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
16#define FLAG_CONST "const vec4 flagCoeff = vec4(64., 32., 16., 1.);\n"
17
18static void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer);
19static void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer);
20static void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer);
21static void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address);
22static void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam);
23static void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
24static uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
25static void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y);
26static void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer);
27static void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels);
28static void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels);
29
30static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer);
31static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value);
32static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value);
33static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value);
34static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value);
35static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value);
36static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value);
37
38static void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY);
39static void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
40static void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
41static void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
42static void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
43static void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
44static void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y);
45
46static void _finalizeLayers(struct GBAVideoGLRenderer* renderer);
47
48#define TEST_LAYER_ENABLED(X) !renderer->disableBG[X] && glRenderer->bg[X].enabled == 4
49
50struct GBAVideoGLUniform {
51 const char* name;
52 int type;
53};
54
55static const GLchar* const _gl3Header =
56 "#version 130\n";
57
58static const char* const _vertexShader =
59 "in vec2 position;\n"
60 "uniform ivec2 loc;\n"
61 "uniform ivec2 maxPos;\n"
62 "out vec2 texCoord;\n"
63
64 "void main() {\n"
65 " vec2 local = vec2(position.x, float(position.y * loc.x + loc.y) / abs(maxPos.y));\n"
66 " gl_Position = vec4((local * 2. - 1.) * sign(maxPos), 0., 1.);\n"
67 " texCoord = local * abs(maxPos);\n"
68 "}";
69
70static const char* const _renderTile16 =
71 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
72 " int address = charBase + tile * 16 + (localCoord.x >> 2) + (localCoord.y << 1);\n"
73 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
74 " int entry = int(halfrow[3 - (localCoord.x & 3)] * 15.9);\n"
75 " vec4 color = texelFetch(palette, ivec2(entry, paletteId), 0);\n"
76 " if (entry == 0) {\n"
77 " discard;\n"
78 " }\n"
79 " color.a = 1;\n"
80 " return color;\n"
81 "}";
82
83static const char* const _renderTile256 =
84 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
85 " int address = charBase + tile * 32 + (localCoord.x >> 1) + (localCoord.y << 2);\n"
86 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
87 " int entry = int(halfrow[3 - 2 * (localCoord.x & 1)] * 15.9);\n"
88 " int pal2 = int(halfrow[2 - 2 * (localCoord.x & 1)] * 15.9);\n"
89 " vec4 color = texelFetch(palette, ivec2(entry, pal2 + (paletteId & 16)), 0);\n"
90 " if ((pal2 | entry) == 0) {\n"
91 " discard;\n"
92 " }\n"
93 " color.a = 1.;\n"
94 " return color;\n"
95 "}";
96
97static const struct GBAVideoGLUniform _uniformsMode0[] = {
98 { "loc", GBA_GL_VS_LOC, },
99 { "maxPos", GBA_GL_VS_MAXPOS, },
100 { "vram", GBA_GL_BG_VRAM, },
101 { "palette", GBA_GL_BG_PALETTE, },
102 { "screenBase", GBA_GL_BG_SCREENBASE, },
103 { "charBase", GBA_GL_BG_CHARBASE, },
104 { "size", GBA_GL_BG_SIZE, },
105 { "offset", GBA_GL_BG_OFFSET, },
106 { "inflags", GBA_GL_BG_INFLAGS, },
107 { "mosaic", GBA_GL_BG_MOSAIC, },
108 { 0 }
109};
110
111static const char* const _renderMode0 =
112 "in vec2 texCoord;\n"
113 "uniform sampler2D vram;\n"
114 "uniform sampler2D palette;\n"
115 "uniform int screenBase;\n"
116 "uniform int charBase;\n"
117 "uniform int size;\n"
118 "uniform ivec2 offset;\n"
119 "uniform ivec4 inflags;\n"
120 "uniform ivec2 mosaic;\n"
121 "out vec4 color;\n"
122 "out vec4 flags;\n"
123 FLAG_CONST
124
125 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
126
127 "void main() {\n"
128 " ivec2 coord = ivec2(texCoord);\n"
129 " if (mosaic.x > 1) {\n"
130 " coord.x -= int(mod(coord.x, mosaic.x));\n"
131 " }\n"
132 " if (mosaic.y > 1) {\n"
133 " coord.y -= int(mod(coord.y, mosaic.y));\n"
134 " }\n"
135 " coord += offset;\n"
136 " if ((size & 1) == 1) {\n"
137 " coord.y += coord.x & 256;\n"
138 " }\n"
139 " coord.x &= 255;\n"
140 " int mapAddress = screenBase + (coord.x >> 3) + (coord.y >> 3) * 32;\n"
141 " vec4 map = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
142 " int tileFlags = int(map.g * 15.9);\n"
143 " if ((tileFlags & 4) == 4) {\n"
144 " coord.x ^= 7;\n"
145 " }\n"
146 " if ((tileFlags & 8) == 8) {\n"
147 " coord.y ^= 7;\n"
148 " }\n"
149 " int tile = int(map.a * 15.9) + int(map.b * 15.9) * 16 + (tileFlags & 0x3) * 256;\n"
150 " color = renderTile(tile, int(map.r * 15.9), coord & 7);\n"
151 " flags = inflags / flagCoeff;\n"
152 "}";
153
154static const char* const _fetchTileOverflow =
155 "vec4 fetchTile(ivec2 coord) {\n"
156 " int sizeAdjusted = (0x8000 << size) - 1;\n"
157 " coord &= sizeAdjusted;\n"
158 " return renderTile(coord);\n"
159 "}";
160
161static const char* const _fetchTileNoOverflow =
162 "vec4 fetchTile(ivec2 coord) {\n"
163 " int sizeAdjusted = (0x8000 << size) - 1;\n"
164 " ivec2 outerCoord = coord & ~sizeAdjusted;\n"
165 " if ((outerCoord.x | outerCoord.y) != 0) {\n"
166 " discard;\n"
167 " }\n"
168 " return renderTile(coord);\n"
169 "}";
170
171static const struct GBAVideoGLUniform _uniformsMode2[] = {
172 { "loc", GBA_GL_VS_LOC, },
173 { "maxPos", GBA_GL_VS_MAXPOS, },
174 { "vram", GBA_GL_BG_VRAM, },
175 { "palette", GBA_GL_BG_PALETTE, },
176 { "screenBase", GBA_GL_BG_SCREENBASE, },
177 { "charBase", GBA_GL_BG_CHARBASE, },
178 { "size", GBA_GL_BG_SIZE, },
179 { "inflags", GBA_GL_BG_INFLAGS, },
180 { "offset", GBA_GL_BG_OFFSET, },
181 { "transform", GBA_GL_BG_TRANSFORM, },
182 { "range", GBA_GL_BG_RANGE, },
183 { "mosaic", GBA_GL_BG_MOSAIC, },
184 { 0 }
185};
186
187static const char* const _interpolate =
188 "vec2 interpolate(ivec2 arr[4], float x) {\n"
189 " float x1m = 1. - x;\n"
190 " return x1m * x1m * x1m * arr[0] +"
191 " 3 * x1m * x1m * x * arr[1] +"
192 " 3 * x1m * x * x * arr[2] +"
193 " x * x * x * arr[3];\n"
194 "}\n";
195
196static const char* const _renderMode2 =
197 "in vec2 texCoord;\n"
198 "uniform sampler2D vram;\n"
199 "uniform sampler2D palette;\n"
200 "uniform int screenBase;\n"
201 "uniform int charBase;\n"
202 "uniform int size;\n"
203 "uniform ivec4 inflags;\n"
204 "uniform ivec2[4] offset;\n"
205 "uniform ivec2[4] transform;\n"
206 "uniform vec2 range;\n"
207 "uniform ivec2 mosaic;\n"
208 "out vec4 color;\n"
209 "out vec4 flags;\n"
210 FLAG_CONST
211 "precision highp float;\n"
212 "precision highp int;\n"
213
214 "vec4 fetchTile(ivec2 coord);\n"
215 "vec2 interpolate(ivec2 arr[4], float x);\n"
216
217 "vec4 renderTile(ivec2 coord) {\n"
218 " int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n"
219 " int mapAddress = screenBase + (map >> 1);\n"
220 " vec4 twomaps = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
221 " int tile = int(twomaps[3 - 2 * (map & 1)] * 15.9) + int(twomaps[2 - 2 * (map & 1)] * 15.9) * 16;\n"
222 " int address = charBase + tile * 32 + ((coord.x >> 9) & 3) + ((coord.y >> 6) & 0x1C);\n"
223 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
224 " int entry = int(halfrow[3 - ((coord.x >> 7) & 2)] * 15.9);\n"
225 " int pal2 = int(halfrow[2 - ((coord.x >> 7) & 2)] * 15.9);\n"
226 " vec4 color = texelFetch(palette, ivec2(entry, pal2), 0);\n"
227 " if ((pal2 | entry) == 0) {\n"
228 " discard;\n"
229 " }\n"
230 " color.a = 1.;\n"
231 " return color;\n"
232 "}\n"
233
234 "void main() {\n"
235 " vec2 coord = texCoord;\n"
236 " if (mosaic.x > 1) {\n"
237 " coord.x -= mod(coord.x, mosaic.x);\n"
238 " }\n"
239 " if (mosaic.y > 1) {\n"
240 " coord.y -= mod(coord.y, mosaic.y);\n"
241 " }\n"
242 " float y = coord.y - range.x;\n"
243 " float lin = 0.5 - y / range.y * 0.25;\n"
244 " vec2 mixedTransform = interpolate(transform, lin);\n"
245 " vec2 mixedOffset = interpolate(offset, lin);\n"
246 " color = fetchTile(ivec2(mixedTransform * coord.x + mixedOffset));\n"
247 " flags = inflags / flagCoeff;\n"
248 "}";
249
250static const struct GBAVideoGLUniform _uniformsMode35[] = {
251 { "loc", GBA_GL_VS_LOC, },
252 { "maxPos", GBA_GL_VS_MAXPOS, },
253 { "vram", GBA_GL_BG_VRAM, },
254 { "charBase", GBA_GL_BG_CHARBASE, },
255 { "size", GBA_GL_BG_SIZE, },
256 { "inflags", GBA_GL_BG_INFLAGS, },
257 { "offset", GBA_GL_BG_OFFSET, },
258 { "transform", GBA_GL_BG_TRANSFORM, },
259 { "range", GBA_GL_BG_RANGE, },
260 { "mosaic", GBA_GL_BG_MOSAIC, },
261 { 0 }
262};
263
264static const char* const _renderMode35 =
265 "in vec2 texCoord;\n"
266 "uniform sampler2D vram;\n"
267 "uniform int charBase;\n"
268 "uniform ivec2 size;\n"
269 "uniform ivec4 inflags;\n"
270 "uniform ivec2[4] offset;\n"
271 "uniform ivec2[4] transform;\n"
272 "uniform vec2 range;\n"
273 "uniform ivec2 mosaic;\n"
274 "out vec4 color;\n"
275 "out vec4 flags;\n"
276 FLAG_CONST
277 "precision highp float;\n"
278 "precision highp int;\n"
279
280 "vec2 interpolate(ivec2 arr[4], float x);\n"
281
282 "void main() {\n"
283 " vec2 incoord = texCoord;\n"
284 " if (mosaic.x > 1) {\n"
285 " incoord.x -= mod(incoord.x, mosaic.x);\n"
286 " }\n"
287 " if (mosaic.y > 1) {\n"
288 " incoord.y -= mod(incoord.y, mosaic.y);\n"
289 " }\n"
290 " float y = incoord.y - range.x;\n"
291 " float lin = 0.5 - y / range.y * 0.25;\n"
292 " vec2 mixedTransform = interpolate(transform, lin);\n"
293 " vec2 mixedOffset = interpolate(offset, lin);\n"
294 " ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
295 " if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
296 " discard;\n"
297 " }\n"
298 " if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
299 " discard;\n"
300 " }\n"
301 " int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
302 " ivec4 entry = ivec4(texelFetch(vram, ivec2(address & 255, address >> 8), 0) * 15.9);\n"
303 " int sixteen = (entry.x << 12) | (entry.y << 8) | (entry.z << 4) | entry.w;\n"
304 " color = vec4((sixteen & 0x1F) / 31., ((sixteen >> 5) & 0x1F) / 31., ((sixteen >> 10) & 0x1F) / 31., 1.);\n"
305 " flags = inflags / flagCoeff;\n"
306 "}";
307
308static const struct GBAVideoGLUniform _uniformsMode4[] = {
309 { "loc", GBA_GL_VS_LOC, },
310 { "maxPos", GBA_GL_VS_MAXPOS, },
311 { "vram", GBA_GL_BG_VRAM, },
312 { "palette", GBA_GL_BG_PALETTE, },
313 { "charBase", GBA_GL_BG_CHARBASE, },
314 { "size", GBA_GL_BG_SIZE, },
315 { "inflags", GBA_GL_BG_INFLAGS, },
316 { "offset", GBA_GL_BG_OFFSET, },
317 { "transform", GBA_GL_BG_TRANSFORM, },
318 { "range", GBA_GL_BG_RANGE, },
319 { "mosaic", GBA_GL_BG_MOSAIC, },
320 { 0 }
321};
322
323static const char* const _renderMode4 =
324 "in vec2 texCoord;\n"
325 "uniform sampler2D vram;\n"
326 "uniform sampler2D palette;\n"
327 "uniform int charBase;\n"
328 "uniform ivec2 size;\n"
329 "uniform ivec4 inflags;\n"
330 "uniform ivec2[4] offset;\n"
331 "uniform ivec2[4] transform;\n"
332 "uniform vec2 range;\n"
333 "uniform ivec2 mosaic;\n"
334 "out vec4 color;\n"
335 "out vec4 flags;\n"
336 FLAG_CONST
337 "precision highp float;\n"
338 "precision highp int;\n"
339
340 "vec2 interpolate(ivec2 arr[4], float x);\n"
341
342 "void main() {\n"
343 " vec2 incoord = texCoord;\n"
344 " if (mosaic.x > 1) {\n"
345 " incoord.x -= mod(incoord.x, mosaic.x);\n"
346 " }\n"
347 " if (mosaic.y > 1) {\n"
348 " incoord.y -= mod(incoord.y, mosaic.y);\n"
349 " }\n"
350 " float y = incoord.y - range.x;\n"
351 " float lin = 0.5 - y / range.y * 0.25;\n"
352 " vec2 mixedTransform = interpolate(transform, lin);\n"
353 " vec2 mixedOffset = interpolate(offset, lin);\n"
354 " ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
355 " if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
356 " discard;\n"
357 " }\n"
358 " if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
359 " discard;\n"
360 " }\n"
361 " int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
362 " vec4 twoEntries = texelFetch(vram, ivec2((address >> 1) & 255, address >> 9), 0);\n"
363 " ivec2 entry = ivec2(twoEntries[3 - 2 * (address & 1)] * 15.9, twoEntries[2 - 2 * (address & 1)] * 15.9);\n"
364 " color = texelFetch(palette, entry, 0);\n"
365 " color.a = 1;\n"
366 " flags = inflags / flagCoeff;\n"
367 "}";
368
369static const struct GBAVideoGLUniform _uniformsObj[] = {
370 { "loc", GBA_GL_VS_LOC, },
371 { "maxPos", GBA_GL_VS_MAXPOS, },
372 { "vram", GBA_GL_OBJ_VRAM, },
373 { "palette", GBA_GL_OBJ_PALETTE, },
374 { "charBase", GBA_GL_OBJ_CHARBASE, },
375 { "stride", GBA_GL_OBJ_STRIDE, },
376 { "localPalette", GBA_GL_OBJ_LOCALPALETTE, },
377 { "inflags", GBA_GL_OBJ_INFLAGS, },
378 { "transform", GBA_GL_OBJ_TRANSFORM, },
379 { "dims", GBA_GL_OBJ_DIMS, },
380 { "objwin", GBA_GL_OBJ_OBJWIN, },
381 { "mosaic", GBA_GL_OBJ_MOSAIC, },
382 { 0 }
383};
384
385static const char* const _renderObj =
386 "in vec2 texCoord;\n"
387 "uniform sampler2D vram;\n"
388 "uniform sampler2D palette;\n"
389 "uniform int charBase;\n"
390 "uniform int stride;\n"
391 "uniform int localPalette;\n"
392 "uniform ivec4 inflags;\n"
393 "uniform mat2x2 transform;\n"
394 "uniform ivec4 dims;\n"
395 "uniform vec4 objwin;\n"
396 "uniform ivec4 mosaic;\n"
397 "out vec4 color;\n"
398 "out vec4 flags;\n"
399 "out vec3 window;\n"
400 FLAG_CONST
401
402 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
403
404 "void main() {\n"
405 " vec2 incoord = texCoord;\n"
406 " if (mosaic.x > 1) {\n"
407 " incoord.x = int(clamp(incoord.x - mod(mosaic.z + incoord.x, mosaic.x), 0, dims.z - 1));\n"
408 " } else if (mosaic.x < -1) {\n"
409 " incoord.x = dims.z - incoord.x - 1;"
410 " incoord.x = clamp(dims.z - int(incoord.x - mod(mosaic.z + incoord.x, -mosaic.x)) - 1, 0, dims.z - 1);\n"
411 " }\n"
412 " if (mosaic.y > 1) {\n"
413 " incoord.y = int(clamp(incoord.y - mod(mosaic.w + incoord.y, mosaic.y), 0, dims.w - 1));\n"
414 " }\n"
415 " ivec2 coord = ivec2(transform * (incoord - dims.zw / 2) + dims.xy / 2);\n"
416 " if ((coord & ~(dims.xy - 1)) != ivec2(0, 0)) {\n"
417 " discard;\n"
418 " }\n"
419 " vec4 pix = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, 16 + localPalette, coord & 7);\n"
420 " if (objwin.x > 0) {\n"
421 " pix.a = 0;\n"
422 " }\n"
423 " color = pix;\n"
424 " flags = inflags / flagCoeff;\n"
425 " window = objwin.yzw;\n"
426 "}";
427
428static const struct GBAVideoGLUniform _uniformsFinalize[] = {
429 { "loc", GBA_GL_VS_LOC, },
430 { "maxPos", GBA_GL_VS_MAXPOS, },
431 { "scale", GBA_GL_FINALIZE_SCALE, },
432 { "layers", GBA_GL_FINALIZE_LAYERS, },
433 { "flags", GBA_GL_FINALIZE_FLAGS, },
434 { "window", GBA_GL_FINALIZE_WINDOW, },
435 { "backdrop", GBA_GL_FINALIZE_BACKDROP, },
436 { "backdropFlags", GBA_GL_FINALIZE_BACKDROPFLAGS, },
437 { 0 }
438};
439
440static const char* const _finalize =
441 "in vec2 texCoord;\n"
442 "uniform int scale;\n"
443 "uniform sampler2D layers[5];\n"
444 "uniform sampler2D flags[5];\n"
445 "uniform sampler2D window;\n"
446 "uniform sampler2D backdrop;\n"
447 "uniform sampler2D backdropFlags;\n"
448 FLAG_CONST
449 "out vec4 color;\n"
450
451 "void composite(vec4 pixel, ivec4 flags, inout vec4 topPixel, inout ivec4 topFlags, inout vec4 bottomPixel, inout ivec4 bottomFlags) {\n"
452 " if (pixel.a == 0) {\n"
453 " return;\n"
454 " }\n"
455 " if (flags.x >= topFlags.x) {\n"
456 " if (flags.x >= bottomFlags.x) {\n"
457 " return;\n"
458 " }\n"
459 " bottomFlags = flags;\n"
460 " bottomPixel = pixel;\n"
461 " } else {\n"
462 " bottomFlags = topFlags;\n"
463 " topFlags = flags;\n"
464 " bottomPixel = topPixel;\n"
465 " topPixel = pixel;\n"
466 " }\n"
467 "}\n"
468
469 "void main() {\n"
470 " vec4 topPixel = texelFetch(backdrop, ivec2(0, texCoord.y), 0);\n"
471 " vec4 bottomPixel = topPixel;\n"
472 " ivec4 topFlags = ivec4(texelFetch(backdropFlags, ivec2(0, texCoord.y), 0) * flagCoeff);\n"
473 " ivec4 bottomFlags = topFlags;\n"
474 " vec4 windowFlags = texelFetch(window, ivec2(texCoord * scale), 0);\n"
475 " int layerWindow = int(windowFlags.x * 128);\n"
476 " if ((layerWindow & 1) == 0) {\n"
477 " vec4 pix = texelFetch(layers[0], ivec2(texCoord * scale), 0);\n"
478 " ivec4 inflags = ivec4(texelFetch(flags[0], ivec2(texCoord * scale), 0).xyz * flagCoeff.xyz, 0);\n"
479 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
480 " }\n"
481 " if ((layerWindow & 2) == 0) {\n"
482 " vec4 pix = texelFetch(layers[1], ivec2(texCoord * scale), 0);\n"
483 " ivec4 inflags = ivec4(texelFetch(flags[1], ivec2(texCoord * scale), 0).xyz * flagCoeff.xyz, 0);\n"
484 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
485 " }\n"
486 " if ((layerWindow & 4) == 0) {\n"
487 " vec4 pix = texelFetch(layers[2], ivec2(texCoord * scale), 0);\n"
488 " ivec4 inflags = ivec4(texelFetch(flags[2], ivec2(texCoord * scale), 0).xyz * flagCoeff.xyz, 0);\n"
489 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
490 " }\n"
491 " if ((layerWindow & 8) == 0) {\n"
492 " vec4 pix = texelFetch(layers[3], ivec2(texCoord * scale), 0);\n"
493 " ivec4 inflags = ivec4(texelFetch(flags[3], ivec2(texCoord * scale), 0).xyz * flagCoeff.xyz, 0);\n"
494 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
495 " }\n"
496 " if ((layerWindow & 16) == 0) {\n"
497 " vec4 pix = texelFetch(layers[4], ivec2(texCoord * scale), 0);\n"
498 " ivec4 inflags = ivec4(texelFetch(flags[4], ivec2(texCoord * scale), 0) * flagCoeff);\n"
499 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
500 " }\n"
501 " if ((layerWindow & 32) != 0) {\n"
502 " topFlags.y &= ~1;\n"
503 " }\n"
504 " if (((topFlags.y & 13) == 5 || topFlags.w > 0) && (bottomFlags.y & 2) == 2) {\n"
505 " topPixel *= topFlags.z / 16.;\n"
506 " topPixel += bottomPixel * windowFlags.y;\n"
507 " } else if ((topFlags.y & 13) == 9) {\n"
508 " topPixel += (1. - topPixel) * windowFlags.z;\n"
509 " } else if ((topFlags.y & 13) == 13) {\n"
510 " topPixel -= topPixel * windowFlags.z;\n"
511 " }\n"
512 " color = topPixel;\n"
513 "}";
514
515static const GLint _vertices[] = {
516 0, 0,
517 0, 1,
518 1, 1,
519 1, 0,
520};
521
522void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
523 renderer->d.init = GBAVideoGLRendererInit;
524 renderer->d.reset = GBAVideoGLRendererReset;
525 renderer->d.deinit = GBAVideoGLRendererDeinit;
526 renderer->d.writeVideoRegister = GBAVideoGLRendererWriteVideoRegister;
527 renderer->d.writeVRAM = GBAVideoGLRendererWriteVRAM;
528 renderer->d.writeOAM = GBAVideoGLRendererWriteOAM;
529 renderer->d.writePalette = GBAVideoGLRendererWritePalette;
530 renderer->d.drawScanline = GBAVideoGLRendererDrawScanline;
531 renderer->d.finishFrame = GBAVideoGLRendererFinishFrame;
532 renderer->d.getPixels = GBAVideoGLRendererGetPixels;
533 renderer->d.putPixels = GBAVideoGLRendererPutPixels;
534
535 renderer->d.disableBG[0] = false;
536 renderer->d.disableBG[1] = false;
537 renderer->d.disableBG[2] = false;
538 renderer->d.disableBG[3] = false;
539 renderer->d.disableOBJ = false;
540
541 renderer->scale = 1;
542}
543
544static void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVideoGLShader* shader, const char** shaderBuffer, int shaderBufferLines, GLuint vs, const struct GBAVideoGLUniform* uniforms, char* log) {
545 GLuint program = glCreateProgram();
546 shader->program = program;
547
548 GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
549 glAttachShader(program, vs);
550 glAttachShader(program, fs);
551 glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
552 glCompileShader(fs);
553 glGetShaderInfoLog(fs, 1024, 0, log);
554 if (log[0]) {
555 mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
556 }
557 glLinkProgram(program);
558 glGetProgramInfoLog(program, 1024, 0, log);
559 if (log[0]) {
560 mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
561 }
562 glDeleteShader(fs);
563#ifndef BUILD_GLES3
564 glBindFragDataLocation(program, 0, "color");
565 glBindFragDataLocation(program, 1, "flags");
566#endif
567
568 glGenVertexArrays(1, &shader->vao);
569 glBindVertexArray(shader->vao);
570 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
571 GLuint positionLocation = glGetAttribLocation(program, "position");
572 glVertexAttribPointer(positionLocation, 2, GL_INT, GL_FALSE, 0, NULL);
573
574 size_t i;
575 for (i = 0; uniforms[i].name; ++i) {
576 shader->uniforms[uniforms[i].type] = glGetUniformLocation(program, uniforms[i].name);
577 }
578}
579
580static void _deleteShader(struct GBAVideoGLShader* shader) {
581 glDeleteProgram(shader->program);
582 glDeleteVertexArrays(1, &shader->vao);
583}
584
585static void _initFramebufferTexture(GLuint tex, GLenum format, GLenum attachment, int scale) {
586 glBindTexture(GL_TEXTURE_2D, tex);
587 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
588 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
589 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
590 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
591 glTexImage2D(GL_TEXTURE_2D, 0, format, scale > 0 ? GBA_VIDEO_HORIZONTAL_PIXELS * scale : 1, GBA_VIDEO_VERTICAL_PIXELS * (scale > 0 ? scale : 1), 0, format, GL_UNSIGNED_BYTE, 0);
592 glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);
593}
594
595void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
596 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
597 glRenderer->temporaryBuffer = NULL;
598
599 glGenFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
600 glGenTextures(GBA_GL_TEX_MAX, glRenderer->layers);
601
602 glGenTextures(1, &glRenderer->paletteTex);
603 glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
604 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
605 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
606
607 glGenTextures(1, &glRenderer->vramTex);
608 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
609 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
610 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
611 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 256, 192, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, 0);
612
613 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
614 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
615 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, glRenderer->scale);
616 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA, GL_COLOR_ATTACHMENT2, glRenderer->scale);
617
618 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
619 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_COLOR], GL_RGB, GL_COLOR_ATTACHMENT0, 0);
620 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, 0);
621
622 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
623 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
624
625 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
626 _initFramebufferTexture(glRenderer->outputTex, GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
627
628 glBindFramebuffer(GL_FRAMEBUFFER, 0);
629
630 glGenBuffers(1, &glRenderer->vbo);
631 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
632 glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
633
634 int i;
635 for (i = 0; i < 4; ++i) {
636 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
637 bg->index = i;
638 bg->enabled = 0;
639 bg->priority = 0;
640 bg->charBase = 0;
641 bg->mosaic = 0;
642 bg->multipalette = 0;
643 bg->screenBase = 0;
644 bg->overflow = 0;
645 bg->size = 0;
646 bg->target1 = 0;
647 bg->target2 = 0;
648 bg->x = 0;
649 bg->y = 0;
650 bg->refx = 0;
651 bg->refy = 0;
652 bg->affine[0].dx = 256;
653 bg->affine[0].dmx = 0;
654 bg->affine[0].dy = 0;
655 bg->affine[0].dmy = 256;
656 bg->affine[0].sx = 0;
657 bg->affine[0].sy = 0;
658 glGenFramebuffers(1, &bg->fbo);
659 glGenTextures(1, &bg->tex);
660 glGenTextures(1, &bg->flags);
661 glBindFramebuffer(GL_FRAMEBUFFER, bg->fbo);
662 _initFramebufferTexture(bg->tex, GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
663 _initFramebufferTexture(bg->flags, GL_RGB, GL_COLOR_ATTACHMENT1, glRenderer->scale);
664 glBindFramebuffer(GL_FRAMEBUFFER, 0);
665 }
666
667 char log[1024];
668 const GLchar* shaderBuffer[8];
669 shaderBuffer[0] = _gl3Header;
670
671 GLuint vs = glCreateShader(GL_VERTEX_SHADER);
672 shaderBuffer[1] = _vertexShader;
673 glShaderSource(vs, 2, shaderBuffer, 0);
674 glCompileShader(vs);
675 glGetShaderInfoLog(vs, 1024, 0, log);
676 if (log[0]) {
677 mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
678 }
679
680 shaderBuffer[1] = _renderMode0;
681
682 shaderBuffer[2] = _renderTile16;
683 _compileShader(glRenderer, &glRenderer->bgShader[0], shaderBuffer, 3, vs, _uniformsMode0, log);
684
685 shaderBuffer[2] = _renderTile256;
686 _compileShader(glRenderer, &glRenderer->bgShader[1], shaderBuffer, 3, vs, _uniformsMode0, log);
687
688 shaderBuffer[1] = _renderMode2;
689 shaderBuffer[2] = _interpolate;
690
691 shaderBuffer[3] = _fetchTileOverflow;
692 _compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 4, vs, _uniformsMode2, log);
693
694 shaderBuffer[3] = _fetchTileNoOverflow;
695 _compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 4, vs, _uniformsMode2, log);
696
697 shaderBuffer[1] = _renderMode4;
698 shaderBuffer[2] = _interpolate;
699 _compileShader(glRenderer, &glRenderer->bgShader[4], shaderBuffer, 3, vs, _uniformsMode4, log);
700
701 shaderBuffer[1] = _renderMode35;
702 shaderBuffer[2] = _interpolate;
703 _compileShader(glRenderer, &glRenderer->bgShader[5], shaderBuffer, 3, vs, _uniformsMode35, log);
704
705 shaderBuffer[1] = _renderObj;
706
707 shaderBuffer[2] = _renderTile16;
708 _compileShader(glRenderer, &glRenderer->objShader[0], shaderBuffer, 3, vs, _uniformsObj, log);
709#ifndef BUILD_GLES3
710 glBindFragDataLocation(glRenderer->objShader[0].program, 2, "window");
711#endif
712
713 shaderBuffer[2] = _renderTile256;
714 _compileShader(glRenderer, &glRenderer->objShader[1], shaderBuffer, 3, vs, _uniformsObj, log);
715#ifndef BUILD_GLES3
716 glBindFragDataLocation(glRenderer->objShader[1].program, 2, "window");
717#endif
718
719 shaderBuffer[1] = _finalize;
720 _compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, log);
721
722 glBindVertexArray(0);
723 glDeleteShader(vs);
724
725 GBAVideoGLRendererReset(renderer);
726}
727
728void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
729 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
730 if (glRenderer->temporaryBuffer) {
731 mappedMemoryFree(glRenderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale);
732 }
733 glDeleteFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
734 glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers);
735 glDeleteTextures(1, &glRenderer->paletteTex);
736 glDeleteTextures(1, &glRenderer->vramTex);
737
738 _deleteShader(&glRenderer->bgShader[0]);
739 _deleteShader(&glRenderer->bgShader[1]);
740 _deleteShader(&glRenderer->bgShader[2]);
741 _deleteShader(&glRenderer->bgShader[3]);
742 _deleteShader(&glRenderer->objShader[0]);
743 _deleteShader(&glRenderer->objShader[1]);
744 _deleteShader(&glRenderer->finalizeShader);
745
746 int i;
747 for (i = 0; i < 4; ++i) {
748 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
749 glDeleteFramebuffers(1, &bg->fbo);
750 glDeleteTextures(1, &bg->tex);
751 glDeleteTextures(1, &bg->flags);
752 }
753}
754
755void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
756 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
757
758 glRenderer->paletteDirty = true;
759 glRenderer->vramDirty = 0xFFFFFF;
760 glRenderer->firstAffine = -1;
761 glRenderer->dispcnt = 0;
762 glRenderer->mosaic = 0;
763}
764
765void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
766 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
767 glRenderer->vramDirty |= 1 << (address >> 12);
768}
769
770void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam) {
771 UNUSED(oam);
772 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
773 glRenderer->oamDirty = true;
774}
775
776void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
777 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
778#ifdef BUILD_GLES3
779 glRenderer->shadowPalette[address >> 1] = (value & 0x3F) | ((value & 0x7FE0) << 1);
780#else
781 UNUSED(address);
782 UNUSED(value);
783#endif
784 glRenderer->paletteDirty = true;
785}
786
787uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
788 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
789 if (renderer->cache) {
790 GBAVideoCacheWriteVideoRegister(renderer->cache, address, value);
791 }
792
793 switch (address) {
794 case REG_DISPCNT:
795 value &= 0xFFF7;
796 glRenderer->dispcnt = value;
797 GBAVideoGLRendererUpdateDISPCNT(glRenderer);
798 break;
799 case REG_BG0CNT:
800 value &= 0xDFFF;
801 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[0], value);
802 break;
803 case REG_BG1CNT:
804 value &= 0xDFFF;
805 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[1], value);
806 break;
807 case REG_BG2CNT:
808 value &= 0xFFFF;
809 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[2], value);
810 break;
811 case REG_BG3CNT:
812 value &= 0xFFFF;
813 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[3], value);
814 break;
815 case REG_BG0HOFS:
816 value &= 0x01FF;
817 glRenderer->bg[0].x = value;
818 break;
819 case REG_BG0VOFS:
820 value &= 0x01FF;
821 glRenderer->bg[0].y = value;
822 break;
823 case REG_BG1HOFS:
824 value &= 0x01FF;
825 glRenderer->bg[1].x = value;
826 break;
827 case REG_BG1VOFS:
828 value &= 0x01FF;
829 glRenderer->bg[1].y = value;
830 break;
831 case REG_BG2HOFS:
832 value &= 0x01FF;
833 glRenderer->bg[2].x = value;
834 break;
835 case REG_BG2VOFS:
836 value &= 0x01FF;
837 glRenderer->bg[2].y = value;
838 break;
839 case REG_BG3HOFS:
840 value &= 0x01FF;
841 glRenderer->bg[3].x = value;
842 break;
843 case REG_BG3VOFS:
844 value &= 0x01FF;
845 glRenderer->bg[3].y = value;
846 break;
847 case REG_BG2PA:
848 glRenderer->bg[2].affine[0].dx = value;
849 break;
850 case REG_BG2PB:
851 glRenderer->bg[2].affine[0].dmx = value;
852 break;
853 case REG_BG2PC:
854 glRenderer->bg[2].affine[0].dy = value;
855 break;
856 case REG_BG2PD:
857 glRenderer->bg[2].affine[0].dmy = value;
858 break;
859 case REG_BG2X_LO:
860 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[2], value);
861 break;
862 case REG_BG2X_HI:
863 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[2], value);
864 break;
865 case REG_BG2Y_LO:
866 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[2], value);
867 break;
868 case REG_BG2Y_HI:
869 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[2], value);
870 break;
871 case REG_BG3PA:
872 glRenderer->bg[3].affine[0].dx = value;
873 break;
874 case REG_BG3PB:
875 glRenderer->bg[3].affine[0].dmx = value;
876 break;
877 case REG_BG3PC:
878 glRenderer->bg[3].affine[0].dy = value;
879 break;
880 case REG_BG3PD:
881 glRenderer->bg[3].affine[0].dmy = value;
882 break;
883 case REG_BG3X_LO:
884 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[3], value);
885 break;
886 case REG_BG3X_HI:
887 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[3], value);
888 break;
889 case REG_BG3Y_LO:
890 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[3], value);
891 break;
892 case REG_BG3Y_HI:
893 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[3], value);
894 break;
895 case REG_BLDCNT:
896 GBAVideoGLRendererWriteBLDCNT(glRenderer, value);
897 value &= 0x3FFF;
898 break;
899 case REG_BLDALPHA:
900 glRenderer->blda = value & 0x1F;
901 if (glRenderer->blda > 0x10) {
902 glRenderer->blda = 0x10;
903 }
904 glRenderer->bldb = (value >> 8) & 0x1F;
905 if (glRenderer->bldb > 0x10) {
906 glRenderer->bldb = 0x10;
907 }
908 value &= 0x1F1F;
909 break;
910 case REG_BLDY:
911 value &= 0x1F;
912 if (value > 0x10) {
913 value = 0x10;
914 }
915 glRenderer->bldy = value;
916 break;
917 case REG_WIN0H:
918 glRenderer->winN[0].h[0].end = value;
919 glRenderer->winN[0].h[0].start = value >> 8;
920 if (glRenderer->winN[0].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[0].h[0].start > glRenderer->winN[0].h[0].end) {
921 glRenderer->winN[0].h[0].start = 0;
922 }
923 if (glRenderer->winN[0].h[0].end > GBA_VIDEO_HORIZONTAL_PIXELS) {
924 glRenderer->winN[0].h[0].end = GBA_VIDEO_HORIZONTAL_PIXELS;
925 if (glRenderer->winN[0].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS) {
926 glRenderer->winN[0].h[0].start = GBA_VIDEO_HORIZONTAL_PIXELS;
927 }
928 }
929 break;
930 case REG_WIN1H:
931 glRenderer->winN[1].h[0].end = value;
932 glRenderer->winN[1].h[0].start = value >> 8;
933 if (glRenderer->winN[1].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[1].h[0].start > glRenderer->winN[1].h[0].end) {
934 glRenderer->winN[1].h[0].start = 0;
935 }
936 if (glRenderer->winN[1].h[0].end > GBA_VIDEO_HORIZONTAL_PIXELS) {
937 glRenderer->winN[1].h[0].end = GBA_VIDEO_HORIZONTAL_PIXELS;
938 if (glRenderer->winN[1].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS) {
939 glRenderer->winN[1].h[0].start = GBA_VIDEO_HORIZONTAL_PIXELS;
940 }
941 }
942 break;
943 case REG_WIN0V:
944 glRenderer->winN[0].v.end = value;
945 glRenderer->winN[0].v.start = value >> 8;
946 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[0].v.start > glRenderer->winN[0].v.end) {
947 glRenderer->winN[0].v.start = 0;
948 }
949 if (glRenderer->winN[0].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
950 glRenderer->winN[0].v.end = GBA_VIDEO_VERTICAL_PIXELS;
951 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
952 glRenderer->winN[0].v.start = GBA_VIDEO_VERTICAL_PIXELS;
953 }
954 }
955 break;
956 case REG_WIN1V:
957 glRenderer->winN[1].v.end = value;
958 glRenderer->winN[1].v.start = value >> 8;
959 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[1].v.start > glRenderer->winN[1].v.end) {
960 glRenderer->winN[1].v.start = 0;
961 }
962 if (glRenderer->winN[1].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
963 glRenderer->winN[1].v.end = GBA_VIDEO_VERTICAL_PIXELS;
964 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
965 glRenderer->winN[1].v.start = GBA_VIDEO_VERTICAL_PIXELS;
966 }
967 }
968 break;
969 case REG_WININ:
970 value &= 0x3F3F;
971 glRenderer->winN[0].control = value;
972 glRenderer->winN[1].control = value >> 8;
973 break;
974 case REG_WINOUT:
975 value &= 0x3F3F;
976 glRenderer->winout = value;
977 glRenderer->objwin = value >> 8;
978 break;
979 case REG_MOSAIC:
980 glRenderer->mosaic = value;
981 break;
982 default:
983 break;
984 }
985 return value;
986}
987
988void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
989 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
990 if (glRenderer->paletteDirty) {
991 glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
992#ifdef BUILD_GLES3
993 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, 16, 32, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_6_5, glRenderer->shadowPalette);
994#else
995 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 16, 32, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, glRenderer->d.palette);
996#endif
997 glRenderer->paletteDirty = false;
998 }
999 int i;
1000 int first = -1;
1001 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
1002 for (i = 0; i < 25; ++i) {
1003 if (!(glRenderer->vramDirty & (1 << i))) {
1004 if (first >= 0) {
1005 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 8 * first, 256, 8 * (i - first), GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &glRenderer->d.vram[2048 * first]);
1006 first = -1;
1007 }
1008 } else if (first < 0) {
1009 first = i;
1010 }
1011 }
1012 glRenderer->vramDirty = 0;
1013
1014 if (y == 0) {
1015 memcpy(&glRenderer->winN[0].h[1], &glRenderer->winN[0].h[0], sizeof(struct GBAVideoWindowRegion));
1016 memcpy(&glRenderer->winN[1].h[1], &glRenderer->winN[1].h[0], sizeof(struct GBAVideoWindowRegion));
1017
1018 glDisable(GL_SCISSOR_TEST);
1019 glClearColor(0, 0, 0, 0);
1020 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
1021 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1022 glClear(GL_COLOR_BUFFER_BIT);
1023
1024 for (i = 0; i < 4; ++i) {
1025 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);
1026 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1027 glClear(GL_COLOR_BUFFER_BIT);
1028 }
1029 }
1030 glEnable(GL_SCISSOR_TEST);
1031
1032 uint32_t backdrop = M_RGB5_TO_RGB8(glRenderer->d.palette[0]);
1033 glViewport(0, 0, 1, GBA_VIDEO_VERTICAL_PIXELS);
1034 glScissor(0, y, 1, 1);
1035 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
1036 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1037 glClearColor(((backdrop >> 16) & 0xFF) / 256., ((backdrop >> 8) & 0xFF) / 256., (backdrop & 0xFF) / 256., 0.f);
1038 glClear(GL_COLOR_BUFFER_BIT);
1039 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT1 });
1040 glClearColor(1, (glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4)) / 32.f, glRenderer->blda / 16.f, 0);
1041 glClear(GL_COLOR_BUFFER_BIT);
1042 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1043
1044 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1045 if (glRenderer->firstAffine < 0) {
1046 memcpy(&glRenderer->bg[2].affine[3], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
1047 memcpy(&glRenderer->bg[3].affine[3], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
1048 memcpy(&glRenderer->bg[2].affine[2], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
1049 memcpy(&glRenderer->bg[3].affine[2], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
1050 memcpy(&glRenderer->bg[2].affine[1], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
1051 memcpy(&glRenderer->bg[3].affine[1], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
1052 glRenderer->firstAffine = y;
1053 }
1054 } else {
1055 glRenderer->firstAffine = -1;
1056 }
1057
1058 GBAVideoGLRendererDrawWindow(glRenderer, y);
1059 if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
1060 if (glRenderer->oamDirty) {
1061 glRenderer->oamMax = GBAVideoRendererCleanOAM(glRenderer->d.oam->obj, glRenderer->sprites, 0);
1062 glRenderer->oamDirty = false;
1063 }
1064 int i;
1065 for (i = glRenderer->oamMax; i--;) {
1066 struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
1067 if ((y < sprite->y && (sprite->endY - 256 < 0 || y >= sprite->endY - 256)) || y >= sprite->endY) {
1068 continue;
1069 }
1070
1071 GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);
1072 }
1073 }
1074
1075 if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1076 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
1077 }
1078 if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1079 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
1080 }
1081 if (TEST_LAYER_ENABLED(2)) {
1082 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1083 case 0:
1084 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
1085 break;
1086 case 1:
1087 case 2:
1088 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
1089 break;
1090 case 3:
1091 GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
1092 break;
1093 case 4:
1094 GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
1095 break;
1096 case 5:
1097 GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y);
1098 break;
1099 }
1100 }
1101 if (TEST_LAYER_ENABLED(3)) {
1102 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1103 case 0:
1104 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[3], y);
1105 break;
1106 case 2:
1107 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[3], y);
1108 break;
1109 }
1110 }
1111
1112 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1113 memcpy(&glRenderer->bg[2].affine[3], &glRenderer->bg[2].affine[2], sizeof(struct GBAVideoGLAffine));
1114 memcpy(&glRenderer->bg[3].affine[3], &glRenderer->bg[3].affine[2], sizeof(struct GBAVideoGLAffine));
1115 memcpy(&glRenderer->bg[2].affine[2], &glRenderer->bg[2].affine[1], sizeof(struct GBAVideoGLAffine));
1116 memcpy(&glRenderer->bg[3].affine[2], &glRenderer->bg[3].affine[1], sizeof(struct GBAVideoGLAffine));
1117 memcpy(&glRenderer->bg[2].affine[1], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
1118 memcpy(&glRenderer->bg[3].affine[1], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
1119
1120 glRenderer->bg[2].affine[0].sx += glRenderer->bg[2].affine[0].dmx;
1121 glRenderer->bg[2].affine[0].sy += glRenderer->bg[2].affine[0].dmy;
1122 glRenderer->bg[3].affine[0].sx += glRenderer->bg[3].affine[0].dmx;
1123 glRenderer->bg[3].affine[0].sy += glRenderer->bg[3].affine[0].dmy;
1124 }
1125 memcpy(&glRenderer->winN[0].h[1], &glRenderer->winN[0].h[0], sizeof(struct GBAVideoWindowRegion));
1126 memcpy(&glRenderer->winN[1].h[1], &glRenderer->winN[1].h[0], sizeof(struct GBAVideoWindowRegion));
1127}
1128
1129void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
1130 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1131 _finalizeLayers(glRenderer);
1132 glRenderer->firstAffine = -1;
1133 glRenderer->bg[2].affine[0].sx = glRenderer->bg[2].refx;
1134 glRenderer->bg[2].affine[0].sy = glRenderer->bg[2].refy;
1135 glRenderer->bg[3].affine[0].sx = glRenderer->bg[3].refx;
1136 glRenderer->bg[3].affine[0].sy = glRenderer->bg[3].refy;
1137 glFlush();
1138}
1139
1140void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels) {
1141 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1142 *stride = GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale;
1143 if (!glRenderer->temporaryBuffer) {
1144 glRenderer->temporaryBuffer = anonymousMemoryMap(GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale * BYTES_PER_PIXEL);
1145 }
1146 glFinish();
1147 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
1148 glPixelStorei(GL_PACK_ROW_LENGTH, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale);
1149 glPixelStorei(GL_PACK_ALIGNMENT, 1);
1150 glReadPixels(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale, GL_RGBA, GL_UNSIGNED_BYTE, (void*) glRenderer->temporaryBuffer);
1151 *pixels = glRenderer->temporaryBuffer;
1152}
1153
1154void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels) {
1155
1156}
1157
1158static void _enableBg(struct GBAVideoGLRenderer* renderer, int bg, bool active) {
1159 int wasActive = renderer->bg[bg].enabled;
1160 if (!active) {
1161 renderer->bg[bg].enabled = 0;
1162 } else if (!wasActive && active) {
1163 /*if (renderer->nextY == 0 || GBARegisterDISPCNTGetMode(renderer->dispcnt) > 2) {
1164 // TODO: Investigate in more depth how switching background works in different modes
1165 renderer->bg[bg].enabled = 4;
1166 } else {
1167 renderer->bg[bg].enabled = 1;
1168 }*/
1169 renderer->bg[bg].enabled = 4;
1170 }
1171}
1172
1173static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer) {
1174 _enableBg(renderer, 0, GBARegisterDISPCNTGetBg0Enable(renderer->dispcnt));
1175 _enableBg(renderer, 1, GBARegisterDISPCNTGetBg1Enable(renderer->dispcnt));
1176 _enableBg(renderer, 2, GBARegisterDISPCNTGetBg2Enable(renderer->dispcnt));
1177 _enableBg(renderer, 3, GBARegisterDISPCNTGetBg3Enable(renderer->dispcnt));
1178}
1179
1180static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
1181 bg->priority = GBARegisterBGCNTGetPriority(value);
1182 bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
1183 bg->mosaic = GBARegisterBGCNTGetMosaic(value);
1184 bg->multipalette = GBARegisterBGCNTGet256Color(value);
1185 bg->screenBase = GBARegisterBGCNTGetScreenBase(value) << 10;
1186 bg->overflow = GBARegisterBGCNTGetOverflow(value);
1187 bg->size = GBARegisterBGCNTGetSize(value);
1188}
1189
1190static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1191 bg->refx = (bg->refx & 0xFFFF0000) | value;
1192 bg->affine[0].sx = bg->refx;
1193}
1194
1195static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1196 bg->refx = (bg->refx & 0x0000FFFF) | (value << 16);
1197 bg->refx <<= 4;
1198 bg->refx >>= 4;
1199 bg->affine[0].sx = bg->refx;
1200}
1201
1202static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1203 bg->refy = (bg->refy & 0xFFFF0000) | value;
1204 bg->affine[0].sy = bg->refy;
1205}
1206
1207static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1208 bg->refy = (bg->refy & 0x0000FFFF) | (value << 16);
1209 bg->refy <<= 4;
1210 bg->refy >>= 4;
1211 bg->affine[0].sy = bg->refy;
1212}
1213
1214static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value) {
1215 renderer->bg[0].target1 = GBARegisterBLDCNTGetTarget1Bg0(value);
1216 renderer->bg[1].target1 = GBARegisterBLDCNTGetTarget1Bg1(value);
1217 renderer->bg[2].target1 = GBARegisterBLDCNTGetTarget1Bg2(value);
1218 renderer->bg[3].target1 = GBARegisterBLDCNTGetTarget1Bg3(value);
1219 renderer->bg[0].target2 = GBARegisterBLDCNTGetTarget2Bg0(value);
1220 renderer->bg[1].target2 = GBARegisterBLDCNTGetTarget2Bg1(value);
1221 renderer->bg[2].target2 = GBARegisterBLDCNTGetTarget2Bg2(value);
1222 renderer->bg[3].target2 = GBARegisterBLDCNTGetTarget2Bg3(value);
1223
1224 renderer->blendEffect = GBARegisterBLDCNTGetEffect(value);
1225 renderer->target1Obj = GBARegisterBLDCNTGetTarget1Obj(value);
1226 renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
1227 renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
1228 renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
1229}
1230
1231void _finalizeLayers(struct GBAVideoGLRenderer* renderer) {
1232 const GLuint* uniforms = renderer->finalizeShader.uniforms;
1233 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]);
1234 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1235 glScissor(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1236 glUseProgram(renderer->finalizeShader.program);
1237 glBindVertexArray(renderer->finalizeShader.vao);
1238 glActiveTexture(GL_TEXTURE0);
1239 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
1240 glActiveTexture(GL_TEXTURE0 + 1);
1241 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_COLOR]);
1242 glActiveTexture(GL_TEXTURE0 + 2);
1243 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_FLAGS]);
1244 glActiveTexture(GL_TEXTURE0 + 3);
1245 glBindTexture(GL_TEXTURE_2D, renderer->bg[0].tex);
1246 glActiveTexture(GL_TEXTURE0 + 4);
1247 glBindTexture(GL_TEXTURE_2D, renderer->bg[0].flags);
1248 glActiveTexture(GL_TEXTURE0 + 5);
1249 glBindTexture(GL_TEXTURE_2D, renderer->bg[1].tex);
1250 glActiveTexture(GL_TEXTURE0 + 6);
1251 glBindTexture(GL_TEXTURE_2D, renderer->bg[1].flags);
1252 glActiveTexture(GL_TEXTURE0 + 7);
1253 glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex);
1254 glActiveTexture(GL_TEXTURE0 + 8);
1255 glBindTexture(GL_TEXTURE_2D, renderer->bg[2].flags);
1256 glActiveTexture(GL_TEXTURE0 + 9);
1257 glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex);
1258 glActiveTexture(GL_TEXTURE0 + 10);
1259 glBindTexture(GL_TEXTURE_2D, renderer->bg[3].flags);
1260 glActiveTexture(GL_TEXTURE0 + 11);
1261 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_COLOR]);
1262 glActiveTexture(GL_TEXTURE0 + 12);
1263 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_FLAGS]);
1264
1265 glUniform2i(uniforms[GBA_GL_VS_LOC], GBA_VIDEO_VERTICAL_PIXELS, 0);
1266 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1267 glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);
1268 glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 5, 7, 9, 1 });
1269 glUniform1iv(uniforms[GBA_GL_FINALIZE_FLAGS], 5, (GLint[]) { 4, 6, 8, 10, 2 });
1270 glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1271 glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1272 glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 11);
1273 glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 12);
1274 glEnableVertexAttribArray(0);
1275 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1276 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1277}
1278
1279void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY) {
1280 int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
1281 int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
1282 int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
1283 x >>= 23;
1284
1285 int align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
1286 unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10;
1287 int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> 3) : (0x20 >> GBAObjAttributesAGet256Color(sprite->a));
1288
1289 if (spriteY + height >= 256) {
1290 spriteY -= 256;
1291 }
1292
1293 if (!GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesBIsVFlip(sprite->b)) {
1294 spriteY = (y - height) + (y - spriteY) + 1;
1295 }
1296
1297 int totalWidth = width;
1298 int totalHeight = height;
1299 if (GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesAIsDoubleSize(sprite->a)) {
1300 totalWidth <<= 1;
1301 totalHeight <<= 1;
1302 }
1303
1304 const struct GBAVideoGLShader* shader = &renderer->objShader[GBAObjAttributesAGet256Color(sprite->a)];
1305 const GLuint* uniforms = shader->uniforms;
1306 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OBJ]);
1307 glViewport(x * renderer->scale, spriteY * renderer->scale, totalWidth * renderer->scale, totalHeight * renderer->scale);
1308 glScissor(x * renderer->scale, y * renderer->scale, totalWidth * renderer->scale, renderer->scale);
1309 glUseProgram(shader->program);
1310 glBindVertexArray(shader->vao);
1311 glActiveTexture(GL_TEXTURE0);
1312 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1313 glActiveTexture(GL_TEXTURE0 + 1);
1314 glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1315 glUniform2i(uniforms[GBA_GL_VS_LOC], 1, y - spriteY);
1316 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], (GBAObjAttributesBIsHFlip(sprite->b) && !GBAObjAttributesAIsTransformed(sprite->a)) ? -totalWidth : totalWidth, totalHeight);
1317 glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0);
1318 glUniform1i(uniforms[GBA_GL_OBJ_PALETTE], 1);
1319 glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
1320 glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
1321 glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
1322 glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c) << 3,
1323 (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
1324 renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
1325 if (GBAObjAttributesAIsTransformed(sprite->a)) {
1326 struct GBAOAMMatrix mat;
1327 LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
1328 LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
1329 LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
1330 LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
1331
1332 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 });
1333 } else {
1334 glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { 1.f, 0, 0, 1.f });
1335 }
1336 glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
1337 if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
1338 int window = ~renderer->objwin & 0x3F;
1339 glUniform4f(uniforms[GBA_GL_OBJ_OBJWIN], 1, window / 128.f, renderer->bldb / 16.f, renderer->bldy / 16.f);
1340 glDrawBuffers(3, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 });
1341 } else {
1342 glUniform4f(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0, 0);
1343 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1344 }
1345 if (GBAObjAttributesAIsMosaic(sprite->a)) {
1346 int mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
1347 if (GBAObjAttributesBIsHFlip(sprite->b)) {
1348 mosaicH = -mosaicH;
1349 }
1350 glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], mosaicH, GBAMosaicControlGetObjV(renderer->mosaic) + 1, x, spriteY);
1351 } else {
1352 glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], 0, 0, 0, 0);
1353 }
1354 glEnableVertexAttribArray(0);
1355 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1356 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1357}
1358
1359void _prepareBackground(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms) {
1360 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1361 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1362 glActiveTexture(GL_TEXTURE0);
1363 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1364 glActiveTexture(GL_TEXTURE0 + 1);
1365 glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1366 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1367 glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
1368 glUniform1i(uniforms[GBA_GL_BG_PALETTE], 1);
1369 if (background->mosaic) {
1370 glUniform2i(uniforms[GBA_GL_BG_MOSAIC], GBAMosaicControlGetBgV(renderer->mosaic) + 1, GBAMosaicControlGetBgH(renderer->mosaic) + 1);
1371 } else {
1372 glUniform2i(uniforms[GBA_GL_BG_MOSAIC], 0, 0);
1373 }
1374 glUniform4i(uniforms[GBA_GL_BG_INFLAGS], (background->priority << 3) + (background->index << 1) + 1,
1375 background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4),
1376 renderer->blda, 0);
1377 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1378}
1379
1380void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1381 int inY = y + background->y;
1382 int yBase = inY & 0xFF;
1383 if (background->size == 2) {
1384 yBase += inY & 0x100;
1385 } else if (background->size == 3) {
1386 yBase += (inY & 0x100) << 1;
1387 }
1388
1389 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->multipalette ? 1 : 0];
1390 const GLuint* uniforms = shader->uniforms;
1391 glScissor(0, y * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale);
1392 glUseProgram(shader->program);
1393 glBindVertexArray(shader->vao);
1394 _prepareBackground(renderer, background, uniforms);
1395 glUniform2i(uniforms[GBA_GL_VS_LOC], 1, y);
1396 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1397 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1398 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1399 glUniform2i(uniforms[GBA_GL_BG_OFFSET], background->x, yBase - y);
1400 glEnableVertexAttribArray(0);
1401 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1402 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1403}
1404
1405void _prepareTransform(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms, int y) {
1406 int reverse = 0;
1407 int forward = 1;
1408 if (renderer->scale > 1) {
1409 switch (y - renderer->firstAffine) {
1410 case 0:
1411 case 1:
1412 case 2:
1413 case 3:
1414 return;
1415 case 4:
1416 forward = 2;
1417 reverse = 4;
1418 break;
1419 case 5:
1420 forward = 2;
1421 reverse = 3;
1422 break;
1423 case 6:
1424 forward = 2;
1425 reverse = 2;
1426 break;
1427 case 7:
1428 forward = 2;
1429 reverse = 1;
1430 break;
1431 }
1432 }
1433
1434 glScissor(0, (y - reverse) * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * forward);
1435 glUniform2i(uniforms[GBA_GL_VS_LOC], forward, y - reverse);
1436 glUniform2f(uniforms[GBA_GL_BG_RANGE], y - 1, 1);
1437 if (renderer->scale > 1) {
1438 glUniform2iv(uniforms[GBA_GL_BG_OFFSET], 4, (GLint[]) {
1439 background->affine[0].sx, background->affine[0].sy,
1440 background->affine[1].sx, background->affine[1].sy,
1441 background->affine[2].sx, background->affine[2].sy,
1442 background->affine[3].sx, background->affine[3].sy,
1443 });
1444 glUniform2iv(uniforms[GBA_GL_BG_TRANSFORM], 4, (GLint[]) {
1445 background->affine[0].dx, background->affine[0].dy,
1446 background->affine[1].dx, background->affine[1].dy,
1447 background->affine[2].dx, background->affine[2].dy,
1448 background->affine[3].dx, background->affine[3].dy,
1449 });
1450 } else {
1451 glUniform2iv(uniforms[GBA_GL_BG_OFFSET], 4, (GLint[]) {
1452 background->affine[0].sx, background->affine[0].sy,
1453 background->affine[0].sx, background->affine[0].sy,
1454 background->affine[0].sx, background->affine[0].sy,
1455 background->affine[0].sx, background->affine[0].sy,
1456 });
1457 glUniform2iv(uniforms[GBA_GL_BG_TRANSFORM], 4, (GLint[]) {
1458 background->affine[0].dx, background->affine[0].dy,
1459 background->affine[0].dx, background->affine[0].dy,
1460 background->affine[0].dx, background->affine[0].dy,
1461 background->affine[0].dx, background->affine[0].dy,
1462 });
1463 }
1464 _prepareBackground(renderer, background, uniforms);
1465}
1466
1467void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1468 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->overflow ? 2 : 3];
1469 const GLuint* uniforms = shader->uniforms;
1470 glUseProgram(shader->program);
1471 glBindVertexArray(shader->vao);
1472 _prepareTransform(renderer, background, uniforms, y);
1473 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1474 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1475 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1476 glEnableVertexAttribArray(0);
1477 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1478 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1479}
1480
1481void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1482 const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1483 const GLuint* uniforms = shader->uniforms;
1484 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1485 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1486 glUseProgram(shader->program);
1487 glBindVertexArray(shader->vao);
1488 _prepareTransform(renderer, background, uniforms, y);
1489 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], 0);
1490 glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1491 glEnableVertexAttribArray(0);
1492 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1493 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1494}
1495
1496void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1497 const struct GBAVideoGLShader* shader = &renderer->bgShader[4];
1498 const GLuint* uniforms = shader->uniforms;
1499 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1500 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1501 glUseProgram(shader->program);
1502 glBindVertexArray(shader->vao);
1503 _prepareTransform(renderer, background, uniforms, y);
1504 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0xA000 : 0);
1505 glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1506 glEnableVertexAttribArray(0);
1507 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1508 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1509}
1510
1511void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1512 const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1513 const GLuint* uniforms = shader->uniforms;
1514 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1515 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1516 glUseProgram(shader->program);
1517 glBindVertexArray(shader->vao);
1518 _prepareTransform(renderer, background, uniforms, y);
1519 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0x5000 : 0);
1520 glUniform2i(uniforms[GBA_GL_BG_SIZE], 160, 128);
1521 glEnableVertexAttribArray(0);
1522 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1523 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1524}
1525
1526static void _scissorWindow(int start, int end, int y, int lines, int scale) {
1527 if (start > end) {
1528 _scissorWindow(start, GBA_VIDEO_HORIZONTAL_PIXELS * scale, y, lines, scale);
1529 _scissorWindow(0, end, y, lines, scale);
1530 return;
1531 }
1532 glScissor(start, y, end - start, lines);
1533 glClear(GL_COLOR_BUFFER_BIT);
1534}
1535
1536static void _scissorWindowN(struct GBAVideoWindowRegion* region, int y, int scale) {
1537 int sdelta = region[0].start - region[1].start;
1538 int edelta = region[0].end - region[1].end;
1539 int maxDelta = 0;
1540 if (sdelta > maxDelta) {
1541 maxDelta = sdelta;
1542 } else if (-sdelta > maxDelta) {
1543 maxDelta = -sdelta;
1544 }
1545 if (edelta > maxDelta) {
1546 maxDelta = edelta;
1547 } else if (-edelta > maxDelta) {
1548 maxDelta = -edelta;
1549 }
1550 if (!(sdelta | edelta) || maxDelta >= GBA_VIDEO_VERTICAL_PIXELS / 2) {
1551 _scissorWindow(region[0].start * scale, region[0].end * scale, y, scale, scale);
1552 } else {
1553 int i;
1554 for (i = 0; i < scale; ++i) {
1555 int start = region[1].start * scale + sdelta * i;
1556 int end = region[1].end * scale + edelta * i;
1557 _scissorWindow(start, end, y + i, 1, scale);
1558 }
1559 }
1560}
1561
1562static void _clearWindow(GBAWindowControl window, int bldb, int bldy) {
1563 window = ~window & 0x3F;
1564 glClearColor(window / 128.f, bldb / 16.f, bldy / 16.f, 0);
1565}
1566
1567void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
1568 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_WINDOW]);
1569 int dispcnt = ((renderer->dispcnt >> 8) & 0x1F) | 0x20;
1570 if (!(renderer->dispcnt & 0xE000)) {
1571 _clearWindow(dispcnt, renderer->bldb, renderer->bldy);
1572 _scissorWindow(0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, renderer->scale, renderer->scale);
1573 } else {
1574 _clearWindow(renderer->winout & dispcnt, renderer->bldb, renderer->bldy);
1575 _scissorWindow(0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, renderer->scale, renderer->scale);
1576 if (GBARegisterDISPCNTIsWin1Enable(renderer->dispcnt) && y >= renderer->winN[1].v.start && y < renderer->winN[1].v.end) {
1577 _clearWindow(renderer->winN[1].control & dispcnt, renderer->bldb, renderer->bldy);
1578 _scissorWindowN(renderer->winN[1].h, y * renderer->scale, renderer->scale);
1579 }
1580 if (GBARegisterDISPCNTIsWin0Enable(renderer->dispcnt) && y >= renderer->winN[0].v.start && y < renderer->winN[0].v.end) {
1581 _clearWindow(renderer->winN[0].control & dispcnt, renderer->bldb, renderer->bldy);
1582 _scissorWindowN(renderer->winN[0].h, y * renderer->scale, renderer->scale);
1583 }
1584 }
1585}
1586
1587#endif