src/gba/renderers/gl.c (view raw)
1/* Copyright (c) 2013-2019 Jeffrey Pfau
2 *
3 * This Source Code Form is subject to the terms of the Mozilla Public
4 * License, v. 2.0. If a copy of the MPL was not distributed with this
5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6#include <mgba/internal/gba/renderers/gl.h>
7
8#if defined(BUILD_GLES2) || defined(BUILD_GLES3)
9
10#include <mgba/core/cache-set.h>
11#include <mgba/internal/arm/macros.h>
12#include <mgba/internal/gba/io.h>
13#include <mgba/internal/gba/renderers/cache-set.h>
14#include <mgba-util/memory.h>
15
16#define FLAG_CONST "const vec4 flagCoeff = vec4(64., 32., 16., 1.);\n"
17
18static void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer);
19static void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer);
20static void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer);
21static void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address);
22static void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam);
23static void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
24static uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
25static void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y);
26static void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer);
27static void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels);
28static void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels);
29
30static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer);
31static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value);
32static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value);
33static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value);
34static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value);
35static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value);
36static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value);
37
38static void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY);
39static void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
40static void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
41static void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
42static void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
43static void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
44static void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y);
45
46static void _finalizeLayers(struct GBAVideoGLRenderer* renderer);
47
48#define TEST_LAYER_ENABLED(X) !renderer->disableBG[X] && glRenderer->bg[X].enabled == 4
49
50struct GBAVideoGLUniform {
51 const char* name;
52 int type;
53};
54
55static const GLchar* const _gl3Header =
56 "#version 130\n";
57
58static const char* const _vertexShader =
59 "in vec2 position;\n"
60 "uniform ivec2 loc;\n"
61 "uniform ivec2 maxPos;\n"
62 "out vec2 texCoord;\n"
63
64 "void main() {\n"
65 " vec2 local = vec2(position.x, float(position.y * loc.x + loc.y) / abs(maxPos.y));\n"
66 " gl_Position = vec4((local * 2. - 1.) * sign(maxPos), 0., 1.);\n"
67 " texCoord = local * abs(maxPos);\n"
68 "}";
69
70static const char* const _renderTile16 =
71 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
72 " int address = charBase + tile * 16 + (localCoord.x >> 2) + (localCoord.y << 1);\n"
73 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
74 " int entry = int(halfrow[3 - (localCoord.x & 3)] * 15.9);\n"
75 " vec4 color = texelFetch(palette, ivec2(entry, paletteId), 0);\n"
76 " if (entry == 0) {\n"
77 " discard;\n"
78 " }\n"
79 " color.a = 1;\n"
80 " return color;\n"
81 "}";
82
83static const char* const _renderTile256 =
84 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
85 " int address = charBase + tile * 32 + (localCoord.x >> 1) + (localCoord.y << 2);\n"
86 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
87 " int entry = int(halfrow[3 - 2 * (localCoord.x & 1)] * 15.9);\n"
88 " int pal2 = int(halfrow[2 - 2 * (localCoord.x & 1)] * 15.9);\n"
89 " vec4 color = texelFetch(palette, ivec2(entry, pal2 + (paletteId & 16)), 0);\n"
90 " if ((pal2 | entry) == 0) {\n"
91 " discard;\n"
92 " }\n"
93 " color.a = 1.;\n"
94 " return color;\n"
95 "}";
96
97static const struct GBAVideoGLUniform _uniformsMode0[] = {
98 { "loc", GBA_GL_VS_LOC, },
99 { "maxPos", GBA_GL_VS_MAXPOS, },
100 { "vram", GBA_GL_BG_VRAM, },
101 { "palette", GBA_GL_BG_PALETTE, },
102 { "screenBase", GBA_GL_BG_SCREENBASE, },
103 { "charBase", GBA_GL_BG_CHARBASE, },
104 { "size", GBA_GL_BG_SIZE, },
105 { "offset", GBA_GL_BG_OFFSET, },
106 { "inflags", GBA_GL_BG_INFLAGS, },
107 { "mosaic", GBA_GL_BG_MOSAIC, },
108 { 0 }
109};
110
111static const char* const _renderMode0 =
112 "in vec2 texCoord;\n"
113 "uniform sampler2D vram;\n"
114 "uniform sampler2D palette;\n"
115 "uniform int screenBase;\n"
116 "uniform int charBase;\n"
117 "uniform int size;\n"
118 "uniform ivec2 offset;\n"
119 "uniform ivec4 inflags;\n"
120 "uniform ivec2 mosaic;\n"
121 "out vec4 color;\n"
122 "out vec4 flags;\n"
123 FLAG_CONST
124
125 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
126
127 "void main() {\n"
128 " ivec2 coord = ivec2(texCoord);\n"
129 " if (mosaic.x > 1) {\n"
130 " coord.x -= int(mod(coord.x, mosaic.x));\n"
131 " }\n"
132 " if (mosaic.y > 1) {\n"
133 " coord.y -= int(mod(coord.y, mosaic.y));\n"
134 " }\n"
135 " coord += offset;\n"
136 " if ((size & 1) == 1) {\n"
137 " coord.y += coord.x & 256;\n"
138 " }\n"
139 " coord.x &= 255;\n"
140 " int mapAddress = screenBase + (coord.x >> 3) + (coord.y >> 3) * 32;\n"
141 " vec4 map = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
142 " int tileFlags = int(map.g * 15.9);\n"
143 " if ((tileFlags & 4) == 4) {\n"
144 " coord.x ^= 7;\n"
145 " }\n"
146 " if ((tileFlags & 8) == 8) {\n"
147 " coord.y ^= 7;\n"
148 " }\n"
149 " int tile = int(map.a * 15.9) + int(map.b * 15.9) * 16 + (tileFlags & 0x3) * 256;\n"
150 " color = renderTile(tile, int(map.r * 15.9), coord & 7);\n"
151 " flags = inflags / flagCoeff;\n"
152 "}";
153
154static const char* const _fetchTileOverflow =
155 "vec4 fetchTile(ivec2 coord) {\n"
156 " int sizeAdjusted = (0x8000 << size) - 1;\n"
157 " coord &= sizeAdjusted;\n"
158 " return renderTile(coord);\n"
159 "}";
160
161static const char* const _fetchTileNoOverflow =
162 "vec4 fetchTile(ivec2 coord) {\n"
163 " int sizeAdjusted = (0x8000 << size) - 1;\n"
164 " ivec2 outerCoord = coord & ~sizeAdjusted;\n"
165 " if ((outerCoord.x | outerCoord.y) != 0) {\n"
166 " discard;\n"
167 " }\n"
168 " return renderTile(coord);\n"
169 "}";
170
171static const struct GBAVideoGLUniform _uniformsMode2[] = {
172 { "loc", GBA_GL_VS_LOC, },
173 { "maxPos", GBA_GL_VS_MAXPOS, },
174 { "vram", GBA_GL_BG_VRAM, },
175 { "palette", GBA_GL_BG_PALETTE, },
176 { "screenBase", GBA_GL_BG_SCREENBASE, },
177 { "charBase", GBA_GL_BG_CHARBASE, },
178 { "size", GBA_GL_BG_SIZE, },
179 { "inflags", GBA_GL_BG_INFLAGS, },
180 { "offset", GBA_GL_BG_OFFSET, },
181 { "transform", GBA_GL_BG_TRANSFORM, },
182 { "range", GBA_GL_BG_RANGE, },
183 { "mosaic", GBA_GL_BG_MOSAIC, },
184 { 0 }
185};
186
187static const char* const _interpolate =
188 "vec2 interpolate(ivec2 arr[4], float x) {\n"
189 " float x1m = 1. - x;\n"
190 " return x1m * x1m * x1m * arr[0] +"
191 " 3 * x1m * x1m * x * arr[1] +"
192 " 3 * x1m * x * x * arr[2] +"
193 " x * x * x * arr[3];\n"
194 "}\n";
195
196static const char* const _renderMode2 =
197 "in vec2 texCoord;\n"
198 "uniform sampler2D vram;\n"
199 "uniform sampler2D palette;\n"
200 "uniform int screenBase;\n"
201 "uniform int charBase;\n"
202 "uniform int size;\n"
203 "uniform ivec4 inflags;\n"
204 "uniform ivec2[4] offset;\n"
205 "uniform ivec2[4] transform;\n"
206 "uniform vec2 range;\n"
207 "uniform ivec2 mosaic;\n"
208 "out vec4 color;\n"
209 "out vec4 flags;\n"
210 FLAG_CONST
211 "precision highp float;\n"
212 "precision highp int;\n"
213
214 "vec4 fetchTile(ivec2 coord);\n"
215 "vec2 interpolate(ivec2 arr[4], float x);\n"
216
217 "vec4 renderTile(ivec2 coord) {\n"
218 " int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n"
219 " int mapAddress = screenBase + (map >> 1);\n"
220 " vec4 twomaps = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
221 " int tile = int(twomaps[3 - 2 * (map & 1)] * 15.9) + int(twomaps[2 - 2 * (map & 1)] * 15.9) * 16;\n"
222 " int address = charBase + tile * 32 + ((coord.x >> 9) & 3) + ((coord.y >> 6) & 0x1C);\n"
223 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
224 " int entry = int(halfrow[3 - ((coord.x >> 7) & 2)] * 15.9);\n"
225 " int pal2 = int(halfrow[2 - ((coord.x >> 7) & 2)] * 15.9);\n"
226 " vec4 color = texelFetch(palette, ivec2(entry, pal2), 0);\n"
227 " if ((pal2 | entry) == 0) {\n"
228 " discard;\n"
229 " }\n"
230 " color.a = 1.;\n"
231 " return color;\n"
232 "}\n"
233
234 "void main() {\n"
235 " vec2 coord = texCoord;\n"
236 " if (mosaic.x > 1) {\n"
237 " coord.x -= mod(coord.x, mosaic.x);\n"
238 " }\n"
239 " if (mosaic.y > 1) {\n"
240 " coord.y -= mod(coord.y, mosaic.y);\n"
241 " }\n"
242 " float y = coord.y - range.x;\n"
243 " float lin = 0.5 - y / range.y * 0.25;\n"
244 " vec2 mixedTransform = interpolate(transform, lin);\n"
245 " vec2 mixedOffset = interpolate(offset, lin);\n"
246 " color = fetchTile(ivec2(mixedTransform * coord.x + mixedOffset));\n"
247 " flags = inflags / flagCoeff;\n"
248 "}";
249
250static const struct GBAVideoGLUniform _uniformsMode35[] = {
251 { "loc", GBA_GL_VS_LOC, },
252 { "maxPos", GBA_GL_VS_MAXPOS, },
253 { "vram", GBA_GL_BG_VRAM, },
254 { "charBase", GBA_GL_BG_CHARBASE, },
255 { "size", GBA_GL_BG_SIZE, },
256 { "inflags", GBA_GL_BG_INFLAGS, },
257 { "offset", GBA_GL_BG_OFFSET, },
258 { "transform", GBA_GL_BG_TRANSFORM, },
259 { "range", GBA_GL_BG_RANGE, },
260 { "mosaic", GBA_GL_BG_MOSAIC, },
261 { 0 }
262};
263
264static const char* const _renderMode35 =
265 "in vec2 texCoord;\n"
266 "uniform sampler2D vram;\n"
267 "uniform int charBase;\n"
268 "uniform ivec2 size;\n"
269 "uniform ivec4 inflags;\n"
270 "uniform ivec2[4] offset;\n"
271 "uniform ivec2[4] transform;\n"
272 "uniform vec2 range;\n"
273 "uniform ivec2 mosaic;\n"
274 "out vec4 color;\n"
275 "out vec4 flags;\n"
276 FLAG_CONST
277 "precision highp float;\n"
278 "precision highp int;\n"
279
280 "vec2 interpolate(ivec2 arr[4], float x);\n"
281
282 "void main() {\n"
283 " vec2 incoord = texCoord;\n"
284 " if (mosaic.x > 1) {\n"
285 " incoord.x -= mod(incoord.x, mosaic.x);\n"
286 " }\n"
287 " if (mosaic.y > 1) {\n"
288 " incoord.y -= mod(incoord.y, mosaic.y);\n"
289 " }\n"
290 " float y = incoord.y - range.x;\n"
291 " float lin = 0.5 - y / range.y * 0.25;\n"
292 " vec2 mixedTransform = interpolate(transform, lin);\n"
293 " vec2 mixedOffset = interpolate(offset, lin);\n"
294 " ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
295 " if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
296 " discard;\n"
297 " }\n"
298 " if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
299 " discard;\n"
300 " }\n"
301 " int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
302 " ivec4 entry = ivec4(texelFetch(vram, ivec2(address & 255, address >> 8), 0) * 15.9);\n"
303 " int sixteen = (entry.x << 12) | (entry.y << 8) | (entry.z << 4) | entry.w;\n"
304 " color = vec4((sixteen & 0x1F) / 31., ((sixteen >> 5) & 0x1F) / 31., ((sixteen >> 10) & 0x1F) / 31., 1.);\n"
305 " flags = inflags / flagCoeff;\n"
306 "}";
307
308static const struct GBAVideoGLUniform _uniformsMode4[] = {
309 { "loc", GBA_GL_VS_LOC, },
310 { "maxPos", GBA_GL_VS_MAXPOS, },
311 { "vram", GBA_GL_BG_VRAM, },
312 { "palette", GBA_GL_BG_PALETTE, },
313 { "charBase", GBA_GL_BG_CHARBASE, },
314 { "size", GBA_GL_BG_SIZE, },
315 { "inflags", GBA_GL_BG_INFLAGS, },
316 { "offset", GBA_GL_BG_OFFSET, },
317 { "transform", GBA_GL_BG_TRANSFORM, },
318 { "range", GBA_GL_BG_RANGE, },
319 { "mosaic", GBA_GL_BG_MOSAIC, },
320 { 0 }
321};
322
323static const char* const _renderMode4 =
324 "in vec2 texCoord;\n"
325 "uniform sampler2D vram;\n"
326 "uniform sampler2D palette;\n"
327 "uniform int charBase;\n"
328 "uniform ivec2 size;\n"
329 "uniform ivec4 inflags;\n"
330 "uniform ivec2[4] offset;\n"
331 "uniform ivec2[4] transform;\n"
332 "uniform vec2 range;\n"
333 "uniform ivec2 mosaic;\n"
334 "out vec4 color;\n"
335 "out vec4 flags;\n"
336 FLAG_CONST
337 "precision highp float;\n"
338 "precision highp int;\n"
339
340 "vec2 interpolate(ivec2 arr[4], float x);\n"
341
342 "void main() {\n"
343 " vec2 incoord = texCoord;\n"
344 " if (mosaic.x > 1) {\n"
345 " incoord.x -= mod(incoord.x, mosaic.x);\n"
346 " }\n"
347 " if (mosaic.y > 1) {\n"
348 " incoord.y -= mod(incoord.y, mosaic.y);\n"
349 " }\n"
350 " float y = incoord.y - range.x;\n"
351 " float lin = 0.5 - y / range.y * 0.25;\n"
352 " vec2 mixedTransform = interpolate(transform, lin);\n"
353 " vec2 mixedOffset = interpolate(offset, lin);\n"
354 " ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
355 " if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
356 " discard;\n"
357 " }\n"
358 " if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
359 " discard;\n"
360 " }\n"
361 " int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
362 " vec4 twoEntries = texelFetch(vram, ivec2((address >> 1) & 255, address >> 9), 0);\n"
363 " ivec2 entry = ivec2(twoEntries[3 - 2 * (address & 1)] * 15.9, twoEntries[2 - 2 * (address & 1)] * 15.9);\n"
364 " color = texelFetch(palette, entry, 0);\n"
365 " color.a = 1;\n"
366 " flags = inflags / flagCoeff;\n"
367 "}";
368
369static const struct GBAVideoGLUniform _uniformsObj[] = {
370 { "loc", GBA_GL_VS_LOC, },
371 { "maxPos", GBA_GL_VS_MAXPOS, },
372 { "vram", GBA_GL_OBJ_VRAM, },
373 { "palette", GBA_GL_OBJ_PALETTE, },
374 { "charBase", GBA_GL_OBJ_CHARBASE, },
375 { "stride", GBA_GL_OBJ_STRIDE, },
376 { "localPalette", GBA_GL_OBJ_LOCALPALETTE, },
377 { "inflags", GBA_GL_OBJ_INFLAGS, },
378 { "transform", GBA_GL_OBJ_TRANSFORM, },
379 { "dims", GBA_GL_OBJ_DIMS, },
380 { "objwin", GBA_GL_OBJ_OBJWIN, },
381 { "mosaic", GBA_GL_OBJ_MOSAIC, },
382 { 0 }
383};
384
385static const char* const _renderObj =
386 "in vec2 texCoord;\n"
387 "uniform sampler2D vram;\n"
388 "uniform sampler2D palette;\n"
389 "uniform int charBase;\n"
390 "uniform int stride;\n"
391 "uniform int localPalette;\n"
392 "uniform ivec4 inflags;\n"
393 "uniform mat2x2 transform;\n"
394 "uniform ivec4 dims;\n"
395 "uniform vec4 objwin;\n"
396 "uniform ivec4 mosaic;\n"
397 "out vec4 color;\n"
398 "out vec4 flags;\n"
399 "out vec3 window;\n"
400 FLAG_CONST
401
402 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
403
404 "void main() {\n"
405 " vec2 incoord = texCoord;\n"
406 " if (mosaic.x > 1) {\n"
407 " int x = int(incoord.x);\n"
408 " incoord.x = clamp(x - int(mod(mosaic.z + x, mosaic.x)), 0, dims.z - 1);\n"
409 " } else if (mosaic.x < -1) {\n"
410 " int x = dims.z - int(incoord.x) - 1;\n"
411 " incoord.x = clamp(dims.z - x + int(mod(mosaic.z + x, -mosaic.x)) - 1, 0, dims.z - 1);\n"
412 " }\n"
413 " if (mosaic.y > 1) {\n"
414 " int y = int(incoord.y);\n"
415 " incoord.y = clamp(y - int(mod(mosaic.w + y, mosaic.y)), 0, dims.w - 1);\n"
416 " }\n"
417 " ivec2 coord = ivec2(transform * (incoord - dims.zw / 2) + dims.xy / 2);\n"
418 " if ((coord & ~(dims.xy - 1)) != ivec2(0, 0)) {\n"
419 " discard;\n"
420 " }\n"
421 " vec4 pix = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, 16 + localPalette, coord & 7);\n"
422 " if (objwin.x > 0) {\n"
423 " pix.a = 0;\n"
424 " }\n"
425 " color = pix;\n"
426 " flags = inflags / flagCoeff;\n"
427 " window = objwin.yzw;\n"
428 "}";
429
430static const struct GBAVideoGLUniform _uniformsFinalize[] = {
431 { "loc", GBA_GL_VS_LOC, },
432 { "maxPos", GBA_GL_VS_MAXPOS, },
433 { "scale", GBA_GL_FINALIZE_SCALE, },
434 { "layers", GBA_GL_FINALIZE_LAYERS, },
435 { "flags", GBA_GL_FINALIZE_FLAGS, },
436 { "window", GBA_GL_FINALIZE_WINDOW, },
437 { "backdrop", GBA_GL_FINALIZE_BACKDROP, },
438 { "backdropFlags", GBA_GL_FINALIZE_BACKDROPFLAGS, },
439 { 0 }
440};
441
442static const char* const _finalize =
443 "in vec2 texCoord;\n"
444 "uniform int scale;\n"
445 "uniform sampler2D layers[5];\n"
446 "uniform sampler2D flags[5];\n"
447 "uniform sampler2D window;\n"
448 "uniform sampler2D backdrop;\n"
449 "uniform sampler2D backdropFlags;\n"
450 FLAG_CONST
451 "out vec4 color;\n"
452
453 "void composite(vec4 pixel, ivec4 flags, inout vec4 topPixel, inout ivec4 topFlags, inout vec4 bottomPixel, inout ivec4 bottomFlags) {\n"
454 " if (pixel.a == 0) {\n"
455 " return;\n"
456 " }\n"
457 " if (flags.x >= topFlags.x) {\n"
458 " if (flags.x >= bottomFlags.x) {\n"
459 " return;\n"
460 " }\n"
461 " bottomFlags = flags;\n"
462 " bottomPixel = pixel;\n"
463 " } else {\n"
464 " bottomFlags = topFlags;\n"
465 " topFlags = flags;\n"
466 " bottomPixel = topPixel;\n"
467 " topPixel = pixel;\n"
468 " }\n"
469 "}\n"
470
471 "void main() {\n"
472 " vec4 topPixel = texelFetch(backdrop, ivec2(0, texCoord.y), 0);\n"
473 " vec4 bottomPixel = topPixel;\n"
474 " ivec4 topFlags = ivec4(texelFetch(backdropFlags, ivec2(0, texCoord.y), 0) * flagCoeff);\n"
475 " ivec4 bottomFlags = topFlags;\n"
476 " vec4 windowFlags = texelFetch(window, ivec2(texCoord * scale), 0);\n"
477 " int layerWindow = int(windowFlags.x * 128);\n"
478 " if ((layerWindow & 1) == 0) {\n"
479 " vec4 pix = texelFetch(layers[0], ivec2(texCoord * scale), 0);\n"
480 " ivec4 inflags = ivec4(texelFetch(flags[0], ivec2(texCoord * scale), 0).xyz * flagCoeff.xyz, 0);\n"
481 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
482 " }\n"
483 " if ((layerWindow & 2) == 0) {\n"
484 " vec4 pix = texelFetch(layers[1], ivec2(texCoord * scale), 0);\n"
485 " ivec4 inflags = ivec4(texelFetch(flags[1], ivec2(texCoord * scale), 0).xyz * flagCoeff.xyz, 0);\n"
486 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
487 " }\n"
488 " if ((layerWindow & 4) == 0) {\n"
489 " vec4 pix = texelFetch(layers[2], ivec2(texCoord * scale), 0);\n"
490 " ivec4 inflags = ivec4(texelFetch(flags[2], ivec2(texCoord * scale), 0).xyz * flagCoeff.xyz, 0);\n"
491 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
492 " }\n"
493 " if ((layerWindow & 8) == 0) {\n"
494 " vec4 pix = texelFetch(layers[3], ivec2(texCoord * scale), 0);\n"
495 " ivec4 inflags = ivec4(texelFetch(flags[3], ivec2(texCoord * scale), 0).xyz * flagCoeff.xyz, 0);\n"
496 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
497 " }\n"
498 " if ((layerWindow & 16) == 0) {\n"
499 " vec4 pix = texelFetch(layers[4], ivec2(texCoord * scale), 0);\n"
500 " ivec4 inflags = ivec4(texelFetch(flags[4], ivec2(texCoord * scale), 0) * flagCoeff);\n"
501 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
502 " }\n"
503 " if ((layerWindow & 32) != 0) {\n"
504 " topFlags.y &= ~1;\n"
505 " }\n"
506 " if (((topFlags.y & 13) == 5 || topFlags.w > 0) && (bottomFlags.y & 2) == 2) {\n"
507 " topPixel *= topFlags.z / 16.;\n"
508 " topPixel += bottomPixel * windowFlags.y;\n"
509 " } else if ((topFlags.y & 13) == 9) {\n"
510 " topPixel += (1. - topPixel) * windowFlags.z;\n"
511 " } else if ((topFlags.y & 13) == 13) {\n"
512 " topPixel -= topPixel * windowFlags.z;\n"
513 " }\n"
514 " color = topPixel;\n"
515 "}";
516
517static const GLint _vertices[] = {
518 0, 0,
519 0, 1,
520 1, 1,
521 1, 0,
522};
523
524void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
525 renderer->d.init = GBAVideoGLRendererInit;
526 renderer->d.reset = GBAVideoGLRendererReset;
527 renderer->d.deinit = GBAVideoGLRendererDeinit;
528 renderer->d.writeVideoRegister = GBAVideoGLRendererWriteVideoRegister;
529 renderer->d.writeVRAM = GBAVideoGLRendererWriteVRAM;
530 renderer->d.writeOAM = GBAVideoGLRendererWriteOAM;
531 renderer->d.writePalette = GBAVideoGLRendererWritePalette;
532 renderer->d.drawScanline = GBAVideoGLRendererDrawScanline;
533 renderer->d.finishFrame = GBAVideoGLRendererFinishFrame;
534 renderer->d.getPixels = GBAVideoGLRendererGetPixels;
535 renderer->d.putPixels = GBAVideoGLRendererPutPixels;
536
537 renderer->d.disableBG[0] = false;
538 renderer->d.disableBG[1] = false;
539 renderer->d.disableBG[2] = false;
540 renderer->d.disableBG[3] = false;
541 renderer->d.disableOBJ = false;
542
543 renderer->scale = 1;
544}
545
546static void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVideoGLShader* shader, const char** shaderBuffer, int shaderBufferLines, GLuint vs, const struct GBAVideoGLUniform* uniforms, char* log) {
547 GLuint program = glCreateProgram();
548 shader->program = program;
549
550 GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
551 glAttachShader(program, vs);
552 glAttachShader(program, fs);
553 glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
554 glCompileShader(fs);
555 glGetShaderInfoLog(fs, 1024, 0, log);
556 if (log[0]) {
557 mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
558 }
559 glLinkProgram(program);
560 glGetProgramInfoLog(program, 1024, 0, log);
561 if (log[0]) {
562 mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
563 }
564 glDeleteShader(fs);
565#ifndef BUILD_GLES3
566 glBindFragDataLocation(program, 0, "color");
567 glBindFragDataLocation(program, 1, "flags");
568#endif
569
570 glGenVertexArrays(1, &shader->vao);
571 glBindVertexArray(shader->vao);
572 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
573 GLuint positionLocation = glGetAttribLocation(program, "position");
574 glEnableVertexAttribArray(positionLocation);
575 glVertexAttribPointer(positionLocation, 2, GL_INT, GL_FALSE, 0, NULL);
576
577 size_t i;
578 for (i = 0; uniforms[i].name; ++i) {
579 shader->uniforms[uniforms[i].type] = glGetUniformLocation(program, uniforms[i].name);
580 }
581}
582
583static void _deleteShader(struct GBAVideoGLShader* shader) {
584 glDeleteProgram(shader->program);
585 glDeleteVertexArrays(1, &shader->vao);
586}
587
588static void _initFramebufferTexture(GLuint tex, GLenum format, GLenum attachment, int scale) {
589 glBindTexture(GL_TEXTURE_2D, tex);
590 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
591 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
592 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
593 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
594 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);
595 glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);
596}
597
598void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
599 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
600 glRenderer->temporaryBuffer = NULL;
601
602 glGenFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
603 glGenTextures(GBA_GL_TEX_MAX, glRenderer->layers);
604
605 glGenTextures(1, &glRenderer->paletteTex);
606 glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
607 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
608 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
609
610 glGenTextures(1, &glRenderer->vramTex);
611 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
612 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
613 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
614 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 256, 192, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, 0);
615
616 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
617 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
618 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, glRenderer->scale);
619 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA, GL_COLOR_ATTACHMENT2, glRenderer->scale);
620
621 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
622 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_COLOR], GL_RGB, GL_COLOR_ATTACHMENT0, 0);
623 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, 0);
624
625 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
626 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
627
628 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
629 _initFramebufferTexture(glRenderer->outputTex, GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
630
631 glBindFramebuffer(GL_FRAMEBUFFER, 0);
632
633 glGenBuffers(1, &glRenderer->vbo);
634 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
635 glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
636
637 int i;
638 for (i = 0; i < 4; ++i) {
639 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
640 bg->index = i;
641 bg->enabled = 0;
642 bg->priority = 0;
643 bg->charBase = 0;
644 bg->mosaic = 0;
645 bg->multipalette = 0;
646 bg->screenBase = 0;
647 bg->overflow = 0;
648 bg->size = 0;
649 bg->target1 = 0;
650 bg->target2 = 0;
651 bg->x = 0;
652 bg->y = 0;
653 bg->refx = 0;
654 bg->refy = 0;
655 bg->affine[0].dx = 256;
656 bg->affine[0].dmx = 0;
657 bg->affine[0].dy = 0;
658 bg->affine[0].dmy = 256;
659 bg->affine[0].sx = 0;
660 bg->affine[0].sy = 0;
661 glGenFramebuffers(1, &bg->fbo);
662 glGenTextures(1, &bg->tex);
663 glGenTextures(1, &bg->flags);
664 glBindFramebuffer(GL_FRAMEBUFFER, bg->fbo);
665 _initFramebufferTexture(bg->tex, GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
666 _initFramebufferTexture(bg->flags, GL_RGB, GL_COLOR_ATTACHMENT1, glRenderer->scale);
667 glBindFramebuffer(GL_FRAMEBUFFER, 0);
668 }
669
670 char log[1024];
671 const GLchar* shaderBuffer[8];
672 shaderBuffer[0] = _gl3Header;
673
674 GLuint vs = glCreateShader(GL_VERTEX_SHADER);
675 shaderBuffer[1] = _vertexShader;
676 glShaderSource(vs, 2, shaderBuffer, 0);
677 glCompileShader(vs);
678 glGetShaderInfoLog(vs, 1024, 0, log);
679 if (log[0]) {
680 mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
681 }
682
683 shaderBuffer[1] = _renderMode0;
684
685 shaderBuffer[2] = _renderTile16;
686 _compileShader(glRenderer, &glRenderer->bgShader[0], shaderBuffer, 3, vs, _uniformsMode0, log);
687
688 shaderBuffer[2] = _renderTile256;
689 _compileShader(glRenderer, &glRenderer->bgShader[1], shaderBuffer, 3, vs, _uniformsMode0, log);
690
691 shaderBuffer[1] = _renderMode2;
692 shaderBuffer[2] = _interpolate;
693
694 shaderBuffer[3] = _fetchTileOverflow;
695 _compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 4, vs, _uniformsMode2, log);
696
697 shaderBuffer[3] = _fetchTileNoOverflow;
698 _compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 4, vs, _uniformsMode2, log);
699
700 shaderBuffer[1] = _renderMode4;
701 shaderBuffer[2] = _interpolate;
702 _compileShader(glRenderer, &glRenderer->bgShader[4], shaderBuffer, 3, vs, _uniformsMode4, log);
703
704 shaderBuffer[1] = _renderMode35;
705 shaderBuffer[2] = _interpolate;
706 _compileShader(glRenderer, &glRenderer->bgShader[5], shaderBuffer, 3, vs, _uniformsMode35, log);
707
708 shaderBuffer[1] = _renderObj;
709
710 shaderBuffer[2] = _renderTile16;
711 _compileShader(glRenderer, &glRenderer->objShader[0], shaderBuffer, 3, vs, _uniformsObj, log);
712#ifndef BUILD_GLES3
713 glBindFragDataLocation(glRenderer->objShader[0].program, 2, "window");
714#endif
715
716 shaderBuffer[2] = _renderTile256;
717 _compileShader(glRenderer, &glRenderer->objShader[1], shaderBuffer, 3, vs, _uniformsObj, log);
718#ifndef BUILD_GLES3
719 glBindFragDataLocation(glRenderer->objShader[1].program, 2, "window");
720#endif
721
722 shaderBuffer[1] = _finalize;
723 _compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, log);
724
725 glBindVertexArray(0);
726 glDeleteShader(vs);
727
728 GBAVideoGLRendererReset(renderer);
729}
730
731void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
732 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
733 if (glRenderer->temporaryBuffer) {
734 mappedMemoryFree(glRenderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale);
735 }
736 glDeleteFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
737 glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers);
738 glDeleteTextures(1, &glRenderer->paletteTex);
739 glDeleteTextures(1, &glRenderer->vramTex);
740
741 _deleteShader(&glRenderer->bgShader[0]);
742 _deleteShader(&glRenderer->bgShader[1]);
743 _deleteShader(&glRenderer->bgShader[2]);
744 _deleteShader(&glRenderer->bgShader[3]);
745 _deleteShader(&glRenderer->objShader[0]);
746 _deleteShader(&glRenderer->objShader[1]);
747 _deleteShader(&glRenderer->finalizeShader);
748
749 int i;
750 for (i = 0; i < 4; ++i) {
751 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
752 glDeleteFramebuffers(1, &bg->fbo);
753 glDeleteTextures(1, &bg->tex);
754 glDeleteTextures(1, &bg->flags);
755 }
756}
757
758void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
759 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
760
761 glRenderer->paletteDirty = true;
762 glRenderer->vramDirty = 0xFFFFFF;
763 glRenderer->firstAffine = -1;
764 glRenderer->dispcnt = 0;
765 glRenderer->mosaic = 0;
766}
767
768void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
769 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
770 glRenderer->vramDirty |= 1 << (address >> 12);
771}
772
773void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam) {
774 UNUSED(oam);
775 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
776 glRenderer->oamDirty = true;
777}
778
779void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
780 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
781#ifdef BUILD_GLES3
782 glRenderer->shadowPalette[address >> 1] = (value & 0x3F) | ((value & 0x7FE0) << 1);
783#else
784 UNUSED(address);
785 UNUSED(value);
786#endif
787 glRenderer->paletteDirty = true;
788}
789
790uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
791 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
792 if (renderer->cache) {
793 GBAVideoCacheWriteVideoRegister(renderer->cache, address, value);
794 }
795
796 switch (address) {
797 case REG_DISPCNT:
798 value &= 0xFFF7;
799 glRenderer->dispcnt = value;
800 GBAVideoGLRendererUpdateDISPCNT(glRenderer);
801 break;
802 case REG_BG0CNT:
803 value &= 0xDFFF;
804 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[0], value);
805 break;
806 case REG_BG1CNT:
807 value &= 0xDFFF;
808 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[1], value);
809 break;
810 case REG_BG2CNT:
811 value &= 0xFFFF;
812 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[2], value);
813 break;
814 case REG_BG3CNT:
815 value &= 0xFFFF;
816 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[3], value);
817 break;
818 case REG_BG0HOFS:
819 value &= 0x01FF;
820 glRenderer->bg[0].x = value;
821 break;
822 case REG_BG0VOFS:
823 value &= 0x01FF;
824 glRenderer->bg[0].y = value;
825 break;
826 case REG_BG1HOFS:
827 value &= 0x01FF;
828 glRenderer->bg[1].x = value;
829 break;
830 case REG_BG1VOFS:
831 value &= 0x01FF;
832 glRenderer->bg[1].y = value;
833 break;
834 case REG_BG2HOFS:
835 value &= 0x01FF;
836 glRenderer->bg[2].x = value;
837 break;
838 case REG_BG2VOFS:
839 value &= 0x01FF;
840 glRenderer->bg[2].y = value;
841 break;
842 case REG_BG3HOFS:
843 value &= 0x01FF;
844 glRenderer->bg[3].x = value;
845 break;
846 case REG_BG3VOFS:
847 value &= 0x01FF;
848 glRenderer->bg[3].y = value;
849 break;
850 case REG_BG2PA:
851 glRenderer->bg[2].affine[0].dx = value;
852 break;
853 case REG_BG2PB:
854 glRenderer->bg[2].affine[0].dmx = value;
855 break;
856 case REG_BG2PC:
857 glRenderer->bg[2].affine[0].dy = value;
858 break;
859 case REG_BG2PD:
860 glRenderer->bg[2].affine[0].dmy = value;
861 break;
862 case REG_BG2X_LO:
863 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[2], value);
864 break;
865 case REG_BG2X_HI:
866 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[2], value);
867 break;
868 case REG_BG2Y_LO:
869 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[2], value);
870 break;
871 case REG_BG2Y_HI:
872 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[2], value);
873 break;
874 case REG_BG3PA:
875 glRenderer->bg[3].affine[0].dx = value;
876 break;
877 case REG_BG3PB:
878 glRenderer->bg[3].affine[0].dmx = value;
879 break;
880 case REG_BG3PC:
881 glRenderer->bg[3].affine[0].dy = value;
882 break;
883 case REG_BG3PD:
884 glRenderer->bg[3].affine[0].dmy = value;
885 break;
886 case REG_BG3X_LO:
887 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[3], value);
888 break;
889 case REG_BG3X_HI:
890 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[3], value);
891 break;
892 case REG_BG3Y_LO:
893 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[3], value);
894 break;
895 case REG_BG3Y_HI:
896 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[3], value);
897 break;
898 case REG_BLDCNT:
899 GBAVideoGLRendererWriteBLDCNT(glRenderer, value);
900 value &= 0x3FFF;
901 break;
902 case REG_BLDALPHA:
903 glRenderer->blda = value & 0x1F;
904 if (glRenderer->blda > 0x10) {
905 glRenderer->blda = 0x10;
906 }
907 glRenderer->bldb = (value >> 8) & 0x1F;
908 if (glRenderer->bldb > 0x10) {
909 glRenderer->bldb = 0x10;
910 }
911 value &= 0x1F1F;
912 break;
913 case REG_BLDY:
914 value &= 0x1F;
915 if (value > 0x10) {
916 value = 0x10;
917 }
918 glRenderer->bldy = value;
919 break;
920 case REG_WIN0H:
921 glRenderer->winN[0].h[0].end = value;
922 glRenderer->winN[0].h[0].start = value >> 8;
923 if (glRenderer->winN[0].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[0].h[0].start > glRenderer->winN[0].h[0].end) {
924 glRenderer->winN[0].h[0].start = 0;
925 }
926 if (glRenderer->winN[0].h[0].end > GBA_VIDEO_HORIZONTAL_PIXELS) {
927 glRenderer->winN[0].h[0].end = GBA_VIDEO_HORIZONTAL_PIXELS;
928 if (glRenderer->winN[0].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS) {
929 glRenderer->winN[0].h[0].start = GBA_VIDEO_HORIZONTAL_PIXELS;
930 }
931 }
932 break;
933 case REG_WIN1H:
934 glRenderer->winN[1].h[0].end = value;
935 glRenderer->winN[1].h[0].start = value >> 8;
936 if (glRenderer->winN[1].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[1].h[0].start > glRenderer->winN[1].h[0].end) {
937 glRenderer->winN[1].h[0].start = 0;
938 }
939 if (glRenderer->winN[1].h[0].end > GBA_VIDEO_HORIZONTAL_PIXELS) {
940 glRenderer->winN[1].h[0].end = GBA_VIDEO_HORIZONTAL_PIXELS;
941 if (glRenderer->winN[1].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS) {
942 glRenderer->winN[1].h[0].start = GBA_VIDEO_HORIZONTAL_PIXELS;
943 }
944 }
945 break;
946 case REG_WIN0V:
947 glRenderer->winN[0].v.end = value;
948 glRenderer->winN[0].v.start = value >> 8;
949 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[0].v.start > glRenderer->winN[0].v.end) {
950 glRenderer->winN[0].v.start = 0;
951 }
952 if (glRenderer->winN[0].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
953 glRenderer->winN[0].v.end = GBA_VIDEO_VERTICAL_PIXELS;
954 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
955 glRenderer->winN[0].v.start = GBA_VIDEO_VERTICAL_PIXELS;
956 }
957 }
958 break;
959 case REG_WIN1V:
960 glRenderer->winN[1].v.end = value;
961 glRenderer->winN[1].v.start = value >> 8;
962 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[1].v.start > glRenderer->winN[1].v.end) {
963 glRenderer->winN[1].v.start = 0;
964 }
965 if (glRenderer->winN[1].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
966 glRenderer->winN[1].v.end = GBA_VIDEO_VERTICAL_PIXELS;
967 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
968 glRenderer->winN[1].v.start = GBA_VIDEO_VERTICAL_PIXELS;
969 }
970 }
971 break;
972 case REG_WININ:
973 value &= 0x3F3F;
974 glRenderer->winN[0].control = value;
975 glRenderer->winN[1].control = value >> 8;
976 break;
977 case REG_WINOUT:
978 value &= 0x3F3F;
979 glRenderer->winout = value;
980 glRenderer->objwin = value >> 8;
981 break;
982 case REG_MOSAIC:
983 glRenderer->mosaic = value;
984 break;
985 default:
986 break;
987 }
988 return value;
989}
990
991void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
992 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
993 if (glRenderer->paletteDirty) {
994 glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
995#ifdef BUILD_GLES3
996 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, 16, 32, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_6_5, glRenderer->shadowPalette);
997#else
998 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 16, 32, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, glRenderer->d.palette);
999#endif
1000 glRenderer->paletteDirty = false;
1001 }
1002 int i;
1003 int first = -1;
1004 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
1005 for (i = 0; i < 25; ++i) {
1006 if (!(glRenderer->vramDirty & (1 << i))) {
1007 if (first >= 0) {
1008 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]);
1009 first = -1;
1010 }
1011 } else if (first < 0) {
1012 first = i;
1013 }
1014 }
1015 glRenderer->vramDirty = 0;
1016
1017 if (y == 0) {
1018 memcpy(&glRenderer->winN[0].h[1], &glRenderer->winN[0].h[0], sizeof(struct GBAVideoWindowRegion));
1019 memcpy(&glRenderer->winN[1].h[1], &glRenderer->winN[1].h[0], sizeof(struct GBAVideoWindowRegion));
1020
1021 glDisable(GL_SCISSOR_TEST);
1022 glClearColor(0, 0, 0, 0);
1023 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
1024 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1025 glClear(GL_COLOR_BUFFER_BIT);
1026
1027 for (i = 0; i < 4; ++i) {
1028 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);
1029 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1030 glClear(GL_COLOR_BUFFER_BIT);
1031 }
1032 }
1033 glEnable(GL_SCISSOR_TEST);
1034
1035 uint32_t backdrop = M_RGB5_TO_RGB8(glRenderer->d.palette[0]);
1036 glViewport(0, 0, 1, GBA_VIDEO_VERTICAL_PIXELS);
1037 glScissor(0, y, 1, 1);
1038 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
1039 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1040 glClearColor(((backdrop >> 16) & 0xFF) / 256., ((backdrop >> 8) & 0xFF) / 256., (backdrop & 0xFF) / 256., 0.f);
1041 glClear(GL_COLOR_BUFFER_BIT);
1042 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT1 });
1043 glClearColor(1, (glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4)) / 32.f, glRenderer->blda / 16.f, 0);
1044 glClear(GL_COLOR_BUFFER_BIT);
1045 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1046
1047 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1048 if (glRenderer->firstAffine < 0) {
1049 memcpy(&glRenderer->bg[2].affine[3], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
1050 memcpy(&glRenderer->bg[3].affine[3], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
1051 memcpy(&glRenderer->bg[2].affine[2], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
1052 memcpy(&glRenderer->bg[3].affine[2], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
1053 memcpy(&glRenderer->bg[2].affine[1], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
1054 memcpy(&glRenderer->bg[3].affine[1], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
1055 glRenderer->firstAffine = y;
1056 }
1057 } else {
1058 glRenderer->firstAffine = -1;
1059 }
1060
1061 GBAVideoGLRendererDrawWindow(glRenderer, y);
1062 if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
1063 if (glRenderer->oamDirty) {
1064 glRenderer->oamMax = GBAVideoRendererCleanOAM(glRenderer->d.oam->obj, glRenderer->sprites, 0);
1065 glRenderer->oamDirty = false;
1066 }
1067 int i;
1068 for (i = glRenderer->oamMax; i--;) {
1069 struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
1070 if ((y < sprite->y && (sprite->endY - 256 < 0 || y >= sprite->endY - 256)) || y >= sprite->endY) {
1071 continue;
1072 }
1073
1074 GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);
1075 }
1076 }
1077
1078 if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1079 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
1080 }
1081 if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1082 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
1083 }
1084 if (TEST_LAYER_ENABLED(2)) {
1085 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1086 case 0:
1087 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
1088 break;
1089 case 1:
1090 case 2:
1091 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
1092 break;
1093 case 3:
1094 GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
1095 break;
1096 case 4:
1097 GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
1098 break;
1099 case 5:
1100 GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y);
1101 break;
1102 }
1103 }
1104 if (TEST_LAYER_ENABLED(3)) {
1105 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1106 case 0:
1107 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[3], y);
1108 break;
1109 case 2:
1110 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[3], y);
1111 break;
1112 }
1113 }
1114
1115 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1116 memcpy(&glRenderer->bg[2].affine[3], &glRenderer->bg[2].affine[2], sizeof(struct GBAVideoGLAffine));
1117 memcpy(&glRenderer->bg[3].affine[3], &glRenderer->bg[3].affine[2], sizeof(struct GBAVideoGLAffine));
1118 memcpy(&glRenderer->bg[2].affine[2], &glRenderer->bg[2].affine[1], sizeof(struct GBAVideoGLAffine));
1119 memcpy(&glRenderer->bg[3].affine[2], &glRenderer->bg[3].affine[1], sizeof(struct GBAVideoGLAffine));
1120 memcpy(&glRenderer->bg[2].affine[1], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
1121 memcpy(&glRenderer->bg[3].affine[1], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
1122
1123 glRenderer->bg[2].affine[0].sx += glRenderer->bg[2].affine[0].dmx;
1124 glRenderer->bg[2].affine[0].sy += glRenderer->bg[2].affine[0].dmy;
1125 glRenderer->bg[3].affine[0].sx += glRenderer->bg[3].affine[0].dmx;
1126 glRenderer->bg[3].affine[0].sy += glRenderer->bg[3].affine[0].dmy;
1127 }
1128 memcpy(&glRenderer->winN[0].h[1], &glRenderer->winN[0].h[0], sizeof(struct GBAVideoWindowRegion));
1129 memcpy(&glRenderer->winN[1].h[1], &glRenderer->winN[1].h[0], sizeof(struct GBAVideoWindowRegion));
1130}
1131
1132void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
1133 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1134 _finalizeLayers(glRenderer);
1135 glBindVertexArray(0);
1136 glRenderer->firstAffine = -1;
1137 glRenderer->bg[2].affine[0].sx = glRenderer->bg[2].refx;
1138 glRenderer->bg[2].affine[0].sy = glRenderer->bg[2].refy;
1139 glRenderer->bg[3].affine[0].sx = glRenderer->bg[3].refx;
1140 glRenderer->bg[3].affine[0].sy = glRenderer->bg[3].refy;
1141}
1142
1143void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels) {
1144 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1145 *stride = GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale;
1146 if (!glRenderer->temporaryBuffer) {
1147 glRenderer->temporaryBuffer = anonymousMemoryMap(GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale * BYTES_PER_PIXEL);
1148 }
1149 glFinish();
1150 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
1151 glPixelStorei(GL_PACK_ROW_LENGTH, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale);
1152 glPixelStorei(GL_PACK_ALIGNMENT, 1);
1153 glReadPixels(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale, GL_RGBA, GL_UNSIGNED_BYTE, (void*) glRenderer->temporaryBuffer);
1154 *pixels = glRenderer->temporaryBuffer;
1155}
1156
1157void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels) {
1158
1159}
1160
1161static void _enableBg(struct GBAVideoGLRenderer* renderer, int bg, bool active) {
1162 int wasActive = renderer->bg[bg].enabled;
1163 if (!active) {
1164 renderer->bg[bg].enabled = 0;
1165 } else if (!wasActive && active) {
1166 /*if (renderer->nextY == 0 || GBARegisterDISPCNTGetMode(renderer->dispcnt) > 2) {
1167 // TODO: Investigate in more depth how switching background works in different modes
1168 renderer->bg[bg].enabled = 4;
1169 } else {
1170 renderer->bg[bg].enabled = 1;
1171 }*/
1172 renderer->bg[bg].enabled = 4;
1173 }
1174}
1175
1176static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer) {
1177 _enableBg(renderer, 0, GBARegisterDISPCNTGetBg0Enable(renderer->dispcnt));
1178 _enableBg(renderer, 1, GBARegisterDISPCNTGetBg1Enable(renderer->dispcnt));
1179 _enableBg(renderer, 2, GBARegisterDISPCNTGetBg2Enable(renderer->dispcnt));
1180 _enableBg(renderer, 3, GBARegisterDISPCNTGetBg3Enable(renderer->dispcnt));
1181}
1182
1183static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
1184 bg->priority = GBARegisterBGCNTGetPriority(value);
1185 bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
1186 bg->mosaic = GBARegisterBGCNTGetMosaic(value);
1187 bg->multipalette = GBARegisterBGCNTGet256Color(value);
1188 bg->screenBase = GBARegisterBGCNTGetScreenBase(value) << 10;
1189 bg->overflow = GBARegisterBGCNTGetOverflow(value);
1190 bg->size = GBARegisterBGCNTGetSize(value);
1191}
1192
1193static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1194 bg->refx = (bg->refx & 0xFFFF0000) | value;
1195 bg->affine[0].sx = bg->refx;
1196}
1197
1198static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1199 bg->refx = (bg->refx & 0x0000FFFF) | (value << 16);
1200 bg->refx <<= 4;
1201 bg->refx >>= 4;
1202 bg->affine[0].sx = bg->refx;
1203}
1204
1205static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1206 bg->refy = (bg->refy & 0xFFFF0000) | value;
1207 bg->affine[0].sy = bg->refy;
1208}
1209
1210static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1211 bg->refy = (bg->refy & 0x0000FFFF) | (value << 16);
1212 bg->refy <<= 4;
1213 bg->refy >>= 4;
1214 bg->affine[0].sy = bg->refy;
1215}
1216
1217static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value) {
1218 renderer->bg[0].target1 = GBARegisterBLDCNTGetTarget1Bg0(value);
1219 renderer->bg[1].target1 = GBARegisterBLDCNTGetTarget1Bg1(value);
1220 renderer->bg[2].target1 = GBARegisterBLDCNTGetTarget1Bg2(value);
1221 renderer->bg[3].target1 = GBARegisterBLDCNTGetTarget1Bg3(value);
1222 renderer->bg[0].target2 = GBARegisterBLDCNTGetTarget2Bg0(value);
1223 renderer->bg[1].target2 = GBARegisterBLDCNTGetTarget2Bg1(value);
1224 renderer->bg[2].target2 = GBARegisterBLDCNTGetTarget2Bg2(value);
1225 renderer->bg[3].target2 = GBARegisterBLDCNTGetTarget2Bg3(value);
1226
1227 renderer->blendEffect = GBARegisterBLDCNTGetEffect(value);
1228 renderer->target1Obj = GBARegisterBLDCNTGetTarget1Obj(value);
1229 renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
1230 renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
1231 renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
1232}
1233
1234void _finalizeLayers(struct GBAVideoGLRenderer* renderer) {
1235 const GLuint* uniforms = renderer->finalizeShader.uniforms;
1236 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]);
1237 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1238 glScissor(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1239 glUseProgram(renderer->finalizeShader.program);
1240 glBindVertexArray(renderer->finalizeShader.vao);
1241 glActiveTexture(GL_TEXTURE0);
1242 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
1243 glActiveTexture(GL_TEXTURE0 + 1);
1244 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_COLOR]);
1245 glActiveTexture(GL_TEXTURE0 + 2);
1246 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_FLAGS]);
1247 glActiveTexture(GL_TEXTURE0 + 3);
1248 glBindTexture(GL_TEXTURE_2D, renderer->bg[0].tex);
1249 glActiveTexture(GL_TEXTURE0 + 4);
1250 glBindTexture(GL_TEXTURE_2D, renderer->bg[0].flags);
1251 glActiveTexture(GL_TEXTURE0 + 5);
1252 glBindTexture(GL_TEXTURE_2D, renderer->bg[1].tex);
1253 glActiveTexture(GL_TEXTURE0 + 6);
1254 glBindTexture(GL_TEXTURE_2D, renderer->bg[1].flags);
1255 glActiveTexture(GL_TEXTURE0 + 7);
1256 glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex);
1257 glActiveTexture(GL_TEXTURE0 + 8);
1258 glBindTexture(GL_TEXTURE_2D, renderer->bg[2].flags);
1259 glActiveTexture(GL_TEXTURE0 + 9);
1260 glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex);
1261 glActiveTexture(GL_TEXTURE0 + 10);
1262 glBindTexture(GL_TEXTURE_2D, renderer->bg[3].flags);
1263 glActiveTexture(GL_TEXTURE0 + 11);
1264 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_COLOR]);
1265 glActiveTexture(GL_TEXTURE0 + 12);
1266 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_FLAGS]);
1267
1268 glUniform2i(uniforms[GBA_GL_VS_LOC], GBA_VIDEO_VERTICAL_PIXELS, 0);
1269 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1270 glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);
1271 glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 5, 7, 9, 1 });
1272 glUniform1iv(uniforms[GBA_GL_FINALIZE_FLAGS], 5, (GLint[]) { 4, 6, 8, 10, 2 });
1273 glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1274 glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1275 glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 11);
1276 glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 12);
1277 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1278 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1279}
1280
1281void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY) {
1282 int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
1283 int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
1284 int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
1285 x >>= 23;
1286
1287 int align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
1288 unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10;
1289 int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> 3) : (0x20 >> GBAObjAttributesAGet256Color(sprite->a));
1290
1291 if (spriteY + height >= 256) {
1292 spriteY -= 256;
1293 }
1294
1295 if (!GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesBIsVFlip(sprite->b)) {
1296 spriteY = (y - height) + (y - spriteY) + 1;
1297 }
1298
1299 int totalWidth = width;
1300 int totalHeight = height;
1301 if (GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesAIsDoubleSize(sprite->a)) {
1302 totalWidth <<= 1;
1303 totalHeight <<= 1;
1304 }
1305
1306 const struct GBAVideoGLShader* shader = &renderer->objShader[GBAObjAttributesAGet256Color(sprite->a)];
1307 const GLuint* uniforms = shader->uniforms;
1308 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OBJ]);
1309 glViewport(x * renderer->scale, spriteY * renderer->scale, totalWidth * renderer->scale, totalHeight * renderer->scale);
1310 glScissor(x * renderer->scale, y * renderer->scale, totalWidth * renderer->scale, renderer->scale);
1311 glUseProgram(shader->program);
1312 glBindVertexArray(shader->vao);
1313 glActiveTexture(GL_TEXTURE0);
1314 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1315 glActiveTexture(GL_TEXTURE0 + 1);
1316 glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1317 glUniform2i(uniforms[GBA_GL_VS_LOC], 1, y - spriteY);
1318 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], (GBAObjAttributesBIsHFlip(sprite->b) && !GBAObjAttributesAIsTransformed(sprite->a)) ? -totalWidth : totalWidth, totalHeight);
1319 glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0);
1320 glUniform1i(uniforms[GBA_GL_OBJ_PALETTE], 1);
1321 glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
1322 glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
1323 glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
1324 glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c) << 3,
1325 (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
1326 renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
1327 if (GBAObjAttributesAIsTransformed(sprite->a)) {
1328 struct GBAOAMMatrix mat;
1329 LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
1330 LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
1331 LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
1332 LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
1333
1334 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 });
1335 } else {
1336 glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { 1.f, 0, 0, 1.f });
1337 }
1338 glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
1339 if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
1340 int window = ~renderer->objwin & 0x3F;
1341 glUniform4f(uniforms[GBA_GL_OBJ_OBJWIN], 1, window / 128.f, renderer->bldb / 16.f, renderer->bldy / 16.f);
1342 glDrawBuffers(3, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 });
1343 } else {
1344 glUniform4f(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0, 0);
1345 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1346 }
1347 if (GBAObjAttributesAIsMosaic(sprite->a) && GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN) {
1348 int mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
1349 if (GBAObjAttributesBIsHFlip(sprite->b)) {
1350 mosaicH = -mosaicH;
1351 }
1352 glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], mosaicH, GBAMosaicControlGetObjV(renderer->mosaic) + 1, x, spriteY);
1353 } else {
1354 glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], 0, 0, 0, 0);
1355 }
1356 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1357 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1358}
1359
1360void _prepareBackground(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms) {
1361 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1362 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1363 glActiveTexture(GL_TEXTURE0);
1364 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1365 glActiveTexture(GL_TEXTURE0 + 1);
1366 glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1367 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1368 glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
1369 glUniform1i(uniforms[GBA_GL_BG_PALETTE], 1);
1370 if (background->mosaic) {
1371 glUniform2i(uniforms[GBA_GL_BG_MOSAIC], GBAMosaicControlGetBgV(renderer->mosaic) + 1, GBAMosaicControlGetBgH(renderer->mosaic) + 1);
1372 } else {
1373 glUniform2i(uniforms[GBA_GL_BG_MOSAIC], 0, 0);
1374 }
1375 glUniform4i(uniforms[GBA_GL_BG_INFLAGS], (background->priority << 3) + (background->index << 1) + 1,
1376 background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4),
1377 renderer->blda, 0);
1378 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1379}
1380
1381void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1382 int inY = y + background->y;
1383 int yBase = inY & 0xFF;
1384 if (background->size == 2) {
1385 yBase += inY & 0x100;
1386 } else if (background->size == 3) {
1387 yBase += (inY & 0x100) << 1;
1388 }
1389
1390 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->multipalette ? 1 : 0];
1391 const GLuint* uniforms = shader->uniforms;
1392 glScissor(0, y * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale);
1393 glUseProgram(shader->program);
1394 glBindVertexArray(shader->vao);
1395 _prepareBackground(renderer, background, uniforms);
1396 glUniform2i(uniforms[GBA_GL_VS_LOC], 1, y);
1397 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1398 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1399 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1400 glUniform2i(uniforms[GBA_GL_BG_OFFSET], background->x, yBase - y);
1401 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1402 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1403}
1404
1405void _prepareTransform(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms, int y) {
1406 int reverse = 0;
1407 int forward = 1;
1408 if (renderer->scale > 1) {
1409 switch (y - renderer->firstAffine) {
1410 case 0:
1411 case 1:
1412 case 2:
1413 case 3:
1414 return;
1415 case 4:
1416 forward = 2;
1417 reverse = 4;
1418 break;
1419 case 5:
1420 forward = 2;
1421 reverse = 3;
1422 break;
1423 case 6:
1424 forward = 2;
1425 reverse = 2;
1426 break;
1427 case 7:
1428 forward = 2;
1429 reverse = 1;
1430 break;
1431 }
1432 }
1433
1434 glScissor(0, (y - reverse) * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * forward);
1435 glUniform2i(uniforms[GBA_GL_VS_LOC], forward, y - reverse);
1436 glUniform2f(uniforms[GBA_GL_BG_RANGE], y - 1, 1);
1437 if (renderer->scale > 1) {
1438 glUniform2iv(uniforms[GBA_GL_BG_OFFSET], 4, (GLint[]) {
1439 background->affine[0].sx, background->affine[0].sy,
1440 background->affine[1].sx, background->affine[1].sy,
1441 background->affine[2].sx, background->affine[2].sy,
1442 background->affine[3].sx, background->affine[3].sy,
1443 });
1444 glUniform2iv(uniforms[GBA_GL_BG_TRANSFORM], 4, (GLint[]) {
1445 background->affine[0].dx, background->affine[0].dy,
1446 background->affine[1].dx, background->affine[1].dy,
1447 background->affine[2].dx, background->affine[2].dy,
1448 background->affine[3].dx, background->affine[3].dy,
1449 });
1450 } else {
1451 glUniform2iv(uniforms[GBA_GL_BG_OFFSET], 4, (GLint[]) {
1452 background->affine[0].sx, background->affine[0].sy,
1453 background->affine[0].sx, background->affine[0].sy,
1454 background->affine[0].sx, background->affine[0].sy,
1455 background->affine[0].sx, background->affine[0].sy,
1456 });
1457 glUniform2iv(uniforms[GBA_GL_BG_TRANSFORM], 4, (GLint[]) {
1458 background->affine[0].dx, background->affine[0].dy,
1459 background->affine[0].dx, background->affine[0].dy,
1460 background->affine[0].dx, background->affine[0].dy,
1461 background->affine[0].dx, background->affine[0].dy,
1462 });
1463 }
1464 _prepareBackground(renderer, background, uniforms);
1465}
1466
1467void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1468 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->overflow ? 2 : 3];
1469 const GLuint* uniforms = shader->uniforms;
1470 glUseProgram(shader->program);
1471 glBindVertexArray(shader->vao);
1472 _prepareTransform(renderer, background, uniforms, y);
1473 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1474 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1475 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1476 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1477 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1478}
1479
1480void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1481 const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1482 const GLuint* uniforms = shader->uniforms;
1483 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1484 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1485 glUseProgram(shader->program);
1486 glBindVertexArray(shader->vao);
1487 _prepareTransform(renderer, background, uniforms, y);
1488 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], 0);
1489 glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1490 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1491 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1492}
1493
1494void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1495 const struct GBAVideoGLShader* shader = &renderer->bgShader[4];
1496 const GLuint* uniforms = shader->uniforms;
1497 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1498 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1499 glUseProgram(shader->program);
1500 glBindVertexArray(shader->vao);
1501 _prepareTransform(renderer, background, uniforms, y);
1502 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0xA000 : 0);
1503 glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1504 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1505 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1506}
1507
1508void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1509 const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1510 const GLuint* uniforms = shader->uniforms;
1511 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1512 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1513 glUseProgram(shader->program);
1514 glBindVertexArray(shader->vao);
1515 _prepareTransform(renderer, background, uniforms, y);
1516 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0x5000 : 0);
1517 glUniform2i(uniforms[GBA_GL_BG_SIZE], 160, 128);
1518 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1519 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1520}
1521
1522static void _scissorWindow(int start, int end, int y, int lines, int scale) {
1523 if (start > end) {
1524 _scissorWindow(start, GBA_VIDEO_HORIZONTAL_PIXELS * scale, y, lines, scale);
1525 _scissorWindow(0, end, y, lines, scale);
1526 return;
1527 }
1528 glScissor(start, y, end - start, lines);
1529 glClear(GL_COLOR_BUFFER_BIT);
1530}
1531
1532static void _scissorWindowN(struct GBAVideoWindowRegion* region, int y, int scale) {
1533 int sdelta = region[0].start - region[1].start;
1534 int edelta = region[0].end - region[1].end;
1535 int maxDelta = 0;
1536 if (sdelta > maxDelta) {
1537 maxDelta = sdelta;
1538 } else if (-sdelta > maxDelta) {
1539 maxDelta = -sdelta;
1540 }
1541 if (edelta > maxDelta) {
1542 maxDelta = edelta;
1543 } else if (-edelta > maxDelta) {
1544 maxDelta = -edelta;
1545 }
1546 if (!(sdelta | edelta) || maxDelta >= GBA_VIDEO_VERTICAL_PIXELS / 2) {
1547 _scissorWindow(region[0].start * scale, region[0].end * scale, y, scale, scale);
1548 } else {
1549 int i;
1550 for (i = 0; i < scale; ++i) {
1551 int start = region[1].start * scale + sdelta * i;
1552 int end = region[1].end * scale + edelta * i;
1553 _scissorWindow(start, end, y + i, 1, scale);
1554 }
1555 }
1556}
1557
1558static void _clearWindow(GBAWindowControl window, int bldb, int bldy) {
1559 window = ~window & 0x3F;
1560 glClearColor(window / 128.f, bldb / 16.f, bldy / 16.f, 0);
1561}
1562
1563void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
1564 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_WINDOW]);
1565 int dispcnt = ((renderer->dispcnt >> 8) & 0x1F) | 0x20;
1566 if (!(renderer->dispcnt & 0xE000)) {
1567 _clearWindow(dispcnt, renderer->bldb, renderer->bldy);
1568 _scissorWindow(0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, renderer->scale, renderer->scale);
1569 } else {
1570 _clearWindow(renderer->winout & dispcnt, renderer->bldb, renderer->bldy);
1571 _scissorWindow(0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, renderer->scale, renderer->scale);
1572 if (GBARegisterDISPCNTIsWin1Enable(renderer->dispcnt) && y >= renderer->winN[1].v.start && y < renderer->winN[1].v.end) {
1573 _clearWindow(renderer->winN[1].control & dispcnt, renderer->bldb, renderer->bldy);
1574 _scissorWindowN(renderer->winN[1].h, y * renderer->scale, renderer->scale);
1575 }
1576 if (GBARegisterDISPCNTIsWin0Enable(renderer->dispcnt) && y >= renderer->winN[0].v.start && y < renderer->winN[0].v.end) {
1577 _clearWindow(renderer->winN[0].control & dispcnt, renderer->bldb, renderer->bldy);
1578 _scissorWindowN(renderer->winN[0].h, y * renderer->scale, renderer->scale);
1579 }
1580 }
1581}
1582
1583#endif