all repos — mgba @ 89983901f8289119e4ed2b03a800f3e665af16a0

mGBA Game Boy Advance Emulator

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

   1/* Copyright (c) 2013-2019 Jeffrey Pfau
   2 *
   3 * This Source Code Form is subject to the terms of the Mozilla Public
   4 * License, v. 2.0. If a copy of the MPL was not distributed with this
   5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
   6#include <mgba/internal/gba/renderers/gl.h>
   7
   8#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 _cleanRegister(struct GBAVideoGLRenderer* renderer, int address, uint16_t value);
  47static void _drawScanlines(struct GBAVideoGLRenderer* renderer, int lastY);
  48static void _finalizeLayers(struct GBAVideoGLRenderer* renderer);
  49
  50#define TEST_LAYER_ENABLED(X) !glRenderer->d.disableBG[X] && glRenderer->bg[X].enabled == 4
  51
  52struct GBAVideoGLUniform {
  53	const char* name;
  54	int type;
  55};
  56
  57static const GLchar* const _gles3Header =
  58	"#version 300 es\n"
  59	"#define OUT(n) layout(location = n)\n"
  60	"precision highp float;\n"
  61	"precision highp int;\n";
  62
  63static const GLchar* const _gl3Header =
  64	"#version 130\n"
  65	"#define OUT(n)\n"
  66	"precision highp float;\n";
  67
  68static const char* const _vertexShader =
  69	"in vec2 position;\n"
  70	"uniform ivec2 loc;\n"
  71	"uniform ivec2 maxPos;\n"
  72	"out vec2 texCoord;\n"
  73
  74	"void main() {\n"
  75	"	vec2 local = vec2(position.x, float(position.y * float(loc.x) + float(loc.y)) / float(maxPos.y));\n"
  76	"	gl_Position = vec4((local * 2. - 1.) * vec2(sign(maxPos)), 0., 1.);\n"
  77	"	texCoord = local * vec2(abs(maxPos));\n"
  78	"}";
  79
  80static const char* const _renderTile16 =
  81	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
  82	"	int address = charBase + tile * 16 + (localCoord.x >> 2) + (localCoord.y << 1);\n"
  83	"	vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
  84	"	int entry = int(halfrow[3 - (localCoord.x & 3)] * 15.9);\n"
  85	"	vec4 color = texelFetch(palette, ivec2(entry, paletteId), 0);\n"
  86	"	if (entry == 0) {\n"
  87	"		discard;\n"
  88	"	}\n"
  89	"	color.a = 1.;\n"
  90	"	return color;\n"
  91	"}";
  92
  93static const char* const _renderTile256 =
  94	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
  95	"	int address = charBase + tile * 32 + (localCoord.x >> 1) + (localCoord.y << 2);\n"
  96	"	vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
  97	"	int entry = int(halfrow[3 - 2 * (localCoord.x & 1)] * 15.9);\n"
  98	"	int pal2 = int(halfrow[2 - 2 * (localCoord.x & 1)] * 15.9);\n"
  99	"	vec4 color = texelFetch(palette, ivec2(entry, pal2 + (paletteId & 16)), 0);\n"
 100	"	if ((pal2 | entry) == 0) {\n"
 101	"		discard;\n"
 102	"	}\n"
 103	"	color.a = 1.;\n"
 104	"	return color;\n"
 105	"}";
 106
 107static const struct GBAVideoGLUniform _uniformsMode0[] = {
 108	{ "loc", GBA_GL_VS_LOC, },
 109	{ "maxPos", GBA_GL_VS_MAXPOS, },
 110	{ "vram", GBA_GL_BG_VRAM, },
 111	{ "palette", GBA_GL_BG_PALETTE, },
 112	{ "screenBase", GBA_GL_BG_SCREENBASE, },
 113	{ "charBase", GBA_GL_BG_CHARBASE, },
 114	{ "size", GBA_GL_BG_SIZE, },
 115	{ "offset", GBA_GL_BG_OFFSET, },
 116	{ "inflags", GBA_GL_BG_INFLAGS, },
 117	{ "mosaic", GBA_GL_BG_MOSAIC, },
 118	{ 0 }
 119};
 120
 121static const char* const _renderMode0 =
 122	"in vec2 texCoord;\n"
 123	"uniform sampler2D vram;\n"
 124	"uniform sampler2D palette;\n"
 125	"uniform int screenBase;\n"
 126	"uniform int charBase;\n"
 127	"uniform int size;\n"
 128	"uniform ivec2 offset;\n"
 129	"uniform ivec4 inflags;\n"
 130	"uniform ivec2 mosaic;\n"
 131	"OUT(0) out vec4 color;\n"
 132	"OUT(1) out vec4 flags;\n"
 133	FLAG_CONST
 134
 135	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
 136
 137	"void main() {\n"
 138	"	ivec2 coord = ivec2(texCoord);\n"
 139	"	if (mosaic.x > 1) {\n"
 140	"		coord.x -= coord.x % mosaic.x;\n"
 141	"	}\n"
 142	"	if (mosaic.y > 1) {\n"
 143	"		coord.y -= coord.y % mosaic.y;\n"
 144	"	}\n"
 145	"	coord += offset;\n"
 146	"	if ((size & 1) == 1) {\n"
 147	"		coord.y += coord.x & 256;\n"
 148	"	}\n"
 149	"	coord.x &= 255;\n"
 150	"	int mapAddress = screenBase + (coord.x >> 3) + (coord.y >> 3) * 32;\n"
 151	"	vec4 map = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
 152	"	int tileFlags = int(map.g * 15.9);\n"
 153	"	if ((tileFlags & 4) == 4) {\n"
 154	"		coord.x ^= 7;\n"
 155	"	}\n"
 156	"	if ((tileFlags & 8) == 8) {\n"
 157	"		coord.y ^= 7;\n"
 158	"	}\n"
 159	"	int tile = int(map.a * 15.9) + int(map.b * 15.9) * 16 + (tileFlags & 0x3) * 256;\n"
 160	"	color = renderTile(tile, int(map.r * 15.9), coord & 7);\n"
 161	"	flags = vec4(inflags) / flagCoeff;\n"
 162	"}";
 163
 164static const char* const _fetchTileOverflow =
 165	"vec4 fetchTile(ivec2 coord) {\n"
 166	"	int sizeAdjusted = (0x8000 << size) - 1;\n"
 167	"	coord &= sizeAdjusted;\n"
 168	"	return renderTile(coord);\n"
 169	"}";
 170
 171static const char* const _fetchTileNoOverflow =
 172	"vec4 fetchTile(ivec2 coord) {\n"
 173	"	int sizeAdjusted = (0x8000 << size) - 1;\n"
 174	"	ivec2 outerCoord = coord & ~sizeAdjusted;\n"
 175	"	if ((outerCoord.x | outerCoord.y) != 0) {\n"
 176	"		discard;\n"
 177	"	}\n"
 178	"	return renderTile(coord);\n"
 179	"}";
 180
 181static const struct GBAVideoGLUniform _uniformsMode2[] = {
 182	{ "loc", GBA_GL_VS_LOC, },
 183	{ "maxPos", GBA_GL_VS_MAXPOS, },
 184	{ "vram", GBA_GL_BG_VRAM, },
 185	{ "palette", GBA_GL_BG_PALETTE, },
 186	{ "screenBase", GBA_GL_BG_SCREENBASE, },
 187	{ "charBase", GBA_GL_BG_CHARBASE, },
 188	{ "size", GBA_GL_BG_SIZE, },
 189	{ "inflags", GBA_GL_BG_INFLAGS, },
 190	{ "offset", GBA_GL_BG_OFFSET, },
 191	{ "transform", GBA_GL_BG_TRANSFORM, },
 192	{ "range", GBA_GL_BG_RANGE, },
 193	{ "mosaic", GBA_GL_BG_MOSAIC, },
 194	{ 0 }
 195};
 196
 197static const char* const _interpolate =
 198	"vec2 interpolate(ivec2 arr[4], float x) {\n"
 199	"	float x1m = 1. - x;\n"
 200	"	return x1m * x1m * x1m * vec2(arr[0]) +"
 201		" 3. * x1m * x1m * x   * vec2(arr[1]) +"
 202		" 3. * x1m * x   * x   * vec2(arr[2]) +"
 203		"      x   * x   * x   * vec2(arr[3]);\n"
 204	"}\n"
 205
 206	"void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]) {\n"
 207	"	int start = max(range.x, y - 3);\n"
 208	"	ivec4 splitOffset[4];\n"
 209
 210	"	mat[0] = texelFetch(transform, ivec2(0, start), 0).xz;\n"
 211	"	mat[1] = texelFetch(transform, ivec2(0, start + 1), 0).xz;\n"
 212	"	mat[2] = texelFetch(transform, ivec2(0, start + 2), 0).xz;\n"
 213	"	mat[3] = texelFetch(transform, ivec2(0, start + 3), 0).xz;\n"
 214
 215	"	splitOffset[0] = texelFetch(transform, ivec2(1, start + 0), 0);\n"
 216	"	splitOffset[1] = texelFetch(transform, ivec2(1, start + 1), 0);\n"
 217	"	splitOffset[2] = texelFetch(transform, ivec2(1, start + 2), 0);\n"
 218	"	splitOffset[3] = texelFetch(transform, ivec2(1, start + 3), 0);\n"
 219
 220	"	aff[0] = (splitOffset[0].xz & 0xFFFF) + (splitOffset[0].yw << 16);\n"
 221	"	aff[1] = (splitOffset[1].xz & 0xFFFF) + (splitOffset[1].yw << 16);\n"
 222	"	aff[2] = (splitOffset[2].xz & 0xFFFF) + (splitOffset[2].yw << 16);\n"
 223	"	aff[3] = (splitOffset[3].xz & 0xFFFF) + (splitOffset[3].yw << 16);\n"
 224
 225	"	if (y - 3 < range.x) {\n"
 226	"		ivec2 tempMat[3];\n"
 227	"		ivec2 tempAff[3];\n"
 228	"		tempMat[0] = ivec2(interpolate(mat, -0.75));\n"
 229	"		tempMat[1] = ivec2(interpolate(mat, -0.5));\n"
 230	"		tempMat[2] = ivec2(interpolate(mat, -0.25));\n"
 231	"		tempAff[0] = ivec2(interpolate(aff, -0.75));\n"
 232	"		tempAff[1] = ivec2(interpolate(aff, -0.5));\n"
 233	"		tempAff[2] = ivec2(interpolate(aff, -0.25));\n"
 234	"		if (range.x == y) {\n"
 235	"			mat[3] = mat[0];\n"
 236	"			mat[2] = tempMat[2];\n"
 237	"			mat[1] = tempMat[1];\n"
 238	"			mat[0] = tempMat[0];\n"
 239	"			aff[3] = aff[0];\n"
 240	"			aff[2] = tempAff[2];\n"
 241	"			aff[1] = tempAff[1];\n"
 242	"			aff[0] = tempAff[0];\n"
 243	"		} else if (range.x == y - 1) {\n"
 244	"			mat[3] = mat[1];\n"
 245	"			mat[2] = mat[0];\n"
 246	"			mat[1] = tempMat[2];\n"
 247	"			mat[0] = tempMat[1];\n"
 248	"			aff[3] = aff[1];\n"
 249	"			aff[2] = aff[0];\n"
 250	"			aff[1] = tempAff[2];\n"
 251	"			aff[0] = tempAff[1];\n"
 252	"		} else if (range.x == y - 2) {\n"
 253	"			mat[3] = mat[2];\n"
 254	"			mat[2] = mat[1];\n"
 255	"			mat[1] = mat[0];\n"
 256	"			mat[0] = tempMat[0];\n"
 257	"			aff[3] = aff[2];\n"
 258	"			aff[2] = aff[1];\n"
 259	"			aff[1] = aff[0];\n"
 260	"			aff[0] = tempAff[0];\n"
 261	"		}\n"
 262	"	}\n"
 263	"}\n";
 264
 265static const char* const _renderMode2 =
 266	"in vec2 texCoord;\n"
 267	"uniform sampler2D vram;\n"
 268	"uniform sampler2D palette;\n"
 269	"uniform int screenBase;\n"
 270	"uniform int charBase;\n"
 271	"uniform int size;\n"
 272	"uniform ivec4 inflags;\n"
 273	"uniform isampler2D transform;\n"
 274	"uniform ivec2 range;\n"
 275	"uniform ivec2 mosaic;\n"
 276	"OUT(0) out vec4 color;\n"
 277	"OUT(1) out vec4 flags;\n"
 278	FLAG_CONST
 279
 280	"vec4 fetchTile(ivec2 coord);\n"
 281	"vec2 interpolate(ivec2 arr[4], float x);\n"
 282	"void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
 283
 284	"vec4 renderTile(ivec2 coord) {\n"
 285	"	int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n"
 286	"	int mapAddress = screenBase + (map >> 1);\n"
 287	"	vec4 twomaps = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
 288	"	int tile = int(twomaps[3 - 2 * (map & 1)] * 15.9) + int(twomaps[2 - 2 * (map & 1)] * 15.9) * 16;\n"
 289	"	int address = charBase + tile * 32 + ((coord.x >> 9) & 3) + ((coord.y >> 6) & 0x1C);\n"
 290	"	vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
 291	"	int entry = int(halfrow[3 - ((coord.x >> 7) & 2)] * 15.9);\n"
 292	"	int pal2 = int(halfrow[2 - ((coord.x >> 7) & 2)] * 15.9);\n"
 293	"	vec4 color = texelFetch(palette, ivec2(entry, pal2), 0);\n"
 294	"	if ((pal2 | entry) == 0) {\n"
 295	"		discard;\n"
 296	"	}\n"
 297	"	color.a = 1.;\n"
 298	"	return color;\n"
 299	"}\n"
 300
 301	"void main() {\n"
 302	"	ivec2 mat[4];\n"
 303	"	ivec2 offset[4];\n"
 304	"	vec2 incoord = texCoord;\n"
 305	"	if (mosaic.x > 1) {\n"
 306	"		incoord.x = float(int(incoord.x) % mosaic.x);\n"
 307	"	}\n"
 308	"	if (mosaic.y > 1) {\n"
 309	"		incoord.y = float(int(incoord.y) % mosaic.y);\n"
 310	"	}\n"
 311	"	loadAffine(int(incoord.y), mat, offset);\n"
 312	"	float y = fract(incoord.y);\n"
 313	"	float lin = 0.75 + y * 0.25;\n"
 314	"	vec2 mixedTransform = interpolate(mat, lin);\n"
 315	"	vec2 mixedOffset = interpolate(offset, lin);\n"
 316	"	color = fetchTile(ivec2(mixedTransform * incoord.x + mixedOffset));\n"
 317	"	flags = vec4(inflags) / flagCoeff;\n"
 318	"}";
 319
 320static const struct GBAVideoGLUniform _uniformsMode35[] = {
 321	{ "loc", GBA_GL_VS_LOC, },
 322	{ "maxPos", GBA_GL_VS_MAXPOS, },
 323	{ "vram", GBA_GL_BG_VRAM, },
 324	{ "charBase", GBA_GL_BG_CHARBASE, },
 325	{ "size", GBA_GL_BG_SIZE, },
 326	{ "inflags", GBA_GL_BG_INFLAGS, },
 327	{ "offset", GBA_GL_BG_OFFSET, },
 328	{ "transform", GBA_GL_BG_TRANSFORM, },
 329	{ "range", GBA_GL_BG_RANGE, },
 330	{ "mosaic", GBA_GL_BG_MOSAIC, },
 331	{ 0 }
 332};
 333
 334static const char* const _renderMode35 =
 335	"in vec2 texCoord;\n"
 336	"uniform sampler2D vram;\n"
 337	"uniform int charBase;\n"
 338	"uniform ivec2 size;\n"
 339	"uniform ivec4 inflags;\n"
 340	"uniform isampler2D transform;\n"
 341	"uniform ivec2 range;\n"
 342	"uniform ivec2 mosaic;\n"
 343	"OUT(0) out vec4 color;\n"
 344	"OUT(1) out vec4 flags;\n"
 345	FLAG_CONST
 346
 347	"vec2 interpolate(ivec2 arr[4], float x);\n"
 348	"void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
 349
 350	"void main() {\n"
 351	"	ivec2 mat[4];\n"
 352	"	ivec2 offset[4];\n"
 353	"	vec2 incoord = texCoord;\n"
 354	"	if (mosaic.x > 1) {\n"
 355	"		incoord.x = float(int(incoord.x) % mosaic.x);\n"
 356	"	}\n"
 357	"	if (mosaic.y > 1) {\n"
 358	"		incoord.y = float(int(incoord.y) % mosaic.y);\n"
 359	"	}\n"
 360	"	loadAffine(int(incoord.y), mat, offset);\n"
 361	"	float y = fract(incoord.y);\n"
 362	"	float lin = 0.75 + y * 0.25;\n"
 363	"	vec2 mixedTransform = interpolate(mat, lin);\n"
 364	"	vec2 mixedOffset = interpolate(offset, lin);\n"
 365	"	ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
 366	"	if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
 367	"		discard;\n"
 368	"	}\n"
 369	"	if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
 370	"		discard;\n"
 371	"	}\n"
 372	"	int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
 373	"	ivec4 entry = ivec4(texelFetch(vram, ivec2(address & 255, address >> 8), 0) * 15.9);\n"
 374	"	int sixteen = (entry.x << 12) | (entry.y << 8) | (entry.z << 4) | entry.w;\n"
 375	"	color = vec4(float(sixteen & 0x1F) / 31., float((sixteen >> 5) & 0x1F) / 31., float((sixteen >> 10) & 0x1F) / 31., 1.);\n"
 376	"	flags = vec4(inflags) / flagCoeff;\n"
 377	"}";
 378
 379static const struct GBAVideoGLUniform _uniformsMode4[] = {
 380	{ "loc", GBA_GL_VS_LOC, },
 381	{ "maxPos", GBA_GL_VS_MAXPOS, },
 382	{ "vram", GBA_GL_BG_VRAM, },
 383	{ "palette", GBA_GL_BG_PALETTE, },
 384	{ "charBase", GBA_GL_BG_CHARBASE, },
 385	{ "size", GBA_GL_BG_SIZE, },
 386	{ "inflags", GBA_GL_BG_INFLAGS, },
 387	{ "offset", GBA_GL_BG_OFFSET, },
 388	{ "transform", GBA_GL_BG_TRANSFORM, },
 389	{ "range", GBA_GL_BG_RANGE, },
 390	{ "mosaic", GBA_GL_BG_MOSAIC, },
 391	{ 0 }
 392};
 393
 394static const char* const _renderMode4 =
 395	"in vec2 texCoord;\n"
 396	"uniform sampler2D vram;\n"
 397	"uniform sampler2D palette;\n"
 398	"uniform int charBase;\n"
 399	"uniform ivec2 size;\n"
 400	"uniform ivec4 inflags;\n"
 401	"uniform isampler2D transform;\n"
 402	"uniform ivec2 range;\n"
 403	"uniform ivec2 mosaic;\n"
 404	"OUT(0) out vec4 color;\n"
 405	"OUT(1) out vec4 flags;\n"
 406	FLAG_CONST
 407
 408	"vec2 interpolate(ivec2 arr[4], float x);\n"
 409	"void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
 410
 411	"void main() {\n"
 412	"	ivec2 mat[4];\n"
 413	"	ivec2 offset[4];\n"
 414	"	vec2 incoord = texCoord;\n"
 415	"	if (mosaic.x > 1) {\n"
 416	"		incoord.x = float(int(incoord.x) % mosaic.x);\n"
 417	"	}\n"
 418	"	if (mosaic.y > 1) {\n"
 419	"		incoord.y = float(int(incoord.y) % mosaic.y);\n"
 420	"	}\n"
 421	"	loadAffine(int(incoord.y), mat, offset);\n"
 422	"	float y = fract(incoord.y);\n"
 423	"	float lin = 0.75 + y * 0.25;\n"
 424	"	vec2 mixedTransform = interpolate(mat, lin);\n"
 425	"	vec2 mixedOffset = interpolate(offset, lin);\n"
 426	"	ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
 427	"	if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
 428	"		discard;\n"
 429	"	}\n"
 430	"	if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
 431	"		discard;\n"
 432	"	}\n"
 433	"	int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
 434	"	vec4 twoEntries = texelFetch(vram, ivec2((address >> 1) & 255, address >> 9), 0);\n"
 435	"	ivec2 entry = ivec2(twoEntries[3 - 2 * (address & 1)] * 15.9, twoEntries[2 - 2 * (address & 1)] * 15.9);\n"
 436	"	color = texelFetch(palette, entry, 0);\n"
 437	"	color.a = 1.;\n"
 438	"	flags = vec4(inflags) / flagCoeff;\n"
 439	"}";
 440
 441static const struct GBAVideoGLUniform _uniformsObj[] = {
 442	{ "loc", GBA_GL_VS_LOC, },
 443	{ "maxPos", GBA_GL_VS_MAXPOS, },
 444	{ "vram", GBA_GL_OBJ_VRAM, },
 445	{ "palette", GBA_GL_OBJ_PALETTE, },
 446	{ "charBase", GBA_GL_OBJ_CHARBASE, },
 447	{ "stride", GBA_GL_OBJ_STRIDE, },
 448	{ "localPalette", GBA_GL_OBJ_LOCALPALETTE, },
 449	{ "inflags", GBA_GL_OBJ_INFLAGS, },
 450	{ "transform", GBA_GL_OBJ_TRANSFORM, },
 451	{ "dims", GBA_GL_OBJ_DIMS, },
 452	{ "objwin", GBA_GL_OBJ_OBJWIN, },
 453	{ "mosaic", GBA_GL_OBJ_MOSAIC, },
 454	{ 0 }
 455};
 456
 457static const char* const _renderObj =
 458	"in vec2 texCoord;\n"
 459	"uniform sampler2D vram;\n"
 460	"uniform sampler2D palette;\n"
 461	"uniform int charBase;\n"
 462	"uniform int stride;\n"
 463	"uniform int localPalette;\n"
 464	"uniform ivec4 inflags;\n"
 465	"uniform mat2x2 transform;\n"
 466	"uniform ivec4 dims;\n"
 467	"uniform vec4 objwin;\n"
 468	"uniform ivec4 mosaic;\n"
 469	"OUT(0) out vec4 color;\n"
 470	"OUT(1) out vec4 flags;\n"
 471	"OUT(2) out vec3 window;\n"
 472	FLAG_CONST
 473
 474	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
 475
 476	"void main() {\n"
 477	"	vec2 incoord = texCoord;\n"
 478	"	if (mosaic.x > 1) {\n"
 479	"		int x = int(incoord.x);\n"
 480	"		incoord.x = float(clamp(x - (mosaic.z + x) % mosaic.x, 0, dims.z - 1));\n"
 481	"	} else if (mosaic.x < -1) {\n"
 482	"		int x = dims.z - int(incoord.x) - 1;\n"
 483	"		incoord.x = float(clamp(dims.z - x + (mosaic.z + x) % -mosaic.x - 1, 0, dims.z - 1));\n"
 484	"	}\n"
 485	"	if (mosaic.y > 1) {\n"
 486	"		int y = int(incoord.y);\n"
 487	"		incoord.y = float(clamp(y - (mosaic.w + y) % mosaic.y, 0, dims.w - 1));\n"
 488	"	}\n"
 489	"	ivec2 coord = ivec2(transform * (incoord - vec2(dims.zw) / 2.) + vec2(dims.xy) / 2.);\n"
 490	"	if ((coord & ~(dims.xy - 1)) != ivec2(0, 0)) {\n"
 491	"		discard;\n"
 492	"	}\n"
 493	"	vec4 pix = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, 16 + localPalette, coord & 7);\n"
 494	"	if (objwin.x > 0.) {\n"
 495	"		pix.a = 0.;\n"
 496	"	}\n"
 497	"	color = pix;\n"
 498	"	flags = vec4(inflags) / flagCoeff;\n"
 499	"	window = objwin.yzw;\n"
 500	"}";
 501
 502static const struct GBAVideoGLUniform _uniformsFinalize[] = {
 503	{ "loc", GBA_GL_VS_LOC, },
 504	{ "maxPos", GBA_GL_VS_MAXPOS, },
 505	{ "scale", GBA_GL_FINALIZE_SCALE, },
 506	{ "layers", GBA_GL_FINALIZE_LAYERS, },
 507	{ "flags", GBA_GL_FINALIZE_FLAGS, },
 508	{ "window", GBA_GL_FINALIZE_WINDOW, },
 509	{ "backdrop", GBA_GL_FINALIZE_BACKDROP, },
 510	{ "backdropFlags", GBA_GL_FINALIZE_BACKDROPFLAGS, },
 511	{ 0 }
 512};
 513
 514static const char* const _finalize =
 515	"in vec2 texCoord;\n"
 516	"uniform int scale;\n"
 517	"uniform sampler2D layers[5];\n"
 518	"uniform sampler2D flags[5];\n"
 519	"uniform sampler2D window;\n"
 520	"uniform sampler2D backdrop;\n"
 521	"uniform sampler2D backdropFlags;\n"
 522	FLAG_CONST
 523	"out vec4 color;\n"
 524
 525	"void composite(vec4 pixel, ivec4 flags, inout vec4 topPixel, inout ivec4 topFlags, inout vec4 bottomPixel, inout ivec4 bottomFlags) {\n"
 526	"	if (pixel.a == 0.) {\n"
 527	"		return;\n"
 528	"	}\n"
 529	"	if (flags.x >= topFlags.x) {\n"
 530	"		if (flags.x >= bottomFlags.x) {\n"
 531	"			return;\n"
 532	"		}\n"
 533	"		bottomFlags = flags;\n"
 534	"		bottomPixel = pixel;\n"
 535	"	} else {\n"
 536	"		bottomFlags = topFlags;\n"
 537	"		topFlags = flags;\n"
 538	"		bottomPixel = topPixel;\n"
 539	"		topPixel = pixel;\n"
 540	"	}\n"
 541	"}\n"
 542
 543	"void main() {\n"
 544	"	vec4 topPixel = texelFetch(backdrop, ivec2(0, texCoord.y), 0);\n"
 545	"	vec4 bottomPixel = topPixel;\n"
 546	"	ivec4 topFlags = ivec4(texelFetch(backdropFlags, ivec2(0, texCoord.y), 0) * flagCoeff);\n"
 547	"	ivec4 bottomFlags = topFlags;\n"
 548	"	vec4 windowFlags = texelFetch(window, ivec2(texCoord * float(scale)), 0);\n"
 549	"	int layerWindow = int(windowFlags.x * 128.);\n"
 550	"	if ((layerWindow & 1) == 0) {\n"
 551	"		vec4 pix = texelFetch(layers[0], ivec2(texCoord * float(scale)), 0);\n"
 552	"		ivec4 inflags = ivec4(texelFetch(flags[0], ivec2(texCoord * float(scale)), 0).xyz * flagCoeff.xyz, 0);\n"
 553	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 554	"	}\n"
 555	"	if ((layerWindow & 2) == 0) {\n"
 556	"		vec4 pix = texelFetch(layers[1], ivec2(texCoord * float(scale)), 0);\n"
 557	"		ivec4 inflags = ivec4(texelFetch(flags[1], ivec2(texCoord * float(scale)), 0).xyz * flagCoeff.xyz, 0);\n"
 558	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 559	"	}\n"
 560	"	if ((layerWindow & 4) == 0) {\n"
 561	"		vec4 pix = texelFetch(layers[2], ivec2(texCoord * float(scale)), 0);\n"
 562	"		ivec4 inflags = ivec4(texelFetch(flags[2], ivec2(texCoord * float(scale)), 0).xyz * flagCoeff.xyz, 0);\n"
 563	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 564	"	}\n"
 565	"	if ((layerWindow & 8) == 0) {\n"
 566	"		vec4 pix = texelFetch(layers[3], ivec2(texCoord * float(scale)), 0);\n"
 567	"		ivec4 inflags = ivec4(texelFetch(flags[3], ivec2(texCoord * float(scale)), 0).xyz * flagCoeff.xyz, 0);\n"
 568	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 569	"	}\n"
 570	"	if ((layerWindow & 16) == 0) {\n"
 571	"		vec4 pix = texelFetch(layers[4], ivec2(texCoord * float(scale)), 0);\n"
 572	"		ivec4 inflags = ivec4(texelFetch(flags[4], ivec2(texCoord * float(scale)), 0) * flagCoeff);\n"
 573	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 574	"	}\n"
 575	"	if ((layerWindow & 32) != 0) {\n"
 576	"		topFlags.y &= ~1;\n"
 577	"	}\n"
 578	"	if (((topFlags.y & 13) == 5 || topFlags.w > 0) && (bottomFlags.y & 2) == 2) {\n"
 579	"		topPixel *= float(topFlags.z) / 16.;\n"
 580	"		topPixel += bottomPixel * windowFlags.y;\n"
 581	"	} else if ((topFlags.y & 13) == 9) {\n"
 582	"		topPixel += (1. - topPixel) * windowFlags.z;\n"
 583	"	} else if ((topFlags.y & 13) == 13) {\n"
 584	"		topPixel -= topPixel * windowFlags.z;\n"
 585	"	}\n"
 586	"	color = topPixel;\n"
 587	"}";
 588
 589static const GLint _vertices[] = {
 590	0, 0,
 591	0, 1,
 592	1, 1,
 593	1, 0,
 594};
 595
 596void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
 597	renderer->d.init = GBAVideoGLRendererInit;
 598	renderer->d.reset = GBAVideoGLRendererReset;
 599	renderer->d.deinit = GBAVideoGLRendererDeinit;
 600	renderer->d.writeVideoRegister = GBAVideoGLRendererWriteVideoRegister;
 601	renderer->d.writeVRAM = GBAVideoGLRendererWriteVRAM;
 602	renderer->d.writeOAM = GBAVideoGLRendererWriteOAM;
 603	renderer->d.writePalette = GBAVideoGLRendererWritePalette;
 604	renderer->d.drawScanline = GBAVideoGLRendererDrawScanline;
 605	renderer->d.finishFrame = GBAVideoGLRendererFinishFrame;
 606	renderer->d.getPixels = GBAVideoGLRendererGetPixels;
 607	renderer->d.putPixels = GBAVideoGLRendererPutPixels;
 608
 609	renderer->d.disableBG[0] = false;
 610	renderer->d.disableBG[1] = false;
 611	renderer->d.disableBG[2] = false;
 612	renderer->d.disableBG[3] = false;
 613	renderer->d.disableOBJ = false;
 614
 615	renderer->scale = 1;
 616}
 617
 618static void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVideoGLShader* shader, const char** shaderBuffer, int shaderBufferLines, GLuint vs, const struct GBAVideoGLUniform* uniforms, char* log) {
 619	GLuint program = glCreateProgram();
 620	shader->program = program;
 621
 622	GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
 623	glAttachShader(program, vs);
 624	glAttachShader(program, fs);
 625	glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
 626	glCompileShader(fs);
 627	glGetShaderInfoLog(fs, 2048, 0, log);
 628	if (log[0]) {
 629		mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
 630	}
 631	glLinkProgram(program);
 632	glGetProgramInfoLog(program, 2048, 0, log);
 633	if (log[0]) {
 634		mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
 635	}
 636	glDeleteShader(fs);
 637#ifndef BUILD_GLES3
 638	glBindFragDataLocation(program, 0, "color");
 639	glBindFragDataLocation(program, 1, "flags");
 640#endif
 641
 642	glGenVertexArrays(1, &shader->vao);
 643	glBindVertexArray(shader->vao);
 644	glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
 645	GLuint positionLocation = glGetAttribLocation(program, "position");
 646	glEnableVertexAttribArray(positionLocation);
 647	glVertexAttribPointer(positionLocation, 2, GL_INT, GL_FALSE, 0, NULL);
 648
 649	size_t i;
 650	for (i = 0; uniforms[i].name; ++i) {
 651		shader->uniforms[uniforms[i].type] = glGetUniformLocation(program, uniforms[i].name);
 652	}
 653}
 654
 655static void _deleteShader(struct GBAVideoGLShader* shader) {
 656	glDeleteProgram(shader->program);
 657	glDeleteVertexArrays(1, &shader->vao);
 658}
 659
 660static void _initFramebufferTexture(GLuint tex, GLenum format, GLenum attachment, int scale) {
 661	glBindTexture(GL_TEXTURE_2D, tex);
 662	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 663	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 664	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 665	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 666	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);
 667	glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);	
 668}
 669
 670void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
 671	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 672	glRenderer->temporaryBuffer = NULL;
 673
 674	glGenFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
 675	glGenTextures(GBA_GL_TEX_MAX, glRenderer->layers);
 676
 677	glGenTextures(1, &glRenderer->paletteTex);
 678	glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
 679	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 680	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 681
 682	glGenTextures(1, &glRenderer->vramTex);
 683	glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
 684	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 685	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 686	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 256, 192, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, 0);
 687
 688	glBindTexture(GL_TEXTURE_2D, glRenderer->layers[GBA_GL_TEX_AFFINE_2]);
 689	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 690	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 691	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 692	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 693	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16I, 2, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGBA_INTEGER, GL_SHORT, NULL);
 694	glBindTexture(GL_TEXTURE_2D, glRenderer->layers[GBA_GL_TEX_AFFINE_3]);
 695	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 696	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 697	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 698	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 699	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16I, 2, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGBA_INTEGER, GL_SHORT, NULL);
 700
 701	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
 702	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 703	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, glRenderer->scale);
 704	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA, GL_COLOR_ATTACHMENT2, glRenderer->scale);
 705
 706	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
 707	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_COLOR], GL_RGB, GL_COLOR_ATTACHMENT0, 0);
 708	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, 0);
 709
 710	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
 711	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 712
 713	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
 714	_initFramebufferTexture(glRenderer->outputTex, GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 715
 716	glBindFramebuffer(GL_FRAMEBUFFER, 0);
 717
 718	glGenBuffers(1, &glRenderer->vbo);
 719	glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
 720	glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
 721
 722	int i;
 723	for (i = 0; i < 4; ++i) {
 724		struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
 725		bg->index = i;
 726		bg->enabled = 0;
 727		bg->priority = 0;
 728		bg->charBase = 0;
 729		bg->mosaic = 0;
 730		bg->multipalette = 0;
 731		bg->screenBase = 0;
 732		bg->overflow = 0;
 733		bg->size = 0;
 734		bg->target1 = 0;
 735		bg->target2 = 0;
 736		bg->x = 0;
 737		bg->y = 0;
 738		bg->refx = 0;
 739		bg->refy = 0;
 740		bg->affine.dx = 256;
 741		bg->affine.dmx = 0;
 742		bg->affine.dy = 0;
 743		bg->affine.dmy = 256;
 744		bg->affine.sx = 0;
 745		bg->affine.sy = 0;
 746		glGenFramebuffers(1, &bg->fbo);
 747		glGenTextures(1, &bg->tex);
 748		glGenTextures(1, &bg->flags);
 749		glBindFramebuffer(GL_FRAMEBUFFER, bg->fbo);
 750		_initFramebufferTexture(bg->tex, GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 751		_initFramebufferTexture(bg->flags, GL_RGB, GL_COLOR_ATTACHMENT1, glRenderer->scale);
 752		glBindFramebuffer(GL_FRAMEBUFFER, 0);
 753	}
 754
 755	char log[2048];
 756	const GLchar* shaderBuffer[4];
 757	const GLubyte* version = glGetString(GL_VERSION);
 758	if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES "))) {
 759		shaderBuffer[0] = _gl3Header;
 760	} else {
 761		shaderBuffer[0] = _gles3Header;
 762	}
 763
 764	GLuint vs = glCreateShader(GL_VERTEX_SHADER);
 765	shaderBuffer[1] = _vertexShader;
 766	glShaderSource(vs, 2, shaderBuffer, 0);
 767	glCompileShader(vs);
 768	glGetShaderInfoLog(vs, 2048, 0, log);
 769	if (log[0]) {
 770		mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
 771	}
 772
 773	shaderBuffer[1] = _renderMode0;
 774
 775	shaderBuffer[2] = _renderTile16;
 776	_compileShader(glRenderer, &glRenderer->bgShader[0], shaderBuffer, 3, vs, _uniformsMode0, log);
 777
 778	shaderBuffer[2] = _renderTile256;
 779	_compileShader(glRenderer, &glRenderer->bgShader[1], shaderBuffer, 3, vs, _uniformsMode0, log);
 780
 781	shaderBuffer[1] = _renderMode2;
 782	shaderBuffer[2] = _interpolate;
 783
 784	shaderBuffer[3] = _fetchTileOverflow;
 785	_compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 4, vs, _uniformsMode2, log);
 786
 787	shaderBuffer[3] = _fetchTileNoOverflow;
 788	_compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 4, vs, _uniformsMode2, log);
 789
 790	shaderBuffer[1] = _renderMode4;
 791	shaderBuffer[2] = _interpolate;
 792	_compileShader(glRenderer, &glRenderer->bgShader[4], shaderBuffer, 3, vs, _uniformsMode4, log);
 793
 794	shaderBuffer[1] = _renderMode35;
 795	shaderBuffer[2] = _interpolate;
 796	_compileShader(glRenderer, &glRenderer->bgShader[5], shaderBuffer, 3, vs, _uniformsMode35, log);
 797
 798	shaderBuffer[1] = _renderObj;
 799
 800	shaderBuffer[2] = _renderTile16;
 801	_compileShader(glRenderer, &glRenderer->objShader[0], shaderBuffer, 3, vs, _uniformsObj, log);
 802#ifndef BUILD_GLES3
 803	glBindFragDataLocation(glRenderer->objShader[0].program, 2, "window");
 804#endif
 805
 806	shaderBuffer[2] = _renderTile256;
 807	_compileShader(glRenderer, &glRenderer->objShader[1], shaderBuffer, 3, vs, _uniformsObj, log);
 808#ifndef BUILD_GLES3
 809	glBindFragDataLocation(glRenderer->objShader[1].program, 2, "window");
 810#endif
 811
 812	shaderBuffer[1] = _finalize;
 813	_compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, log);
 814
 815	glBindVertexArray(0);
 816	glDeleteShader(vs);
 817
 818	GBAVideoGLRendererReset(renderer);
 819}
 820
 821void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
 822	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 823	if (glRenderer->temporaryBuffer) {
 824		mappedMemoryFree(glRenderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale);
 825	}
 826	glDeleteFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
 827	glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers);
 828	glDeleteTextures(1, &glRenderer->paletteTex);
 829	glDeleteTextures(1, &glRenderer->vramTex);
 830
 831	_deleteShader(&glRenderer->bgShader[0]);
 832	_deleteShader(&glRenderer->bgShader[1]);
 833	_deleteShader(&glRenderer->bgShader[2]);
 834	_deleteShader(&glRenderer->bgShader[3]);
 835	_deleteShader(&glRenderer->objShader[0]);
 836	_deleteShader(&glRenderer->objShader[1]);
 837	_deleteShader(&glRenderer->finalizeShader);
 838
 839	int i;
 840	for (i = 0; i < 4; ++i) {
 841		struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
 842		glDeleteFramebuffers(1, &bg->fbo);
 843		glDeleteTextures(1, &bg->tex);
 844		glDeleteTextures(1, &bg->flags);
 845	}
 846}
 847
 848void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
 849	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 850
 851#ifdef BUILD_GLES3
 852	int i;
 853	for (i = 0; i < 512; ++i) {
 854		renderer->writePalette(renderer, i << 1, renderer->palette[i]);
 855	}
 856#else
 857	glRenderer->paletteDirty = true;
 858#endif
 859	glRenderer->vramDirty = 0xFFFFFF;
 860	glRenderer->firstAffine = -1;
 861	glRenderer->firstY = -1;
 862	glRenderer->dispcnt = 0x0080;
 863	glRenderer->mosaic = 0;
 864	memset(glRenderer->shadowRegs, 0, sizeof(glRenderer->shadowRegs));
 865	glRenderer->regsDirty = 0xFFFFFFFFFFFEULL;
 866}
 867
 868void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
 869	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 870	glRenderer->vramDirty |= 1 << (address >> 12);
 871}
 872
 873void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam) {
 874	UNUSED(oam);
 875	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 876	glRenderer->oamDirty = true;
 877}
 878
 879void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
 880	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 881#ifdef BUILD_GLES3
 882	glRenderer->shadowPalette[address >> 1] = ((value & 0x1F) << 11) | ((value & 0x3E0) << 1) | ((value & 0x7C00) >> 10);
 883#else
 884	UNUSED(address);
 885	UNUSED(value);
 886#endif
 887	glRenderer->paletteDirty = true;
 888}
 889
 890uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
 891	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 892	if (renderer->cache) {
 893		GBAVideoCacheWriteVideoRegister(renderer->cache, address, value);
 894	}
 895
 896	bool dirty = true;
 897	switch (address) {
 898	case REG_DISPCNT:
 899		value &= 0xFFF7;
 900		break;
 901	case REG_BG0CNT:
 902	case REG_BG1CNT:
 903		value &= 0xDFFF;
 904		break;
 905	case REG_BG0HOFS:
 906	case REG_BG0VOFS:
 907	case REG_BG1HOFS:
 908	case REG_BG1VOFS:
 909	case REG_BG2HOFS:
 910	case REG_BG2VOFS:
 911	case REG_BG3HOFS:
 912	case REG_BG3VOFS:
 913		value &= 0x01FF;
 914		break;
 915	case REG_BG2PA:
 916		glRenderer->bg[2].affine.dx = value;
 917		dirty = false;
 918		break;
 919	case REG_BG2PB:
 920		glRenderer->bg[2].affine.dmx = value;
 921		dirty = false;
 922		break;
 923	case REG_BG2PC:
 924		glRenderer->bg[2].affine.dy = value;
 925		dirty = false;
 926		break;
 927	case REG_BG2PD:
 928		glRenderer->bg[2].affine.dmy = value;
 929		dirty = false;
 930		break;
 931	case REG_BG2X_LO:
 932		GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[2], value);
 933		dirty = false;
 934		break;
 935	case REG_BG2X_HI:
 936		GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[2], value);
 937		dirty = false;
 938		break;
 939	case REG_BG2Y_LO:
 940		GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[2], value);
 941		dirty = false;
 942		break;
 943	case REG_BG2Y_HI:
 944		GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[2], value);
 945		dirty = false;
 946		break;
 947	case REG_BG3PA:
 948		glRenderer->bg[3].affine.dx = value;
 949		dirty = false;
 950		break;
 951	case REG_BG3PB:
 952		glRenderer->bg[3].affine.dmx = value;
 953		dirty = false;
 954		break;
 955	case REG_BG3PC:
 956		glRenderer->bg[3].affine.dy = value;
 957		dirty = false;
 958		break;
 959	case REG_BG3PD:
 960		glRenderer->bg[3].affine.dmy = value;
 961		dirty = false;
 962		break;
 963	case REG_BG3X_LO:
 964		GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[3], value);
 965		dirty = false;
 966		break;
 967	case REG_BG3X_HI:
 968		GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[3], value);
 969		dirty = false;
 970		break;
 971	case REG_BG3Y_LO:
 972		GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[3], value);
 973		dirty = false;
 974		break;
 975	case REG_BG3Y_HI:
 976		GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[3], value);
 977		dirty = false;
 978		break;
 979	case REG_BLDALPHA:
 980		value &= 0x1F1F;
 981		break;
 982	case REG_BLDY:
 983		value &= 0x1F;
 984		if (value > 0x10) {
 985			value = 0x10;
 986		}
 987		break;
 988	case REG_WININ:
 989		value &= 0x3F3F;
 990		break;
 991	case REG_WINOUT:
 992		value &= 0x3F3F;
 993		break;
 994	default:
 995		break;
 996	}
 997	if (glRenderer->shadowRegs[address >> 1] == value) {
 998		dirty = false;
 999	} else {
1000		glRenderer->shadowRegs[address >> 1] = value;
1001	}
1002	if (dirty) {
1003		glRenderer->regsDirty |= 1ULL << (address >> 1);
1004	}
1005	return value;
1006}
1007
1008void _cleanRegister(struct GBAVideoGLRenderer* glRenderer, int address, uint16_t value) {
1009	switch (address) {
1010	case REG_DISPCNT:
1011		glRenderer->dispcnt = value;
1012		GBAVideoGLRendererUpdateDISPCNT(glRenderer);
1013		break;
1014	case REG_BG0CNT:
1015		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[0], value);
1016		break;
1017	case REG_BG1CNT:
1018		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[1], value);
1019		break;
1020	case REG_BG2CNT:
1021		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[2], value);
1022		break;
1023	case REG_BG3CNT:
1024		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[3], value);
1025		break;
1026	case REG_BG0HOFS:
1027		glRenderer->bg[0].x = value;
1028		break;
1029	case REG_BG0VOFS:
1030		glRenderer->bg[0].y = value;
1031		break;
1032	case REG_BG1HOFS:
1033		glRenderer->bg[1].x = value;
1034		break;
1035	case REG_BG1VOFS:
1036		glRenderer->bg[1].y = value;
1037		break;
1038	case REG_BG2HOFS:
1039		glRenderer->bg[2].x = value;
1040		break;
1041	case REG_BG2VOFS:
1042		glRenderer->bg[2].y = value;
1043		break;
1044	case REG_BG3HOFS:
1045		glRenderer->bg[3].x = value;
1046		break;
1047	case REG_BG3VOFS:
1048		glRenderer->bg[3].y = value;
1049		break;
1050	case REG_BLDCNT:
1051		GBAVideoGLRendererWriteBLDCNT(glRenderer, value);
1052		value &= 0x3FFF;
1053		break;
1054	case REG_BLDALPHA:
1055		glRenderer->blda = value & 0x1F;
1056		if (glRenderer->blda > 0x10) {
1057			glRenderer->blda = 0x10;
1058		}
1059		glRenderer->bldb = (value >> 8) & 0x1F;
1060		if (glRenderer->bldb > 0x10) {
1061			glRenderer->bldb = 0x10;
1062		}
1063		value &= 0x1F1F;
1064		break;
1065	case REG_BLDY:
1066		glRenderer->bldy = value;
1067		break;
1068	case REG_WIN0H:
1069		glRenderer->winN[0].h[0].end = value;
1070		glRenderer->winN[0].h[0].start = value >> 8;
1071		if (glRenderer->winN[0].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[0].h[0].start > glRenderer->winN[0].h[0].end) {
1072			glRenderer->winN[0].h[0].start = 0;
1073		}
1074		if (glRenderer->winN[0].h[0].end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1075			glRenderer->winN[0].h[0].end = GBA_VIDEO_HORIZONTAL_PIXELS;
1076			if (glRenderer->winN[0].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1077				glRenderer->winN[0].h[0].start = GBA_VIDEO_HORIZONTAL_PIXELS;
1078			}
1079		}
1080		break;
1081	case REG_WIN1H:
1082		glRenderer->winN[1].h[0].end = value;
1083		glRenderer->winN[1].h[0].start = value >> 8;
1084		if (glRenderer->winN[1].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[1].h[0].start > glRenderer->winN[1].h[0].end) {
1085			glRenderer->winN[1].h[0].start = 0;
1086		}
1087		if (glRenderer->winN[1].h[0].end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1088			glRenderer->winN[1].h[0].end = GBA_VIDEO_HORIZONTAL_PIXELS;
1089			if (glRenderer->winN[1].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1090				glRenderer->winN[1].h[0].start = GBA_VIDEO_HORIZONTAL_PIXELS;
1091			}
1092		}
1093		break;
1094	case REG_WIN0V:
1095		glRenderer->winN[0].v.end = value;
1096		glRenderer->winN[0].v.start = value >> 8;
1097		if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[0].v.start > glRenderer->winN[0].v.end) {
1098			glRenderer->winN[0].v.start = 0;
1099		}
1100		if (glRenderer->winN[0].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1101			glRenderer->winN[0].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1102			if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1103				glRenderer->winN[0].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1104			}
1105		}
1106		break;
1107	case REG_WIN1V:
1108		glRenderer->winN[1].v.end = value;
1109		glRenderer->winN[1].v.start = value >> 8;
1110		if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[1].v.start > glRenderer->winN[1].v.end) {
1111			glRenderer->winN[1].v.start = 0;
1112		}
1113		if (glRenderer->winN[1].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1114			glRenderer->winN[1].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1115			if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1116				glRenderer->winN[1].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1117			}
1118		}
1119		break;
1120	case REG_WININ:
1121		glRenderer->winN[0].control = value;
1122		glRenderer->winN[1].control = value >> 8;
1123		break;
1124	case REG_WINOUT:
1125		glRenderer->winout = value;
1126		glRenderer->objwin = value >> 8;
1127		break;
1128	case REG_MOSAIC:
1129		glRenderer->mosaic = value;
1130		break;
1131	default:
1132		break;
1133	}
1134}
1135
1136static bool _dirtyMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1137	UNUSED(y);
1138	if (!background->enabled) {
1139		return false;
1140	}
1141	unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1142	unsigned screenMask = (7 << screenBase) & 0xFFFF; // Technically overzealous
1143	if (renderer->vramDirty & screenMask) {
1144		return true;
1145	}
1146	unsigned charBase = background->charBase >> 11;
1147	unsigned charMask = (0xFFFF << charBase) & 0xFFFF;
1148	if (renderer->vramDirty & charMask) {
1149		return true;
1150	}
1151	return false;
1152}
1153
1154static bool _dirtyMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1155	UNUSED(y);
1156	if (!background->enabled) {
1157		return false;
1158	}
1159	unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1160	unsigned screenMask = (0xF << screenBase) & 0xFFFF;
1161	if (renderer->vramDirty & screenMask) {
1162		return true;
1163	}
1164	unsigned charBase = background->charBase >> 11;
1165	unsigned charMask = (0x3FFF << charBase) & 0xFFFF;
1166	if (renderer->vramDirty & charMask) {
1167		return true;
1168	}
1169	return false;
1170}
1171
1172static bool _dirtyMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1173	UNUSED(y);
1174	if (!background->enabled) {
1175		return false;
1176	}
1177	if (renderer->vramDirty & 0xFFFFF) {
1178		return true;
1179	}
1180	return false;
1181}
1182
1183static bool _dirtyMode45(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1184	UNUSED(y);
1185	if (!background->enabled) {
1186		return false;
1187	}
1188	int start = GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 5 : 0;
1189	int mask = 0x3FF << start;
1190	if (renderer->vramDirty & mask) {
1191		return true;
1192	}
1193	return false;
1194}
1195
1196static bool _needsVramUpload(struct GBAVideoGLRenderer* renderer, int y) {
1197	if (!renderer->vramDirty) {
1198		return false;
1199	}
1200	if (y == 0) {
1201		return true;
1202	}
1203
1204	if (GBARegisterDISPCNTIsObjEnable(renderer->dispcnt) && renderer->vramDirty & 0xFF0000) {
1205		return true;
1206	}
1207
1208	bool dirty = false;
1209	switch (GBARegisterDISPCNTGetMode(renderer->dispcnt)) {
1210	case 0:
1211		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1212		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1213		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[2], y);
1214		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[3], y);
1215		break;
1216	case 1:
1217		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1218		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1219		dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1220		break;
1221	case 2:
1222		dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1223		dirty = dirty || _dirtyMode2(renderer, &renderer->bg[3], y);
1224		break;
1225	case 3:
1226		dirty = _dirtyMode3(renderer, &renderer->bg[2], y);
1227		break;
1228	case 4:
1229		dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1230		break;
1231	case 5:
1232		dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1233		break;
1234	}
1235	return dirty;
1236}
1237
1238void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
1239	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1240
1241	memcpy(&glRenderer->affine[0][y], &glRenderer->bg[2].affine, sizeof(struct GBAVideoGLAffine));
1242	memcpy(&glRenderer->affine[1][y], &glRenderer->bg[3].affine, sizeof(struct GBAVideoGLAffine));
1243	if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1244		if (glRenderer->firstAffine < 0) {
1245			glRenderer->firstAffine = y;
1246		}
1247	} else {
1248		glRenderer->firstAffine = -1;
1249	}
1250
1251	if (glRenderer->paletteDirty || _needsVramUpload(glRenderer, y) || glRenderer->oamDirty || glRenderer->regsDirty) {
1252		if (glRenderer->firstY >= 0) {
1253			_drawScanlines(glRenderer, y - 1);
1254			glBindVertexArray(0);
1255		}
1256	}
1257	if (glRenderer->firstY < 0) {
1258		glRenderer->firstY = y;
1259	}
1260
1261	memcpy(&glRenderer->winN[0].h[1], &glRenderer->winN[0].h[0], sizeof(struct GBAVideoWindowRegion));
1262	memcpy(&glRenderer->winN[1].h[1], &glRenderer->winN[1].h[0], sizeof(struct GBAVideoWindowRegion));
1263
1264	int i;
1265	for (i = 0; i < 0x30; ++i) {
1266		if (!(glRenderer->regsDirty & (1ULL << i))) {
1267			continue;
1268		}
1269		_cleanRegister(glRenderer, i << 1, glRenderer->shadowRegs[i]);
1270	}
1271	glRenderer->regsDirty = 0;
1272
1273	if (glRenderer->paletteDirty) {
1274		glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
1275#ifdef BUILD_GLES3
1276		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, 16, 32, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glRenderer->shadowPalette);
1277#else
1278		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 16, 32, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, glRenderer->d.palette);
1279#endif
1280		glRenderer->paletteDirty = false;
1281	}
1282
1283	if (_needsVramUpload(glRenderer, y)) {
1284		int first = -1;
1285		glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
1286		for (i = 0; i < 25; ++i) {
1287			if (!(glRenderer->vramDirty & (1 << i))) {
1288				if (first >= 0) {
1289					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]);
1290					first = -1;
1291				}
1292			} else if (first < 0) {
1293				first = i;
1294			}
1295		}
1296		glRenderer->vramDirty = 0;
1297	}
1298
1299	if (glRenderer->oamDirty) {
1300		glRenderer->oamMax = GBAVideoRendererCleanOAM(glRenderer->d.oam->obj, glRenderer->sprites, 0);
1301		glRenderer->oamDirty = false;
1302	}
1303
1304	if (y == 0) {
1305		memcpy(&glRenderer->winN[0].h[1], &glRenderer->winN[0].h[0], sizeof(struct GBAVideoWindowRegion));
1306		memcpy(&glRenderer->winN[1].h[1], &glRenderer->winN[1].h[0], sizeof(struct GBAVideoWindowRegion));
1307
1308		glDisable(GL_SCISSOR_TEST);		
1309		glClearColor(0, 0, 0, 0);
1310		glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
1311		glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1312		glClear(GL_COLOR_BUFFER_BIT);
1313
1314		for (i = 0; i < 4; ++i) {
1315			glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);
1316			glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1317			glClear(GL_COLOR_BUFFER_BIT);
1318		}
1319	}
1320
1321	if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1322		glRenderer->bg[2].affine.sx += glRenderer->bg[2].affine.dmx;
1323		glRenderer->bg[2].affine.sy += glRenderer->bg[2].affine.dmy;
1324		glRenderer->bg[3].affine.sx += glRenderer->bg[3].affine.dmx;
1325		glRenderer->bg[3].affine.sy += glRenderer->bg[3].affine.dmy;
1326	}
1327}
1328
1329void _drawScanlines(struct GBAVideoGLRenderer* glRenderer, int y) {
1330	if (glRenderer->firstAffine >= 0) {
1331		glBindTexture(GL_TEXTURE_2D, glRenderer->layers[GBA_GL_TEX_AFFINE_2]);
1332		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16I, 2, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGBA_INTEGER, GL_SHORT, glRenderer->affine[0]);
1333		glBindTexture(GL_TEXTURE_2D, glRenderer->layers[GBA_GL_TEX_AFFINE_3]);
1334		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16I, 2, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGBA_INTEGER, GL_SHORT, glRenderer->affine[1]);
1335	}
1336	glEnable(GL_SCISSOR_TEST);
1337
1338	uint32_t backdrop = M_RGB5_TO_RGB8(glRenderer->d.palette[0]);
1339	glViewport(0, 0, 1, GBA_VIDEO_VERTICAL_PIXELS);
1340	glScissor(0, glRenderer->firstY, 1, y - glRenderer->firstY + 1);
1341	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
1342	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1343	glClearColor(((backdrop >> 16) & 0xFF) / 256., ((backdrop >> 8) & 0xFF) / 256., (backdrop & 0xFF) / 256., 0.f);
1344	glClear(GL_COLOR_BUFFER_BIT);
1345	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT1 });
1346	glClearColor(1, (glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4)) / 32.f, glRenderer->blda / 16.f, 0);
1347	glClear(GL_COLOR_BUFFER_BIT);
1348	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1349
1350	GBAVideoGLRendererDrawWindow(glRenderer, y);
1351	if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
1352		int i;
1353		for (i = glRenderer->oamMax; i--;) {
1354			struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
1355			if ((y < sprite->y && (sprite->endY - 256 < 0 || glRenderer->firstY >= sprite->endY - 256)) || glRenderer->firstY >= sprite->endY) {
1356				continue;
1357			}
1358
1359			GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);
1360		}
1361	}
1362
1363	if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1364		GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
1365	}
1366	if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1367		GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
1368	}
1369	if (TEST_LAYER_ENABLED(2)) {
1370		switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1371		case 0:
1372			GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
1373			break;
1374		case 1:
1375		case 2:
1376			GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
1377			break;
1378		case 3:
1379			GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
1380			break;
1381		case 4:
1382			GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
1383			break;
1384		case 5:
1385			GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y);
1386			break;
1387		}
1388	}
1389	if (TEST_LAYER_ENABLED(3)) {
1390		switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1391		case 0:
1392			GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[3], y);
1393			break;
1394		case 2:
1395			GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[3], y);
1396			break;
1397		}
1398	}
1399	glRenderer->firstY = -1;
1400}
1401
1402void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
1403	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1404	_drawScanlines(glRenderer, GBA_VIDEO_VERTICAL_PIXELS - 1);
1405	_finalizeLayers(glRenderer);
1406	glBindVertexArray(0);
1407	glRenderer->firstAffine = -1;
1408	glRenderer->firstY = -1;
1409	glRenderer->bg[2].affine.sx = glRenderer->bg[2].refx;
1410	glRenderer->bg[2].affine.sy = glRenderer->bg[2].refy;
1411	glRenderer->bg[3].affine.sx = glRenderer->bg[3].refx;
1412	glRenderer->bg[3].affine.sy = glRenderer->bg[3].refy;
1413}
1414
1415void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels) {
1416	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1417	*stride = GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale;
1418	if (!glRenderer->temporaryBuffer) {
1419		glRenderer->temporaryBuffer = anonymousMemoryMap(GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale * BYTES_PER_PIXEL);
1420	}
1421	glFinish();
1422	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
1423	glPixelStorei(GL_PACK_ROW_LENGTH, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale);
1424	glPixelStorei(GL_PACK_ALIGNMENT, 1);
1425	glReadPixels(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale, GL_RGBA, GL_UNSIGNED_BYTE, (void*) glRenderer->temporaryBuffer);
1426	*pixels = glRenderer->temporaryBuffer;
1427}
1428
1429void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels) {
1430
1431}
1432
1433static void _enableBg(struct GBAVideoGLRenderer* renderer, int bg, bool active) {
1434	int wasActive = renderer->bg[bg].enabled;
1435	if (!active) {
1436		renderer->bg[bg].enabled = 0;
1437	} else if (!wasActive && active) {
1438		/*if (renderer->nextY == 0 || GBARegisterDISPCNTGetMode(renderer->dispcnt) > 2) {
1439			// TODO: Investigate in more depth how switching background works in different modes
1440			renderer->bg[bg].enabled = 4;
1441		} else {
1442			renderer->bg[bg].enabled = 1;
1443		}*/
1444		renderer->bg[bg].enabled = 4;
1445	}
1446}
1447
1448static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer) {
1449	_enableBg(renderer, 0, GBARegisterDISPCNTGetBg0Enable(renderer->dispcnt));
1450	_enableBg(renderer, 1, GBARegisterDISPCNTGetBg1Enable(renderer->dispcnt));
1451	_enableBg(renderer, 2, GBARegisterDISPCNTGetBg2Enable(renderer->dispcnt));
1452	_enableBg(renderer, 3, GBARegisterDISPCNTGetBg3Enable(renderer->dispcnt));
1453}
1454
1455static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
1456	bg->priority = GBARegisterBGCNTGetPriority(value);
1457	bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
1458	bg->mosaic = GBARegisterBGCNTGetMosaic(value);
1459	bg->multipalette = GBARegisterBGCNTGet256Color(value);
1460	bg->screenBase = GBARegisterBGCNTGetScreenBase(value) << 10;
1461	bg->overflow = GBARegisterBGCNTGetOverflow(value);
1462	bg->size = GBARegisterBGCNTGetSize(value);
1463}
1464
1465static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1466	bg->refx = (bg->refx & 0xFFFF0000) | value;
1467	bg->affine.sx = bg->refx;
1468}
1469
1470static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1471	bg->refx = (bg->refx & 0x0000FFFF) | (value << 16);
1472	bg->refx <<= 4;
1473	bg->refx >>= 4;
1474	bg->affine.sx = bg->refx;
1475}
1476
1477static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1478	bg->refy = (bg->refy & 0xFFFF0000) | value;
1479	bg->affine.sy = bg->refy;
1480}
1481
1482static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1483	bg->refy = (bg->refy & 0x0000FFFF) | (value << 16);
1484	bg->refy <<= 4;
1485	bg->refy >>= 4;
1486	bg->affine.sy = bg->refy;
1487}
1488
1489static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value) {
1490	renderer->bg[0].target1 = GBARegisterBLDCNTGetTarget1Bg0(value);
1491	renderer->bg[1].target1 = GBARegisterBLDCNTGetTarget1Bg1(value);
1492	renderer->bg[2].target1 = GBARegisterBLDCNTGetTarget1Bg2(value);
1493	renderer->bg[3].target1 = GBARegisterBLDCNTGetTarget1Bg3(value);
1494	renderer->bg[0].target2 = GBARegisterBLDCNTGetTarget2Bg0(value);
1495	renderer->bg[1].target2 = GBARegisterBLDCNTGetTarget2Bg1(value);
1496	renderer->bg[2].target2 = GBARegisterBLDCNTGetTarget2Bg2(value);
1497	renderer->bg[3].target2 = GBARegisterBLDCNTGetTarget2Bg3(value);
1498
1499	renderer->blendEffect = GBARegisterBLDCNTGetEffect(value);
1500	renderer->target1Obj = GBARegisterBLDCNTGetTarget1Obj(value);
1501	renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
1502	renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
1503	renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
1504}
1505
1506void _finalizeLayers(struct GBAVideoGLRenderer* renderer) {
1507	const GLuint* uniforms = renderer->finalizeShader.uniforms;
1508	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]);
1509	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1510	glScissor(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1511	if (GBARegisterDISPCNTIsForcedBlank(renderer->dispcnt)) {
1512		glClearColor(1.f, 1.f, 1.f, 1.f);
1513		glClear(GL_COLOR_BUFFER_BIT);
1514	} else {
1515		glUseProgram(renderer->finalizeShader.program);
1516		glBindVertexArray(renderer->finalizeShader.vao);
1517		glActiveTexture(GL_TEXTURE0);
1518		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
1519		glActiveTexture(GL_TEXTURE0 + 1);
1520		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_COLOR]);
1521		glActiveTexture(GL_TEXTURE0 + 2);
1522		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_FLAGS]);
1523		glActiveTexture(GL_TEXTURE0 + 3);
1524		glBindTexture(GL_TEXTURE_2D, renderer->bg[0].tex);
1525		glActiveTexture(GL_TEXTURE0 + 4);
1526		glBindTexture(GL_TEXTURE_2D, renderer->bg[0].flags);
1527		glActiveTexture(GL_TEXTURE0 + 5);
1528		glBindTexture(GL_TEXTURE_2D, renderer->bg[1].tex);
1529		glActiveTexture(GL_TEXTURE0 + 6);
1530		glBindTexture(GL_TEXTURE_2D, renderer->bg[1].flags);
1531		glActiveTexture(GL_TEXTURE0 + 7);
1532		glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex);
1533		glActiveTexture(GL_TEXTURE0 + 8);
1534		glBindTexture(GL_TEXTURE_2D, renderer->bg[2].flags);
1535		glActiveTexture(GL_TEXTURE0 + 9);
1536		glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex);
1537		glActiveTexture(GL_TEXTURE0 + 10);
1538		glBindTexture(GL_TEXTURE_2D, renderer->bg[3].flags);
1539		glActiveTexture(GL_TEXTURE0 + 11);
1540		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_COLOR]);
1541		glActiveTexture(GL_TEXTURE0 + 12);
1542		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_FLAGS]);
1543
1544		glUniform2i(uniforms[GBA_GL_VS_LOC], GBA_VIDEO_VERTICAL_PIXELS, 0);
1545		glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1546		glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);
1547		glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 5, 7, 9, 1 });
1548		glUniform1iv(uniforms[GBA_GL_FINALIZE_FLAGS], 5, (GLint[]) { 4, 6, 8, 10, 2 });
1549		glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1550		glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1551		glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 11);
1552		glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 12);
1553		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1554	}
1555	glBindFramebuffer(GL_FRAMEBUFFER, 0);
1556}
1557
1558void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY) {
1559	int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
1560	int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
1561	int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
1562	x >>= 23;
1563
1564	int align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
1565	unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10;
1566	int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> 3) : (0x20 >> GBAObjAttributesAGet256Color(sprite->a));
1567
1568	if (spriteY + height >= 256) {
1569		spriteY -= 256;
1570	}
1571
1572	int totalWidth = width;
1573	int totalHeight = height;
1574	if (GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesAIsDoubleSize(sprite->a)) {
1575		totalWidth <<= 1;
1576		totalHeight <<= 1;
1577	}
1578
1579	const struct GBAVideoGLShader* shader = &renderer->objShader[GBAObjAttributesAGet256Color(sprite->a)];
1580	const GLuint* uniforms = shader->uniforms;
1581	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OBJ]);
1582	glViewport(x * renderer->scale, spriteY * renderer->scale, totalWidth * renderer->scale, totalHeight * renderer->scale);
1583	glScissor(x * renderer->scale, renderer->firstY * renderer->scale, totalWidth * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1584	glUseProgram(shader->program);
1585	glBindVertexArray(shader->vao);
1586	glActiveTexture(GL_TEXTURE0);
1587	glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1588	glActiveTexture(GL_TEXTURE0 + 1);
1589	glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1590	glUniform2i(uniforms[GBA_GL_VS_LOC], totalHeight, 0);
1591	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], totalWidth, totalHeight);
1592	glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0);
1593	glUniform1i(uniforms[GBA_GL_OBJ_PALETTE], 1);
1594	glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
1595	glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
1596	glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
1597	glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c) << 3,
1598	                                          (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
1599	                                          renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
1600	if (GBAObjAttributesAIsTransformed(sprite->a)) {
1601		struct GBAOAMMatrix mat;
1602		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
1603		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
1604		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
1605		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
1606
1607		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 });
1608	} else {
1609		int flipX = 1;
1610		int flipY = 1;
1611		if (GBAObjAttributesBIsHFlip(sprite->b)) {
1612			flipX = -1;
1613		}
1614		if (GBAObjAttributesBIsVFlip(sprite->b)) {
1615			flipY = -1;
1616		}
1617		glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { flipX, 0, 0, flipY });
1618	}
1619	glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
1620	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
1621		int window = ~renderer->objwin & 0x3F;
1622		glUniform4f(uniforms[GBA_GL_OBJ_OBJWIN], 1, window / 128.f, renderer->bldb / 16.f, renderer->bldy / 16.f);
1623		glDrawBuffers(3, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 });
1624	} else {
1625		glUniform4f(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0, 0);
1626		glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1627	}
1628	if (GBAObjAttributesAIsMosaic(sprite->a) && GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN) {
1629		int mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
1630		if (GBAObjAttributesBIsHFlip(sprite->b)) {
1631			mosaicH = -mosaicH;
1632		}
1633		glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], mosaicH, GBAMosaicControlGetObjV(renderer->mosaic) + 1, x, spriteY);
1634	} else {
1635		glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], 0, 0, 0, 0);
1636	}
1637	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1638	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1639}
1640
1641void _prepareBackground(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms) {
1642	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1643	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1644	glActiveTexture(GL_TEXTURE0);
1645	glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1646	glActiveTexture(GL_TEXTURE0 + 1);
1647	glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1648	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1649	glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
1650	glUniform1i(uniforms[GBA_GL_BG_PALETTE], 1);
1651	if (background->mosaic) {
1652		glUniform2i(uniforms[GBA_GL_BG_MOSAIC], GBAMosaicControlGetBgV(renderer->mosaic) + 1, GBAMosaicControlGetBgH(renderer->mosaic) + 1);
1653	} else {
1654		glUniform2i(uniforms[GBA_GL_BG_MOSAIC], 0, 0);
1655	}
1656	glUniform4i(uniforms[GBA_GL_BG_INFLAGS], (background->priority << 3) + (background->index << 1) + 1,
1657		                                     background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4),
1658		                                     renderer->blda, 0);
1659	glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1660}
1661
1662void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1663	int inY0 = renderer->firstY + background->y;
1664	int yDiv = (((y + background->y) & ~0xFF) - background->y) & 0xFF;
1665	int inY1 = yDiv + background->y;
1666	int yBase0 = inY0 & 0xFF;
1667	int yBase1 = inY1 & 0xFF;
1668	if (background->size == 2) {
1669		yBase0 += inY0 & 0x100;
1670		yBase1 += inY1 & 0x100;
1671	} else if (background->size == 3) {
1672		yBase0 += (inY0 & 0x100) << 1;
1673		yBase1 += (inY1 & 0x100) << 1;
1674	}
1675
1676	const struct GBAVideoGLShader* shader = &renderer->bgShader[background->multipalette ? 1 : 0];
1677	const GLuint* uniforms = shader->uniforms;
1678	glUseProgram(shader->program);
1679	glBindVertexArray(shader->vao);
1680	_prepareBackground(renderer, background, uniforms);
1681	glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1682	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1683	glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1684
1685	if (yDiv > renderer->firstY) {
1686		int end = yDiv - 1;
1687		if (end > y) {
1688			end = y;
1689		}
1690		glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, (end - renderer->firstY + 1) * renderer->scale);
1691		glUniform2i(uniforms[GBA_GL_VS_LOC], end - renderer->firstY + 1, renderer->firstY);
1692		glUniform2i(uniforms[GBA_GL_BG_OFFSET], background->x, yBase0 - renderer->firstY);
1693		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1694	}
1695
1696	if (y >= yDiv) {
1697		int start = yDiv;
1698		if (yDiv < renderer->firstY) {
1699			start = renderer->firstY;
1700		}
1701		glScissor(0, start * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, (y - start + 1) * renderer->scale);
1702		glUniform2i(uniforms[GBA_GL_VS_LOC], y - start + 1, start);
1703		glUniform2i(uniforms[GBA_GL_BG_OFFSET], background->x, yBase1 - yDiv);
1704		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1705	}
1706
1707	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1708}
1709
1710void _prepareTransform(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms, int y) {
1711	glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
1712	glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1713	glUniform2i(uniforms[GBA_GL_BG_RANGE], renderer->firstAffine, y);
1714
1715	glActiveTexture(GL_TEXTURE0 + 2);
1716	glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_AFFINE_2 + background->index - 2]);
1717	glUniform1i(uniforms[GBA_GL_BG_TRANSFORM], 2);
1718	_prepareBackground(renderer, background, uniforms);
1719}
1720
1721void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1722	const struct GBAVideoGLShader* shader = &renderer->bgShader[background->overflow ? 2 : 3];
1723	const GLuint* uniforms = shader->uniforms;
1724	glUseProgram(shader->program);
1725	glBindVertexArray(shader->vao);
1726	_prepareTransform(renderer, background, uniforms, y);
1727	glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1728	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1729	glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1730	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1731	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1732}
1733
1734void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1735	const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1736	const GLuint* uniforms = shader->uniforms;
1737	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1738	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1739	glUseProgram(shader->program);
1740	glBindVertexArray(shader->vao);
1741	_prepareTransform(renderer, background, uniforms, y);
1742	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], 0);
1743	glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1744	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1745	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1746}
1747
1748void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1749	const struct GBAVideoGLShader* shader = &renderer->bgShader[4];
1750	const GLuint* uniforms = shader->uniforms;
1751	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1752	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1753	glUseProgram(shader->program);
1754	glBindVertexArray(shader->vao);
1755	_prepareTransform(renderer, background, uniforms, y);
1756	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0xA000 : 0);
1757	glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1758	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1759	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1760}
1761
1762void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1763	const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1764	const GLuint* uniforms = shader->uniforms;
1765	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1766	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1767	glUseProgram(shader->program);
1768	glBindVertexArray(shader->vao);
1769	_prepareTransform(renderer, background, uniforms, y);
1770	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0x5000 : 0);
1771	glUniform2i(uniforms[GBA_GL_BG_SIZE], 160, 128);
1772	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1773	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1774}
1775
1776static void _scissorWindow(int start, int end, int y, int lines, int scale) {
1777	if (start > end) {
1778		_scissorWindow(start, GBA_VIDEO_HORIZONTAL_PIXELS * scale, y, lines, scale);
1779		_scissorWindow(0, end, y, lines, scale);
1780		return;
1781	}
1782	glScissor(start, y, end - start, lines);
1783	glClear(GL_COLOR_BUFFER_BIT);	
1784}
1785
1786static void _scissorWindowN(const struct GBAVideoWindowRegion* region, const struct GBAVideoWindowRegion* v, const struct GBAVideoWindowRegion* y, int scale) {
1787	int sdelta = region[0].start - region[1].start;
1788	int edelta = region[0].end - region[1].end;
1789	int maxDelta = 0;
1790	if (sdelta > maxDelta) {
1791		maxDelta = sdelta;
1792	} else if (-sdelta > maxDelta) {
1793		maxDelta = -sdelta;
1794	}
1795	if (edelta > maxDelta) {
1796		maxDelta = edelta;
1797	} else if (-edelta > maxDelta) {
1798		maxDelta = -edelta;
1799	}
1800	int startY = y->start;
1801	int endY = y->end;
1802	if (startY < v->start) {
1803		startY = v->start;
1804	}
1805	if (endY >= v->end) {
1806		endY = v->end - 1;
1807	}
1808	if (!(sdelta | edelta) || maxDelta >= GBA_VIDEO_VERTICAL_PIXELS / 2) {
1809		_scissorWindow(region[0].start * scale, region[0].end * scale, startY * scale, (endY - startY + 1) * scale, scale);
1810	} else {
1811		int i;
1812		for (i = 0; i < scale * (endY - startY + 1); ++i) {
1813			int start = region[1].start * scale + sdelta * i;
1814			int end = region[1].end * scale + edelta * i;
1815			_scissorWindow(start, end, startY * scale + i, 1, scale);
1816		}
1817	}
1818}
1819
1820static void _clearWindow(GBAWindowControl window, int bldb, int bldy) {
1821	window = ~window & 0x3F;
1822	glClearColor(window / 128.f, bldb / 16.f, bldy / 16.f, 0);
1823}
1824
1825void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
1826	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_WINDOW]);
1827	int dispcnt = ((renderer->dispcnt >> 8) & 0x1F) | 0x20;
1828	if (!(renderer->dispcnt & 0xE000)) {
1829		_clearWindow(dispcnt, renderer->bldb, renderer->bldy);
1830		_scissorWindow(0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->firstY * renderer->scale, (y - renderer->firstY + 1) * renderer->scale, renderer->scale);
1831	} else {
1832		_clearWindow(renderer->winout & dispcnt, renderer->bldb, renderer->bldy);
1833		_scissorWindow(0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->firstY * renderer->scale, (y - renderer->firstY + 1) * renderer->scale, renderer->scale);
1834		struct GBAVideoWindowRegion yRegion = {
1835			y,
1836			renderer->firstY
1837		};
1838		if (GBARegisterDISPCNTIsWin1Enable(renderer->dispcnt) && y >= renderer->winN[1].v.start && renderer->firstY < renderer->winN[1].v.end) {
1839			_clearWindow(renderer->winN[1].control & dispcnt, renderer->bldb, renderer->bldy);
1840			_scissorWindowN(renderer->winN[1].h, &renderer->winN[1].v, &yRegion, renderer->scale);
1841		}
1842		if (GBARegisterDISPCNTIsWin0Enable(renderer->dispcnt) && y >= renderer->winN[0].v.start && renderer->firstY < renderer->winN[0].v.end) {
1843			_clearWindow(renderer->winN[0].control & dispcnt, renderer->bldb, renderer->bldy);
1844			_scissorWindowN(renderer->winN[0].h, &renderer->winN[0].v, &yRegion, renderer->scale);
1845		}
1846	}
1847}
1848
1849#endif