src/gba/renderers/gl.c (view raw)
1/* Copyright (c) 2013-2019 Jeffrey Pfau
2 *
3 * This Source Code Form is subject to the terms of the Mozilla Public
4 * License, v. 2.0. If a copy of the MPL was not distributed with this
5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6#include <mgba/internal/gba/renderers/gl.h>
7
8#if defined(BUILD_GLES2) || defined(BUILD_GLES3)
9
10#include <mgba/core/cache-set.h>
11#include <mgba/internal/arm/macros.h>
12#include <mgba/internal/gba/io.h>
13#include <mgba/internal/gba/renderers/cache-set.h>
14#include <mgba-util/memory.h>
15
16static void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer);
17static void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer);
18static void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer);
19static void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address);
20static void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam);
21static void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
22static uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
23static void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y);
24static void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer);
25static void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels);
26static void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels);
27
28static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer);
29static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value);
30static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value);
31static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value);
32static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value);
33static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value);
34static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value);
35
36static void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY);
37static void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
38static void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
39static void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
40static void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
41static void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
42static void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y);
43
44static void _cleanRegister(struct GBAVideoGLRenderer* renderer, int address, uint16_t value);
45static void _drawScanlines(struct GBAVideoGLRenderer* renderer, int lastY);
46static void _finalizeLayers(struct GBAVideoGLRenderer* renderer);
47
48#define TEST_LAYER_ENABLED(X) !glRenderer->d.disableBG[X] && glRenderer->bg[X].enabled == 4
49
50struct GBAVideoGLUniform {
51 const char* name;
52 int type;
53};
54
55#define PALETTE_ENTRY "#define PALETTE_ENTRY(x) (vec3((ivec3(0x1F, 0x3E0, 0x7C00) & (x)) >> ivec3(0, 5, 10)) / 31.)\n"
56
57static const GLchar* const _gles3Header =
58 "#version 300 es\n"
59 "#define OUT(n) layout(location = n)\n"
60 PALETTE_ENTRY
61 "precision highp float;\n"
62 "precision highp int;\n"
63 "precision highp sampler2D;\n"
64 "precision highp isampler2D;\n";
65
66static const GLchar* const _gl3Header =
67 "#version 150 core\n"
68 "#define OUT(n)\n"
69 PALETTE_ENTRY
70 "precision highp float;\n";
71
72static const char* const _vertexShader =
73 "in vec2 position;\n"
74 "uniform ivec2 loc;\n"
75 "uniform ivec2 maxPos;\n"
76 "out vec2 texCoord;\n"
77
78 "void main() {\n"
79 " vec2 local = vec2(position.x, float(position.y * float(loc.x) + float(loc.y)) / float(maxPos.y));\n"
80 " gl_Position = vec4((local * 2. - 1.) * vec2(sign(maxPos)), 0., 1.);\n"
81 " texCoord = local * vec2(abs(maxPos));\n"
82 "}";
83
84static const char* const _renderTile16 =
85 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
86 " int address = charBase + tile * 16 + (localCoord.x >> 2) + (localCoord.y << 1);\n"
87 " int halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0).r;\n"
88 " int entry = (halfrow >> (4 * (localCoord.x & 3))) & 15;\n"
89 " if (entry == 0) {\n"
90 " discard;\n"
91 " }\n"
92 " int paletteEntry = palette[paletteId * 16 + entry];\n"
93 " vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
94 " return color;\n"
95 "}";
96
97static const char* const _renderTile256 =
98 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
99 " int address = charBase + tile * 32 + (localCoord.x >> 1) + (localCoord.y << 2);\n"
100 " int halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0).r;\n"
101 " int entry = (halfrow >> (8 * (localCoord.x & 1))) & 255;\n"
102 " if (entry == 0) {\n"
103 " discard;\n"
104 " }\n"
105 " int paletteEntry = palette[entry];\n"
106 " vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
107 " return color;\n"
108 "}";
109
110static const struct GBAVideoGLUniform _uniformsMode0[] = {
111 { "loc", GBA_GL_VS_LOC, },
112 { "maxPos", GBA_GL_VS_MAXPOS, },
113 { "vram", GBA_GL_BG_VRAM, },
114 { "palette", GBA_GL_BG_PALETTE, },
115 { "screenBase", GBA_GL_BG_SCREENBASE, },
116 { "charBase", GBA_GL_BG_CHARBASE, },
117 { "size", GBA_GL_BG_SIZE, },
118 { "offset", GBA_GL_BG_OFFSET, },
119 { "mosaic", GBA_GL_BG_MOSAIC, },
120 { 0 }
121};
122
123static const char* const _renderMode0 =
124 "in vec2 texCoord;\n"
125 "uniform isampler2D vram;\n"
126 "uniform int palette[256];\n"
127 "uniform int screenBase;\n"
128 "uniform int charBase;\n"
129 "uniform int size;\n"
130 "uniform int offset[160];\n"
131 "uniform ivec2 mosaic;\n"
132 "OUT(0) out vec4 color;\n"
133
134 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
135
136 "void main() {\n"
137 " ivec2 coord = ivec2(texCoord);\n"
138 " if (mosaic.x > 1) {\n"
139 " coord.x -= coord.x % mosaic.x;\n"
140 " }\n"
141 " if (mosaic.y > 1) {\n"
142 " coord.y -= coord.y % mosaic.y;\n"
143 " }\n"
144 " coord += (ivec2(0x1FF, 0x1FF000) & offset[int(texCoord.y)]) >> ivec2(0, 12);\n"
145 " ivec2 wrap = ivec2(255, 255);\n"
146 " int doty = 0;\n"
147 " if ((size & 1) == 1) {\n"
148 " wrap.x = 511;\n"
149 " ++doty;\n"
150 " }\n"
151 " if ((size & 2) == 2) {\n"
152 " wrap.y = 511;\n"
153 " ++doty;\n"
154 " }\n"
155 " coord &= wrap;\n"
156 " wrap = coord & 256;\n"
157 " coord &= 255;\n"
158 " coord.y += wrap.x + wrap.y * doty;\n"
159 " int mapAddress = screenBase + (coord.x >> 3) + (coord.y >> 3) * 32;\n"
160 " int map = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0).r;\n"
161 " if ((map & 1024) == 1024) {\n"
162 " coord.x ^= 7;\n"
163 " }\n"
164 " if ((map & 2048) == 2048) {\n"
165 " coord.y ^= 7;\n"
166 " }\n"
167 " int tile = map & 1023;\n"
168 " color = renderTile(tile, map >> 12, coord & 7);\n"
169 "}";
170
171static const char* const _fetchTileOverflow =
172 "vec4 fetchTile(ivec2 coord) {\n"
173 " int sizeAdjusted = (0x8000 << size) - 1;\n"
174 " coord &= sizeAdjusted;\n"
175 " return renderTile(coord);\n"
176 "}";
177
178static const char* const _fetchTileNoOverflow =
179 "vec4 fetchTile(ivec2 coord) {\n"
180 " int sizeAdjusted = (0x8000 << size) - 1;\n"
181 " ivec2 outerCoord = coord & ~sizeAdjusted;\n"
182 " if ((outerCoord.x | outerCoord.y) != 0) {\n"
183 " discard;\n"
184 " }\n"
185 " return renderTile(coord);\n"
186 "}";
187
188static const struct GBAVideoGLUniform _uniformsMode2[] = {
189 { "loc", GBA_GL_VS_LOC, },
190 { "maxPos", GBA_GL_VS_MAXPOS, },
191 { "vram", GBA_GL_BG_VRAM, },
192 { "palette", GBA_GL_BG_PALETTE, },
193 { "screenBase", GBA_GL_BG_SCREENBASE, },
194 { "charBase", GBA_GL_BG_CHARBASE, },
195 { "size", GBA_GL_BG_SIZE, },
196 { "offset", GBA_GL_BG_OFFSET, },
197 { "transform", GBA_GL_BG_TRANSFORM, },
198 { "range", GBA_GL_BG_RANGE, },
199 { "mosaic", GBA_GL_BG_MOSAIC, },
200 { 0 }
201};
202
203static const char* const _interpolate =
204 "vec2 interpolate(ivec2 arr[4], float x) {\n"
205 " float x1m = 1. - x;\n"
206 " return x1m * x1m * x1m * vec2(arr[0]) +"
207 " 3. * x1m * x1m * x * vec2(arr[1]) +"
208 " 3. * x1m * x * x * vec2(arr[2]) +"
209 " x * x * x * vec2(arr[3]);\n"
210 "}\n"
211
212 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]) {\n"
213 " int start = max(range.x, y - 3);\n"
214 " mat[0] = transform[start + 0].xy;\n"
215 " aff[0] = transform[start + 0].zw;\n"
216 " mat[1] = transform[start + 1].xy;\n"
217 " aff[1] = transform[start + 1].zw;\n"
218 " mat[2] = transform[start + 2].xy;\n"
219 " aff[2] = transform[start + 2].zw;\n"
220 " mat[3] = transform[start + 3].xy;\n"
221 " aff[3] = transform[start + 3].zw;\n"
222 "}\n";
223
224static const char* const _renderMode2 =
225 "in vec2 texCoord;\n"
226 "uniform isampler2D vram;\n"
227 "uniform int palette[256];\n"
228 "uniform int screenBase;\n"
229 "uniform int charBase;\n"
230 "uniform int size;\n"
231 "uniform ivec4 transform[160];\n"
232 "uniform ivec2 range;\n"
233 "uniform ivec2 mosaic;\n"
234 "OUT(0) out vec4 color;\n"
235
236 "vec4 fetchTile(ivec2 coord);\n"
237 "vec2 interpolate(ivec2 arr[4], float x);\n"
238 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
239
240 "vec4 renderTile(ivec2 coord) {\n"
241 " int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n"
242 " int mapAddress = screenBase + (map >> 1);\n"
243 " int twomaps = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0).r;\n"
244 " int tile = (twomaps >> (8 * (map & 1))) & 255;\n"
245 " int address = charBase + tile * 32 + ((coord.x >> 9) & 3) + ((coord.y >> 6) & 0x1C);\n"
246 " int halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0).r;\n"
247 " int entry = (halfrow >> (8 * ((coord.x >> 8) & 1))) & 255;\n"
248 " if (entry == 0) {\n"
249 " discard;\n"
250 " }\n"
251 " int paletteEntry = palette[entry];\n"
252 " vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
253 " return color;\n"
254 "}\n"
255
256 "void main() {\n"
257 " ivec2 mat[4];\n"
258 " ivec2 offset[4];\n"
259 " vec2 incoord = texCoord;\n"
260 " if (mosaic.x > 1) {\n"
261 " incoord.x = floor(incoord.x - float(int(incoord.x) % mosaic.x));\n"
262 " }\n"
263 " if (mosaic.y > 1) {\n"
264 " incoord.y = floor(incoord.y - float(int(incoord.y) % mosaic.y));\n"
265 " }\n"
266 " loadAffine(int(incoord.y), mat, offset);\n"
267 " float y = fract(incoord.y);\n"
268 " float start = 0.75;\n"
269 " if (int(incoord.y) - range.x < 4) {\n"
270 " y = incoord.y - float(range.x);\n"
271 " start = 0.;\n"
272 " }\n"
273 " float lin = start + y * 0.25;\n"
274 " vec2 mixedTransform = interpolate(mat, lin);\n"
275 " vec2 mixedOffset = interpolate(offset, lin);\n"
276 " color = fetchTile(ivec2(mixedTransform * incoord.x + mixedOffset));\n"
277 "}";
278
279static const struct GBAVideoGLUniform _uniformsMode35[] = {
280 { "loc", GBA_GL_VS_LOC, },
281 { "maxPos", GBA_GL_VS_MAXPOS, },
282 { "vram", GBA_GL_BG_VRAM, },
283 { "charBase", GBA_GL_BG_CHARBASE, },
284 { "size", GBA_GL_BG_SIZE, },
285 { "offset", GBA_GL_BG_OFFSET, },
286 { "transform", GBA_GL_BG_TRANSFORM, },
287 { "range", GBA_GL_BG_RANGE, },
288 { "mosaic", GBA_GL_BG_MOSAIC, },
289 { 0 }
290};
291
292static const char* const _renderMode35 =
293 "in vec2 texCoord;\n"
294 "uniform isampler2D vram;\n"
295 "uniform int charBase;\n"
296 "uniform ivec2 size;\n"
297 "uniform ivec4 transform[160];\n"
298 "uniform ivec2 range;\n"
299 "uniform ivec2 mosaic;\n"
300 "OUT(0) out vec4 color;\n"
301
302 "vec2 interpolate(ivec2 arr[4], float x);\n"
303 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
304
305 "void main() {\n"
306 " ivec2 mat[4];\n"
307 " ivec2 offset[4];\n"
308 " vec2 incoord = texCoord;\n"
309 " if (mosaic.x > 1) {\n"
310 " incoord.x = floor(incoord.x - float(int(incoord.x) % mosaic.x));\n"
311 " }\n"
312 " if (mosaic.y > 1) {\n"
313 " incoord.y = floor(incoord.y - float(int(incoord.y) % mosaic.y));\n"
314 " }\n"
315 " loadAffine(int(incoord.y), mat, offset);\n"
316 " float y = fract(incoord.y);\n"
317 " float start = 0.75;\n"
318 " if (int(incoord.y) - range.x < 4) {\n"
319 " y = incoord.y - float(range.x);\n"
320 " start = 0.;\n"
321 " }\n"
322 " float lin = start + y * 0.25;\n"
323 " vec2 mixedTransform = interpolate(mat, lin);\n"
324 " vec2 mixedOffset = interpolate(offset, lin);\n"
325 " ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
326 " if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
327 " discard;\n"
328 " }\n"
329 " if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
330 " discard;\n"
331 " }\n"
332 " int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
333 " int entry = texelFetch(vram, ivec2(address & 255, address >> 8), 0).r;\n"
334 " color = vec4(float(entry & 0x1F) / 31., float((entry >> 5) & 0x1F) / 31., float((entry >> 10) & 0x1F) / 31., 1.);\n"
335 "}";
336
337static const struct GBAVideoGLUniform _uniformsMode4[] = {
338 { "loc", GBA_GL_VS_LOC, },
339 { "maxPos", GBA_GL_VS_MAXPOS, },
340 { "vram", GBA_GL_BG_VRAM, },
341 { "palette", GBA_GL_BG_PALETTE, },
342 { "charBase", GBA_GL_BG_CHARBASE, },
343 { "size", GBA_GL_BG_SIZE, },
344 { "offset", GBA_GL_BG_OFFSET, },
345 { "transform", GBA_GL_BG_TRANSFORM, },
346 { "range", GBA_GL_BG_RANGE, },
347 { "mosaic", GBA_GL_BG_MOSAIC, },
348 { 0 }
349};
350
351static const char* const _renderMode4 =
352 "in vec2 texCoord;\n"
353 "uniform isampler2D vram;\n"
354 "uniform int palette[256];\n"
355 "uniform int charBase;\n"
356 "uniform ivec2 size;\n"
357 "uniform ivec4 transform[160];\n"
358 "uniform ivec2 range;\n"
359 "uniform ivec2 mosaic;\n"
360 "OUT(0) out vec4 color;\n"
361
362 "vec2 interpolate(ivec2 arr[4], float x);\n"
363 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
364
365 "void main() {\n"
366 " ivec2 mat[4];\n"
367 " ivec2 offset[4];\n"
368 " vec2 incoord = texCoord;\n"
369 " if (mosaic.x > 1) {\n"
370 " incoord.x = floor(incoord.x - float(int(incoord.x) % mosaic.x));\n"
371 " }\n"
372 " if (mosaic.y > 1) {\n"
373 " incoord.y = floor(incoord.y - float(int(incoord.y) % mosaic.y));\n"
374 " }\n"
375 " loadAffine(int(incoord.y), mat, offset);\n"
376 " float y = fract(incoord.y);\n"
377 " float start = 0.75;\n"
378 " if (int(incoord.y) - range.x < 4) {\n"
379 " y = incoord.y - float(range.x);\n"
380 " start = 0.;\n"
381 " }\n"
382 " float lin = start + y * 0.25;\n"
383 " vec2 mixedTransform = interpolate(mat, lin);\n"
384 " vec2 mixedOffset = interpolate(offset, lin);\n"
385 " ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
386 " if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
387 " discard;\n"
388 " }\n"
389 " if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
390 " discard;\n"
391 " }\n"
392 " int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
393 " int twoEntries = texelFetch(vram, ivec2((address >> 1) & 255, address >> 9), 0).r;\n"
394 " int paletteEntry = palette[(twoEntries >> (8 * (address & 1)) & 255)];\n"
395 " color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
396 "}";
397
398static const struct GBAVideoGLUniform _uniformsObj[] = {
399 { "loc", GBA_GL_VS_LOC, },
400 { "maxPos", GBA_GL_VS_MAXPOS, },
401 { "vram", GBA_GL_OBJ_VRAM, },
402 { "palette", GBA_GL_OBJ_PALETTE, },
403 { "charBase", GBA_GL_OBJ_CHARBASE, },
404 { "stride", GBA_GL_OBJ_STRIDE, },
405 { "localPalette", GBA_GL_OBJ_LOCALPALETTE, },
406 { "inflags", GBA_GL_OBJ_INFLAGS, },
407 { "transform", GBA_GL_OBJ_TRANSFORM, },
408 { "dims", GBA_GL_OBJ_DIMS, },
409 { "objwin", GBA_GL_OBJ_OBJWIN, },
410 { "mosaic", GBA_GL_OBJ_MOSAIC, },
411 { "cyclesRemaining", GBA_GL_OBJ_CYCLES, },
412 { 0 }
413};
414
415static const char* const _renderObj =
416 "in vec2 texCoord;\n"
417 "uniform isampler2D vram;\n"
418 "uniform int palette[256];\n"
419 "uniform int charBase;\n"
420 "uniform int stride;\n"
421 "uniform int localPalette;\n"
422 "uniform ivec4 inflags;\n"
423 "uniform mat2x2 transform;\n"
424 "uniform ivec4 dims;\n"
425 "uniform ivec4 objwin;\n"
426 "uniform ivec4 mosaic;\n"
427 "uniform int cyclesRemaining[160];\n"
428 "OUT(0) out vec4 color;\n"
429 "OUT(1) out ivec4 flags;\n"
430 "OUT(2) out ivec4 window;\n"
431
432 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
433
434 "void main() {\n"
435 " vec2 incoord = texCoord;\n"
436 " if (mosaic.x > 1) {\n"
437 " int x = int(incoord.x);\n"
438 " incoord.x = float(clamp(x - (mosaic.z + x) % mosaic.x, 0, dims.z - 1));\n"
439 " } else if (mosaic.x < -1) {\n"
440 " int x = dims.z - int(incoord.x) - 1;\n"
441 " incoord.x = float(clamp(dims.z - x + (mosaic.z + x) % -mosaic.x - 1, 0, dims.z - 1));\n"
442 " }\n"
443 " if (cyclesRemaining[int(incoord.y) + mosaic.w] <= 0) {\n"
444 " discard;\n"
445 " }\n"
446 " if (mosaic.y > 1) {\n"
447 " int y = int(incoord.y);\n"
448 " incoord.y = float(clamp(y - (mosaic.w + y) % mosaic.y, 0, dims.w - 1));\n"
449 " }\n"
450 " ivec2 coord = ivec2(transform * (incoord - vec2(dims.zw) / 2.) + vec2(dims.xy) / 2.);\n"
451 " if ((coord & ~(dims.xy - 1)) != ivec2(0, 0)) {\n"
452 " discard;\n"
453 " }\n"
454 " vec4 pix = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, localPalette, coord & 7);\n"
455 " color = pix;\n"
456 " flags = inflags;\n"
457 " gl_FragDepth = float(flags.x) / 16.;\n"
458 " window = ivec4(objwin.yzw, 0);\n"
459 "}";
460
461static const struct GBAVideoGLUniform _uniformsObjPriority[] = {
462 { "loc", GBA_GL_VS_LOC, },
463 { "maxPos", GBA_GL_VS_MAXPOS, },
464 { "inflags", GBA_GL_OBJ_INFLAGS, },
465 { 0 }
466};
467
468static const char* const _renderObjPriority =
469 "in vec2 texCoord;\n"
470 "uniform ivec4 inflags;\n"
471 "OUT(0) out vec4 color;\n"
472 "OUT(1) out ivec4 flags;\n"
473
474 "void main() {\n"
475 " flags = inflags;\n"
476 " gl_FragDepth = float(flags.x) / 16.;\n"
477 " color = vec4(0., 0., 0., 0.);"
478 "}";
479
480static const struct GBAVideoGLUniform _uniformsWindow[] = {
481 { "loc", GBA_GL_VS_LOC, },
482 { "maxPos", GBA_GL_VS_MAXPOS, },
483 { "dispcnt", GBA_GL_WIN_DISPCNT, },
484 { "blend", GBA_GL_WIN_BLEND, },
485 { "flags", GBA_GL_WIN_FLAGS, },
486 { "win0", GBA_GL_WIN_WIN0, },
487 { "win1", GBA_GL_WIN_WIN1, },
488 { 0 }
489};
490
491static const char* const _renderWindow =
492 "in vec2 texCoord;\n"
493 "uniform int dispcnt;\n"
494 "uniform ivec2 blend;\n"
495 "uniform ivec3 flags;\n"
496 "uniform ivec4 win0[160];\n"
497 "uniform ivec4 win1[160];\n"
498 "OUT(0) out ivec4 window;\n"
499
500 "bool crop(vec4 windowParams) {\n"
501 " bvec4 compare = lessThan(texCoord.xxyy, windowParams);\n"
502 " compare = equal(compare, bvec4(true, false, true, false));\n"
503 " if (any(compare)) {\n"
504 " vec2 h = windowParams.xy;\n"
505 " vec2 v = windowParams.zw;\n"
506 " if (v.x > v.y) {\n"
507 " if (compare.z && compare.w) {\n"
508 " return false;\n"
509 " }\n"
510 " } else if (compare.z || compare.w) {\n"
511 " return false;\n"
512 " }\n"
513 " if (h.x > h.y) {\n"
514 " if (compare.x && compare.y) {\n"
515 " return false;\n"
516 " }\n"
517 " } else if (compare.x || compare.y) {\n"
518 " return false;\n"
519 " }\n"
520 " }\n"
521 " return true;\n"
522 "}\n"
523
524 "vec4 interpolate(vec4 top, vec4 bottom) {\n"
525 " if (distance(top, bottom) > 40.) {\n"
526 " return top;\n"
527 " }\n"
528 " return vec4(mix(bottom.xy, top.xy, fract(texCoord.y)), top.zw);\n"
529 "}\n"
530
531 "void main() {\n"
532 " int dispflags = (dispcnt & 0x1F) | 0x20;\n"
533 " if ((dispcnt & 0xE0) == 0) {\n"
534 " window = ivec4(dispflags, blend, 0);\n"
535 " } else {\n"
536 " ivec4 windowFlags = ivec4(flags.z, blend, 0);\n"
537 " int top = int(texCoord.y);\n"
538 " int bottom = max(top - 1, 0);\n"
539 " if ((dispcnt & 0x20) != 0 && crop(interpolate(vec4(win0[top]), vec4(win0[bottom])))) { \n"
540 " windowFlags.x = flags.x;\n"
541 " } else if ((dispcnt & 0x40) != 0 && crop(interpolate(vec4(win1[top]), vec4(win1[bottom])))) {\n"
542 " windowFlags.x = flags.y;\n"
543 " }\n"
544 " window = windowFlags;\n"
545 " }\n"
546 "}\n";
547
548static const struct GBAVideoGLUniform _uniformsFinalize[] = {
549 { "loc", GBA_GL_VS_LOC, },
550 { "maxPos", GBA_GL_VS_MAXPOS, },
551 { "scale", GBA_GL_FINALIZE_SCALE, },
552 { "layers", GBA_GL_FINALIZE_LAYERS, },
553 { "objFlags", GBA_GL_FINALIZE_FLAGS, },
554 { "window", GBA_GL_FINALIZE_WINDOW, },
555 { "backdrop", GBA_GL_FINALIZE_BACKDROP, },
556 { "backdropFlags", GBA_GL_FINALIZE_BACKDROPFLAGS, },
557 { 0 }
558};
559
560static const char* const _finalize =
561 "in vec2 texCoord;\n"
562 "uniform int scale;\n"
563 "uniform sampler2D layers[5];\n"
564 "uniform isampler2D objFlags;\n"
565 "uniform isampler2D window;\n"
566 "uniform sampler2D backdrop;\n"
567 "uniform isampler2D backdropFlags;\n"
568 "out vec4 color;\n"
569
570 "void composite(vec4 pixel, ivec4 flags, inout vec4 topPixel, inout ivec4 topFlags, inout vec4 bottomPixel, inout ivec4 bottomFlags) {\n"
571 " if (flags.x >= topFlags.x) {\n"
572 " if (flags.x >= bottomFlags.x) {\n"
573 " return;\n"
574 " }\n"
575 " bottomFlags = flags;\n"
576 " bottomPixel = pixel;\n"
577 " } else {\n"
578 " bottomFlags = topFlags;\n"
579 " topFlags = flags;\n"
580 " bottomPixel = topPixel;\n"
581 " topPixel = pixel;\n"
582 " }\n"
583 "}\n"
584
585 "void main() {\n"
586 " vec4 topPixel = texelFetch(backdrop, ivec2(0, texCoord.y), 0);\n"
587 " vec4 bottomPixel = topPixel;\n"
588 " ivec4 topFlags = ivec4(texelFetch(backdropFlags, ivec2(0, texCoord.y), 0));\n"
589 " ivec4 bottomFlags = topFlags;\n"
590 " ivec2 coord = ivec2(texCoord * float(scale));\n"
591 " ivec4 windowFlags = texelFetch(window, coord, 0);\n"
592 " int layerWindow = windowFlags.x;\n"
593 " if ((layerWindow & 16) != 0) {\n"
594 " vec4 pix = texelFetch(layers[4], coord, 0);\n"
595 " if (pix.a != 0.) {\n"
596 " ivec4 inflags = ivec4(texelFetch(objFlags, coord, 0));\n"
597 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
598 " }\n"
599 " }\n"
600 " if ((layerWindow & 1) != 0) {\n"
601 " vec4 pix = texelFetch(layers[0], coord, 0);\n"
602 " if (pix.a != 0.) {\n"
603 " ivec4 inflags = ivec4(texelFetch(backdropFlags, ivec2(1, texCoord.y), 0));\n"
604 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
605 " }\n"
606 " }\n"
607 " if ((layerWindow & 2) != 0) {\n"
608 " vec4 pix = texelFetch(layers[1], coord, 0);\n"
609 " if (pix.a != 0.) {\n"
610 " ivec4 inflags = ivec4(texelFetch(backdropFlags, ivec2(2, texCoord.y), 0));\n"
611 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
612 " }\n"
613 " }\n"
614 " if ((layerWindow & 4) != 0) {\n"
615 " vec4 pix = texelFetch(layers[2], coord, 0);\n"
616 " if (pix.a != 0.) {\n"
617 " ivec4 inflags = ivec4(texelFetch(backdropFlags, ivec2(3, texCoord.y), 0));\n"
618 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
619 " }\n"
620 " }\n"
621 " if ((layerWindow & 8) != 0) {\n"
622 " vec4 pix = texelFetch(layers[3], coord, 0);\n"
623 " if (pix.a != 0.) {\n"
624 " ivec4 inflags = ivec4(texelFetch(backdropFlags, ivec2(4, texCoord.y), 0));\n"
625 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
626 " }\n"
627 " }\n"
628 " if ((layerWindow & 32) == 0) {\n"
629 " topFlags.y &= ~1;\n"
630 " }\n"
631 " if (((topFlags.y & 13) == 5 || topFlags.w > 0) && (bottomFlags.y & 2) == 2) {\n"
632 " topPixel.rgb *= float(topFlags.z) / 16.;\n"
633 " topPixel.rgb += bottomPixel.rgb * float(windowFlags.y) / 16.;\n"
634 " } else if ((topFlags.y & 13) == 9) {\n"
635 " topPixel.rgb += (1. - topPixel.rgb) * float(windowFlags.z) / 16.;\n"
636 " } else if ((topFlags.y & 13) == 13) {\n"
637 " topPixel.rgb -= topPixel.rgb * float(windowFlags.z) / 16.;\n"
638 " }\n"
639 " color = topPixel;\n"
640 "}";
641
642static const GLint _vertices[] = {
643 0, 0,
644 0, 1,
645 1, 1,
646 1, 0,
647};
648
649void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
650 renderer->d.init = GBAVideoGLRendererInit;
651 renderer->d.reset = GBAVideoGLRendererReset;
652 renderer->d.deinit = GBAVideoGLRendererDeinit;
653 renderer->d.writeVideoRegister = GBAVideoGLRendererWriteVideoRegister;
654 renderer->d.writeVRAM = GBAVideoGLRendererWriteVRAM;
655 renderer->d.writeOAM = GBAVideoGLRendererWriteOAM;
656 renderer->d.writePalette = GBAVideoGLRendererWritePalette;
657 renderer->d.drawScanline = GBAVideoGLRendererDrawScanline;
658 renderer->d.finishFrame = GBAVideoGLRendererFinishFrame;
659 renderer->d.getPixels = GBAVideoGLRendererGetPixels;
660 renderer->d.putPixels = GBAVideoGLRendererPutPixels;
661
662 renderer->d.disableBG[0] = false;
663 renderer->d.disableBG[1] = false;
664 renderer->d.disableBG[2] = false;
665 renderer->d.disableBG[3] = false;
666 renderer->d.disableOBJ = false;
667
668 renderer->d.highlightBG[0] = false;
669 renderer->d.highlightBG[1] = false;
670 renderer->d.highlightBG[2] = false;
671 renderer->d.highlightBG[3] = false;
672 int i;
673 for (i = 0; i < 128; ++i) {
674 renderer->d.highlightOBJ[i] = false;
675 }
676 renderer->d.highlightColor = 0xFFFFFF;
677 renderer->d.highlightAmount = 0;
678
679 renderer->scale = 1;
680}
681
682static void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVideoGLShader* shader, const char** shaderBuffer, int shaderBufferLines, GLuint vs, const struct GBAVideoGLUniform* uniforms, const char* const* outFrags, char* log) {
683 GLuint program = glCreateProgram();
684 shader->program = program;
685
686 GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
687 glAttachShader(program, vs);
688 glAttachShader(program, fs);
689 glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
690 glCompileShader(fs);
691 glGetShaderInfoLog(fs, 2048, 0, log);
692 if (log[0]) {
693 mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
694 }
695 size_t i;
696#ifndef BUILD_GLES3
697 for (i = 0; outFrags[i]; ++i) {
698 glBindFragDataLocation(program, i, outFrags[i]);
699 }
700#else
701 UNUSED(outFrags);
702#endif
703 glLinkProgram(program);
704 glGetProgramInfoLog(program, 2048, 0, log);
705 if (log[0]) {
706 mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
707 }
708 glDeleteShader(fs);
709
710 glGenVertexArrays(1, &shader->vao);
711 glBindVertexArray(shader->vao);
712 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
713 GLuint positionLocation = glGetAttribLocation(program, "position");
714 glEnableVertexAttribArray(positionLocation);
715 glVertexAttribPointer(positionLocation, 2, GL_INT, GL_FALSE, 0, NULL);
716
717 for (i = 0; uniforms[i].name; ++i) {
718 shader->uniforms[uniforms[i].type] = glGetUniformLocation(program, uniforms[i].name);
719 }
720}
721
722static void _deleteShader(struct GBAVideoGLShader* shader) {
723 glDeleteProgram(shader->program);
724 glDeleteVertexArrays(1, &shader->vao);
725}
726
727static void _initFramebufferTextureEx(GLuint tex, GLenum internalFormat, GLenum format, GLenum type, GLenum attachment, int scale) {
728 glBindTexture(GL_TEXTURE_2D, tex);
729 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
730 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
731 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
732 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
733 glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, scale > 0 ? GBA_VIDEO_HORIZONTAL_PIXELS * scale : 8, GBA_VIDEO_VERTICAL_PIXELS * (scale > 0 ? scale : 1), 0, format, type, 0);
734 glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);
735}
736
737static void _initFramebufferTexture(GLuint tex, GLenum format, GLenum attachment, int scale) {
738 _initFramebufferTextureEx(tex, format, format, GL_UNSIGNED_BYTE, attachment, scale);
739}
740
741static void _initFramebuffers(struct GBAVideoGLRenderer* glRenderer) {
742 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
743 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
744 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
745 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT2, glRenderer->scale);
746 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_DEPTH], GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, GL_DEPTH_STENCIL_ATTACHMENT, glRenderer->scale);
747
748 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
749 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_COLOR], GL_RGB, GL_COLOR_ATTACHMENT0, 0);
750 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_BACKDROP_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, 0);
751
752 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
753 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT0, glRenderer->scale);
754
755 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
756 _initFramebufferTexture(glRenderer->outputTex, GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
757
758 int i;
759 for (i = 0; i < 4; ++i) {
760 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
761 glBindFramebuffer(GL_FRAMEBUFFER, bg->fbo);
762 _initFramebufferTexture(bg->tex, GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
763 }
764 glBindFramebuffer(GL_FRAMEBUFFER, 0);
765}
766
767void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
768 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
769 glRenderer->temporaryBuffer = NULL;
770
771 glGenFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
772 glGenTextures(GBA_GL_TEX_MAX, glRenderer->layers);
773
774 glGenTextures(1, &glRenderer->vramTex);
775 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
776 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
777 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
778 glTexImage2D(GL_TEXTURE_2D, 0, GL_R16UI, 256, 192, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0);
779
780 glGenBuffers(1, &glRenderer->vbo);
781 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
782 glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
783
784 int i;
785 for (i = 0; i < 4; ++i) {
786 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
787 bg->index = i;
788 bg->enabled = 0;
789 bg->priority = 0;
790 bg->charBase = 0;
791 bg->mosaic = 0;
792 bg->multipalette = 0;
793 bg->screenBase = 0;
794 bg->overflow = 0;
795 bg->size = 0;
796 bg->target1 = 0;
797 bg->target2 = 0;
798 bg->x = 0;
799 bg->y = 0;
800 bg->refx = 0;
801 bg->refy = 0;
802 bg->affine.dx = 256;
803 bg->affine.dmx = 0;
804 bg->affine.dy = 0;
805 bg->affine.dmy = 256;
806 bg->affine.sx = 0;
807 bg->affine.sy = 0;
808 glGenFramebuffers(1, &bg->fbo);
809 glGenTextures(1, &bg->tex);
810 }
811
812 _initFramebuffers(glRenderer);
813
814 char log[2048];
815 const GLchar* shaderBuffer[4];
816 const GLubyte* version = glGetString(GL_VERSION);
817 if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES "))) {
818 shaderBuffer[0] = _gl3Header;
819 } else {
820 shaderBuffer[0] = _gles3Header;
821 }
822
823 GLuint vs = glCreateShader(GL_VERTEX_SHADER);
824 shaderBuffer[1] = _vertexShader;
825 glShaderSource(vs, 2, shaderBuffer, 0);
826 glCompileShader(vs);
827 glGetShaderInfoLog(vs, 2048, 0, log);
828 if (log[0]) {
829 mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
830 }
831
832 const char* const noWindow[] = {"color", "flags", NULL};
833 const char* const window[] = {"color", "flags", "window", NULL};
834 const char* const onlyWindow[] = {"window", NULL};
835 const char* const onlyColor[] = {"color", NULL};
836
837 shaderBuffer[1] = _renderMode0;
838
839 shaderBuffer[2] = _renderTile16;
840 _compileShader(glRenderer, &glRenderer->bgShader[0], shaderBuffer, 3, vs, _uniformsMode0, noWindow, log);
841
842 shaderBuffer[2] = _renderTile256;
843 _compileShader(glRenderer, &glRenderer->bgShader[1], shaderBuffer, 3, vs, _uniformsMode0, noWindow, log);
844
845 shaderBuffer[1] = _renderMode2;
846 shaderBuffer[2] = _interpolate;
847
848 shaderBuffer[3] = _fetchTileOverflow;
849 _compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 4, vs, _uniformsMode2, noWindow, log);
850
851 shaderBuffer[3] = _fetchTileNoOverflow;
852 _compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 4, vs, _uniformsMode2, noWindow, log);
853
854 shaderBuffer[1] = _renderMode4;
855 shaderBuffer[2] = _interpolate;
856 _compileShader(glRenderer, &glRenderer->bgShader[4], shaderBuffer, 3, vs, _uniformsMode4, noWindow, log);
857
858 shaderBuffer[1] = _renderMode35;
859 shaderBuffer[2] = _interpolate;
860 _compileShader(glRenderer, &glRenderer->bgShader[5], shaderBuffer, 3, vs, _uniformsMode35, noWindow, log);
861
862 shaderBuffer[1] = _renderObj;
863
864 shaderBuffer[2] = _renderTile16;
865 _compileShader(glRenderer, &glRenderer->objShader[0], shaderBuffer, 3, vs, _uniformsObj, window, log);
866
867 shaderBuffer[2] = _renderTile256;
868 _compileShader(glRenderer, &glRenderer->objShader[1], shaderBuffer, 3, vs, _uniformsObj, window, log);
869
870 shaderBuffer[1] = _renderObjPriority;
871 _compileShader(glRenderer, &glRenderer->objShader[2], shaderBuffer, 2, vs, _uniformsObjPriority, noWindow, log);
872
873 shaderBuffer[1] = _renderWindow;
874 _compileShader(glRenderer, &glRenderer->windowShader, shaderBuffer, 2, vs, _uniformsWindow, onlyWindow, log);
875
876 shaderBuffer[1] = _finalize;
877 _compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, onlyColor, log);
878
879 glBindVertexArray(0);
880 glDeleteShader(vs);
881
882 GBAVideoGLRendererReset(renderer);
883}
884
885void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
886 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
887 if (glRenderer->temporaryBuffer) {
888 mappedMemoryFree(glRenderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale);
889 }
890 glDeleteFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
891 glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers);
892 glDeleteTextures(1, &glRenderer->vramTex);
893 glDeleteBuffers(1, &glRenderer->vbo);
894
895 _deleteShader(&glRenderer->bgShader[0]);
896 _deleteShader(&glRenderer->bgShader[1]);
897 _deleteShader(&glRenderer->bgShader[2]);
898 _deleteShader(&glRenderer->bgShader[3]);
899 _deleteShader(&glRenderer->objShader[0]);
900 _deleteShader(&glRenderer->objShader[1]);
901 _deleteShader(&glRenderer->objShader[2]);
902 _deleteShader(&glRenderer->finalizeShader);
903
904 int i;
905 for (i = 0; i < 4; ++i) {
906 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
907 glDeleteFramebuffers(1, &bg->fbo);
908 glDeleteTextures(1, &bg->tex);
909 }
910}
911
912void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
913 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
914
915 glRenderer->oamDirty = true;
916 glRenderer->paletteDirty = true;
917 glRenderer->vramDirty = 0xFFFFFF;
918 glRenderer->firstAffine = -1;
919 glRenderer->firstY = -1;
920 glRenderer->dispcnt = 0x0080;
921 glRenderer->mosaic = 0;
922 memset(glRenderer->shadowRegs, 0, sizeof(glRenderer->shadowRegs));
923 glRenderer->regsDirty = 0xFFFFFFFFFFFEULL;
924}
925
926void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
927 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
928 glRenderer->vramDirty |= 1 << (address >> 12);
929}
930
931void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam) {
932 UNUSED(oam);
933 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
934 glRenderer->oamDirty = true;
935}
936
937void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
938 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
939 UNUSED(address);
940 UNUSED(value);
941 glRenderer->paletteDirty = true;
942}
943
944uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
945 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
946 if (renderer->cache) {
947 GBAVideoCacheWriteVideoRegister(renderer->cache, address, value);
948 }
949
950 bool dirty = false;
951 switch (address) {
952 case REG_DISPCNT:
953 value &= 0xFFF7;
954 dirty = true;
955 break;
956 case REG_BG0CNT:
957 case REG_BG1CNT:
958 value &= 0xDFFF;
959 dirty = true;
960 break;
961 case REG_BG0HOFS:
962 value &= 0x01FF;
963 glRenderer->bg[0].x = value;
964 dirty = false;
965 break;
966 case REG_BG0VOFS:
967 value &= 0x01FF;
968 glRenderer->bg[0].y = value;
969 dirty = false;
970 break;
971 case REG_BG1HOFS:
972 value &= 0x01FF;
973 glRenderer->bg[1].x = value;
974 dirty = false;
975 break;
976 case REG_BG1VOFS:
977 value &= 0x01FF;
978 glRenderer->bg[1].y = value;
979 dirty = false;
980 break;
981 case REG_BG2HOFS:
982 value &= 0x01FF;
983 glRenderer->bg[2].x = value;
984 dirty = false;
985 break;
986 case REG_BG2VOFS:
987 value &= 0x01FF;
988 glRenderer->bg[2].y = value;
989 dirty = false;
990 break;
991 case REG_BG3HOFS:
992 value &= 0x01FF;
993 glRenderer->bg[3].x = value;
994 dirty = false;
995 break;
996 case REG_BG3VOFS:
997 value &= 0x01FF;
998 glRenderer->bg[3].y = value;
999 dirty = false;
1000 break;
1001 case REG_BG2PA:
1002 glRenderer->bg[2].affine.dx = value;
1003 break;
1004 case REG_BG2PB:
1005 glRenderer->bg[2].affine.dmx = value;
1006 break;
1007 case REG_BG2PC:
1008 glRenderer->bg[2].affine.dy = value;
1009 break;
1010 case REG_BG2PD:
1011 glRenderer->bg[2].affine.dmy = value;
1012 break;
1013 case REG_BG2X_LO:
1014 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[2], value);
1015 break;
1016 case REG_BG2X_HI:
1017 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[2], value);
1018 break;
1019 case REG_BG2Y_LO:
1020 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[2], value);
1021 break;
1022 case REG_BG2Y_HI:
1023 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[2], value);
1024 break;
1025 case REG_BG3PA:
1026 glRenderer->bg[3].affine.dx = value;
1027 break;
1028 case REG_BG3PB:
1029 glRenderer->bg[3].affine.dmx = value;
1030 break;
1031 case REG_BG3PC:
1032 glRenderer->bg[3].affine.dy = value;
1033 break;
1034 case REG_BG3PD:
1035 glRenderer->bg[3].affine.dmy = value;
1036 break;
1037 case REG_BG3X_LO:
1038 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[3], value);
1039 break;
1040 case REG_BG3X_HI:
1041 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[3], value);
1042 break;
1043 case REG_BG3Y_LO:
1044 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[3], value);
1045 break;
1046 case REG_BG3Y_HI:
1047 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[3], value);
1048 break;
1049 case REG_BLDALPHA:
1050 value &= 0x1F1F;
1051 dirty = true;
1052 break;
1053 case REG_BLDY:
1054 value &= 0x1F;
1055 if (value > 0x10) {
1056 value = 0x10;
1057 }
1058 dirty = true;
1059 break;
1060 case REG_WIN0H:
1061 glRenderer->winN[0].h.end = value;
1062 glRenderer->winN[0].h.start = value >> 8;
1063 if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[0].h.start > glRenderer->winN[0].h.end) {
1064 glRenderer->winN[0].h.start = 0;
1065 }
1066 if (glRenderer->winN[0].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1067 glRenderer->winN[0].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
1068 if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1069 glRenderer->winN[0].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
1070 }
1071 }
1072 break;
1073 case REG_WIN1H:
1074 glRenderer->winN[1].h.end = value;
1075 glRenderer->winN[1].h.start = value >> 8;
1076 if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[1].h.start > glRenderer->winN[1].h.end) {
1077 glRenderer->winN[1].h.start = 0;
1078 }
1079 if (glRenderer->winN[1].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1080 glRenderer->winN[1].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
1081 if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1082 glRenderer->winN[1].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
1083 }
1084 }
1085 break;
1086 case REG_WIN0V:
1087 glRenderer->winN[0].v.end = value;
1088 glRenderer->winN[0].v.start = value >> 8;
1089 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[0].v.start > glRenderer->winN[0].v.end) {
1090 glRenderer->winN[0].v.start = 0;
1091 }
1092 if (glRenderer->winN[0].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1093 glRenderer->winN[0].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1094 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1095 glRenderer->winN[0].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1096 }
1097 }
1098 break;
1099 case REG_WIN1V:
1100 glRenderer->winN[1].v.end = value;
1101 glRenderer->winN[1].v.start = value >> 8;
1102 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[1].v.start > glRenderer->winN[1].v.end) {
1103 glRenderer->winN[1].v.start = 0;
1104 }
1105 if (glRenderer->winN[1].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1106 glRenderer->winN[1].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1107 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1108 glRenderer->winN[1].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1109 }
1110 }
1111 break;
1112 case REG_WININ:
1113 case REG_WINOUT:
1114 value &= 0x3F3F;
1115 dirty = true;
1116 break;
1117 default:
1118 dirty = true;
1119 break;
1120 }
1121 if (glRenderer->shadowRegs[address >> 1] == value) {
1122 dirty = false;
1123 } else {
1124 glRenderer->shadowRegs[address >> 1] = value;
1125 }
1126 if (dirty) {
1127 glRenderer->regsDirty |= 1ULL << (address >> 1);
1128 }
1129 return value;
1130}
1131
1132void _cleanRegister(struct GBAVideoGLRenderer* glRenderer, int address, uint16_t value) {
1133 switch (address) {
1134 case REG_DISPCNT:
1135 glRenderer->dispcnt = value;
1136 GBAVideoGLRendererUpdateDISPCNT(glRenderer);
1137 break;
1138 case REG_BG0CNT:
1139 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[0], value);
1140 break;
1141 case REG_BG1CNT:
1142 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[1], value);
1143 break;
1144 case REG_BG2CNT:
1145 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[2], value);
1146 break;
1147 case REG_BG3CNT:
1148 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[3], value);
1149 break;
1150 case REG_BLDCNT:
1151 GBAVideoGLRendererWriteBLDCNT(glRenderer, value);
1152 break;
1153 case REG_BLDALPHA:
1154 glRenderer->blda = value & 0x1F;
1155 if (glRenderer->blda > 0x10) {
1156 glRenderer->blda = 0x10;
1157 }
1158 glRenderer->bldb = (value >> 8) & 0x1F;
1159 if (glRenderer->bldb > 0x10) {
1160 glRenderer->bldb = 0x10;
1161 }
1162 break;
1163 case REG_BLDY:
1164 glRenderer->bldy = value;
1165 break;
1166 case REG_WININ:
1167 glRenderer->winN[0].control = value;
1168 glRenderer->winN[1].control = value >> 8;
1169 break;
1170 case REG_WINOUT:
1171 glRenderer->winout = value;
1172 glRenderer->objwin = value >> 8;
1173 break;
1174 case REG_MOSAIC:
1175 glRenderer->mosaic = value;
1176 break;
1177 default:
1178 break;
1179 }
1180}
1181
1182static bool _dirtyMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1183 UNUSED(y);
1184 if (!background->enabled) {
1185 return false;
1186 }
1187 unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1188 unsigned screenMask = (7 << screenBase) & 0xFFFF; // Technically overzealous
1189 if (renderer->vramDirty & screenMask) {
1190 return true;
1191 }
1192 unsigned charBase = background->charBase >> 11;
1193 unsigned charMask = (0xFFFF << charBase) & 0xFFFF;
1194 if (renderer->vramDirty & charMask) {
1195 return true;
1196 }
1197 return false;
1198}
1199
1200static bool _dirtyMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1201 UNUSED(y);
1202 if (!background->enabled) {
1203 return false;
1204 }
1205 unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1206 unsigned screenMask = (0xF << screenBase) & 0xFFFF;
1207 if (renderer->vramDirty & screenMask) {
1208 return true;
1209 }
1210 unsigned charBase = background->charBase >> 11;
1211 unsigned charMask = (0x3FFF << charBase) & 0xFFFF;
1212 if (renderer->vramDirty & charMask) {
1213 return true;
1214 }
1215 return false;
1216}
1217
1218static bool _dirtyMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1219 UNUSED(y);
1220 if (!background->enabled) {
1221 return false;
1222 }
1223 if (renderer->vramDirty & 0xFFFFF) {
1224 return true;
1225 }
1226 return false;
1227}
1228
1229static bool _dirtyMode45(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1230 UNUSED(y);
1231 if (!background->enabled) {
1232 return false;
1233 }
1234 int start = GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 5 : 0;
1235 int mask = 0x3FF << start;
1236 if (renderer->vramDirty & mask) {
1237 return true;
1238 }
1239 return false;
1240}
1241
1242static bool _needsVramUpload(struct GBAVideoGLRenderer* renderer, int y) {
1243 if (!renderer->vramDirty) {
1244 return false;
1245 }
1246 if (y == 0) {
1247 return true;
1248 }
1249
1250 if (GBARegisterDISPCNTIsObjEnable(renderer->dispcnt) && renderer->vramDirty & 0xFF0000) {
1251 return true;
1252 }
1253
1254 bool dirty = false;
1255 switch (GBARegisterDISPCNTGetMode(renderer->dispcnt)) {
1256 case 0:
1257 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1258 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1259 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[2], y);
1260 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[3], y);
1261 break;
1262 case 1:
1263 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1264 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1265 dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1266 break;
1267 case 2:
1268 dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1269 dirty = dirty || _dirtyMode2(renderer, &renderer->bg[3], y);
1270 break;
1271 case 3:
1272 dirty = _dirtyMode3(renderer, &renderer->bg[2], y);
1273 break;
1274 case 4:
1275 dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1276 break;
1277 case 5:
1278 dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1279 break;
1280 }
1281 return dirty;
1282}
1283
1284void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
1285 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1286
1287 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1288 if (glRenderer->firstAffine < 0) {
1289 glRenderer->firstAffine = y;
1290 }
1291 } else {
1292 glRenderer->firstAffine = -1;
1293 }
1294
1295 if (glRenderer->paletteDirty || _needsVramUpload(glRenderer, y) || glRenderer->oamDirty || glRenderer->regsDirty) {
1296 if (glRenderer->firstY >= 0) {
1297 _drawScanlines(glRenderer, y - 1);
1298 glBindVertexArray(0);
1299 }
1300 }
1301 if (glRenderer->firstY < 0) {
1302 glRenderer->firstY = y;
1303 }
1304
1305 int i;
1306 for (i = 0; i < 0x30; ++i) {
1307 if (!(glRenderer->regsDirty & (1ULL << i))) {
1308 continue;
1309 }
1310 _cleanRegister(glRenderer, i << 1, glRenderer->shadowRegs[i]);
1311 }
1312 glRenderer->regsDirty = 0;
1313
1314 glRenderer->winNHistory[0][y * 4 + 0] = glRenderer->winN[0].h.start;
1315 glRenderer->winNHistory[0][y * 4 + 1] = glRenderer->winN[0].h.end;
1316 glRenderer->winNHistory[0][y * 4 + 2] = glRenderer->winN[0].v.start;
1317 glRenderer->winNHistory[0][y * 4 + 3] = glRenderer->winN[0].v.end;
1318 glRenderer->winNHistory[1][y * 4 + 0] = glRenderer->winN[1].h.start;
1319 glRenderer->winNHistory[1][y * 4 + 1] = glRenderer->winN[1].h.end;
1320 glRenderer->winNHistory[1][y * 4 + 2] = glRenderer->winN[1].v.start;
1321 glRenderer->winNHistory[1][y * 4 + 3] = glRenderer->winN[1].v.end;
1322
1323 glRenderer->bg[0].scanlineOffset[y] = glRenderer->bg[0].x;
1324 glRenderer->bg[0].scanlineOffset[y] |= glRenderer->bg[0].y << 12;
1325 glRenderer->bg[1].scanlineOffset[y] = glRenderer->bg[1].x;
1326 glRenderer->bg[1].scanlineOffset[y] |= glRenderer->bg[1].y << 12;
1327 glRenderer->bg[2].scanlineOffset[y] = glRenderer->bg[2].x;
1328 glRenderer->bg[2].scanlineOffset[y] |= glRenderer->bg[2].y << 12;
1329 glRenderer->bg[2].scanlineAffine[y * 4] = glRenderer->bg[2].affine.dx;
1330 glRenderer->bg[2].scanlineAffine[y * 4 + 1] = glRenderer->bg[2].affine.dy;
1331 glRenderer->bg[2].scanlineAffine[y * 4 + 2] = glRenderer->bg[2].affine.sx;
1332 glRenderer->bg[2].scanlineAffine[y * 4 + 3] = glRenderer->bg[2].affine.sy;
1333 glRenderer->bg[3].scanlineOffset[y] = glRenderer->bg[3].x;
1334 glRenderer->bg[3].scanlineOffset[y] |= glRenderer->bg[3].y << 12;
1335 glRenderer->bg[3].scanlineAffine[y * 4] = glRenderer->bg[3].affine.dx;
1336 glRenderer->bg[3].scanlineAffine[y * 4 + 1] = glRenderer->bg[3].affine.dy;
1337 glRenderer->bg[3].scanlineAffine[y * 4 + 2] = glRenderer->bg[3].affine.sx;
1338 glRenderer->bg[3].scanlineAffine[y * 4 + 3] = glRenderer->bg[3].affine.sy;
1339
1340 if (glRenderer->paletteDirty) {
1341 for (i = 0; i < 512; ++i) {
1342 glRenderer->shadowPalette[i] = glRenderer->d.palette[i];
1343 }
1344 glRenderer->paletteDirty = false;
1345 }
1346
1347 if (_needsVramUpload(glRenderer, y)) {
1348 int first = -1;
1349 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
1350 for (i = 0; i < 25; ++i) {
1351 if (!(glRenderer->vramDirty & (1 << i))) {
1352 if (first >= 0) {
1353 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 8 * first, 256, 8 * (i - first), GL_RED_INTEGER, GL_UNSIGNED_SHORT, &glRenderer->d.vram[2048 * first]);
1354 first = -1;
1355 }
1356 } else if (first < 0) {
1357 first = i;
1358 }
1359 }
1360 glRenderer->vramDirty = 0;
1361 }
1362
1363 if (glRenderer->oamDirty) {
1364 glRenderer->oamMax = GBAVideoRendererCleanOAM(glRenderer->d.oam->obj, glRenderer->sprites, 0);
1365 glRenderer->oamDirty = false;
1366 }
1367
1368 if (y == 0) {
1369 glDisable(GL_SCISSOR_TEST);
1370 glClearColor(0, 0, 0, 0);
1371#ifdef BUILD_GLES3
1372 glClearDepthf(1.f);
1373#else
1374 glClearDepth(1);
1375#endif
1376 glClearStencil(0);
1377 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
1378 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1379 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
1380
1381 for (i = 0; i < 4; ++i) {
1382 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);
1383 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1384 glClear(GL_COLOR_BUFFER_BIT);
1385 }
1386
1387 int spriteCyclesRemaining = GBARegisterDISPCNTIsHblankIntervalFree(glRenderer->dispcnt) ? OBJ_HBLANK_FREE_LENGTH : OBJ_LENGTH;
1388 for (i = 0; i < GBA_VIDEO_VERTICAL_PIXELS; ++i) {
1389 glRenderer->spriteCycles[i] = spriteCyclesRemaining;
1390 }
1391 }
1392
1393 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1394 glRenderer->bg[2].affine.sx += glRenderer->bg[2].affine.dmx;
1395 glRenderer->bg[2].affine.sy += glRenderer->bg[2].affine.dmy;
1396 glRenderer->bg[3].affine.sx += glRenderer->bg[3].affine.dmx;
1397 glRenderer->bg[3].affine.sy += glRenderer->bg[3].affine.dmy;
1398 }
1399}
1400
1401void _drawScanlines(struct GBAVideoGLRenderer* glRenderer, int y) {
1402 glEnable(GL_SCISSOR_TEST);
1403
1404 uint32_t backdrop = M_RGB5_TO_RGB8(glRenderer->shadowPalette[0]);
1405 glViewport(0, 0, 1, GBA_VIDEO_VERTICAL_PIXELS);
1406 glScissor(0, glRenderer->firstY, 1, y - glRenderer->firstY + 1);
1407 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
1408 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1409 glClearBufferfv(GL_COLOR, 0, (GLfloat[]) { ((backdrop >> 16) & 0xF8) / 248., ((backdrop >> 8) & 0xF8) / 248., (backdrop & 0xF8) / 248., 1.f });
1410 glClearBufferiv(GL_COLOR, 1, (GLint[]) { 32, glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4), glRenderer->blda, 0 });
1411
1412 glDrawBuffers(2, (GLenum[]) { GL_NONE, GL_COLOR_ATTACHMENT1 });
1413 int i;
1414 for (i = 0; i < 4; ++i) {
1415 glScissor(i + 1, glRenderer->firstY, i + 2, y - glRenderer->firstY + 1);
1416 glClearBufferiv(GL_COLOR, 1, (GLint[]) { glRenderer->bg[i].priority,
1417 glRenderer->bg[i].target1 | (glRenderer->bg[i].target2 << 1) | (glRenderer->blendEffect << 2),
1418 glRenderer->blda, 0 });
1419 }
1420
1421
1422 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1423
1424 GBAVideoGLRendererDrawWindow(glRenderer, y);
1425 if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
1426 glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
1427 glEnable(GL_STENCIL_TEST);
1428 glDepthFunc(GL_LESS);
1429 for (i = 0; i < glRenderer->oamMax; ++i) {
1430 struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
1431 if ((y < sprite->y && (sprite->endY - 256 < 0 || glRenderer->firstY >= sprite->endY - 256)) || glRenderer->firstY >= sprite->endY) {
1432 continue;
1433 }
1434
1435 GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);
1436
1437 int startY = sprite->y;
1438 int endY = sprite->endY;
1439
1440 if (endY >= 256) {
1441 startY -= 256;
1442 endY -= 256;
1443 }
1444 if (startY < glRenderer->firstY) {
1445 startY = glRenderer->firstY;
1446 }
1447 if (endY > y) {
1448 endY = y;
1449 }
1450 int j;
1451 for (j = startY; j <= endY; ++j) {
1452 glRenderer->spriteCycles[j] -= sprite->cycles;
1453 }
1454 }
1455 glDisable(GL_DEPTH_TEST);
1456 glDisable(GL_STENCIL_TEST);
1457 }
1458
1459 if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1460 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
1461 }
1462 if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1463 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
1464 }
1465 if (TEST_LAYER_ENABLED(2)) {
1466 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1467 case 0:
1468 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
1469 break;
1470 case 1:
1471 case 2:
1472 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
1473 break;
1474 case 3:
1475 GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
1476 break;
1477 case 4:
1478 GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
1479 break;
1480 case 5:
1481 GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y);
1482 break;
1483 }
1484 }
1485 if (TEST_LAYER_ENABLED(3)) {
1486 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1487 case 0:
1488 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[3], y);
1489 break;
1490 case 2:
1491 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[3], y);
1492 break;
1493 }
1494 }
1495 glRenderer->firstY = -1;
1496}
1497
1498void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
1499 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1500 _drawScanlines(glRenderer, GBA_VIDEO_VERTICAL_PIXELS - 1);
1501 _finalizeLayers(glRenderer);
1502 glDisable(GL_SCISSOR_TEST);
1503 glBindVertexArray(0);
1504 glRenderer->firstAffine = -1;
1505 glRenderer->firstY = -1;
1506 glRenderer->bg[2].affine.sx = glRenderer->bg[2].refx;
1507 glRenderer->bg[2].affine.sy = glRenderer->bg[2].refy;
1508 glRenderer->bg[3].affine.sx = glRenderer->bg[3].refx;
1509 glRenderer->bg[3].affine.sy = glRenderer->bg[3].refy;
1510}
1511
1512void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels) {
1513 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1514 *stride = GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale;
1515 if (!glRenderer->temporaryBuffer) {
1516 glRenderer->temporaryBuffer = anonymousMemoryMap(GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale * BYTES_PER_PIXEL);
1517 }
1518 glFinish();
1519 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
1520 glPixelStorei(GL_PACK_ROW_LENGTH, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale);
1521 glPixelStorei(GL_PACK_ALIGNMENT, 1);
1522 glReadPixels(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale, GL_RGBA, GL_UNSIGNED_BYTE, (void*) glRenderer->temporaryBuffer);
1523 *pixels = glRenderer->temporaryBuffer;
1524}
1525
1526void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels) {
1527 // TODO
1528 UNUSED(renderer);
1529 UNUSED(stride);
1530 UNUSED(pixels);
1531}
1532
1533static void _enableBg(struct GBAVideoGLRenderer* renderer, int bg, bool active) {
1534 int wasActive = renderer->bg[bg].enabled;
1535 if (!active) {
1536 renderer->bg[bg].enabled = 0;
1537 } else if (!wasActive && active) {
1538 /*if (renderer->nextY == 0 || GBARegisterDISPCNTGetMode(renderer->dispcnt) > 2) {
1539 // TODO: Investigate in more depth how switching background works in different modes
1540 renderer->bg[bg].enabled = 4;
1541 } else {
1542 renderer->bg[bg].enabled = 1;
1543 }*/
1544 renderer->bg[bg].enabled = 4;
1545 }
1546}
1547
1548static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer) {
1549 _enableBg(renderer, 0, GBARegisterDISPCNTGetBg0Enable(renderer->dispcnt));
1550 _enableBg(renderer, 1, GBARegisterDISPCNTGetBg1Enable(renderer->dispcnt));
1551 _enableBg(renderer, 2, GBARegisterDISPCNTGetBg2Enable(renderer->dispcnt));
1552 _enableBg(renderer, 3, GBARegisterDISPCNTGetBg3Enable(renderer->dispcnt));
1553}
1554
1555static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
1556 bg->priority = GBARegisterBGCNTGetPriority(value);
1557 bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
1558 bg->mosaic = GBARegisterBGCNTGetMosaic(value);
1559 bg->multipalette = GBARegisterBGCNTGet256Color(value);
1560 bg->screenBase = GBARegisterBGCNTGetScreenBase(value) << 10;
1561 bg->overflow = GBARegisterBGCNTGetOverflow(value);
1562 bg->size = GBARegisterBGCNTGetSize(value);
1563}
1564
1565static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1566 bg->refx = (bg->refx & 0xFFFF0000) | value;
1567 bg->affine.sx = bg->refx;
1568}
1569
1570static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1571 bg->refx = (bg->refx & 0x0000FFFF) | (value << 16);
1572 bg->refx <<= 4;
1573 bg->refx >>= 4;
1574 bg->affine.sx = bg->refx;
1575}
1576
1577static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1578 bg->refy = (bg->refy & 0xFFFF0000) | value;
1579 bg->affine.sy = bg->refy;
1580}
1581
1582static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1583 bg->refy = (bg->refy & 0x0000FFFF) | (value << 16);
1584 bg->refy <<= 4;
1585 bg->refy >>= 4;
1586 bg->affine.sy = bg->refy;
1587}
1588
1589static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value) {
1590 renderer->bg[0].target1 = GBARegisterBLDCNTGetTarget1Bg0(value);
1591 renderer->bg[1].target1 = GBARegisterBLDCNTGetTarget1Bg1(value);
1592 renderer->bg[2].target1 = GBARegisterBLDCNTGetTarget1Bg2(value);
1593 renderer->bg[3].target1 = GBARegisterBLDCNTGetTarget1Bg3(value);
1594 renderer->bg[0].target2 = GBARegisterBLDCNTGetTarget2Bg0(value);
1595 renderer->bg[1].target2 = GBARegisterBLDCNTGetTarget2Bg1(value);
1596 renderer->bg[2].target2 = GBARegisterBLDCNTGetTarget2Bg2(value);
1597 renderer->bg[3].target2 = GBARegisterBLDCNTGetTarget2Bg3(value);
1598
1599 renderer->blendEffect = GBARegisterBLDCNTGetEffect(value);
1600 renderer->target1Obj = GBARegisterBLDCNTGetTarget1Obj(value);
1601 renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
1602 renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
1603 renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
1604}
1605
1606void _finalizeLayers(struct GBAVideoGLRenderer* renderer) {
1607 const GLuint* uniforms = renderer->finalizeShader.uniforms;
1608 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]);
1609 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1610 glScissor(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1611 if (GBARegisterDISPCNTIsForcedBlank(renderer->dispcnt)) {
1612 glClearColor(1.f, 1.f, 1.f, 1.f);
1613 glClear(GL_COLOR_BUFFER_BIT);
1614 } else {
1615 glUseProgram(renderer->finalizeShader.program);
1616 glBindVertexArray(renderer->finalizeShader.vao);
1617 glActiveTexture(GL_TEXTURE0);
1618 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
1619 glActiveTexture(GL_TEXTURE0 + 1);
1620 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_COLOR]);
1621 glActiveTexture(GL_TEXTURE0 + 2);
1622 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_FLAGS]);
1623 glActiveTexture(GL_TEXTURE0 + 3);
1624 glBindTexture(GL_TEXTURE_2D, renderer->bg[0].tex);
1625 glActiveTexture(GL_TEXTURE0 + 4);
1626 glBindTexture(GL_TEXTURE_2D, renderer->bg[1].tex);
1627 glActiveTexture(GL_TEXTURE0 + 5);
1628 glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex);
1629 glActiveTexture(GL_TEXTURE0 + 6);
1630 glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex);
1631 glActiveTexture(GL_TEXTURE0 + 7);
1632 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_COLOR]);
1633 glActiveTexture(GL_TEXTURE0 + 8);
1634 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_FLAGS]);
1635
1636 glUniform2i(uniforms[GBA_GL_VS_LOC], GBA_VIDEO_VERTICAL_PIXELS, 0);
1637 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1638 glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);
1639 glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 4, 5, 6, 1 });
1640 glUniform1i(uniforms[GBA_GL_FINALIZE_FLAGS], 2);
1641 glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1642 glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1643 glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 7);
1644 glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 8);
1645 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1646 }
1647 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1648}
1649
1650void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY) {
1651 int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
1652 int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
1653 int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
1654 x >>= 23;
1655
1656 if (GBARegisterDISPCNTGetMode(renderer->dispcnt) >= 3 && GBAObjAttributesCGetTile(sprite->c) < 512) {
1657 return;
1658 }
1659
1660 int align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
1661 unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10;
1662 int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> 3) : (0x20 >> GBAObjAttributesAGet256Color(sprite->a));
1663
1664 int totalWidth = width;
1665 int totalHeight = height;
1666 if (GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesAIsDoubleSize(sprite->a)) {
1667 totalWidth <<= 1;
1668 totalHeight <<= 1;
1669 }
1670
1671 if (spriteY + totalHeight >= 256) {
1672 spriteY -= 256;
1673 }
1674
1675 const struct GBAVideoGLShader* shader = &renderer->objShader[GBAObjAttributesAGet256Color(sprite->a)];
1676 const GLuint* uniforms = shader->uniforms;
1677 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OBJ]);
1678 glViewport(x * renderer->scale, spriteY * renderer->scale, totalWidth * renderer->scale, totalHeight * renderer->scale);
1679 glScissor(x * renderer->scale, renderer->firstY * renderer->scale, totalWidth * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1680 glUseProgram(shader->program);
1681 glBindVertexArray(shader->vao);
1682 glActiveTexture(GL_TEXTURE0);
1683 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1684 glUniform2i(uniforms[GBA_GL_VS_LOC], totalHeight, 0);
1685 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], totalWidth, totalHeight);
1686 glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0);
1687 glUniform1iv(uniforms[GBA_GL_OBJ_PALETTE], 256, &renderer->shadowPalette[256]);
1688 glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
1689 glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
1690 glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
1691 glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c),
1692 (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
1693 renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
1694 glUniform1iv(uniforms[GBA_GL_OBJ_CYCLES], GBA_VIDEO_VERTICAL_PIXELS, renderer->spriteCycles);
1695 if (GBAObjAttributesAIsTransformed(sprite->a)) {
1696 struct GBAOAMMatrix mat;
1697 LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
1698 LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
1699 LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
1700 LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
1701
1702 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 });
1703 } else {
1704 int flipX = 1;
1705 int flipY = 1;
1706 if (GBAObjAttributesBIsHFlip(sprite->b)) {
1707 flipX = -1;
1708 }
1709 if (GBAObjAttributesBIsVFlip(sprite->b)) {
1710 flipY = -1;
1711 }
1712 glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { flipX, 0, 0, flipY });
1713 }
1714 glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
1715 if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
1716 // OBJWIN writes do not affect pixel priority
1717 glDisable(GL_DEPTH_TEST);
1718 glDepthMask(GL_FALSE);
1719 glStencilMask(GL_FALSE);
1720 int window = renderer->objwin & 0x3F;
1721 glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 1, window, renderer->bldb, renderer->bldy);
1722 glDrawBuffers(3, (GLenum[]) { GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT2 });
1723 } else {
1724 glEnable(GL_DEPTH_TEST);
1725 glDepthMask(GL_TRUE);
1726 glStencilMask(GL_TRUE);
1727 glStencilFunc(GL_ALWAYS, 1, 1);
1728 glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0, 0);
1729 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1730 }
1731 if (GBAObjAttributesAIsMosaic(sprite->a) && GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN) {
1732 int mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
1733 if (GBAObjAttributesBIsHFlip(sprite->b)) {
1734 mosaicH = -mosaicH;
1735 }
1736 glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], mosaicH, GBAMosaicControlGetObjV(renderer->mosaic) + 1, x, spriteY);
1737 } else {
1738 glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], 0, 0, x, spriteY);
1739 }
1740 if (GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN || GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt)) {
1741 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1742 }
1743
1744 if (GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN) {
1745 // Update the pixel priority for already-written pixels
1746 shader = &renderer->objShader[2];
1747 uniforms = shader->uniforms;
1748 glStencilFunc(GL_EQUAL, 1, 1);
1749 glUseProgram(shader->program);
1750 glDrawBuffers(2, (GLenum[]) { GL_NONE, GL_COLOR_ATTACHMENT1 });
1751 glBindVertexArray(shader->vao);
1752 glUniform2i(uniforms[GBA_GL_VS_LOC], totalHeight, 0);
1753 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], totalWidth, totalHeight);
1754 glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c),
1755 (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
1756 renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
1757 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1758 }
1759
1760 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1761}
1762
1763void _prepareBackground(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms) {
1764 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1765 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1766 glActiveTexture(GL_TEXTURE0);
1767 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1768 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1769 glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
1770 glUniform1iv(uniforms[GBA_GL_OBJ_PALETTE], 256, renderer->shadowPalette);
1771 if (background->mosaic) {
1772 glUniform2i(uniforms[GBA_GL_BG_MOSAIC], GBAMosaicControlGetBgV(renderer->mosaic) + 1, GBAMosaicControlGetBgH(renderer->mosaic) + 1);
1773 } else {
1774 glUniform2i(uniforms[GBA_GL_BG_MOSAIC], 0, 0);
1775 }
1776 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1777}
1778
1779void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1780 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->multipalette ? 1 : 0];
1781 const GLuint* uniforms = shader->uniforms;
1782 glUseProgram(shader->program);
1783 glBindVertexArray(shader->vao);
1784 _prepareBackground(renderer, background, uniforms);
1785 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1786 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1787 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1788 glUniform1iv(uniforms[GBA_GL_BG_OFFSET], GBA_VIDEO_VERTICAL_PIXELS, background->scanlineOffset);
1789
1790 glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1791 glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1792 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1793
1794 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1795}
1796
1797void _prepareTransform(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms, int y) {
1798 glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
1799 glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1800 glUniform2i(uniforms[GBA_GL_BG_RANGE], renderer->firstAffine, y);
1801
1802 glUniform4iv(uniforms[GBA_GL_BG_TRANSFORM], GBA_VIDEO_VERTICAL_PIXELS, background->scanlineAffine);
1803 _prepareBackground(renderer, background, uniforms);
1804}
1805
1806void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1807 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->overflow ? 2 : 3];
1808 const GLuint* uniforms = shader->uniforms;
1809 glUseProgram(shader->program);
1810 glBindVertexArray(shader->vao);
1811 _prepareTransform(renderer, background, uniforms, y);
1812 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1813 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1814 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1815 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1816 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1817}
1818
1819void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1820 const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1821 const GLuint* uniforms = shader->uniforms;
1822 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1823 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1824 glUseProgram(shader->program);
1825 glBindVertexArray(shader->vao);
1826 _prepareTransform(renderer, background, uniforms, y);
1827 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], 0);
1828 glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1829 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1830 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1831}
1832
1833void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1834 const struct GBAVideoGLShader* shader = &renderer->bgShader[4];
1835 const GLuint* uniforms = shader->uniforms;
1836 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1837 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1838 glUseProgram(shader->program);
1839 glBindVertexArray(shader->vao);
1840 _prepareTransform(renderer, background, uniforms, y);
1841 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0xA000 : 0);
1842 glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1843 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1844 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1845}
1846
1847void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1848 const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1849 const GLuint* uniforms = shader->uniforms;
1850 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1851 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1852 glUseProgram(shader->program);
1853 glBindVertexArray(shader->vao);
1854 _prepareTransform(renderer, background, uniforms, y);
1855 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0x5000 : 0);
1856 glUniform2i(uniforms[GBA_GL_BG_SIZE], 160, 128);
1857 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1858 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1859}
1860
1861void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
1862 const struct GBAVideoGLShader* shader = &renderer->windowShader;
1863 const GLuint* uniforms = shader->uniforms;
1864 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_WINDOW]);
1865 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1866 glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
1867 glUseProgram(shader->program);
1868 glBindVertexArray(shader->vao);
1869 glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1870 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1871 glUniform1i(uniforms[GBA_GL_WIN_DISPCNT], renderer->dispcnt >> 8);
1872 glUniform2i(uniforms[GBA_GL_WIN_BLEND], renderer->bldb, renderer->bldy);
1873 glUniform3i(uniforms[GBA_GL_WIN_FLAGS], renderer->winN[0].control, renderer->winN[1].control, renderer->winout);
1874 glUniform4iv(uniforms[GBA_GL_WIN_WIN0], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[0]);
1875 glUniform4iv(uniforms[GBA_GL_WIN_WIN1], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[1]);
1876 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1877 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1878}
1879
1880void GBAVideoGLRendererSetScale(struct GBAVideoGLRenderer* renderer, int scale) {
1881 if (scale == renderer->scale) {
1882 return;
1883 }
1884 if (renderer->temporaryBuffer) {
1885 mappedMemoryFree(renderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * renderer->scale * renderer->scale * BYTES_PER_PIXEL);
1886 renderer->temporaryBuffer = NULL;
1887 }
1888 renderer->scale = scale;
1889 _initFramebuffers(renderer);
1890 renderer->paletteDirty = true;
1891}
1892
1893#endif