all repos — mgba @ c18c38b6169f7e7e52a0133a846929ceb3d88b0e

mGBA Game Boy Advance Emulator

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

   1/* Copyright (c) 2013-2019 Jeffrey Pfau
   2 *
   3 * This Source Code Form is subject to the terms of the Mozilla Public
   4 * License, v. 2.0. If a copy of the MPL was not distributed with this
   5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
   6#include <mgba/internal/gba/renderers/gl.h>
   7
   8#if defined(BUILD_GLES2) || defined(BUILD_GLES3)
   9
  10#include <mgba/core/cache-set.h>
  11#include <mgba/internal/arm/macros.h>
  12#include <mgba/internal/gba/io.h>
  13#include <mgba/internal/gba/renderers/cache-set.h>
  14#include <mgba-util/memory.h>
  15
  16#define FLAG_CONST "const vec4 flagCoeff = vec4(64., 32., 16., 1.);\n"
  17
  18static void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer);
  19static void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer);
  20static void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer);
  21static void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address);
  22static void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam);
  23static void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
  24static uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
  25static void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y);
  26static void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer);
  27static void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels);
  28static void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels);
  29
  30static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer);
  31static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value);
  32static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value);
  33static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value);
  34static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value);
  35static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value);
  36static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value);
  37
  38static void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY);
  39static void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  40static void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  41static void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  42static void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  43static void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  44static void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y);
  45
  46static void _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	{ 0 }
 108};
 109
 110static const char* const _renderMode0 =
 111	"in vec2 texCoord;\n"
 112	"uniform sampler2D vram;\n"
 113	"uniform sampler2D palette;\n"
 114	"uniform int screenBase;\n"
 115	"uniform int charBase;\n"
 116	"uniform int size;\n"
 117	"uniform ivec2 offset;\n"
 118	"uniform ivec4 inflags;\n"
 119	"out vec4 color;\n"
 120	"out vec4 flags;\n"
 121	FLAG_CONST
 122
 123	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
 124
 125	"void main() {\n"
 126	"	ivec2 coord = ivec2(texCoord) + offset;\n"
 127	"	if ((size & 1) == 1) {\n"
 128	"		coord.y += coord.x & 256;\n"
 129	"	}\n"
 130	"	coord.x &= 255;\n"
 131	"	int mapAddress = screenBase + (coord.x >> 3) + (coord.y >> 3) * 32;\n"
 132	"	vec4 map = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
 133	"	int tileFlags = int(map.g * 15.9);\n"
 134	"	if ((tileFlags & 4) == 4) {\n"
 135	"		coord.x ^= 7;\n"
 136	"	}\n"
 137	"	if ((tileFlags & 8) == 8) {\n"
 138	"		coord.y ^= 7;\n"
 139	"	}\n"
 140	"	int tile = int(map.a * 15.9) + int(map.b * 15.9) * 16 + (tileFlags & 0x3) * 256;\n"
 141	"	color = renderTile(tile, int(map.r * 15.9), coord & 7);\n"
 142	"	flags = inflags / flagCoeff;\n"
 143	"}";
 144
 145static const char* const _fetchTileOverflow =
 146	"vec4 fetchTile(ivec2 coord) {\n"
 147	"	int sizeAdjusted = (0x8000 << size) - 1;\n"
 148	"	coord &= sizeAdjusted;\n"
 149	"	return renderTile(coord);\n"
 150	"}";
 151
 152static const char* const _fetchTileNoOverflow =
 153	"vec4 fetchTile(ivec2 coord) {\n"
 154	"	int sizeAdjusted = (0x8000 << size) - 1;\n"
 155	"	ivec2 outerCoord = coord & ~sizeAdjusted;\n"
 156	"	if ((outerCoord.x | outerCoord.y) != 0) {\n"
 157	"		discard;\n"
 158	"	}\n"
 159	"	return renderTile(coord);\n"
 160	"}";
 161
 162static const struct GBAVideoGLUniform _uniformsMode2[] = {
 163	{ "loc", GBA_GL_VS_LOC, },
 164	{ "maxPos", GBA_GL_VS_MAXPOS, },
 165	{ "vram", GBA_GL_BG_VRAM, },
 166	{ "palette", GBA_GL_BG_PALETTE, },
 167	{ "screenBase", GBA_GL_BG_SCREENBASE, },
 168	{ "charBase", GBA_GL_BG_CHARBASE, },
 169	{ "size", GBA_GL_BG_SIZE, },
 170	{ "inflags", GBA_GL_BG_INFLAGS, },
 171	{ "offset", GBA_GL_BG_OFFSET, },
 172	{ "transform", GBA_GL_BG_TRANSFORM, },
 173	{ "range", GBA_GL_BG_RANGE, },
 174	{ 0 }
 175};
 176
 177static const char* const _interpolate =
 178	"vec2 interpolate(ivec2 arr[4], float x) {\n"
 179	"	float x1m = 1. - x;\n"
 180	"	return x1m * x1m * x1m * arr[0] +"
 181		"  3 * x1m * x1m * x   * arr[1] +"
 182		"  3 * x1m * x   * x   * arr[2] +"
 183		"      x   * x   * x   * arr[3];\n"
 184	"}\n";
 185
 186static const char* const _renderMode2 =
 187	"in vec2 texCoord;\n"
 188	"uniform sampler2D vram;\n"
 189	"uniform sampler2D palette;\n"
 190	"uniform int screenBase;\n"
 191	"uniform int charBase;\n"
 192	"uniform int size;\n"
 193	"uniform ivec4 inflags;\n"
 194	"uniform ivec2[4] offset;\n"
 195	"uniform ivec2[4] transform;\n"
 196	"uniform vec2 range;\n"
 197	"out vec4 color;\n"
 198	"out vec4 flags;\n"
 199	FLAG_CONST
 200	"precision highp float;\n"
 201	"precision highp int;\n"
 202
 203	"vec4 fetchTile(ivec2 coord);\n"
 204	"vec2 interpolate(ivec2 arr[4], float x);\n"
 205
 206	"vec4 renderTile(ivec2 coord) {\n"
 207	"	int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n"
 208	"	int mapAddress = screenBase + (map >> 1);\n"
 209	"	vec4 twomaps = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
 210	"	int tile = int(twomaps[3 - 2 * (map & 1)] * 15.9) + int(twomaps[2 - 2 * (map & 1)] * 15.9) * 16;\n"
 211	"	int address = charBase + tile * 32 + ((coord.x >> 9) & 3) + ((coord.y >> 6) & 0x1C);\n"
 212	"	vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
 213	"	int entry = int(halfrow[3 - ((coord.x >> 7) & 2)] * 15.9);\n"
 214	"	int pal2 = int(halfrow[2 - ((coord.x >> 7) & 2)] * 15.9);\n"
 215	"	vec4 color = texelFetch(palette, ivec2(entry, pal2), 0);\n"
 216	"	if ((pal2 | entry) == 0) {\n"
 217	"		discard;\n"
 218	"	}\n"
 219	"	color.a = 1.;\n"
 220	"	return color;\n"
 221	"}\n"
 222
 223	"void main() {\n"
 224	"	float y = texCoord.y - range.x;\n"
 225	"	float lin = 0.5 - y / range.y * 0.25;\n"
 226	"	vec2 mixedTransform = interpolate(transform, lin);\n"
 227	"	vec2 mixedOffset = interpolate(offset, lin);\n"
 228	"	color = fetchTile(ivec2(mixedTransform * texCoord.x + mixedOffset));\n"
 229	"	flags = inflags / flagCoeff;\n"
 230	"}";
 231
 232static const struct GBAVideoGLUniform _uniformsMode35[] = {
 233	{ "loc", GBA_GL_VS_LOC, },
 234	{ "maxPos", GBA_GL_VS_MAXPOS, },
 235	{ "vram", GBA_GL_BG_VRAM, },
 236	{ "charBase", GBA_GL_BG_CHARBASE, },
 237	{ "size", GBA_GL_BG_SIZE, },
 238	{ "inflags", GBA_GL_BG_INFLAGS, },
 239	{ "offset", GBA_GL_BG_OFFSET, },
 240	{ "transform", GBA_GL_BG_TRANSFORM, },
 241	{ "range", GBA_GL_BG_RANGE, },
 242	{ 0 }
 243};
 244
 245static const char* const _renderMode35 =
 246	"in vec2 texCoord;\n"
 247	"uniform sampler2D vram;\n"
 248	"uniform int charBase;\n"
 249	"uniform ivec2 size;\n"
 250	"uniform ivec4 inflags;\n"
 251	"uniform ivec2[4] offset;\n"
 252	"uniform ivec2[4] transform;\n"
 253	"uniform vec2 range;\n"
 254	"out vec4 color;\n"
 255	"out vec4 flags;\n"
 256	FLAG_CONST
 257	"precision highp float;\n"
 258	"precision highp int;\n"
 259
 260	"vec2 interpolate(ivec2 arr[4], float x);\n"
 261
 262	"void main() {\n"
 263	"	float y = texCoord.y - range.x;\n"
 264	"	float lin = 0.5 - y / range.y * 0.25;\n"
 265	"	vec2 mixedTransform = interpolate(transform, lin);\n"
 266	"	vec2 mixedOffset = interpolate(offset, lin);\n"
 267	"	ivec2 coord = ivec2(mixedTransform * texCoord.x + mixedOffset);\n"
 268	"	if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
 269	"		discard;\n"
 270	"	}\n"
 271	"	if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
 272	"		discard;\n"
 273	"	}\n"
 274	"	int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
 275	"	ivec4 entry = ivec4(texelFetch(vram, ivec2(address & 255, address >> 8), 0) * 15.9);\n"
 276	"	int sixteen = (entry.x << 12) | (entry.y << 8) | (entry.z << 4) | entry.w;\n"
 277	"	color = vec4((sixteen & 0x1F) / 31., ((sixteen >> 5) & 0x1F) / 31., ((sixteen >> 10) & 0x1F) / 31., 1.);\n"
 278	"	flags = inflags / flagCoeff;\n"
 279	"}";
 280
 281static const struct GBAVideoGLUniform _uniformsMode4[] = {
 282	{ "loc", GBA_GL_VS_LOC, },
 283	{ "maxPos", GBA_GL_VS_MAXPOS, },
 284	{ "vram", GBA_GL_BG_VRAM, },
 285	{ "palette", GBA_GL_BG_PALETTE, },
 286	{ "charBase", GBA_GL_BG_CHARBASE, },
 287	{ "size", GBA_GL_BG_SIZE, },
 288	{ "inflags", GBA_GL_BG_INFLAGS, },
 289	{ "offset", GBA_GL_BG_OFFSET, },
 290	{ "transform", GBA_GL_BG_TRANSFORM, },
 291	{ "range", GBA_GL_BG_RANGE, },
 292	{ 0 }
 293};
 294
 295static const char* const _renderMode4 =
 296	"in vec2 texCoord;\n"
 297	"uniform sampler2D vram;\n"
 298	"uniform sampler2D palette;\n"
 299	"uniform int charBase;\n"
 300	"uniform ivec2 size;\n"
 301	"uniform ivec4 inflags;\n"
 302	"uniform ivec2[4] offset;\n"
 303	"uniform ivec2[4] transform;\n"
 304	"uniform vec2 range;\n"
 305	"out vec4 color;\n"
 306	"out vec4 flags;\n"
 307	FLAG_CONST
 308	"precision highp float;\n"
 309	"precision highp int;\n"
 310
 311	"vec2 interpolate(ivec2 arr[4], float x);\n"
 312
 313	"void main() {\n"
 314	"	float y = texCoord.y - range.x;\n"
 315	"	float lin = 0.5 - y / range.y * 0.25;\n"
 316	"	vec2 mixedTransform = interpolate(transform, lin);\n"
 317	"	vec2 mixedOffset = interpolate(offset, lin);\n"
 318	"	ivec2 coord = ivec2(mixedTransform * texCoord.x + mixedOffset);\n"
 319	"	if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
 320	"		discard;\n"
 321	"	}\n"
 322	"	if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
 323	"		discard;\n"
 324	"	}\n"
 325	"	int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
 326	"	vec4 twoEntries = texelFetch(vram, ivec2((address >> 1) & 255, address >> 9), 0);\n"
 327	"	ivec2 entry = ivec2(twoEntries[3 - 2 * (address & 1)] * 15.9, twoEntries[2 - 2 * (address & 1)] * 15.9);\n"
 328	"	color = texelFetch(palette, entry, 0);\n"
 329	"	color.a = 1;\n"
 330	"	flags = inflags / flagCoeff;\n"
 331	"}";
 332
 333static const struct GBAVideoGLUniform _uniformsObj[] = {
 334	{ "loc", GBA_GL_VS_LOC, },
 335	{ "maxPos", GBA_GL_VS_MAXPOS, },
 336	{ "vram", GBA_GL_OBJ_VRAM, },
 337	{ "palette", GBA_GL_OBJ_PALETTE, },
 338	{ "charBase", GBA_GL_OBJ_CHARBASE, },
 339	{ "stride", GBA_GL_OBJ_STRIDE, },
 340	{ "localPalette", GBA_GL_OBJ_LOCALPALETTE, },
 341	{ "inflags", GBA_GL_OBJ_INFLAGS, },
 342	{ "transform", GBA_GL_OBJ_TRANSFORM, },
 343	{ "dims", GBA_GL_OBJ_DIMS, },
 344	{ "objwin", GBA_GL_OBJ_OBJWIN, },
 345	{ 0 }
 346};
 347
 348static const char* const _renderObj =
 349	"in vec2 texCoord;\n"
 350	"uniform sampler2D vram;\n"
 351	"uniform sampler2D palette;\n"
 352	"uniform int charBase;\n"
 353	"uniform int stride;\n"
 354	"uniform int localPalette;\n"
 355	"uniform ivec4 inflags;\n"
 356	"uniform mat2x2 transform;\n"
 357	"uniform ivec4 dims;\n"
 358	"uniform vec4 objwin;\n"
 359	"out vec4 color;\n"
 360	"out vec4 flags;\n"
 361	"out vec3 window;\n"
 362	FLAG_CONST
 363
 364	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
 365
 366	"void main() {\n"
 367	"	ivec2 coord = ivec2(transform * (texCoord - dims.zw / 2) + dims.xy / 2);\n"
 368	"	if ((coord & ~(dims.xy - 1)) != ivec2(0, 0)) {\n"
 369	"		discard;\n"
 370	"	}\n"
 371	"	vec4 pix = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, 16 + localPalette, coord & 7);\n"
 372	"	if (objwin.x > 0) {\n"
 373	"		pix.a = 0;\n"
 374	"	}\n"
 375	"	color = pix;\n"
 376	"	flags = inflags / flagCoeff;\n"
 377	"	window = objwin.yzw;\n"
 378	"}";
 379
 380static const struct GBAVideoGLUniform _uniformsFinalize[] = {
 381	{ "loc", GBA_GL_VS_LOC, },
 382	{ "maxPos", GBA_GL_VS_MAXPOS, },
 383	{ "scale", GBA_GL_FINALIZE_SCALE, },
 384	{ "layers", GBA_GL_FINALIZE_LAYERS, },
 385	{ "flags", GBA_GL_FINALIZE_FLAGS, },
 386	{ "window", GBA_GL_FINALIZE_WINDOW, },
 387	{ "backdrop", GBA_GL_FINALIZE_BACKDROP, },
 388	{ "backdropFlags", GBA_GL_FINALIZE_BACKDROPFLAGS, },
 389	{ 0 }
 390};
 391
 392static const char* const _finalize =
 393	"in vec2 texCoord;\n"
 394	"uniform int scale;\n"
 395	"uniform sampler2D layers[5];\n"
 396	"uniform sampler2D flags[5];\n"
 397	"uniform sampler2D window;\n"
 398	"uniform vec4 backdrop;\n"
 399	"uniform vec4 backdropFlags;\n"
 400	FLAG_CONST
 401	"out vec4 color;\n"
 402
 403	"void composite(vec4 pixel, ivec4 flags, inout vec4 topPixel, inout ivec4 topFlags, inout vec4 bottomPixel, inout ivec4 bottomFlags) {\n"
 404	"	if (pixel.a == 0) {\n"
 405	"		return;\n"
 406	"	}\n"
 407	"	if (flags.x >= topFlags.x) {\n"
 408	"		if (flags.x >= bottomFlags.x) {\n"
 409	"			return;\n"
 410	"		}\n"
 411	"		bottomFlags = flags;\n"
 412	"		bottomPixel = pixel;\n"
 413	"	} else {\n"
 414	"		bottomFlags = topFlags;\n"
 415	"		topFlags = flags;\n"
 416	"		bottomPixel = topPixel;\n"
 417	"		topPixel = pixel;\n"
 418	"	}\n"
 419	"}\n"
 420
 421	"void main() {\n"
 422	"	vec4 windowFlags = texelFetch(window, ivec2(texCoord * scale), 0);\n"
 423	"	int layerWindow = int(windowFlags.x * 128);\n"
 424	"	vec4 topPixel = backdrop;\n"
 425	"	vec4 bottomPixel = backdrop;\n"
 426	"	ivec4 topFlags = ivec4(backdropFlags * flagCoeff);\n"
 427	"	ivec4 bottomFlags = ivec4(backdropFlags * flagCoeff);\n"
 428	"	if ((layerWindow & 1) == 0) {\n"
 429	"		vec4 pix = texelFetch(layers[0], ivec2(texCoord * scale), 0);\n"
 430	"		ivec4 inflags = ivec4(texelFetch(flags[0], ivec2(texCoord * scale), 0).xyz * flagCoeff.xyz, 0);\n"
 431	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 432	"	}\n"
 433	"	if ((layerWindow & 2) == 0) {\n"
 434	"		vec4 pix = texelFetch(layers[1], ivec2(texCoord * scale), 0);\n"
 435	"		ivec4 inflags = ivec4(texelFetch(flags[1], ivec2(texCoord * scale), 0).xyz * flagCoeff.xyz, 0);\n"
 436	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 437	"	}\n"
 438	"	if ((layerWindow & 4) == 0) {\n"
 439	"		vec4 pix = texelFetch(layers[2], ivec2(texCoord * scale), 0);\n"
 440	"		ivec4 inflags = ivec4(texelFetch(flags[2], ivec2(texCoord * scale), 0).xyz * flagCoeff.xyz, 0);\n"
 441	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 442	"	}\n"
 443	"	if ((layerWindow & 8) == 0) {\n"
 444	"		vec4 pix = texelFetch(layers[3], ivec2(texCoord * scale), 0);\n"
 445	"		ivec4 inflags = ivec4(texelFetch(flags[3], ivec2(texCoord * scale), 0).xyz * flagCoeff.xyz, 0);\n"
 446	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 447	"	}\n"
 448	"	if ((layerWindow & 16) == 0) {\n"
 449	"		vec4 pix = texelFetch(layers[4], ivec2(texCoord * scale), 0);\n"
 450	"		ivec4 inflags = ivec4(texelFetch(flags[4], ivec2(texCoord * scale), 0) * flagCoeff);\n"
 451	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 452	"	}\n"
 453	"	if ((layerWindow & 32) != 0) {\n"
 454	"		topFlags.y &= ~1;\n"
 455	"	}\n"
 456	"	if (((topFlags.y & 13) == 5 || topFlags.w > 0) && (bottomFlags.y & 2) == 2) {\n"
 457	"		topPixel *= topFlags.z / 16.;\n"
 458	"		topPixel += bottomPixel * windowFlags.y;\n"
 459	"	} else if ((topFlags.y & 13) == 9) {\n"
 460	"		topPixel += (1. - topPixel) * windowFlags.z;\n"
 461	"	} else if ((topFlags.y & 13) == 13) {\n"
 462	"		topPixel -= topPixel * windowFlags.z;\n"
 463	"	}\n"
 464	"	color = topPixel;\n"
 465	"}";
 466
 467static const GLint _vertices[] = {
 468	0, 0,
 469	0, 1,
 470	1, 1,
 471	1, 0,
 472};
 473
 474void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
 475	renderer->d.init = GBAVideoGLRendererInit;
 476	renderer->d.reset = GBAVideoGLRendererReset;
 477	renderer->d.deinit = GBAVideoGLRendererDeinit;
 478	renderer->d.writeVideoRegister = GBAVideoGLRendererWriteVideoRegister;
 479	renderer->d.writeVRAM = GBAVideoGLRendererWriteVRAM;
 480	renderer->d.writeOAM = GBAVideoGLRendererWriteOAM;
 481	renderer->d.writePalette = GBAVideoGLRendererWritePalette;
 482	renderer->d.drawScanline = GBAVideoGLRendererDrawScanline;
 483	renderer->d.finishFrame = GBAVideoGLRendererFinishFrame;
 484	renderer->d.getPixels = GBAVideoGLRendererGetPixels;
 485	renderer->d.putPixels = GBAVideoGLRendererPutPixels;
 486
 487	renderer->d.disableBG[0] = false;
 488	renderer->d.disableBG[1] = false;
 489	renderer->d.disableBG[2] = false;
 490	renderer->d.disableBG[3] = false;
 491	renderer->d.disableOBJ = false;
 492
 493	renderer->scale = 1;
 494}
 495
 496static void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVideoGLShader* shader, const char** shaderBuffer, int shaderBufferLines, GLuint vs, const struct GBAVideoGLUniform* uniforms, char* log) {
 497	GLuint program = glCreateProgram();
 498	shader->program = program;
 499
 500	GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
 501	glAttachShader(program, vs);
 502	glAttachShader(program, fs);
 503	glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
 504	glCompileShader(fs);
 505	glGetShaderInfoLog(fs, 1024, 0, log);
 506	if (log[0]) {
 507		mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
 508	}
 509	glLinkProgram(program);
 510	glGetProgramInfoLog(program, 1024, 0, log);
 511	if (log[0]) {
 512		mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
 513	}
 514	glDeleteShader(fs);
 515#ifndef BUILD_GLES3
 516	glBindFragDataLocation(program, 0, "color");
 517	glBindFragDataLocation(program, 1, "flags");
 518#endif
 519
 520	glGenVertexArrays(1, &shader->vao);
 521	glBindVertexArray(shader->vao);
 522	glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
 523	GLuint positionLocation = glGetAttribLocation(program, "position");
 524	glVertexAttribPointer(positionLocation, 2, GL_INT, GL_FALSE, 0, NULL);
 525
 526	size_t i;
 527	for (i = 0; uniforms[i].name; ++i) {
 528		shader->uniforms[uniforms[i].type] = glGetUniformLocation(program, uniforms[i].name);
 529	}
 530}
 531
 532static void _deleteShader(struct GBAVideoGLShader* shader) {
 533	glDeleteProgram(shader->program);
 534	glDeleteVertexArrays(1, &shader->vao);
 535}
 536
 537static void _initFramebufferTexture(GLuint tex, GLenum format, GLenum attachment, int scale) {
 538	glBindTexture(GL_TEXTURE_2D, tex);
 539	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 540	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 541	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 542	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 543	glTexImage2D(GL_TEXTURE_2D, 0, format, GBA_VIDEO_HORIZONTAL_PIXELS * scale, GBA_VIDEO_VERTICAL_PIXELS * scale, 0, format, GL_UNSIGNED_BYTE, 0);
 544	glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);	
 545}
 546
 547void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
 548	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 549	glRenderer->temporaryBuffer = NULL;
 550
 551	glGenFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
 552	glGenTextures(GBA_GL_TEX_MAX, glRenderer->layers);
 553
 554	glGenTextures(1, &glRenderer->paletteTex);
 555	glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
 556	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 557	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 558
 559	glGenTextures(1, &glRenderer->vramTex);
 560	glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
 561	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 562	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 563	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 256, 192, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, 0);
 564
 565	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
 566	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 567	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, glRenderer->scale);
 568	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA, GL_COLOR_ATTACHMENT2, glRenderer->scale);
 569
 570	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
 571	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 572
 573	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
 574	_initFramebufferTexture(glRenderer->outputTex, GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 575
 576	glBindFramebuffer(GL_FRAMEBUFFER, 0);
 577
 578	glGenBuffers(1, &glRenderer->vbo);
 579	glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
 580	glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
 581
 582	int i;
 583	for (i = 0; i < 4; ++i) {
 584		struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
 585		bg->index = i;
 586		bg->enabled = 0;
 587		bg->priority = 0;
 588		bg->charBase = 0;
 589		bg->mosaic = 0;
 590		bg->multipalette = 0;
 591		bg->screenBase = 0;
 592		bg->overflow = 0;
 593		bg->size = 0;
 594		bg->target1 = 0;
 595		bg->target2 = 0;
 596		bg->x = 0;
 597		bg->y = 0;
 598		bg->refx = 0;
 599		bg->refy = 0;
 600		bg->affine[0].dx = 256;
 601		bg->affine[0].dmx = 0;
 602		bg->affine[0].dy = 0;
 603		bg->affine[0].dmy = 256;
 604		bg->affine[0].sx = 0;
 605		bg->affine[0].sy = 0;
 606		glGenFramebuffers(1, &bg->fbo);
 607		glGenTextures(1, &bg->tex);
 608		glGenTextures(1, &bg->flags);
 609		glBindFramebuffer(GL_FRAMEBUFFER, bg->fbo);
 610		_initFramebufferTexture(bg->tex, GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 611		_initFramebufferTexture(bg->flags, GL_RGB, GL_COLOR_ATTACHMENT1, glRenderer->scale);
 612		glBindFramebuffer(GL_FRAMEBUFFER, 0);
 613	}
 614
 615	char log[1024];
 616	const GLchar* shaderBuffer[8];
 617	shaderBuffer[0] = _gl3Header;
 618
 619	GLuint vs = glCreateShader(GL_VERTEX_SHADER);
 620	shaderBuffer[1] = _vertexShader;
 621	glShaderSource(vs, 2, shaderBuffer, 0);
 622	glCompileShader(vs);
 623	glGetShaderInfoLog(vs, 1024, 0, log);
 624	if (log[0]) {
 625		mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
 626	}
 627
 628	shaderBuffer[1] = _renderMode0;
 629
 630	shaderBuffer[2] = _renderTile16;
 631	_compileShader(glRenderer, &glRenderer->bgShader[0], shaderBuffer, 3, vs, _uniformsMode0, log);
 632
 633	shaderBuffer[2] = _renderTile256;
 634	_compileShader(glRenderer, &glRenderer->bgShader[1], shaderBuffer, 3, vs, _uniformsMode0, log);
 635
 636	shaderBuffer[1] = _renderMode2;
 637	shaderBuffer[2] = _interpolate;
 638
 639	shaderBuffer[3] = _fetchTileOverflow;
 640	_compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 4, vs, _uniformsMode2, log);
 641
 642	shaderBuffer[3] = _fetchTileNoOverflow;
 643	_compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 4, vs, _uniformsMode2, log);
 644
 645	shaderBuffer[1] = _renderMode4;
 646	shaderBuffer[2] = _interpolate;
 647	_compileShader(glRenderer, &glRenderer->bgShader[4], shaderBuffer, 3, vs, _uniformsMode4, log);
 648
 649	shaderBuffer[1] = _renderMode35;
 650	shaderBuffer[2] = _interpolate;
 651	_compileShader(glRenderer, &glRenderer->bgShader[5], shaderBuffer, 3, vs, _uniformsMode35, log);
 652
 653	shaderBuffer[1] = _renderObj;
 654
 655	shaderBuffer[2] = _renderTile16;
 656	_compileShader(glRenderer, &glRenderer->objShader[0], shaderBuffer, 3, vs, _uniformsObj, log);
 657#ifndef BUILD_GLES3
 658	glBindFragDataLocation(glRenderer->objShader[0].program, 2, "window");
 659#endif
 660
 661	shaderBuffer[2] = _renderTile256;
 662	_compileShader(glRenderer, &glRenderer->objShader[1], shaderBuffer, 3, vs, _uniformsObj, log);
 663#ifndef BUILD_GLES3
 664	glBindFragDataLocation(glRenderer->objShader[1].program, 2, "window");
 665#endif
 666
 667	shaderBuffer[1] = _finalize;
 668	_compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, log);
 669
 670	glBindVertexArray(0);
 671	glDeleteShader(vs);
 672
 673	GBAVideoGLRendererReset(renderer);
 674}
 675
 676void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
 677	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 678	if (glRenderer->temporaryBuffer) {
 679		mappedMemoryFree(glRenderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale);
 680	}
 681	glDeleteFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
 682	glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers);
 683	glDeleteTextures(1, &glRenderer->paletteTex);
 684	glDeleteTextures(1, &glRenderer->vramTex);
 685
 686	_deleteShader(&glRenderer->bgShader[0]);
 687	_deleteShader(&glRenderer->bgShader[1]);
 688	_deleteShader(&glRenderer->bgShader[2]);
 689	_deleteShader(&glRenderer->bgShader[3]);
 690	_deleteShader(&glRenderer->objShader[0]);
 691	_deleteShader(&glRenderer->objShader[1]);
 692	_deleteShader(&glRenderer->finalizeShader);
 693
 694	int i;
 695	for (i = 0; i < 4; ++i) {
 696		struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
 697		glDeleteFramebuffers(1, &bg->fbo);
 698		glDeleteTextures(1, &bg->tex);
 699		glDeleteTextures(1, &bg->flags);
 700	}
 701}
 702
 703void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
 704	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 705
 706	glRenderer->paletteDirty = true;
 707	glRenderer->vramDirty = 0xFFFFFF;
 708	glRenderer->firstAffine = -1;
 709}
 710
 711void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
 712	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 713	glRenderer->vramDirty |= 1 << (address >> 12);
 714}
 715
 716void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam) {
 717	UNUSED(oam);
 718	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 719	glRenderer->oamDirty = true;
 720}
 721
 722void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
 723	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 724#ifdef BUILD_GLES3
 725	glRenderer->shadowPalette[address >> 1] = (value & 0x3F) | ((value & 0x7FE0) << 1);
 726#else
 727	UNUSED(address);
 728	UNUSED(value);
 729#endif
 730	glRenderer->paletteDirty = true;
 731}
 732
 733uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
 734	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 735	if (renderer->cache) {
 736		GBAVideoCacheWriteVideoRegister(renderer->cache, address, value);
 737	}
 738
 739	switch (address) {
 740	case REG_DISPCNT:
 741		value &= 0xFFF7;
 742		glRenderer->dispcnt = value;
 743		GBAVideoGLRendererUpdateDISPCNT(glRenderer);
 744		break;
 745	case REG_BG0CNT:
 746		value &= 0xDFFF;
 747		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[0], value);
 748		break;
 749	case REG_BG1CNT:
 750		value &= 0xDFFF;
 751		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[1], value);
 752		break;
 753	case REG_BG2CNT:
 754		value &= 0xFFFF;
 755		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[2], value);
 756		break;
 757	case REG_BG3CNT:
 758		value &= 0xFFFF;
 759		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[3], value);
 760		break;
 761	case REG_BG0HOFS:
 762		value &= 0x01FF;
 763		glRenderer->bg[0].x = value;
 764		break;
 765	case REG_BG0VOFS:
 766		value &= 0x01FF;
 767		glRenderer->bg[0].y = value;
 768		break;
 769	case REG_BG1HOFS:
 770		value &= 0x01FF;
 771		glRenderer->bg[1].x = value;
 772		break;
 773	case REG_BG1VOFS:
 774		value &= 0x01FF;
 775		glRenderer->bg[1].y = value;
 776		break;
 777	case REG_BG2HOFS:
 778		value &= 0x01FF;
 779		glRenderer->bg[2].x = value;
 780		break;
 781	case REG_BG2VOFS:
 782		value &= 0x01FF;
 783		glRenderer->bg[2].y = value;
 784		break;
 785	case REG_BG3HOFS:
 786		value &= 0x01FF;
 787		glRenderer->bg[3].x = value;
 788		break;
 789	case REG_BG3VOFS:
 790		value &= 0x01FF;
 791		glRenderer->bg[3].y = value;
 792		break;
 793	case REG_BG2PA:
 794		glRenderer->bg[2].affine[0].dx = value;
 795		break;
 796	case REG_BG2PB:
 797		glRenderer->bg[2].affine[0].dmx = value;
 798		break;
 799	case REG_BG2PC:
 800		glRenderer->bg[2].affine[0].dy = value;
 801		break;
 802	case REG_BG2PD:
 803		glRenderer->bg[2].affine[0].dmy = value;
 804		break;
 805	case REG_BG2X_LO:
 806		GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[2], value);
 807		break;
 808	case REG_BG2X_HI:
 809		GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[2], value);
 810		break;
 811	case REG_BG2Y_LO:
 812		GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[2], value);
 813		break;
 814	case REG_BG2Y_HI:
 815		GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[2], value);
 816		break;
 817	case REG_BG3PA:
 818		glRenderer->bg[3].affine[0].dx = value;
 819		break;
 820	case REG_BG3PB:
 821		glRenderer->bg[3].affine[0].dmx = value;
 822		break;
 823	case REG_BG3PC:
 824		glRenderer->bg[3].affine[0].dy = value;
 825		break;
 826	case REG_BG3PD:
 827		glRenderer->bg[3].affine[0].dmy = value;
 828		break;
 829	case REG_BG3X_LO:
 830		GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[3], value);
 831		break;
 832	case REG_BG3X_HI:
 833		GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[3], value);
 834		break;
 835	case REG_BG3Y_LO:
 836		GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[3], value);
 837		break;
 838	case REG_BG3Y_HI:
 839		GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[3], value);
 840		break;
 841	case REG_BLDCNT:
 842		GBAVideoGLRendererWriteBLDCNT(glRenderer, value);
 843		value &= 0x3FFF;
 844		break;
 845	case REG_BLDALPHA:
 846		glRenderer->blda = value & 0x1F;
 847		if (glRenderer->blda > 0x10) {
 848			glRenderer->blda = 0x10;
 849		}
 850		glRenderer->bldb = (value >> 8) & 0x1F;
 851		if (glRenderer->bldb > 0x10) {
 852			glRenderer->bldb = 0x10;
 853		}
 854		value &= 0x1F1F;
 855		break;
 856	case REG_BLDY:
 857		value &= 0x1F;
 858		if (value > 0x10) {
 859			value = 0x10;
 860		}
 861		glRenderer->bldy = value;
 862		break;
 863	case REG_WIN0H:
 864		glRenderer->winN[0].h[0].end = value;
 865		glRenderer->winN[0].h[0].start = value >> 8;
 866		if (glRenderer->winN[0].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[0].h[0].start > glRenderer->winN[0].h[0].end) {
 867			glRenderer->winN[0].h[0].start = 0;
 868		}
 869		if (glRenderer->winN[0].h[0].end > GBA_VIDEO_HORIZONTAL_PIXELS) {
 870			glRenderer->winN[0].h[0].end = GBA_VIDEO_HORIZONTAL_PIXELS;
 871			if (glRenderer->winN[0].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS) {
 872				glRenderer->winN[0].h[0].start = GBA_VIDEO_HORIZONTAL_PIXELS;
 873			}
 874		}
 875		break;
 876	case REG_WIN1H:
 877		glRenderer->winN[1].h[0].end = value;
 878		glRenderer->winN[1].h[0].start = value >> 8;
 879		if (glRenderer->winN[1].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[1].h[0].start > glRenderer->winN[1].h[0].end) {
 880			glRenderer->winN[1].h[0].start = 0;
 881		}
 882		if (glRenderer->winN[1].h[0].end > GBA_VIDEO_HORIZONTAL_PIXELS) {
 883			glRenderer->winN[1].h[0].end = GBA_VIDEO_HORIZONTAL_PIXELS;
 884			if (glRenderer->winN[1].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS) {
 885				glRenderer->winN[1].h[0].start = GBA_VIDEO_HORIZONTAL_PIXELS;
 886			}
 887		}
 888		break;
 889	case REG_WIN0V:
 890		glRenderer->winN[0].v.end = value;
 891		glRenderer->winN[0].v.start = value >> 8;
 892		if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[0].v.start > glRenderer->winN[0].v.end) {
 893			glRenderer->winN[0].v.start = 0;
 894		}
 895		if (glRenderer->winN[0].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
 896			glRenderer->winN[0].v.end = GBA_VIDEO_VERTICAL_PIXELS;
 897			if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
 898				glRenderer->winN[0].v.start = GBA_VIDEO_VERTICAL_PIXELS;
 899			}
 900		}
 901		break;
 902	case REG_WIN1V:
 903		glRenderer->winN[1].v.end = value;
 904		glRenderer->winN[1].v.start = value >> 8;
 905		if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[1].v.start > glRenderer->winN[1].v.end) {
 906			glRenderer->winN[1].v.start = 0;
 907		}
 908		if (glRenderer->winN[1].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
 909			glRenderer->winN[1].v.end = GBA_VIDEO_VERTICAL_PIXELS;
 910			if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
 911				glRenderer->winN[1].v.start = GBA_VIDEO_VERTICAL_PIXELS;
 912			}
 913		}
 914		break;
 915	case REG_WININ:
 916		value &= 0x3F3F;
 917		glRenderer->winN[0].control = value;
 918		glRenderer->winN[1].control = value >> 8;
 919		break;
 920	case REG_WINOUT:
 921		value &= 0x3F3F;
 922		glRenderer->winout = value;
 923		glRenderer->objwin = value >> 8;
 924		break;
 925	case REG_MOSAIC:
 926		glRenderer->mosaic = value;
 927		break;
 928	default:
 929		break;
 930	}
 931	return value;
 932}
 933
 934void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
 935	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 936	if (glRenderer->paletteDirty) {
 937		glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
 938#ifdef BUILD_GLES3
 939		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, 16, 32, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_6_5, glRenderer->shadowPalette);
 940#else
 941		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 16, 32, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, glRenderer->d.palette);
 942#endif
 943		glRenderer->paletteDirty = false;
 944	}
 945	int i;
 946	for (i = 0; i < 24; ++i) {
 947		if (!(glRenderer->vramDirty & (1 << i))) {
 948			continue;
 949		}
 950		// TODO: PBOs
 951		glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
 952		glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 8 * i, 256, 8, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &glRenderer->d.vram[2048 * i]);
 953	}
 954	glRenderer->vramDirty = 0;
 955
 956	if (y == 0) {
 957		memcpy(&glRenderer->winN[0].h[1], &glRenderer->winN[0].h[0], sizeof(struct GBAVideoWindowRegion));
 958		memcpy(&glRenderer->winN[1].h[1], &glRenderer->winN[1].h[0], sizeof(struct GBAVideoWindowRegion));
 959
 960		glDisable(GL_SCISSOR_TEST);		
 961		glClearColor(0, 0, 0, 0);
 962		glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
 963		glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
 964		glClear(GL_COLOR_BUFFER_BIT);
 965
 966		for (i = 0; i < 4; ++i) {
 967			glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);
 968			glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
 969			glClear(GL_COLOR_BUFFER_BIT);
 970		}
 971		glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
 972	}
 973	glEnable(GL_SCISSOR_TEST);
 974
 975	if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
 976		if (glRenderer->firstAffine < 0) {
 977			memcpy(&glRenderer->bg[2].affine[3], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
 978			memcpy(&glRenderer->bg[3].affine[3], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
 979			memcpy(&glRenderer->bg[2].affine[2], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
 980			memcpy(&glRenderer->bg[3].affine[2], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
 981			memcpy(&glRenderer->bg[2].affine[1], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
 982			memcpy(&glRenderer->bg[3].affine[1], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
 983			glRenderer->firstAffine = y;
 984		}
 985	} else {
 986		glRenderer->firstAffine = -1;
 987	}
 988
 989	GBAVideoGLRendererDrawWindow(glRenderer, y);
 990	if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
 991		if (glRenderer->oamDirty) {
 992			glRenderer->oamMax = GBAVideoRendererCleanOAM(glRenderer->d.oam->obj, glRenderer->sprites, 0);
 993			glRenderer->oamDirty = false;
 994		}
 995		int i;
 996		for (i = glRenderer->oamMax; i--;) {
 997			struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
 998			if ((y < sprite->y && (sprite->endY - 256 < 0 || y >= sprite->endY - 256)) || y >= sprite->endY) {
 999				continue;
1000			}
1001
1002			GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);
1003		}
1004	}
1005
1006	if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1007		GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
1008	}
1009	if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1010		GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
1011	}
1012	if (TEST_LAYER_ENABLED(2)) {
1013		switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1014		case 0:
1015			GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
1016			break;
1017		case 1:
1018		case 2:
1019			GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
1020			break;
1021		case 3:
1022			GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
1023			break;
1024		case 4:
1025			GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
1026			break;
1027		case 5:
1028			GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y);
1029			break;
1030		}
1031	}
1032	if (TEST_LAYER_ENABLED(3)) {
1033		switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1034		case 0:
1035			GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[3], y);
1036			break;
1037		case 2:
1038			GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[3], y);
1039			break;
1040		}
1041	}
1042
1043	if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1044		memcpy(&glRenderer->bg[2].affine[3], &glRenderer->bg[2].affine[2], sizeof(struct GBAVideoGLAffine));
1045		memcpy(&glRenderer->bg[3].affine[3], &glRenderer->bg[3].affine[2], sizeof(struct GBAVideoGLAffine));
1046		memcpy(&glRenderer->bg[2].affine[2], &glRenderer->bg[2].affine[1], sizeof(struct GBAVideoGLAffine));
1047		memcpy(&glRenderer->bg[3].affine[2], &glRenderer->bg[3].affine[1], sizeof(struct GBAVideoGLAffine));
1048		memcpy(&glRenderer->bg[2].affine[1], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));
1049		memcpy(&glRenderer->bg[3].affine[1], &glRenderer->bg[3].affine[0], sizeof(struct GBAVideoGLAffine));
1050
1051		glRenderer->bg[2].affine[0].sx += glRenderer->bg[2].affine[0].dmx;
1052		glRenderer->bg[2].affine[0].sy += glRenderer->bg[2].affine[0].dmy;
1053		glRenderer->bg[3].affine[0].sx += glRenderer->bg[3].affine[0].dmx;
1054		glRenderer->bg[3].affine[0].sy += glRenderer->bg[3].affine[0].dmy;
1055	}
1056	memcpy(&glRenderer->winN[0].h[1], &glRenderer->winN[0].h[0], sizeof(struct GBAVideoWindowRegion));
1057	memcpy(&glRenderer->winN[1].h[1], &glRenderer->winN[1].h[0], sizeof(struct GBAVideoWindowRegion));
1058}
1059
1060void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
1061	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1062	_finalizeLayers(glRenderer);
1063	glRenderer->firstAffine = -1;
1064	glRenderer->bg[2].affine[0].sx = glRenderer->bg[2].refx;
1065	glRenderer->bg[2].affine[0].sy = glRenderer->bg[2].refy;
1066	glRenderer->bg[3].affine[0].sx = glRenderer->bg[3].refx;
1067	glRenderer->bg[3].affine[0].sy = glRenderer->bg[3].refy;
1068	glFlush();
1069}
1070
1071void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels) {
1072	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1073	*stride = GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale;
1074	if (!glRenderer->temporaryBuffer) {
1075		glRenderer->temporaryBuffer = anonymousMemoryMap(GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale * BYTES_PER_PIXEL);
1076	}
1077	glFinish();
1078	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
1079	glPixelStorei(GL_PACK_ROW_LENGTH, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale);
1080	glPixelStorei(GL_PACK_ALIGNMENT, 1);
1081	glReadPixels(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale, GL_RGBA, GL_UNSIGNED_BYTE, (void*) glRenderer->temporaryBuffer);
1082	*pixels = glRenderer->temporaryBuffer;
1083}
1084
1085void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels) {
1086
1087}
1088
1089static void _enableBg(struct GBAVideoGLRenderer* renderer, int bg, bool active) {
1090	int wasActive = renderer->bg[bg].enabled;
1091	if (!active) {
1092		renderer->bg[bg].enabled = 0;
1093	} else if (!wasActive && active) {
1094		/*if (renderer->nextY == 0 || GBARegisterDISPCNTGetMode(renderer->dispcnt) > 2) {
1095			// TODO: Investigate in more depth how switching background works in different modes
1096			renderer->bg[bg].enabled = 4;
1097		} else {
1098			renderer->bg[bg].enabled = 1;
1099		}*/
1100		renderer->bg[bg].enabled = 4;
1101	}
1102}
1103
1104static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer) {
1105	_enableBg(renderer, 0, GBARegisterDISPCNTGetBg0Enable(renderer->dispcnt));
1106	_enableBg(renderer, 1, GBARegisterDISPCNTGetBg1Enable(renderer->dispcnt));
1107	_enableBg(renderer, 2, GBARegisterDISPCNTGetBg2Enable(renderer->dispcnt));
1108	_enableBg(renderer, 3, GBARegisterDISPCNTGetBg3Enable(renderer->dispcnt));
1109}
1110
1111static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
1112	bg->priority = GBARegisterBGCNTGetPriority(value);
1113	bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
1114	bg->mosaic = GBARegisterBGCNTGetMosaic(value);
1115	bg->multipalette = GBARegisterBGCNTGet256Color(value);
1116	bg->screenBase = GBARegisterBGCNTGetScreenBase(value) << 10;
1117	bg->overflow = GBARegisterBGCNTGetOverflow(value);
1118	bg->size = GBARegisterBGCNTGetSize(value);
1119}
1120
1121static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1122	bg->refx = (bg->refx & 0xFFFF0000) | value;
1123	bg->affine[0].sx = bg->refx;
1124}
1125
1126static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1127	bg->refx = (bg->refx & 0x0000FFFF) | (value << 16);
1128	bg->refx <<= 4;
1129	bg->refx >>= 4;
1130	bg->affine[0].sx = bg->refx;
1131}
1132
1133static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1134	bg->refy = (bg->refy & 0xFFFF0000) | value;
1135	bg->affine[0].sy = bg->refy;
1136}
1137
1138static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1139	bg->refy = (bg->refy & 0x0000FFFF) | (value << 16);
1140	bg->refy <<= 4;
1141	bg->refy >>= 4;
1142	bg->affine[0].sy = bg->refy;
1143}
1144
1145static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value) {
1146	renderer->bg[0].target1 = GBARegisterBLDCNTGetTarget1Bg0(value);
1147	renderer->bg[1].target1 = GBARegisterBLDCNTGetTarget1Bg1(value);
1148	renderer->bg[2].target1 = GBARegisterBLDCNTGetTarget1Bg2(value);
1149	renderer->bg[3].target1 = GBARegisterBLDCNTGetTarget1Bg3(value);
1150	renderer->bg[0].target2 = GBARegisterBLDCNTGetTarget2Bg0(value);
1151	renderer->bg[1].target2 = GBARegisterBLDCNTGetTarget2Bg1(value);
1152	renderer->bg[2].target2 = GBARegisterBLDCNTGetTarget2Bg2(value);
1153	renderer->bg[3].target2 = GBARegisterBLDCNTGetTarget2Bg3(value);
1154
1155	renderer->blendEffect = GBARegisterBLDCNTGetEffect(value);
1156	renderer->target1Obj = GBARegisterBLDCNTGetTarget1Obj(value);
1157	renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
1158	renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
1159	renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
1160}
1161
1162void _finalizeLayers(struct GBAVideoGLRenderer* renderer) {
1163	const GLuint* uniforms = renderer->finalizeShader.uniforms;
1164	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]);
1165	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1166	glScissor(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1167	glUseProgram(renderer->finalizeShader.program);
1168	glBindVertexArray(renderer->finalizeShader.vao);
1169	glActiveTexture(GL_TEXTURE0);
1170	glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
1171	glActiveTexture(GL_TEXTURE0 + 1);
1172	glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_COLOR]);
1173	glActiveTexture(GL_TEXTURE0 + 2);
1174	glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_FLAGS]);
1175	glActiveTexture(GL_TEXTURE0 + 3);
1176	glBindTexture(GL_TEXTURE_2D, renderer->bg[0].tex);
1177	glActiveTexture(GL_TEXTURE0 + 4);
1178	glBindTexture(GL_TEXTURE_2D, renderer->bg[0].flags);
1179	glActiveTexture(GL_TEXTURE0 + 5);
1180	glBindTexture(GL_TEXTURE_2D, renderer->bg[1].tex);
1181	glActiveTexture(GL_TEXTURE0 + 6);
1182	glBindTexture(GL_TEXTURE_2D, renderer->bg[1].flags);
1183	glActiveTexture(GL_TEXTURE0 + 7);
1184	glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex);
1185	glActiveTexture(GL_TEXTURE0 + 8);
1186	glBindTexture(GL_TEXTURE_2D, renderer->bg[2].flags);
1187	glActiveTexture(GL_TEXTURE0 + 9);
1188	glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex);
1189	glActiveTexture(GL_TEXTURE0 + 10);
1190	glBindTexture(GL_TEXTURE_2D, renderer->bg[3].flags);
1191
1192	uint32_t backdrop = M_RGB5_TO_RGB8(renderer->d.palette[0]);
1193	glUniform2i(uniforms[GBA_GL_VS_LOC], GBA_VIDEO_VERTICAL_PIXELS, 0);
1194	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1195	glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);
1196	glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 5, 7, 9, 1 });
1197	glUniform1iv(uniforms[GBA_GL_FINALIZE_FLAGS], 5, (GLint[]) { 4, 6, 8, 10, 2 });
1198	glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1199	glUniform4f(uniforms[GBA_GL_FINALIZE_BACKDROP], ((backdrop >> 16) & 0xFF) / 256., ((backdrop >> 8) & 0xFF) / 256., (backdrop & 0xFF) / 256., 0.f);
1200	glUniform4f(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 1, (renderer->target1Bd | (renderer->target2Bd * 2) | (renderer->blendEffect * 4)) / 32.f, renderer->blda / 16.f, 0);
1201	glEnableVertexAttribArray(0);
1202	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1203	glBindFramebuffer(GL_FRAMEBUFFER, 0);
1204}
1205
1206void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY) {
1207	int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
1208	int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
1209	int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
1210	x >>= 23;
1211
1212	int align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
1213	unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10;
1214	int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> 3) : (0x20 >> GBAObjAttributesAGet256Color(sprite->a));
1215
1216	if (spriteY + height >= 256) {
1217		spriteY -= 256;
1218	}
1219
1220	if (!GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesBIsVFlip(sprite->b)) {
1221		spriteY = (y - height) + (y - spriteY) + 1;
1222	}
1223
1224	int totalWidth = width;
1225	int totalHeight = height;
1226	if (GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesAIsDoubleSize(sprite->a)) {
1227		totalWidth <<= 1;
1228		totalHeight <<= 1;
1229	}
1230
1231	const struct GBAVideoGLShader* shader = &renderer->objShader[GBAObjAttributesAGet256Color(sprite->a)];
1232	const GLuint* uniforms = shader->uniforms;
1233	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OBJ]);
1234	glViewport(x * renderer->scale, spriteY * renderer->scale, totalWidth * renderer->scale, totalHeight * renderer->scale);
1235	glScissor(x * renderer->scale, y * renderer->scale, totalWidth * renderer->scale, renderer->scale);
1236	glUseProgram(shader->program);
1237	glBindVertexArray(shader->vao);
1238	glActiveTexture(GL_TEXTURE0);
1239	glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1240	glActiveTexture(GL_TEXTURE0 + 1);
1241	glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1242	glUniform2i(uniforms[GBA_GL_VS_LOC], 1, y - spriteY);
1243	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], (GBAObjAttributesBIsHFlip(sprite->b) && !GBAObjAttributesAIsTransformed(sprite->a)) ? -totalWidth : totalWidth, totalHeight);
1244	glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0);
1245	glUniform1i(uniforms[GBA_GL_OBJ_PALETTE], 1);
1246	glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
1247	glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
1248	glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
1249	glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c) << 3,
1250	                                          (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
1251	                                          renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
1252	if (GBAObjAttributesAIsTransformed(sprite->a)) {
1253		struct GBAOAMMatrix mat;
1254		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
1255		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
1256		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
1257		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
1258
1259		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 });
1260	} else {
1261		glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { 1.f, 0, 0, 1.f });
1262	}
1263	glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
1264	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
1265		int window = ~renderer->objwin & 0x3F;
1266		glUniform4f(uniforms[GBA_GL_OBJ_OBJWIN], 1, window / 128.f, renderer->bldb / 16.f, renderer->bldy / 16.f);
1267		glDrawBuffers(3, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 });
1268	} else {
1269		glUniform4f(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0, 0);
1270		glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1271	}
1272	glEnableVertexAttribArray(0);
1273	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1274	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1275}
1276
1277void _prepareBackground(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms) {
1278	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1279	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1280	glActiveTexture(GL_TEXTURE0);
1281	glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1282	glActiveTexture(GL_TEXTURE0 + 1);
1283	glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1284	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1285	glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
1286	glUniform1i(uniforms[GBA_GL_BG_PALETTE], 1);
1287	glUniform4i(uniforms[GBA_GL_BG_INFLAGS], (background->priority << 3) + (background->index << 1) + 1,
1288		                                     background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4),
1289		                                     renderer->blda, 0);
1290	glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1291}
1292
1293void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1294	int inY = y + background->y;
1295	int yBase = inY & 0xFF;
1296	if (background->size == 2) {
1297		yBase += inY & 0x100;
1298	} else if (background->size == 3) {
1299		yBase += (inY & 0x100) << 1;
1300	}
1301
1302	const struct GBAVideoGLShader* shader = &renderer->bgShader[background->multipalette ? 1 : 0];
1303	const GLuint* uniforms = shader->uniforms;
1304	glScissor(0, y * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale);
1305	glUseProgram(shader->program);
1306	glBindVertexArray(shader->vao);
1307	_prepareBackground(renderer, background, uniforms);
1308	glUniform2i(uniforms[GBA_GL_VS_LOC], 1, y);
1309	glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1310	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1311	glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1312	glUniform2i(uniforms[GBA_GL_BG_OFFSET], background->x, yBase - y);
1313	glEnableVertexAttribArray(0);
1314	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1315	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1316}
1317
1318void _prepareTransform(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms, int y) {
1319	int reverse = 0;
1320	int forward = 1;
1321	if (renderer->scale > 1) {
1322		switch (y - renderer->firstAffine) {
1323		case 0:
1324		case 1:
1325		case 2:
1326		case 3:
1327			return;
1328		case 4:
1329			forward = 2;
1330			reverse = 4;
1331			break;
1332		case 5:
1333			forward = 2;
1334			reverse = 3;
1335			break;
1336		case 6:
1337			forward = 2;
1338			reverse = 2;
1339			break;
1340		case 7:
1341			forward = 2;
1342			reverse = 1;
1343			break;
1344		}
1345	}
1346
1347	glScissor(0, (y - reverse) * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * forward);
1348	glUniform2i(uniforms[GBA_GL_VS_LOC], forward, y - reverse);
1349	glUniform2f(uniforms[GBA_GL_BG_RANGE], y - 1, 1);
1350	if (renderer->scale > 1) {
1351		glUniform2iv(uniforms[GBA_GL_BG_OFFSET], 4, (GLint[]) {
1352			background->affine[0].sx, background->affine[0].sy,
1353			background->affine[1].sx, background->affine[1].sy,
1354			background->affine[2].sx, background->affine[2].sy,
1355			background->affine[3].sx, background->affine[3].sy,
1356		});
1357		glUniform2iv(uniforms[GBA_GL_BG_TRANSFORM], 4, (GLint[]) {
1358			background->affine[0].dx, background->affine[0].dy,
1359			background->affine[1].dx, background->affine[1].dy,
1360			background->affine[2].dx, background->affine[2].dy,
1361			background->affine[3].dx, background->affine[3].dy,
1362		});
1363	} else {
1364		glUniform2iv(uniforms[GBA_GL_BG_OFFSET], 4, (GLint[]) {
1365			background->affine[0].sx, background->affine[0].sy,
1366			background->affine[0].sx, background->affine[0].sy,
1367			background->affine[0].sx, background->affine[0].sy,
1368			background->affine[0].sx, background->affine[0].sy,
1369		});
1370		glUniform2iv(uniforms[GBA_GL_BG_TRANSFORM], 4, (GLint[]) {
1371			background->affine[0].dx, background->affine[0].dy,
1372			background->affine[0].dx, background->affine[0].dy,
1373			background->affine[0].dx, background->affine[0].dy,
1374			background->affine[0].dx, background->affine[0].dy,
1375		});
1376	}
1377	_prepareBackground(renderer, background, uniforms);
1378}
1379
1380void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1381	const struct GBAVideoGLShader* shader = &renderer->bgShader[background->overflow ? 2 : 3];
1382	const GLuint* uniforms = shader->uniforms;
1383	glUseProgram(shader->program);
1384	glBindVertexArray(shader->vao);
1385	_prepareTransform(renderer, background, uniforms, y);
1386	glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1387	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1388	glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1389	glEnableVertexAttribArray(0);
1390	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1391	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1392}
1393
1394void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1395	const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1396	const GLuint* uniforms = shader->uniforms;
1397	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1398	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1399	glUseProgram(shader->program);
1400	glBindVertexArray(shader->vao);
1401	_prepareTransform(renderer, background, uniforms, y);
1402	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], 0);
1403	glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1404	glEnableVertexAttribArray(0);
1405	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1406	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1407}
1408
1409void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1410	const struct GBAVideoGLShader* shader = &renderer->bgShader[4];
1411	const GLuint* uniforms = shader->uniforms;
1412	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1413	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1414	glUseProgram(shader->program);
1415	glBindVertexArray(shader->vao);
1416	_prepareTransform(renderer, background, uniforms, y);
1417	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0xA000 : 0);
1418	glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1419	glEnableVertexAttribArray(0);
1420	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1421	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1422}
1423
1424void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1425	const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1426	const GLuint* uniforms = shader->uniforms;
1427	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1428	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1429	glUseProgram(shader->program);
1430	glBindVertexArray(shader->vao);
1431	_prepareTransform(renderer, background, uniforms, y);
1432	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0x5000 : 0);
1433	glUniform2i(uniforms[GBA_GL_BG_SIZE], 160, 128);
1434	glEnableVertexAttribArray(0);
1435	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1436	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1437}
1438
1439static void _scissorWindow(int start, int end, int y, int lines, int scale) {
1440	if (start > end) {
1441		_scissorWindow(start, GBA_VIDEO_HORIZONTAL_PIXELS * scale, y, lines, scale);
1442		_scissorWindow(0, end, y, lines, scale);
1443		return;
1444	}
1445	glScissor(start, y, end - start, lines);
1446	glClear(GL_COLOR_BUFFER_BIT);	
1447}
1448
1449static void _scissorWindowN(struct GBAVideoWindowRegion* region, int y, int scale) {
1450	int sdelta = region[0].start - region[1].start;
1451	int edelta = region[0].end - region[1].end;
1452	int maxDelta = 0;
1453	if (sdelta > maxDelta) {
1454		maxDelta = sdelta;
1455	} else if (-sdelta > maxDelta) {
1456		maxDelta = -sdelta;
1457	}
1458	if (edelta > maxDelta) {
1459		maxDelta = edelta;
1460	} else if (-edelta > maxDelta) {
1461		maxDelta = -edelta;
1462	}
1463	if (!(sdelta | edelta) || maxDelta >= GBA_VIDEO_VERTICAL_PIXELS / 2) {
1464		_scissorWindow(region[0].start * scale, region[0].end * scale, y, scale, scale);
1465	} else {
1466		int i;
1467		for (i = 0; i < scale; ++i) {
1468			int start = region[1].start * scale + sdelta * i;
1469			int end = region[1].end * scale + edelta * i;
1470			_scissorWindow(start, end, y + i, 1, scale);
1471		}
1472	}
1473}
1474
1475static void _clearWindow(GBAWindowControl window, int bldb, int bldy) {
1476	window = ~window & 0x3F;
1477	glClearColor(window / 128.f, bldb / 16.f, bldy / 16.f, 0);
1478}
1479
1480void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
1481	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_WINDOW]);
1482	int dispcnt = ((renderer->dispcnt >> 8) & 0x1F) | 0x20;
1483	if (!(renderer->dispcnt & 0xE000)) {
1484		_clearWindow(dispcnt, renderer->bldb, renderer->bldy);
1485		_scissorWindow(0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, renderer->scale, renderer->scale);
1486	} else {
1487		_clearWindow(renderer->winout & dispcnt, renderer->bldb, renderer->bldy);
1488		_scissorWindow(0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, renderer->scale, renderer->scale);
1489		if (GBARegisterDISPCNTIsWin1Enable(renderer->dispcnt) && y >= renderer->winN[1].v.start && y < renderer->winN[1].v.end) {
1490			_clearWindow(renderer->winN[1].control & dispcnt, renderer->bldb, renderer->bldy);
1491			_scissorWindowN(renderer->winN[1].h, y * renderer->scale, renderer->scale);
1492		}
1493		if (GBARegisterDISPCNTIsWin0Enable(renderer->dispcnt) && y >= renderer->winN[0].v.start && y < renderer->winN[0].v.end) {
1494			_clearWindow(renderer->winN[0].control & dispcnt, renderer->bldb, renderer->bldy);
1495			_scissorWindowN(renderer->winN[0].h, y * renderer->scale, renderer->scale);
1496		}
1497	}
1498}
1499
1500#endif