WININ:
1195 glRenderer->winN[0].control = value;
1196 glRenderer->winN[1].control = value >> 8;
1197 break;
1198 case REG_WINOUT:
1199 glRenderer->winout = value;
1200 glRenderer->objwin = value >> 8;
1201 break;
1202 case REG_MOSAIC:
1203 glRenderer->mosaic = value;
1204 break;
1205 default:
1206 break;
1207 }
1208}
1209
1210static bool _dirtyMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1211 UNUSED(y);
1212 if (!background->enabled) {
1213 return false;
1214 }
1215 unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1216 unsigned screenMask = (7 << screenBase) & 0xFFFF; // Technically overzealous
1217 if (renderer->vramDirty & screenMask) {
1218 return true;
1219 }
1220 unsigned charBase = background->charBase >> 11;
1221 unsigned charMask = (0xFFFF << charBase) & 0xFFFF;
1222 if (renderer->vramDirty & charMask) {
1223 return true;
1224 }
1225 return false;
1226}
1227
1228static bool _dirtyMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1229 UNUSED(y);
1230 if (!background->enabled) {
1231 return false;
1232 }
1233 unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1234 unsigned screenMask = (0xF << screenBase) & 0xFFFF;
1235 if (renderer->vramDirty & screenMask) {
1236 return true;
1237 }
1238 unsigned charBase = background->charBase >> 11;
1239 unsigned charMask = (0x3FFF << charBase) & 0xFFFF;
1240 if (renderer->vramDirty & charMask) {
1241 return true;
1242 }
1243 return false;
1244}
1245
1246static bool _dirtyMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1247 UNUSED(y);
1248 if (!background->enabled) {
1249 return false;
1250 }
1251 if (renderer->vramDirty & 0xFFFFF) {
1252 return true;
1253 }
1254 return false;
1255}
1256
1257static bool _dirtyMode45(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1258 UNUSED(y);
1259 if (!background->enabled) {
1260 return false;
1261 }
1262 int start = GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 5 : 0;
1263 int mask = 0x3FF << start;
1264 if (renderer->vramDirty & mask) {
1265 return true;
1266 }
1267 return false;
1268}
1269
1270static bool _needsVramUpload(struct GBAVideoGLRenderer* renderer, int y) {
1271 if (!renderer->vramDirty) {
1272 return false;
1273 }
1274 if (y == 0) {
1275 return true;
1276 }
1277
1278 if (GBARegisterDISPCNTIsObjEnable(renderer->dispcnt) && renderer->vramDirty & 0xFF0000) {
1279 return true;
1280 }
1281
1282 bool dirty = false;
1283 switch (GBARegisterDISPCNTGetMode(renderer->dispcnt)) {
1284 case 0:
1285 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1286 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1287 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[2], y);
1288 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[3], y);
1289 break;
1290 case 1:
1291 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1292 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1293 dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1294 break;
1295 case 2:
1296 dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1297 dirty = dirty || _dirtyMode2(renderer, &renderer->bg[3], y);
1298 break;
1299 case 3:
1300 dirty = _dirtyMode3(renderer, &renderer->bg[2], y);
1301 break;
1302 case 4:
1303 dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1304 break;
1305 case 5:
1306 dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1307 break;
1308 }
1309 return dirty;
1310}
1311
1312void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
1313 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1314
1315 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1316 if (glRenderer->firstAffine < 0) {
1317 glRenderer->firstAffine = y;
1318 }
1319 } else {
1320 glRenderer->firstAffine = -1;
1321 }
1322
1323 if (_needsVramUpload(glRenderer, y) || glRenderer->oamDirty || glRenderer->regsDirty) {
1324 if (glRenderer->firstY >= 0) {
1325 _drawScanlines(glRenderer, y - 1);
1326 glBindVertexArray(0);
1327 }
1328 }
1329 if (glRenderer->firstY < 0) {
1330 glRenderer->firstY = y;
1331 }
1332
1333 int i;
1334 for (i = 0; i < 0x30; ++i) {
1335 if (!(glRenderer->regsDirty & (1ULL << i))) {
1336 continue;
1337 }
1338 _cleanRegister(glRenderer, i << 1, glRenderer->shadowRegs[i]);
1339 }
1340 glRenderer->regsDirty = 0;
1341
1342 glRenderer->winNHistory[0][y * 4 + 0] = glRenderer->winN[0].h.start;
1343 glRenderer->winNHistory[0][y * 4 + 1] = glRenderer->winN[0].h.end;
1344 glRenderer->winNHistory[0][y * 4 + 2] = glRenderer->winN[0].v.start;
1345 glRenderer->winNHistory[0][y * 4 + 3] = glRenderer->winN[0].v.end;
1346 glRenderer->winNHistory[1][y * 4 + 0] = glRenderer->winN[1].h.start;
1347 glRenderer->winNHistory[1][y * 4 + 1] = glRenderer->winN[1].h.end;
1348 glRenderer->winNHistory[1][y * 4 + 2] = glRenderer->winN[1].v.start;
1349 glRenderer->winNHistory[1][y * 4 + 3] = glRenderer->winN[1].v.end;
1350
1351 glRenderer->bg[0].scanlineOffset[y] = glRenderer->bg[0].x;
1352 glRenderer->bg[0].scanlineOffset[y] |= glRenderer->bg[0].y << 12;
1353 glRenderer->bg[1].scanlineOffset[y] = glRenderer->bg[1].x;
1354 glRenderer->bg[1].scanlineOffset[y] |= glRenderer->bg[1].y << 12;
1355 glRenderer->bg[2].scanlineOffset[y] = glRenderer->bg[2].x;
1356 glRenderer->bg[2].scanlineOffset[y] |= glRenderer->bg[2].y << 12;
1357 glRenderer->bg[2].scanlineAffine[y * 4] = glRenderer->bg[2].affine.dx;
1358 glRenderer->bg[2].scanlineAffine[y * 4 + 1] = glRenderer->bg[2].affine.dy;
1359 glRenderer->bg[2].scanlineAffine[y * 4 + 2] = glRenderer->bg[2].affine.sx;
1360 glRenderer->bg[2].scanlineAffine[y * 4 + 3] = glRenderer->bg[2].affine.sy;
1361 glRenderer->bg[3].scanlineOffset[y] = glRenderer->bg[3].x;
1362 glRenderer->bg[3].scanlineOffset[y] |= glRenderer->bg[3].y << 12;
1363 glRenderer->bg[3].scanlineAffine[y * 4] = glRenderer->bg[3].affine.dx;
1364 glRenderer->bg[3].scanlineAffine[y * 4 + 1] = glRenderer->bg[3].affine.dy;
1365 glRenderer->bg[3].scanlineAffine[y * 4 + 2] = glRenderer->bg[3].affine.sx;
1366 glRenderer->bg[3].scanlineAffine[y * 4 + 3] = glRenderer->bg[3].affine.sy;
1367
1368 int oldPalette = glRenderer->nextPalette;
1369 glRenderer->nextPalette = y + 1;
1370 if (glRenderer->nextPalette >= GBA_VIDEO_VERTICAL_PIXELS) {
1371 glRenderer->nextPalette = 0;
1372 }
1373 if (glRenderer->paletteDirty) {
1374 memcpy(glRenderer->shadowPalette[glRenderer->nextPalette], glRenderer->shadowPalette[oldPalette], sizeof(glRenderer->shadowPalette[0]));
1375 if (glRenderer->paletteDirtyScanlines > 0) {
1376 --glRenderer->paletteDirtyScanlines;
1377 }
1378 if (!glRenderer->paletteDirtyScanlines) {
1379 glRenderer->paletteDirty = false;
1380 glActiveTexture(GL_TEXTURE0);
1381 glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
1382 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glRenderer->shadowPalette);
1383 }
1384 }
1385
1386 if (_needsVramUpload(glRenderer, y)) {
1387 int first = -1;
1388 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
1389 for (i = 0; i < 25; ++i) {
1390 if (!(glRenderer->vramDirty & (1 << i))) {
1391 if (first >= 0) {
1392 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 8 * first, 256, 8 * (i - first), GL_RED_INTEGER, GL_UNSIGNED_SHORT, &glRenderer->d.vram[2048 * first]);
1393 first = -1;
1394 }
1395 } else if (first < 0) {
1396 first = i;
1397 }
1398 }
1399 glRenderer->vramDirty = 0;
1400 }
1401
1402 if (glRenderer->oamDirty) {
1403 glRenderer->oamMax = GBAVideoRendererCleanOAM(glRenderer->d.oam->obj, glRenderer->sprites, 0);
1404 glRenderer->oamDirty = false;
1405 }
1406
1407 if (y == 0) {
1408 glDisable(GL_SCISSOR_TEST);
1409 glClearColor(0, 0, 0, 0);
1410#ifdef BUILD_GLES3
1411 glClearDepthf(1.f);
1412#else
1413 glClearDepth(1);
1414#endif
1415 glClearStencil(0);
1416 glDepthMask(GL_TRUE);
1417 glStencilMask(1);
1418 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
1419 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1420 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
1421
1422 for (i = 0; i < 4; ++i) {
1423 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);
1424 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1425 glClear(GL_COLOR_BUFFER_BIT);
1426 }
1427
1428 int spriteCyclesRemaining = GBARegisterDISPCNTIsHblankIntervalFree(glRenderer->dispcnt) ? OBJ_HBLANK_FREE_LENGTH : OBJ_LENGTH;
1429 for (i = 0; i < GBA_VIDEO_VERTICAL_PIXELS; ++i) {
1430 glRenderer->spriteCycles[i] = spriteCyclesRemaining;
1431 }
1432 }
1433
1434 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1435 glRenderer->bg[2].affine.sx += glRenderer->bg[2].affine.dmx;
1436 glRenderer->bg[2].affine.sy += glRenderer->bg[2].affine.dmy;
1437 glRenderer->bg[3].affine.sx += glRenderer->bg[3].affine.dmx;
1438 glRenderer->bg[3].affine.sy += glRenderer->bg[3].affine.dmy;
1439 }
1440}
1441
1442void _drawScanlines(struct GBAVideoGLRenderer* glRenderer, int y) {
1443 glEnable(GL_SCISSOR_TEST);
1444
1445 glViewport(0, 0, 1, GBA_VIDEO_VERTICAL_PIXELS);
1446 glScissor(0, glRenderer->firstY, 1, y - glRenderer->firstY + 1);
1447 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
1448 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1449 glClearBufferiv(GL_COLOR, 0, (GLint[]) { 32, glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4), glRenderer->blda, 0 });
1450 int i;
1451 for (i = 0; i < 4; ++i) {
1452 glScissor(i + 1, glRenderer->firstY, 1, y - glRenderer->firstY + 1);
1453 glClearBufferiv(GL_COLOR, 0, (GLint[]) { glRenderer->bg[i].priority,
1454 glRenderer->bg[i].target1 | (glRenderer->bg[i].target2 << 1) | (glRenderer->blendEffect << 2),
1455 glRenderer->blda, 0 });
1456 }
1457
1458 if (glRenderer->paletteDirty) {
1459 glActiveTexture(GL_TEXTURE0);
1460 glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
1461 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glRenderer->shadowPalette);
1462 }
1463
1464 GBAVideoGLRendererDrawWindow(glRenderer, y);
1465 if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
1466 glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
1467 glDepthFunc(GL_LESS);
1468 for (i = 0; i < glRenderer->oamMax; ++i) {
1469 struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
1470 if ((y < sprite->y && (sprite->endY - 256 < 0 || glRenderer->firstY >= sprite->endY - 256)) || glRenderer->firstY >= sprite->endY) {
1471 continue;
1472 }
1473
1474 GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);
1475
1476 int startY = sprite->y;
1477 int endY = sprite->endY;
1478
1479 if (endY >= 256) {
1480 startY -= 256;
1481 endY -= 256;
1482 }
1483 if (startY < glRenderer->firstY) {
1484 startY = glRenderer->firstY;
1485 }
1486 if (endY > y) {
1487 endY = y;
1488 }
1489 int j;
1490 for (j = startY; j <= endY; ++j) {
1491 glRenderer->spriteCycles[j] -= sprite->cycles;
1492 }
1493 }
1494 glDisable(GL_DEPTH_TEST);
1495 glDisable(GL_STENCIL_TEST);
1496 }
1497
1498 if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1499 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
1500 }
1501 if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1502 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
1503 }
1504 if (TEST_LAYER_ENABLED(2)) {
1505 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1506 case 0:
1507 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
1508 break;
1509 case 1:
1510 case 2:
1511 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
1512 break;
1513 case 3:
1514 GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
1515 break;
1516 case 4:
1517 GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
1518 break;
1519 case 5:
1520 GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y);
1521 break;
1522 }
1523 }
1524 if (TEST_LAYER_ENABLED(3)) {
1525 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1526 case 0:
1527 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[3], y);
1528 break;
1529 case 2:
1530 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[3], y);
1531 break;
1532 }
1533 }
1534 glRenderer->firstY = -1;
1535}
1536
1537void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
1538 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1539 _drawScanlines(glRenderer, GBA_VIDEO_VERTICAL_PIXELS - 1);
1540 _finalizeLayers(glRenderer);
1541 glDisable(GL_SCISSOR_TEST);
1542 glBindVertexArray(0);
1543 glRenderer->firstAffine = -1;
1544 glRenderer->firstY = -1;
1545 glRenderer->bg[2].affine.sx = glRenderer->bg[2].refx;
1546 glRenderer->bg[2].affine.sy = glRenderer->bg[2].refy;
1547 glRenderer->bg[3].affine.sx = glRenderer->bg[3].refx;
1548 glRenderer->bg[3].affine.sy = glRenderer->bg[3].refy;
1549}
1550
1551void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels) {
1552 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1553 *stride = GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale;
1554 if (!glRenderer->temporaryBuffer) {
1555 glRenderer->temporaryBuffer = anonymousMemoryMap(GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale * BYTES_PER_PIXEL);
1556 }
1557 glFinish();
1558 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
1559 glPixelStorei(GL_PACK_ROW_LENGTH, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale);
1560 glPixelStorei(GL_PACK_ALIGNMENT, 1);
1561 glReadPixels(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale, GL_RGBA, GL_UNSIGNED_BYTE, (void*) glRenderer->temporaryBuffer);
1562 *pixels = glRenderer->temporaryBuffer;
1563}
1564
1565void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels) {
1566 // TODO
1567 UNUSED(renderer);
1568 UNUSED(stride);
1569 UNUSED(pixels);
1570}
1571
1572static void _enableBg(struct GBAVideoGLRenderer* renderer, int bg, bool active) {
1573 int wasActive = renderer->bg[bg].enabled;
1574 if (!active) {
1575 renderer->bg[bg].enabled = 0;
1576 } else if (!wasActive && active) {
1577 /*if (renderer->nextY == 0 || GBARegisterDISPCNTGetMode(renderer->dispcnt) > 2) {
1578 // TODO: Investigate in more depth how switching background works in different modes
1579 renderer->bg[bg].enabled = 4;
1580 } else {
1581 renderer->bg[bg].enabled = 1;
1582 }*/
1583 renderer->bg[bg].enabled = 4;
1584 }
1585}
1586
1587static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer) {
1588 _enableBg(renderer, 0, GBARegisterDISPCNTGetBg0Enable(renderer->dispcnt));
1589 _enableBg(renderer, 1, GBARegisterDISPCNTGetBg1Enable(renderer->dispcnt));
1590 _enableBg(renderer, 2, GBARegisterDISPCNTGetBg2Enable(renderer->dispcnt));
1591 _enableBg(renderer, 3, GBARegisterDISPCNTGetBg3Enable(renderer->dispcnt));
1592}
1593
1594static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
1595 bg->priority = GBARegisterBGCNTGetPriority(value);
1596 bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
1597 bg->mosaic = GBARegisterBGCNTGetMosaic(value);
1598 bg->multipalette = GBARegisterBGCNTGet256Color(value);
1599 bg->screenBase = GBARegisterBGCNTGetScreenBase(value) << 10;
1600 bg->overflow = GBARegisterBGCNTGetOverflow(value);
1601 bg->size = GBARegisterBGCNTGetSize(value);
1602}
1603
1604static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1605 bg->refx = (bg->refx & 0xFFFF0000) | value;
1606 bg->affine.sx = bg->refx;
1607}
1608
1609static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1610 bg->refx = (bg->refx & 0x0000FFFF) | (value << 16);
1611 bg->refx <<= 4;
1612 bg->refx >>= 4;
1613 bg->affine.sx = bg->refx;
1614}
1615
1616static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1617 bg->refy = (bg->refy & 0xFFFF0000) | value;
1618 bg->affine.sy = bg->refy;
1619}
1620
1621static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1622 bg->refy = (bg->refy & 0x0000FFFF) | (value << 16);
1623 bg->refy <<= 4;
1624 bg->refy >>= 4;
1625 bg->affine.sy = bg->refy;
1626}
1627
1628static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value) {
1629 renderer->bg[0].target1 = GBARegisterBLDCNTGetTarget1Bg0(value);
1630 renderer->bg[1].target1 = GBARegisterBLDCNTGetTarget1Bg1(value);
1631 renderer->bg[2].target1 = GBARegisterBLDCNTGetTarget1Bg2(value);
1632 renderer->bg[3].target1 = GBARegisterBLDCNTGetTarget1Bg3(value);
1633 renderer->bg[0].target2 = GBARegisterBLDCNTGetTarget2Bg0(value);
1634 renderer->bg[1].target2 = GBARegisterBLDCNTGetTarget2Bg1(value);
1635 renderer->bg[2].target2 = GBARegisterBLDCNTGetTarget2Bg2(value);
1636 renderer->bg[3].target2 = GBARegisterBLDCNTGetTarget2Bg3(value);
1637
1638 renderer->blendEffect = GBARegisterBLDCNTGetEffect(value);
1639 renderer->target1Obj = GBARegisterBLDCNTGetTarget1Obj(value);
1640 renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
1641 renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
1642 renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
1643}
1644
1645void _finalizeLayers(struct GBAVideoGLRenderer* renderer) {
1646 const GLuint* uniforms = renderer->finalizeShader.uniforms;
1647 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]);
1648 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1649 glScissor(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1650 if (GBARegisterDISPCNTIsForcedBlank(renderer->dispcnt)) {
1651 glClearColor(1.f, 1.f, 1.f, 1.f);
1652 glClear(GL_COLOR_BUFFER_BIT);
1653 } else {
1654 glUseProgram(renderer->finalizeShader.program);
1655 glBindVertexArray(renderer->finalizeShader.vao);
1656 glActiveTexture(GL_TEXTURE0);
1657 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
1658 glActiveTexture(GL_TEXTURE0 + 1);
1659 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_COLOR]);
1660 glActiveTexture(GL_TEXTURE0 + 2);
1661 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_FLAGS]);
1662 glActiveTexture(GL_TEXTURE0 + 3);
1663 glBindTexture(GL_TEXTURE_2D, renderer->bg[0].tex);
1664 glActiveTexture(GL_TEXTURE0 + 4);
1665 glBindTexture(GL_TEXTURE_2D, renderer->bg[1].tex);
1666 glActiveTexture(GL_TEXTURE0 + 5);
1667 glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex);
1668 glActiveTexture(GL_TEXTURE0 + 6);
1669 glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex);
1670 glActiveTexture(GL_TEXTURE0 + 7);
1671 glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1672 glActiveTexture(GL_TEXTURE0 + 8);
1673 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP]);
1674
1675 glUniform2i(uniforms[GBA_GL_VS_LOC], GBA_VIDEO_VERTICAL_PIXELS, 0);
1676 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1677 glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);
1678 glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 4, 5, 6, 1 });
1679 glUniform1i(uniforms[GBA_GL_FINALIZE_FLAGS], 2);
1680 glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1681 glUniform1i(uniforms[GBA_GL_FINALIZE_PALETTE], 7);
1682 glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 8);
1683 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1684 }
1685 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1686}
1687
1688void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY) {
1689 int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
1690 int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
1691 int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
1692 x >>= 23;
1693
1694 if (GBARegisterDISPCNTGetMode(renderer->dispcnt) >= 3 && GBAObjAttributesCGetTile(sprite->c) < 512) {
1695 return;
1696 }
1697
1698 int align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
1699 unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10;
1700 int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> 3) : (0x20 >> GBAObjAttributesAGet256Color(sprite->a));
1701
1702 int totalWidth = width;
1703 int totalHeight = height;
1704 if (GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesAIsDoubleSize(sprite->a)) {
1705 totalWidth <<= 1;
1706 totalHeight <<= 1;
1707 }
1708
1709 if (spriteY + totalHeight >= 256) {
1710 spriteY -= 256;
1711 }
1712
1713 if (x + totalWidth <= 0 || x >= GBA_VIDEO_HORIZONTAL_PIXELS) {
1714 // These sprites aren't displayed but affect cycle counting
1715 return;
1716 }
1717
1718 const struct GBAVideoGLShader* shader = &renderer->objShader[GBAObjAttributesAGet256Color(sprite->a)];
1719 const GLuint* uniforms = shader->uniforms;
1720 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OBJ]);
1721 glViewport(x * renderer->scale, spriteY * renderer->scale, totalWidth * renderer->scale, totalHeight * renderer->scale);
1722 glScissor(x * renderer->scale, renderer->firstY * renderer->scale, totalWidth * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1723 glUseProgram(shader->program);
1724 glBindVertexArray(shader->vao);
1725 glActiveTexture(GL_TEXTURE0);
1726 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1727 glActiveTexture(GL_TEXTURE1);
1728 glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1729 glUniform2i(uniforms[GBA_GL_VS_LOC], totalHeight, 0);
1730 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], totalWidth, totalHeight);
1731 glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0);
1732 glUniform1i(uniforms[GBA_GL_OBJ_PALETTE], 1);
1733 glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
1734 glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
1735 glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
1736 glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c),
1737 (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
1738 renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
1739 glUniform1iv(uniforms[GBA_GL_OBJ_CYCLES], GBA_VIDEO_VERTICAL_PIXELS, renderer->spriteCycles);
1740 if (GBAObjAttributesAIsTransformed(sprite->a)) {
1741 struct GBAOAMMatrix mat;
1742 LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
1743 LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
1744 LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
1745 LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
1746
1747 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 });
1748 } else {
1749 int flipX = 1;
1750 int flipY = 1;
1751 if (GBAObjAttributesBIsHFlip(sprite->b)) {
1752 flipX = -1;
1753 }
1754 if (GBAObjAttributesBIsVFlip(sprite->b)) {
1755 flipY = -1;
1756 }
1757 glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { flipX, 0, 0, flipY });
1758 }
1759 glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
1760 glDisable(GL_STENCIL_TEST);
1761 if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
1762 // OBJWIN writes do not affect pixel priority
1763 glDisable(GL_DEPTH_TEST);
1764 glDepthMask(GL_FALSE);
1765 glStencilMask(0);
1766 int window = renderer->objwin & 0x3F;
1767 glUniform3i(uniforms[GBA_GL_OBJ_OBJWIN], window, renderer->bldb, renderer->bldy);
1768 glDrawBuffers(3, (GLenum[]) { GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT2 });
1769 } else {
1770 glEnable(GL_DEPTH_TEST);
1771 glDepthMask(GL_TRUE);
1772 glStencilMask(1);
1773 glStencilFunc(GL_ALWAYS, 1, 1);
1774 glUniform3i(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0);
1775 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1776 }
1777 if (GBAObjAttributesAIsMosaic(sprite->a) && GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN) {
1778 int mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
1779 if (GBAObjAttributesBIsHFlip(sprite->b)) {
1780 mosaicH = -mosaicH;
1781 }
1782 glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], mosaicH, GBAMosaicControlGetObjV(renderer->mosaic) + 1, x, spriteY);
1783 } else {
1784 glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], 0, 0, x, spriteY);
1785 }
1786 if (GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN || GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt)) {
1787 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1788 }
1789
1790 if (GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN) {
1791 // Update the pixel priority for already-written pixels
1792 shader = &renderer->objShader[2];
1793 uniforms = shader->uniforms;
1794 glEnable(GL_STENCIL_TEST);
1795 glStencilFunc(GL_EQUAL, 1, 1);
1796 glUseProgram(shader->program);
1797 glDrawBuffers(2, (GLenum[]) { GL_NONE, GL_COLOR_ATTACHMENT1 });
1798 glBindVertexArray(shader->vao);
1799 glUniform2i(uniforms[GBA_GL_VS_LOC], totalHeight, 0);
1800 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], totalWidth, totalHeight);
1801 glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c),
1802 (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
1803 renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
1804 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1805 }
1806
1807 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1808}
1809
1810void _prepareBackground(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms) {
1811 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1812 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1813 glActiveTexture(GL_TEXTURE0);
1814 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1815 glActiveTexture(GL_TEXTURE1);
1816 glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1817 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1818 glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
1819 glUniform1i(uniforms[GBA_GL_OBJ_PALETTE], 1);
1820 if (background->mosaic) {
1821 glUniform2i(uniforms[GBA_GL_BG_MOSAIC], GBAMosaicControlGetBgV(renderer->mosaic) + 1, GBAMosaicControlGetBgH(renderer->mosaic) + 1);
1822 } else {
1823 glUniform2i(uniforms[GBA_GL_BG_MOSAIC], 0, 0);
1824 }
1825 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1826}
1827
1828void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1829 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->multipalette ? 1 : 0];
1830 const GLuint* uniforms = shader->uniforms;
1831 glUseProgram(shader->program);
1832 glBindVertexArray(shader->vao);
1833 _prepareBackground(renderer, background, uniforms);
1834 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1835 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1836 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1837 glUniform1iv(uniforms[GBA_GL_BG_OFFSET], GBA_VIDEO_VERTICAL_PIXELS, background->scanlineOffset);
1838
1839 glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1840 glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1841 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1842
1843 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1844}
1845
1846void _prepareTransform(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms, int y) {
1847 glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
1848 glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1849 glUniform2i(uniforms[GBA_GL_BG_RANGE], renderer->firstAffine, y);
1850
1851 glUniform4iv(uniforms[GBA_GL_BG_TRANSFORM], GBA_VIDEO_VERTICAL_PIXELS, background->scanlineAffine);
1852 _prepareBackground(renderer, background, uniforms);
1853}
1854
1855void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1856 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->overflow ? 2 : 3];
1857 const GLuint* uniforms = shader->uniforms;
1858 glUseProgram(shader->program);
1859 glBindVertexArray(shader->vao);
1860 _prepareTransform(renderer, background, uniforms, y);
1861 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1862 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1863 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1864 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1865 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1866}
1867
1868void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1869 const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1870 const GLuint* uniforms = shader->uniforms;
1871 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1872 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1873 glUseProgram(shader->program);
1874 glBindVertexArray(shader->vao);
1875 _prepareTransform(renderer, background, uniforms, y);
1876 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], 0);
1877 glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1878 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1879 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1880}
1881
1882void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1883 const struct GBAVideoGLShader* shader = &renderer->bgShader[4];
1884 const GLuint* uniforms = shader->uniforms;
1885 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1886 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1887 glUseProgram(shader->program);
1888 glBindVertexArray(shader->vao);
1889 _prepareTransform(renderer, background, uniforms, y);
1890 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0xA000 : 0);
1891 glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1892 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1893 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1894}
1895
1896void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1897 const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1898 const GLuint* uniforms = shader->uniforms;
1899 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1900 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1901 glUseProgram(shader->program);
1902 glBindVertexArray(shader->vao);
1903 _prepareTransform(renderer, background, uniforms, y);
1904 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0x5000 : 0);
1905 glUniform2i(uniforms[GBA_GL_BG_SIZE], 160, 128);
1906 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1907 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1908}
1909
1910void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
1911 const struct GBAVideoGLShader* shader = &renderer->windowShader;
1912 const GLuint* uniforms = shader->uniforms;
1913 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_WINDOW]);
1914 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1915 glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
1916 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1917 switch (renderer->dispcnt & 0xE000) {
1918 case 0x0000:
1919 // No windows are enabled
1920 glClearBufferiv(GL_COLOR, 0, (GLint[]) { ((renderer->dispcnt >> 8) & 0x1F) | 0x20, renderer->bldb, renderer->bldy, 0 });
1921 break;
1922 case 0x8000:
1923 // Only OBJWIN is enabled
1924 glClearBufferiv(GL_COLOR, 0, (GLint[]) { renderer->winout, renderer->bldb, renderer->bldy, 0 });
1925 break;
1926 default:
1927 glUseProgram(shader->program);
1928 glBindVertexArray(shader->vao);
1929 glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1930 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1931 glUniform1i(uniforms[GBA_GL_WIN_DISPCNT], renderer->dispcnt >> 8);
1932 glUniform2i(uniforms[GBA_GL_WIN_BLEND], renderer->bldb, renderer->bldy);
1933 glUniform3i(uniforms[GBA_GL_WIN_FLAGS], renderer->winN[0].control, renderer->winN[1].control, renderer->winout);
1934 glUniform4iv(uniforms[GBA_GL_WIN_WIN0], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[0]);
1935 glUniform4iv(uniforms[GBA_GL_WIN_WIN1], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[1]);
1936 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1937 break;
1938 }
1939}
1940
1941void GBAVideoGLRendererSetScale(struct GBAVideoGLRenderer* renderer, int scale) {
1942 if (scale == renderer->scale) {
1943 return;
1944 }
1945 if (renderer->temporaryBuffer) {
1946 mappedMemoryFree(renderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * renderer->scale * renderer->scale * BYTES_PER_PIXEL);
1947 renderer->temporaryBuffer = NULL;
1948 }
1949 renderer->scale = scale;
1950 _initFramebuffers(renderer);
1951 renderer->paletteDirty = true;
1952}
1953
1954#endif