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