all repos — mgba @ dd1514cb8aa41d0071c1f756c86a0acbbbfa3a0e

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
  16static void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer);
  17static void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer);
  18static void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer);
  19static void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address);
  20static void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam);
  21static void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
  22static uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
  23static void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y);
  24static void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer);
  25static void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels);
  26static void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels);
  27
  28static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer);
  29static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value);
  30static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value);
  31static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value);
  32static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value);
  33static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value);
  34static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value);
  35
  36static void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY);
  37static void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  38static void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  39static void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  40static void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  41static void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  42static void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y);
  43
  44static void _cleanRegister(struct GBAVideoGLRenderer* renderer, int address, uint16_t value);
  45static void _drawScanlines(struct GBAVideoGLRenderer* renderer, int lastY);
  46static void _finalizeLayers(struct GBAVideoGLRenderer* renderer);
  47
  48#define TEST_LAYER_ENABLED(X) !glRenderer->d.disableBG[X] && glRenderer->bg[X].enabled == 4
  49
  50struct GBAVideoGLUniform {
  51	const char* name;
  52	int type;
  53};
  54
  55#define PALETTE_ENTRY "#define PALETTE_ENTRY(x) (vec3((ivec3(0x1F, 0x3E0, 0x7C00) & (x)) >> ivec3(0, 5, 10)) / 31.)\n"
  56
  57static const GLchar* const _gles3Header =
  58	"#version 300 es\n"
  59	"#define OUT(n) layout(location = n)\n"
  60	PALETTE_ENTRY
  61	"precision highp float;\n"
  62	"precision highp int;\n"
  63	"precision highp sampler2D;\n"
  64	"precision highp isampler2D;\n";
  65
  66static const GLchar* const _gl3Header =
  67	"#version 130\n"
  68	"#define OUT(n)\n"
  69	PALETTE_ENTRY
  70	"precision highp float;\n";
  71
  72static const char* const _vertexShader =
  73	"in vec2 position;\n"
  74	"uniform ivec2 loc;\n"
  75	"uniform ivec2 maxPos;\n"
  76	"out vec2 texCoord;\n"
  77
  78	"void main() {\n"
  79	"	vec2 local = vec2(position.x, float(position.y * float(loc.x) + float(loc.y)) / float(maxPos.y));\n"
  80	"	gl_Position = vec4((local * 2. - 1.) * vec2(sign(maxPos)), 0., 1.);\n"
  81	"	texCoord = local * vec2(abs(maxPos));\n"
  82	"}";
  83
  84static const char* const _renderTile16 =
  85	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
  86	"	int address = charBase + tile * 16 + (localCoord.x >> 2) + (localCoord.y << 1);\n"
  87	"	vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
  88	"	int entry = int(halfrow[3 - (localCoord.x & 3)] * 15.9);\n"
  89	"	if (entry == 0) {\n"
  90	"		discard;\n"
  91	"	}\n"
  92	"	int paletteEntry = palette[paletteId * 16 + entry];\n"
  93	"	vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
  94	"	return color;\n"
  95	"}";
  96
  97static const char* const _renderTile256 =
  98	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
  99	"	int address = charBase + tile * 32 + (localCoord.x >> 1) + (localCoord.y << 2);\n"
 100	"	vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
 101	"	int entry = int(halfrow[3 - 2 * (localCoord.x & 1)] * 15.9);\n"
 102	"	int pal2 = int(halfrow[2 - 2 * (localCoord.x & 1)] * 15.9);\n"
 103	"	if ((pal2 | entry) == 0) {\n"
 104	"		discard;\n"
 105	"	}\n"
 106	"	int paletteEntry = palette[pal2 * 16 + entry];\n"
 107	"	vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
 108	"	return color;\n"
 109	"}";
 110
 111static const struct GBAVideoGLUniform _uniformsMode0[] = {
 112	{ "loc", GBA_GL_VS_LOC, },
 113	{ "maxPos", GBA_GL_VS_MAXPOS, },
 114	{ "vram", GBA_GL_BG_VRAM, },
 115	{ "palette", GBA_GL_BG_PALETTE, },
 116	{ "screenBase", GBA_GL_BG_SCREENBASE, },
 117	{ "charBase", GBA_GL_BG_CHARBASE, },
 118	{ "size", GBA_GL_BG_SIZE, },
 119	{ "offset", GBA_GL_BG_OFFSET, },
 120	{ "inflags", GBA_GL_BG_INFLAGS, },
 121	{ "mosaic", GBA_GL_BG_MOSAIC, },
 122	{ 0 }
 123};
 124
 125static const char* const _renderMode0 =
 126	"in vec2 texCoord;\n"
 127	"uniform sampler2D vram;\n"
 128	"uniform int palette[256];\n"
 129	"uniform int screenBase;\n"
 130	"uniform int charBase;\n"
 131	"uniform int size;\n"
 132	"uniform int offset[160];\n"
 133	"uniform ivec4 inflags;\n"
 134	"uniform ivec2 mosaic;\n"
 135	"OUT(0) out vec4 color;\n"
 136	"OUT(1) out ivec4 flags;\n"
 137
 138	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
 139
 140	"void main() {\n"
 141	"	ivec2 coord = ivec2(texCoord);\n"
 142	"	if (mosaic.x > 1) {\n"
 143	"		coord.x -= coord.x % mosaic.x;\n"
 144	"	}\n"
 145	"	if (mosaic.y > 1) {\n"
 146	"		coord.y -= coord.y % mosaic.y;\n"
 147	"	}\n"
 148	"	coord += (ivec2(0x3FF, 0x3FF000) & offset[int(texCoord.y)]) >> ivec2(0, 12);\n"
 149	"	if (size == 3) {\n"
 150	"		coord.y += (coord.y & 256) << 1;\n"
 151	"	}\n"
 152	"	if (size != 2) {\n"
 153	"		coord.y &= ~256;\n"
 154	"	}\n"
 155	"	if ((size & 1) == 1) {\n"
 156	"		coord.y += coord.x & 256;\n"
 157	"	}\n"
 158	"	coord &= ivec2(255, 511);\n"
 159	"	int mapAddress = screenBase + (coord.x >> 3) + (coord.y >> 3) * 32;\n"
 160	"	vec4 map = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
 161	"	int tileFlags = int(map.g * 15.9);\n"
 162	"	if ((tileFlags & 4) == 4) {\n"
 163	"		coord.x ^= 7;\n"
 164	"	}\n"
 165	"	if ((tileFlags & 8) == 8) {\n"
 166	"		coord.y ^= 7;\n"
 167	"	}\n"
 168	"	int tile = int(map.a * 15.9) + int(map.b * 15.9) * 16 + (tileFlags & 0x3) * 256;\n"
 169	"	color = renderTile(tile, int(map.r * 15.9), coord & 7);\n"
 170	"	flags = inflags;\n"
 171	"}";
 172
 173static const char* const _fetchTileOverflow =
 174	"vec4 fetchTile(ivec2 coord) {\n"
 175	"	int sizeAdjusted = (0x8000 << size) - 1;\n"
 176	"	coord &= sizeAdjusted;\n"
 177	"	return renderTile(coord);\n"
 178	"}";
 179
 180static const char* const _fetchTileNoOverflow =
 181	"vec4 fetchTile(ivec2 coord) {\n"
 182	"	int sizeAdjusted = (0x8000 << size) - 1;\n"
 183	"	ivec2 outerCoord = coord & ~sizeAdjusted;\n"
 184	"	if ((outerCoord.x | outerCoord.y) != 0) {\n"
 185	"		discard;\n"
 186	"	}\n"
 187	"	return renderTile(coord);\n"
 188	"}";
 189
 190static const struct GBAVideoGLUniform _uniformsMode2[] = {
 191	{ "loc", GBA_GL_VS_LOC, },
 192	{ "maxPos", GBA_GL_VS_MAXPOS, },
 193	{ "vram", GBA_GL_BG_VRAM, },
 194	{ "palette", GBA_GL_BG_PALETTE, },
 195	{ "screenBase", GBA_GL_BG_SCREENBASE, },
 196	{ "charBase", GBA_GL_BG_CHARBASE, },
 197	{ "size", GBA_GL_BG_SIZE, },
 198	{ "inflags", GBA_GL_BG_INFLAGS, },
 199	{ "offset", GBA_GL_BG_OFFSET, },
 200	{ "transform", GBA_GL_BG_TRANSFORM, },
 201	{ "range", GBA_GL_BG_RANGE, },
 202	{ "mosaic", GBA_GL_BG_MOSAIC, },
 203	{ 0 }
 204};
 205
 206static const char* const _interpolate =
 207	"vec2 interpolate(ivec2 arr[4], float x) {\n"
 208	"	float x1m = 1. - x;\n"
 209	"	return x1m * x1m * x1m * vec2(arr[0]) +"
 210		" 3. * x1m * x1m * x   * vec2(arr[1]) +"
 211		" 3. * x1m * x   * x   * vec2(arr[2]) +"
 212		"      x   * x   * x   * vec2(arr[3]);\n"
 213	"}\n"
 214
 215	"void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]) {\n"
 216	"	int start = max(range.x, y - 3);\n"
 217	"	mat[0] = transform[start + 0].xy;\n"
 218	"	aff[0] = transform[start + 0].zw;\n"
 219	"	mat[1] = transform[start + 1].xy;\n"
 220	"	aff[1] = transform[start + 1].zw;\n"
 221	"	mat[2] = transform[start + 2].xy;\n"
 222	"	aff[2] = transform[start + 2].zw;\n"
 223	"	mat[3] = transform[start + 3].xy;\n"
 224	"	aff[3] = transform[start + 3].zw;\n"
 225	"}\n";
 226
 227static const char* const _renderMode2 =
 228	"in vec2 texCoord;\n"
 229	"uniform sampler2D vram;\n"
 230	"uniform int palette[256];\n"
 231	"uniform int screenBase;\n"
 232	"uniform int charBase;\n"
 233	"uniform int size;\n"
 234	"uniform ivec4 inflags;\n"
 235	"uniform ivec4 transform[160];\n"
 236	"uniform ivec2 range;\n"
 237	"uniform ivec2 mosaic;\n"
 238	"OUT(0) out vec4 color;\n"
 239	"OUT(1) out ivec4 flags;\n"
 240
 241	"vec4 fetchTile(ivec2 coord);\n"
 242	"vec2 interpolate(ivec2 arr[4], float x);\n"
 243	"void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
 244
 245	"vec4 renderTile(ivec2 coord) {\n"
 246	"	int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n"
 247	"	int mapAddress = screenBase + (map >> 1);\n"
 248	"	vec4 twomaps = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
 249	"	int tile = int(twomaps[3 - 2 * (map & 1)] * 15.9) + int(twomaps[2 - 2 * (map & 1)] * 15.9) * 16;\n"
 250	"	int address = charBase + tile * 32 + ((coord.x >> 9) & 3) + ((coord.y >> 6) & 0x1C);\n"
 251	"	vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
 252	"	int entry = int(halfrow[3 - ((coord.x >> 7) & 2)] * 15.9);\n"
 253	"	int pal2 = int(halfrow[2 - ((coord.x >> 7) & 2)] * 15.9);\n"
 254	"	if ((pal2 | entry) == 0) {\n"
 255	"		discard;\n"
 256	"	}\n"
 257	"	int paletteEntry = palette[pal2 * 16 + entry];\n"
 258	"	vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
 259	"	return color;\n"
 260	"}\n"
 261
 262	"void main() {\n"
 263	"	ivec2 mat[4];\n"
 264	"	ivec2 offset[4];\n"
 265	"	vec2 incoord = texCoord;\n"
 266	"	if (mosaic.x > 1) {\n"
 267	"		incoord.x = float(int(incoord.x) % mosaic.x);\n"
 268	"	}\n"
 269	"	if (mosaic.y > 1) {\n"
 270	"		incoord.y = float(int(incoord.y) % mosaic.y);\n"
 271	"	}\n"
 272	"	loadAffine(int(incoord.y), mat, offset);\n"
 273	"	float y = fract(incoord.y);\n"
 274	"	float start = 0.75;\n"
 275	"	if (int(incoord.y) - range.x < 4) {\n"
 276	"		y = incoord.y - float(range.x);\n"
 277	"		start = 0.;\n"
 278	"	}\n"
 279	"	float lin = start + y * 0.25;\n"
 280	"	vec2 mixedTransform = interpolate(mat, lin);\n"
 281	"	vec2 mixedOffset = interpolate(offset, lin);\n"
 282	"	color = fetchTile(ivec2(mixedTransform * incoord.x + mixedOffset));\n"
 283	"	flags = inflags;\n"
 284	"}";
 285
 286static const struct GBAVideoGLUniform _uniformsMode35[] = {
 287	{ "loc", GBA_GL_VS_LOC, },
 288	{ "maxPos", GBA_GL_VS_MAXPOS, },
 289	{ "vram", GBA_GL_BG_VRAM, },
 290	{ "charBase", GBA_GL_BG_CHARBASE, },
 291	{ "size", GBA_GL_BG_SIZE, },
 292	{ "inflags", GBA_GL_BG_INFLAGS, },
 293	{ "offset", GBA_GL_BG_OFFSET, },
 294	{ "transform", GBA_GL_BG_TRANSFORM, },
 295	{ "range", GBA_GL_BG_RANGE, },
 296	{ "mosaic", GBA_GL_BG_MOSAIC, },
 297	{ 0 }
 298};
 299
 300static const char* const _renderMode35 =
 301	"in vec2 texCoord;\n"
 302	"uniform sampler2D vram;\n"
 303	"uniform int charBase;\n"
 304	"uniform ivec2 size;\n"
 305	"uniform ivec4 inflags;\n"
 306	"uniform ivec4 transform[160];\n"
 307	"uniform ivec2 range;\n"
 308	"uniform ivec2 mosaic;\n"
 309	"OUT(0) out vec4 color;\n"
 310	"OUT(1) out ivec4 flags;\n"
 311
 312	"vec2 interpolate(ivec2 arr[4], float x);\n"
 313	"void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
 314
 315	"void main() {\n"
 316	"	ivec2 mat[4];\n"
 317	"	ivec2 offset[4];\n"
 318	"	vec2 incoord = texCoord;\n"
 319	"	if (mosaic.x > 1) {\n"
 320	"		incoord.x = float(int(incoord.x) % mosaic.x);\n"
 321	"	}\n"
 322	"	if (mosaic.y > 1) {\n"
 323	"		incoord.y = float(int(incoord.y) % mosaic.y);\n"
 324	"	}\n"
 325	"	loadAffine(int(incoord.y), mat, offset);\n"
 326	"	float y = fract(incoord.y);\n"
 327	"	float start = 0.75;\n"
 328	"	if (int(incoord.y) - range.x < 4) {\n"
 329	"		y = incoord.y - float(range.x);\n"
 330	"		start = 0.;\n"
 331	"	}\n"
 332	"	float lin = start + y * 0.25;\n"
 333	"	vec2 mixedTransform = interpolate(mat, lin);\n"
 334	"	vec2 mixedOffset = interpolate(offset, lin);\n"
 335	"	ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
 336	"	if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
 337	"		discard;\n"
 338	"	}\n"
 339	"	if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
 340	"		discard;\n"
 341	"	}\n"
 342	"	int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
 343	"	ivec4 entry = ivec4(texelFetch(vram, ivec2(address & 255, address >> 8), 0) * 15.9);\n"
 344	"	int sixteen = (entry.x << 12) | (entry.y << 8) | (entry.z << 4) | entry.w;\n"
 345	"	color = vec4(float(sixteen & 0x1F) / 31., float((sixteen >> 5) & 0x1F) / 31., float((sixteen >> 10) & 0x1F) / 31., 1.);\n"
 346	"	flags = inflags;\n"
 347	"}";
 348
 349static const struct GBAVideoGLUniform _uniformsMode4[] = {
 350	{ "loc", GBA_GL_VS_LOC, },
 351	{ "maxPos", GBA_GL_VS_MAXPOS, },
 352	{ "vram", GBA_GL_BG_VRAM, },
 353	{ "palette", GBA_GL_BG_PALETTE, },
 354	{ "charBase", GBA_GL_BG_CHARBASE, },
 355	{ "size", GBA_GL_BG_SIZE, },
 356	{ "inflags", GBA_GL_BG_INFLAGS, },
 357	{ "offset", GBA_GL_BG_OFFSET, },
 358	{ "transform", GBA_GL_BG_TRANSFORM, },
 359	{ "range", GBA_GL_BG_RANGE, },
 360	{ "mosaic", GBA_GL_BG_MOSAIC, },
 361	{ 0 }
 362};
 363
 364static const char* const _renderMode4 =
 365	"in vec2 texCoord;\n"
 366	"uniform sampler2D vram;\n"
 367	"uniform int palette[256];\n"
 368	"uniform int charBase;\n"
 369	"uniform ivec2 size;\n"
 370	"uniform ivec4 inflags;\n"
 371	"uniform ivec4 transform[160];\n"
 372	"uniform ivec2 range;\n"
 373	"uniform ivec2 mosaic;\n"
 374	"OUT(0) out vec4 color;\n"
 375	"OUT(1) out ivec4 flags;\n"
 376
 377	"vec2 interpolate(ivec2 arr[4], float x);\n"
 378	"void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
 379
 380	"void main() {\n"
 381	"	ivec2 mat[4];\n"
 382	"	ivec2 offset[4];\n"
 383	"	vec2 incoord = texCoord;\n"
 384	"	if (mosaic.x > 1) {\n"
 385	"		incoord.x = float(int(incoord.x) % mosaic.x);\n"
 386	"	}\n"
 387	"	if (mosaic.y > 1) {\n"
 388	"		incoord.y = float(int(incoord.y) % mosaic.y);\n"
 389	"	}\n"
 390	"	loadAffine(int(incoord.y), mat, offset);\n"
 391	"	float y = fract(incoord.y);\n"
 392	"	float start = 0.75;\n"
 393	"	if (int(incoord.y) - range.x < 4) {\n"
 394	"		y = incoord.y - float(range.x);\n"
 395	"		start = 0.;\n"
 396	"	}\n"
 397	"	float lin = start + y * 0.25;\n"
 398	"	vec2 mixedTransform = interpolate(mat, lin);\n"
 399	"	vec2 mixedOffset = interpolate(offset, lin);\n"
 400	"	ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
 401	"	if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
 402	"		discard;\n"
 403	"	}\n"
 404	"	if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
 405	"		discard;\n"
 406	"	}\n"
 407	"	int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
 408	"	vec4 twoEntries = texelFetch(vram, ivec2((address >> 1) & 255, address >> 9), 0);\n"
 409	"	ivec2 entry = ivec2(twoEntries[3 - 2 * (address & 1)] * 15.9, twoEntries[2 - 2 * (address & 1)] * 15.9);\n"
 410	"	int paletteEntry = palette[entry.y * 16 + entry.x];\n"
 411	"	color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
 412	"	flags = inflags;\n"
 413	"}";
 414
 415static const struct GBAVideoGLUniform _uniformsObj[] = {
 416	{ "loc", GBA_GL_VS_LOC, },
 417	{ "maxPos", GBA_GL_VS_MAXPOS, },
 418	{ "vram", GBA_GL_OBJ_VRAM, },
 419	{ "palette", GBA_GL_OBJ_PALETTE, },
 420	{ "charBase", GBA_GL_OBJ_CHARBASE, },
 421	{ "stride", GBA_GL_OBJ_STRIDE, },
 422	{ "localPalette", GBA_GL_OBJ_LOCALPALETTE, },
 423	{ "inflags", GBA_GL_OBJ_INFLAGS, },
 424	{ "transform", GBA_GL_OBJ_TRANSFORM, },
 425	{ "dims", GBA_GL_OBJ_DIMS, },
 426	{ "objwin", GBA_GL_OBJ_OBJWIN, },
 427	{ "mosaic", GBA_GL_OBJ_MOSAIC, },
 428	{ 0 }
 429};
 430
 431static const char* const _renderObj =
 432	"in vec2 texCoord;\n"
 433	"uniform sampler2D vram;\n"
 434	"uniform int palette[256];\n"
 435	"uniform int charBase;\n"
 436	"uniform int stride;\n"
 437	"uniform int localPalette;\n"
 438	"uniform ivec4 inflags;\n"
 439	"uniform mat2x2 transform;\n"
 440	"uniform ivec4 dims;\n"
 441	"uniform ivec4 objwin;\n"
 442	"uniform ivec4 mosaic;\n"
 443	"OUT(0) out vec4 color;\n"
 444	"OUT(1) out ivec4 flags;\n"
 445	"OUT(2) out ivec3 window;\n"
 446
 447	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
 448
 449	"void main() {\n"
 450	"	vec2 incoord = texCoord;\n"
 451	"	if (mosaic.x > 1) {\n"
 452	"		int x = int(incoord.x);\n"
 453	"		incoord.x = float(clamp(x - (mosaic.z + x) % mosaic.x, 0, dims.z - 1));\n"
 454	"	} else if (mosaic.x < -1) {\n"
 455	"		int x = dims.z - int(incoord.x) - 1;\n"
 456	"		incoord.x = float(clamp(dims.z - x + (mosaic.z + x) % -mosaic.x - 1, 0, dims.z - 1));\n"
 457	"	}\n"
 458	"	if (mosaic.y > 1) {\n"
 459	"		int y = int(incoord.y);\n"
 460	"		incoord.y = float(clamp(y - (mosaic.w + y) % mosaic.y, 0, dims.w - 1));\n"
 461	"	}\n"
 462	"	ivec2 coord = ivec2(transform * (incoord - vec2(dims.zw) / 2.) + vec2(dims.xy) / 2.);\n"
 463	"	if ((coord & ~(dims.xy - 1)) != ivec2(0, 0)) {\n"
 464	"		discard;\n"
 465	"	}\n"
 466	"	vec4 pix = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, localPalette, coord & 7);\n"
 467	"	color = pix;\n"
 468	"	flags = inflags;\n"
 469	"	gl_FragDepth = float(flags.x) / 16.;\n"
 470	"	window = objwin.yzw;\n"
 471	"}";
 472
 473static const struct GBAVideoGLUniform _uniformsWindow[] = {
 474	{ "loc", GBA_GL_VS_LOC, },
 475	{ "maxPos", GBA_GL_VS_MAXPOS, },
 476	{ "dispcnt", GBA_GL_WIN_DISPCNT, },
 477	{ "blend", GBA_GL_WIN_BLEND, },
 478	{ "flags", GBA_GL_WIN_FLAGS, },
 479	{ "win0", GBA_GL_WIN_WIN0, },
 480	{ "win1", GBA_GL_WIN_WIN1, },
 481	{ 0 }
 482};
 483
 484static const char* const _renderWindow =
 485	"in vec2 texCoord;\n"
 486	"uniform int dispcnt;\n"
 487	"uniform ivec2 blend;\n"
 488	"uniform ivec3 flags;\n"
 489	"uniform ivec4 win0[160];\n"
 490	"uniform ivec4 win1[160];\n"
 491	"OUT(0) out ivec3 window;\n"
 492
 493	"void crop(vec4 windowParams, int flags, inout ivec3 windowFlags) {\n"
 494	"	bvec4 compare = lessThan(texCoord.xxyy, windowParams);\n"
 495	"	compare = equal(compare, bvec4(true, false, true, false));\n"
 496	"	if (any(compare)) {\n"
 497	"		vec2 h = windowParams.xy;\n"
 498	"		vec2 v = windowParams.zw;\n"
 499	"		if (v.x > v.y) {\n"
 500	"			if (compare.z && compare.w) {\n"
 501	"				return;\n"
 502	"			}\n"
 503	"		} else if (compare.z || compare.w) {\n"
 504	"			return;\n"
 505	"		}\n"
 506	"		if (h.x > h.y) {\n"
 507	"			if (compare.x && compare.y) {\n"
 508	"				return;\n"
 509	"			}\n"
 510	"		} else if (compare.x || compare.y) {\n"
 511	"			return;\n"
 512	"		}\n"
 513	"	}\n"
 514	"	windowFlags.x = flags;\n"
 515	"}\n"
 516
 517	"vec4 interpolate(ivec4 win[160]) {\n"
 518	"	vec4 bottom = vec4(win[int(texCoord.y) - 1]);\n"
 519	"	vec4 top = vec4(win[int(texCoord.y)]);\n"
 520	"	if (distance(top, bottom) > 40.) {\n"
 521	"		return top;\n"
 522	"	}\n"
 523	"	return vec4(mix(bottom.xy, top.xy, fract(texCoord.y)), top.zw);\n"
 524	"}\n"
 525
 526	"void main() {\n"
 527	"	int dispflags = (dispcnt & 0x1F) | 0x20;\n"
 528	"	if ((dispcnt & 0xE0) == 0) {\n"
 529	"		window = ivec3(dispflags, blend);\n"
 530	"	} else {\n"
 531	"		ivec3 windowFlags = ivec3(flags.z, blend);\n"
 532	"		if ((dispcnt & 0x40) != 0) { \n"
 533	"			crop(interpolate(win1), flags.y, windowFlags);\n"
 534	"		}\n"
 535	"		if ((dispcnt & 0x20) != 0) { \n"
 536	"			crop(interpolate(win0), flags.x, windowFlags);\n"
 537	"		}\n"
 538	"		window = windowFlags;\n"
 539	"	}\n"
 540	"}\n";
 541
 542static const struct GBAVideoGLUniform _uniformsFinalize[] = {
 543	{ "loc", GBA_GL_VS_LOC, },
 544	{ "maxPos", GBA_GL_VS_MAXPOS, },
 545	{ "scale", GBA_GL_FINALIZE_SCALE, },
 546	{ "layers", GBA_GL_FINALIZE_LAYERS, },
 547	{ "flags", GBA_GL_FINALIZE_FLAGS, },
 548	{ "window", GBA_GL_FINALIZE_WINDOW, },
 549	{ "backdrop", GBA_GL_FINALIZE_BACKDROP, },
 550	{ "backdropFlags", GBA_GL_FINALIZE_BACKDROPFLAGS, },
 551	{ 0 }
 552};
 553
 554static const char* const _finalize =
 555	"in vec2 texCoord;\n"
 556	"uniform int scale;\n"
 557	"uniform sampler2D layers[5];\n"
 558	"uniform isampler2D flags[5];\n"
 559	"uniform isampler2D window;\n"
 560	"uniform sampler2D backdrop;\n"
 561	"uniform isampler2D backdropFlags;\n"
 562	"out vec4 color;\n"
 563
 564	"void composite(vec4 pixel, ivec4 flags, inout vec4 topPixel, inout ivec4 topFlags, inout vec4 bottomPixel, inout ivec4 bottomFlags) {\n"
 565	"	if (pixel.a == 0.) {\n"
 566	"		return;\n"
 567	"	}\n"
 568	"	if (flags.x >= topFlags.x) {\n"
 569	"		if (flags.x >= bottomFlags.x) {\n"
 570	"			return;\n"
 571	"		}\n"
 572	"		bottomFlags = flags;\n"
 573	"		bottomPixel = pixel;\n"
 574	"	} else {\n"
 575	"		bottomFlags = topFlags;\n"
 576	"		topFlags = flags;\n"
 577	"		bottomPixel = topPixel;\n"
 578	"		topPixel = pixel;\n"
 579	"	}\n"
 580	"}\n"
 581
 582	"void main() {\n"
 583	"	vec4 topPixel = texelFetch(backdrop, ivec2(0, texCoord.y), 0);\n"
 584	"	vec4 bottomPixel = topPixel;\n"
 585	"	ivec4 topFlags = ivec4(texelFetch(backdropFlags, ivec2(0, texCoord.y), 0));\n"
 586	"	ivec4 bottomFlags = topFlags;\n"
 587	"	ivec4 windowFlags = texelFetch(window, ivec2(texCoord * float(scale)), 0);\n"
 588	"	int layerWindow = windowFlags.x;\n"
 589	"	if ((layerWindow & 16) != 0) {\n"
 590	"		vec4 pix = texelFetch(layers[4], ivec2(texCoord * float(scale)), 0);\n"
 591	"		ivec4 inflags = ivec4(texelFetch(flags[4], ivec2(texCoord * float(scale)), 0));\n"
 592	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 593	"	}\n"
 594	"	if ((layerWindow & 1) != 0) {\n"
 595	"		vec4 pix = texelFetch(layers[0], ivec2(texCoord * float(scale)), 0);\n"
 596	"		ivec4 inflags = ivec4(texelFetch(flags[0], ivec2(texCoord * float(scale)), 0).xyz, 0);\n"
 597	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 598	"	}\n"
 599	"	if ((layerWindow & 2) != 0) {\n"
 600	"		vec4 pix = texelFetch(layers[1], ivec2(texCoord * float(scale)), 0);\n"
 601	"		ivec4 inflags = ivec4(texelFetch(flags[1], ivec2(texCoord * float(scale)), 0).xyz, 0);\n"
 602	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 603	"	}\n"
 604	"	if ((layerWindow & 4) != 0) {\n"
 605	"		vec4 pix = texelFetch(layers[2], ivec2(texCoord * float(scale)), 0);\n"
 606	"		ivec4 inflags = ivec4(texelFetch(flags[2], ivec2(texCoord * float(scale)), 0).xyz.xyz, 0);\n"
 607	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 608	"	}\n"
 609	"	if ((layerWindow & 8) != 0) {\n"
 610	"		vec4 pix = texelFetch(layers[3], ivec2(texCoord * float(scale)), 0);\n"
 611	"		ivec4 inflags = ivec4(texelFetch(flags[3], ivec2(texCoord * float(scale)), 0).xyz, 0);\n"
 612	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 613	"	}\n"
 614	"	if ((layerWindow & 32) == 0) {\n"
 615	"		topFlags.y &= ~1;\n"
 616	"	}\n"
 617	"	if (((topFlags.y & 13) == 5 || topFlags.w > 0) && (bottomFlags.y & 2) == 2) {\n"
 618	"		topPixel.rgb *= float(topFlags.z) / 16.;\n"
 619	"		topPixel.rgb += bottomPixel.rgb * float(windowFlags.y) / 16.;\n"
 620	"	} else if ((topFlags.y & 13) == 9) {\n"
 621	"		topPixel.rgb += (1. - topPixel.rgb) * float(windowFlags.z) / 16.;\n"
 622	"	} else if ((topFlags.y & 13) == 13) {\n"
 623	"		topPixel.rgb -= topPixel.rgb * float(windowFlags.z) / 16.;\n"
 624	"	}\n"
 625	"	color = topPixel;\n"
 626	"}";
 627
 628static const GLint _vertices[] = {
 629	0, 0,
 630	0, 1,
 631	1, 1,
 632	1, 0,
 633};
 634
 635void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
 636	renderer->d.init = GBAVideoGLRendererInit;
 637	renderer->d.reset = GBAVideoGLRendererReset;
 638	renderer->d.deinit = GBAVideoGLRendererDeinit;
 639	renderer->d.writeVideoRegister = GBAVideoGLRendererWriteVideoRegister;
 640	renderer->d.writeVRAM = GBAVideoGLRendererWriteVRAM;
 641	renderer->d.writeOAM = GBAVideoGLRendererWriteOAM;
 642	renderer->d.writePalette = GBAVideoGLRendererWritePalette;
 643	renderer->d.drawScanline = GBAVideoGLRendererDrawScanline;
 644	renderer->d.finishFrame = GBAVideoGLRendererFinishFrame;
 645	renderer->d.getPixels = GBAVideoGLRendererGetPixels;
 646	renderer->d.putPixels = GBAVideoGLRendererPutPixels;
 647
 648	renderer->d.disableBG[0] = false;
 649	renderer->d.disableBG[1] = false;
 650	renderer->d.disableBG[2] = false;
 651	renderer->d.disableBG[3] = false;
 652	renderer->d.disableOBJ = false;
 653
 654	renderer->scale = 1;
 655}
 656
 657static void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVideoGLShader* shader, const char** shaderBuffer, int shaderBufferLines, GLuint vs, const struct GBAVideoGLUniform* uniforms, char* log) {
 658	GLuint program = glCreateProgram();
 659	shader->program = program;
 660
 661	GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
 662	glAttachShader(program, vs);
 663	glAttachShader(program, fs);
 664	glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
 665	glCompileShader(fs);
 666	glGetShaderInfoLog(fs, 2048, 0, log);
 667	if (log[0]) {
 668		mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
 669	}
 670	glLinkProgram(program);
 671	glGetProgramInfoLog(program, 2048, 0, log);
 672	if (log[0]) {
 673		mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
 674	}
 675	glDeleteShader(fs);
 676#ifndef BUILD_GLES3
 677	glBindFragDataLocation(program, 0, "color");
 678	glBindFragDataLocation(program, 1, "flags");
 679#endif
 680
 681	glGenVertexArrays(1, &shader->vao);
 682	glBindVertexArray(shader->vao);
 683	glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
 684	GLuint positionLocation = glGetAttribLocation(program, "position");
 685	glEnableVertexAttribArray(positionLocation);
 686	glVertexAttribPointer(positionLocation, 2, GL_INT, GL_FALSE, 0, NULL);
 687
 688	size_t i;
 689	for (i = 0; uniforms[i].name; ++i) {
 690		shader->uniforms[uniforms[i].type] = glGetUniformLocation(program, uniforms[i].name);
 691	}
 692}
 693
 694static void _deleteShader(struct GBAVideoGLShader* shader) {
 695	glDeleteProgram(shader->program);
 696	glDeleteVertexArrays(1, &shader->vao);
 697}
 698
 699static void _initFramebufferTextureEx(GLuint tex, GLenum internalFormat, GLenum format, GLenum type, GLenum attachment, int scale) {
 700	glBindTexture(GL_TEXTURE_2D, tex);
 701	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 702	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 703	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 704	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 705	glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, scale > 0 ? GBA_VIDEO_HORIZONTAL_PIXELS * scale : 1, GBA_VIDEO_VERTICAL_PIXELS * (scale > 0 ? scale : 1), 0, format, type, 0);
 706	glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);	
 707}
 708
 709static void _initFramebufferTexture(GLuint tex, GLenum format, GLenum attachment, int scale) {
 710	_initFramebufferTextureEx(tex, format, format, GL_UNSIGNED_BYTE, attachment, scale);
 711}
 712
 713void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
 714	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 715	glRenderer->temporaryBuffer = NULL;
 716
 717	glGenFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
 718	glGenTextures(GBA_GL_TEX_MAX, glRenderer->layers);
 719
 720	glGenTextures(1, &glRenderer->vramTex);
 721	glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
 722	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 723	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 724	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 256, 192, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, 0);
 725
 726	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
 727	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 728	_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
 729	_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT2, glRenderer->scale);
 730	_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_DEPTH], GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, GL_DEPTH_ATTACHMENT, glRenderer->scale);
 731
 732	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
 733	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_COLOR], GL_RGB, GL_COLOR_ATTACHMENT0, 0);
 734	_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_BACKDROP_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
 735
 736	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
 737	_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 738
 739	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
 740	_initFramebufferTexture(glRenderer->outputTex, GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 741
 742	glBindFramebuffer(GL_FRAMEBUFFER, 0);
 743
 744	glGenBuffers(1, &glRenderer->vbo);
 745	glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
 746	glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
 747
 748	int i;
 749	for (i = 0; i < 4; ++i) {
 750		struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
 751		bg->index = i;
 752		bg->enabled = 0;
 753		bg->priority = 0;
 754		bg->charBase = 0;
 755		bg->mosaic = 0;
 756		bg->multipalette = 0;
 757		bg->screenBase = 0;
 758		bg->overflow = 0;
 759		bg->size = 0;
 760		bg->target1 = 0;
 761		bg->target2 = 0;
 762		bg->x = 0;
 763		bg->y = 0;
 764		bg->refx = 0;
 765		bg->refy = 0;
 766		bg->affine.dx = 256;
 767		bg->affine.dmx = 0;
 768		bg->affine.dy = 0;
 769		bg->affine.dmy = 256;
 770		bg->affine.sx = 0;
 771		bg->affine.sy = 0;
 772		glGenFramebuffers(1, &bg->fbo);
 773		glGenTextures(1, &bg->tex);
 774		glGenTextures(1, &bg->flags);
 775		glBindFramebuffer(GL_FRAMEBUFFER, bg->fbo);
 776		_initFramebufferTexture(bg->tex, GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 777		_initFramebufferTextureEx(bg->flags, GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
 778	}
 779	glBindFramebuffer(GL_FRAMEBUFFER, 0);
 780
 781	char log[2048];
 782	const GLchar* shaderBuffer[4];
 783	const GLubyte* version = glGetString(GL_VERSION);
 784	if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES "))) {
 785		shaderBuffer[0] = _gl3Header;
 786	} else {
 787		shaderBuffer[0] = _gles3Header;
 788	}
 789
 790	GLuint vs = glCreateShader(GL_VERTEX_SHADER);
 791	shaderBuffer[1] = _vertexShader;
 792	glShaderSource(vs, 2, shaderBuffer, 0);
 793	glCompileShader(vs);
 794	glGetShaderInfoLog(vs, 2048, 0, log);
 795	if (log[0]) {
 796		mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
 797	}
 798
 799	shaderBuffer[1] = _renderMode0;
 800
 801	shaderBuffer[2] = _renderTile16;
 802	_compileShader(glRenderer, &glRenderer->bgShader[0], shaderBuffer, 3, vs, _uniformsMode0, log);
 803
 804	shaderBuffer[2] = _renderTile256;
 805	_compileShader(glRenderer, &glRenderer->bgShader[1], shaderBuffer, 3, vs, _uniformsMode0, log);
 806
 807	shaderBuffer[1] = _renderMode2;
 808	shaderBuffer[2] = _interpolate;
 809
 810	shaderBuffer[3] = _fetchTileOverflow;
 811	_compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 4, vs, _uniformsMode2, log);
 812
 813	shaderBuffer[3] = _fetchTileNoOverflow;
 814	_compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 4, vs, _uniformsMode2, log);
 815
 816	shaderBuffer[1] = _renderMode4;
 817	shaderBuffer[2] = _interpolate;
 818	_compileShader(glRenderer, &glRenderer->bgShader[4], shaderBuffer, 3, vs, _uniformsMode4, log);
 819
 820	shaderBuffer[1] = _renderMode35;
 821	shaderBuffer[2] = _interpolate;
 822	_compileShader(glRenderer, &glRenderer->bgShader[5], shaderBuffer, 3, vs, _uniformsMode35, log);
 823
 824	shaderBuffer[1] = _renderObj;
 825
 826	shaderBuffer[2] = _renderTile16;
 827	_compileShader(glRenderer, &glRenderer->objShader[0], shaderBuffer, 3, vs, _uniformsObj, log);
 828#ifndef BUILD_GLES3
 829	glBindFragDataLocation(glRenderer->objShader[0].program, 2, "window");
 830#endif
 831
 832	shaderBuffer[2] = _renderTile256;
 833	_compileShader(glRenderer, &glRenderer->objShader[1], shaderBuffer, 3, vs, _uniformsObj, log);
 834#ifndef BUILD_GLES3
 835	glBindFragDataLocation(glRenderer->objShader[1].program, 2, "window");
 836#endif
 837
 838	shaderBuffer[1] = _renderWindow;
 839	_compileShader(glRenderer, &glRenderer->windowShader, shaderBuffer, 2, vs, _uniformsWindow, log);
 840#ifndef BUILD_GLES3
 841	glBindFragDataLocation(glRenderer->windowShader.program, 0, "window");
 842#endif
 843
 844	shaderBuffer[1] = _finalize;
 845	_compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, log);
 846
 847	glBindVertexArray(0);
 848	glDeleteShader(vs);
 849
 850	GBAVideoGLRendererReset(renderer);
 851}
 852
 853void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
 854	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 855	if (glRenderer->temporaryBuffer) {
 856		mappedMemoryFree(glRenderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale);
 857	}
 858	glDeleteFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
 859	glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers);
 860	glDeleteTextures(1, &glRenderer->vramTex);
 861	glDeleteBuffers(1, &glRenderer->vbo);
 862
 863	_deleteShader(&glRenderer->bgShader[0]);
 864	_deleteShader(&glRenderer->bgShader[1]);
 865	_deleteShader(&glRenderer->bgShader[2]);
 866	_deleteShader(&glRenderer->bgShader[3]);
 867	_deleteShader(&glRenderer->objShader[0]);
 868	_deleteShader(&glRenderer->objShader[1]);
 869	_deleteShader(&glRenderer->finalizeShader);
 870
 871	int i;
 872	for (i = 0; i < 4; ++i) {
 873		struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
 874		glDeleteFramebuffers(1, &bg->fbo);
 875		glDeleteTextures(1, &bg->tex);
 876		glDeleteTextures(1, &bg->flags);
 877	}
 878}
 879
 880void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
 881	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 882
 883	glRenderer->paletteDirty = true;
 884	glRenderer->vramDirty = 0xFFFFFF;
 885	glRenderer->firstAffine = -1;
 886	glRenderer->firstY = -1;
 887	glRenderer->dispcnt = 0x0080;
 888	glRenderer->mosaic = 0;
 889	memset(glRenderer->shadowRegs, 0, sizeof(glRenderer->shadowRegs));
 890	glRenderer->regsDirty = 0xFFFFFFFFFFFEULL;
 891}
 892
 893void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
 894	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 895	glRenderer->vramDirty |= 1 << (address >> 12);
 896}
 897
 898void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam) {
 899	UNUSED(oam);
 900	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 901	glRenderer->oamDirty = true;
 902}
 903
 904void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
 905	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 906	UNUSED(address);
 907	UNUSED(value);
 908	glRenderer->paletteDirty = true;
 909}
 910
 911uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
 912	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 913	if (renderer->cache) {
 914		GBAVideoCacheWriteVideoRegister(renderer->cache, address, value);
 915	}
 916
 917	bool dirty = false;
 918	switch (address) {
 919	case REG_DISPCNT:
 920		value &= 0xFFF7;
 921		dirty = true;
 922		break;
 923	case REG_BG0CNT:
 924	case REG_BG1CNT:
 925		value &= 0xDFFF;
 926		dirty = true;
 927		break;
 928	case REG_BG0HOFS:
 929		value &= 0x01FF;
 930		glRenderer->bg[0].x = value;
 931		dirty = false;
 932		break;
 933	case REG_BG0VOFS:
 934		value &= 0x01FF;
 935		glRenderer->bg[0].y = value;
 936		dirty = false;
 937		break;
 938	case REG_BG1HOFS:
 939		value &= 0x01FF;
 940		glRenderer->bg[1].x = value;
 941		dirty = false;
 942		break;
 943	case REG_BG1VOFS:
 944		value &= 0x01FF;
 945		glRenderer->bg[1].y = value;
 946		dirty = false;
 947		break;
 948	case REG_BG2HOFS:
 949		value &= 0x01FF;
 950		glRenderer->bg[2].x = value;
 951		dirty = false;
 952		break;
 953	case REG_BG2VOFS:
 954		value &= 0x01FF;
 955		glRenderer->bg[2].y = value;
 956		dirty = false;
 957		break;
 958	case REG_BG3HOFS:
 959		value &= 0x01FF;
 960		glRenderer->bg[3].x = value;
 961		dirty = false;
 962		break;
 963	case REG_BG3VOFS:
 964		value &= 0x01FF;
 965		glRenderer->bg[3].y = value;
 966		dirty = false;
 967		break;
 968	case REG_BG2PA:
 969		glRenderer->bg[2].affine.dx = value;
 970		break;
 971	case REG_BG2PB:
 972		glRenderer->bg[2].affine.dmx = value;
 973		break;
 974	case REG_BG2PC:
 975		glRenderer->bg[2].affine.dy = value;
 976		break;
 977	case REG_BG2PD:
 978		glRenderer->bg[2].affine.dmy = value;
 979		break;
 980	case REG_BG2X_LO:
 981		GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[2], value);
 982		break;
 983	case REG_BG2X_HI:
 984		GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[2], value);
 985		break;
 986	case REG_BG2Y_LO:
 987		GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[2], value);
 988		break;
 989	case REG_BG2Y_HI:
 990		GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[2], value);
 991		break;
 992	case REG_BG3PA:
 993		glRenderer->bg[3].affine.dx = value;
 994		break;
 995	case REG_BG3PB:
 996		glRenderer->bg[3].affine.dmx = value;
 997		break;
 998	case REG_BG3PC:
 999		glRenderer->bg[3].affine.dy = value;
1000		break;
1001	case REG_BG3PD:
1002		glRenderer->bg[3].affine.dmy = value;
1003		break;
1004	case REG_BG3X_LO:
1005		GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[3], value);
1006		break;
1007	case REG_BG3X_HI:
1008		GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[3], value);
1009		break;
1010	case REG_BG3Y_LO:
1011		GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[3], value);
1012		break;
1013	case REG_BG3Y_HI:
1014		GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[3], value);
1015		break;
1016	case REG_BLDALPHA:
1017		value &= 0x1F1F;
1018		dirty = true;
1019		break;
1020	case REG_BLDY:
1021		value &= 0x1F;
1022		if (value > 0x10) {
1023			value = 0x10;
1024		}
1025		dirty = true;
1026		break;
1027			case REG_WIN0H:
1028		glRenderer->winN[0].h.end = value;
1029		glRenderer->winN[0].h.start = value >> 8;
1030		if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[0].h.start > glRenderer->winN[0].h.end) {
1031			glRenderer->winN[0].h.start = 0;
1032		}
1033		if (glRenderer->winN[0].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1034			glRenderer->winN[0].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
1035			if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1036				glRenderer->winN[0].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
1037			}
1038		}
1039		break;
1040	case REG_WIN1H:
1041		glRenderer->winN[1].h.end = value;
1042		glRenderer->winN[1].h.start = value >> 8;
1043		if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[1].h.start > glRenderer->winN[1].h.end) {
1044			glRenderer->winN[1].h.start = 0;
1045		}
1046		if (glRenderer->winN[1].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1047			glRenderer->winN[1].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
1048			if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1049				glRenderer->winN[1].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
1050			}
1051		}
1052		break;
1053	case REG_WIN0V:
1054		glRenderer->winN[0].v.end = value;
1055		glRenderer->winN[0].v.start = value >> 8;
1056		if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[0].v.start > glRenderer->winN[0].v.end) {
1057			glRenderer->winN[0].v.start = 0;
1058		}
1059		if (glRenderer->winN[0].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1060			glRenderer->winN[0].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1061			if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1062				glRenderer->winN[0].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1063			}
1064		}
1065		break;
1066	case REG_WIN1V:
1067		glRenderer->winN[1].v.end = value;
1068		glRenderer->winN[1].v.start = value >> 8;
1069		if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[1].v.start > glRenderer->winN[1].v.end) {
1070			glRenderer->winN[1].v.start = 0;
1071		}
1072		if (glRenderer->winN[1].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1073			glRenderer->winN[1].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1074			if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1075				glRenderer->winN[1].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1076			}
1077		}
1078		break;
1079	case REG_WININ:
1080	case REG_WINOUT:
1081		value &= 0x3F3F;
1082		dirty = true;
1083		break;
1084	default:
1085		dirty = true;
1086		break;
1087	}
1088	if (glRenderer->shadowRegs[address >> 1] == value) {
1089		dirty = false;
1090	} else {
1091		glRenderer->shadowRegs[address >> 1] = value;
1092	}
1093	if (dirty) {
1094		glRenderer->regsDirty |= 1ULL << (address >> 1);
1095	}
1096	return value;
1097}
1098
1099void _cleanRegister(struct GBAVideoGLRenderer* glRenderer, int address, uint16_t value) {
1100	switch (address) {
1101	case REG_DISPCNT:
1102		glRenderer->dispcnt = value;
1103		GBAVideoGLRendererUpdateDISPCNT(glRenderer);
1104		break;
1105	case REG_BG0CNT:
1106		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[0], value);
1107		break;
1108	case REG_BG1CNT:
1109		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[1], value);
1110		break;
1111	case REG_BG2CNT:
1112		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[2], value);
1113		break;
1114	case REG_BG3CNT:
1115		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[3], value);
1116		break;
1117	case REG_BLDCNT:
1118		GBAVideoGLRendererWriteBLDCNT(glRenderer, value);
1119		value &= 0x3FFF;
1120		break;
1121	case REG_BLDALPHA:
1122		glRenderer->blda = value & 0x1F;
1123		if (glRenderer->blda > 0x10) {
1124			glRenderer->blda = 0x10;
1125		}
1126		glRenderer->bldb = (value >> 8) & 0x1F;
1127		if (glRenderer->bldb > 0x10) {
1128			glRenderer->bldb = 0x10;
1129		}
1130		value &= 0x1F1F;
1131		break;
1132	case REG_BLDY:
1133		glRenderer->bldy = value;
1134		break;
1135	case REG_WININ:
1136		glRenderer->winN[0].control = value;
1137		glRenderer->winN[1].control = value >> 8;
1138		break;
1139	case REG_WINOUT:
1140		glRenderer->winout = value;
1141		glRenderer->objwin = value >> 8;
1142		break;
1143	case REG_MOSAIC:
1144		glRenderer->mosaic = value;
1145		break;
1146	default:
1147		break;
1148	}
1149}
1150
1151static bool _dirtyMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1152	UNUSED(y);
1153	if (!background->enabled) {
1154		return false;
1155	}
1156	unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1157	unsigned screenMask = (7 << screenBase) & 0xFFFF; // Technically overzealous
1158	if (renderer->vramDirty & screenMask) {
1159		return true;
1160	}
1161	unsigned charBase = background->charBase >> 11;
1162	unsigned charMask = (0xFFFF << charBase) & 0xFFFF;
1163	if (renderer->vramDirty & charMask) {
1164		return true;
1165	}
1166	return false;
1167}
1168
1169static bool _dirtyMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1170	UNUSED(y);
1171	if (!background->enabled) {
1172		return false;
1173	}
1174	unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1175	unsigned screenMask = (0xF << screenBase) & 0xFFFF;
1176	if (renderer->vramDirty & screenMask) {
1177		return true;
1178	}
1179	unsigned charBase = background->charBase >> 11;
1180	unsigned charMask = (0x3FFF << charBase) & 0xFFFF;
1181	if (renderer->vramDirty & charMask) {
1182		return true;
1183	}
1184	return false;
1185}
1186
1187static bool _dirtyMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1188	UNUSED(y);
1189	if (!background->enabled) {
1190		return false;
1191	}
1192	if (renderer->vramDirty & 0xFFFFF) {
1193		return true;
1194	}
1195	return false;
1196}
1197
1198static bool _dirtyMode45(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1199	UNUSED(y);
1200	if (!background->enabled) {
1201		return false;
1202	}
1203	int start = GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 5 : 0;
1204	int mask = 0x3FF << start;
1205	if (renderer->vramDirty & mask) {
1206		return true;
1207	}
1208	return false;
1209}
1210
1211static bool _needsVramUpload(struct GBAVideoGLRenderer* renderer, int y) {
1212	if (!renderer->vramDirty) {
1213		return false;
1214	}
1215	if (y == 0) {
1216		return true;
1217	}
1218
1219	if (GBARegisterDISPCNTIsObjEnable(renderer->dispcnt) && renderer->vramDirty & 0xFF0000) {
1220		return true;
1221	}
1222
1223	bool dirty = false;
1224	switch (GBARegisterDISPCNTGetMode(renderer->dispcnt)) {
1225	case 0:
1226		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1227		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1228		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[2], y);
1229		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[3], y);
1230		break;
1231	case 1:
1232		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1233		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1234		dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1235		break;
1236	case 2:
1237		dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1238		dirty = dirty || _dirtyMode2(renderer, &renderer->bg[3], y);
1239		break;
1240	case 3:
1241		dirty = _dirtyMode3(renderer, &renderer->bg[2], y);
1242		break;
1243	case 4:
1244		dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1245		break;
1246	case 5:
1247		dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1248		break;
1249	}
1250	return dirty;
1251}
1252
1253void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
1254	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1255
1256	if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1257		if (glRenderer->firstAffine < 0) {
1258			glRenderer->firstAffine = y;
1259		}
1260	} else {
1261		glRenderer->firstAffine = -1;
1262	}
1263
1264	if (glRenderer->paletteDirty || _needsVramUpload(glRenderer, y) || glRenderer->oamDirty || glRenderer->regsDirty) {
1265		if (glRenderer->firstY >= 0) {
1266			_drawScanlines(glRenderer, y - 1);
1267			glBindVertexArray(0);
1268		}
1269	}
1270	if (glRenderer->firstY < 0) {
1271		glRenderer->firstY = y;
1272	}
1273
1274	int i;
1275	for (i = 0; i < 0x30; ++i) {
1276		if (!(glRenderer->regsDirty & (1ULL << i))) {
1277			continue;
1278		}
1279		_cleanRegister(glRenderer, i << 1, glRenderer->shadowRegs[i]);
1280	}
1281	glRenderer->regsDirty = 0;
1282
1283	glRenderer->winNHistory[0][y * 4 + 0] = glRenderer->winN[0].h.start;
1284	glRenderer->winNHistory[0][y * 4 + 1] = glRenderer->winN[0].h.end;
1285	glRenderer->winNHistory[0][y * 4 + 2] = glRenderer->winN[0].v.start;
1286	glRenderer->winNHistory[0][y * 4 + 3] = glRenderer->winN[0].v.end;
1287	glRenderer->winNHistory[1][y * 4 + 0] = glRenderer->winN[1].h.start;
1288	glRenderer->winNHistory[1][y * 4 + 1] = glRenderer->winN[1].h.end;
1289	glRenderer->winNHistory[1][y * 4 + 2] = glRenderer->winN[1].v.start;
1290	glRenderer->winNHistory[1][y * 4 + 3] = glRenderer->winN[1].v.end;
1291
1292	glRenderer->bg[0].scanlineOffset[y] = glRenderer->bg[0].x;
1293	glRenderer->bg[0].scanlineOffset[y] |= glRenderer->bg[0].y << 12;
1294	glRenderer->bg[1].scanlineOffset[y] = glRenderer->bg[1].x;
1295	glRenderer->bg[1].scanlineOffset[y] |= glRenderer->bg[1].y << 12;
1296	glRenderer->bg[2].scanlineOffset[y] = glRenderer->bg[2].x;
1297	glRenderer->bg[2].scanlineOffset[y] |= glRenderer->bg[2].y << 12;
1298	glRenderer->bg[2].scanlineAffine[y * 4] = glRenderer->bg[2].affine.dx;
1299	glRenderer->bg[2].scanlineAffine[y * 4 + 1] = glRenderer->bg[2].affine.dy;
1300	glRenderer->bg[2].scanlineAffine[y * 4 + 2] = glRenderer->bg[2].affine.sx;
1301	glRenderer->bg[2].scanlineAffine[y * 4 + 3] = glRenderer->bg[2].affine.sy;
1302	glRenderer->bg[3].scanlineOffset[y] = glRenderer->bg[3].x;
1303	glRenderer->bg[3].scanlineOffset[y] |= glRenderer->bg[3].y << 12;
1304	glRenderer->bg[3].scanlineAffine[y * 4] = glRenderer->bg[3].affine.dx;
1305	glRenderer->bg[3].scanlineAffine[y * 4 + 1] = glRenderer->bg[3].affine.dy;
1306	glRenderer->bg[3].scanlineAffine[y * 4 + 2] = glRenderer->bg[3].affine.sx;
1307	glRenderer->bg[3].scanlineAffine[y * 4 + 3] = glRenderer->bg[3].affine.sy;
1308
1309	if (glRenderer->paletteDirty) {
1310		for (i = 0; i < 512; ++i) {
1311			glRenderer->shadowPalette[i] = glRenderer->d.palette[i];
1312		}
1313		glRenderer->paletteDirty = false;
1314	}
1315
1316	if (_needsVramUpload(glRenderer, y)) {
1317		int first = -1;
1318		glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
1319		for (i = 0; i < 25; ++i) {
1320			if (!(glRenderer->vramDirty & (1 << i))) {
1321				if (first >= 0) {
1322					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]);
1323					first = -1;
1324				}
1325			} else if (first < 0) {
1326				first = i;
1327			}
1328		}
1329		glRenderer->vramDirty = 0;
1330	}
1331
1332	if (glRenderer->oamDirty) {
1333		glRenderer->oamMax = GBAVideoRendererCleanOAM(glRenderer->d.oam->obj, glRenderer->sprites, 0);
1334		glRenderer->oamDirty = false;
1335	}
1336
1337	if (y == 0) {
1338		glDisable(GL_SCISSOR_TEST);
1339		glClearColor(0, 0, 0, 0);
1340#ifdef BUILD_GLES3
1341		glClearDepthf(1.f);
1342#else
1343		glClearDepth(1);
1344#endif
1345		glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
1346		glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1347		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1348
1349		for (i = 0; i < 4; ++i) {
1350			glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);
1351			glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1352			glClear(GL_COLOR_BUFFER_BIT);
1353		}
1354	}
1355
1356	if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1357		glRenderer->bg[2].affine.sx += glRenderer->bg[2].affine.dmx;
1358		glRenderer->bg[2].affine.sy += glRenderer->bg[2].affine.dmy;
1359		glRenderer->bg[3].affine.sx += glRenderer->bg[3].affine.dmx;
1360		glRenderer->bg[3].affine.sy += glRenderer->bg[3].affine.dmy;
1361	}
1362}
1363
1364void _drawScanlines(struct GBAVideoGLRenderer* glRenderer, int y) {
1365	glEnable(GL_SCISSOR_TEST);
1366
1367	uint32_t backdrop = M_RGB5_TO_RGB8(glRenderer->shadowPalette[0]);
1368	glViewport(0, 0, 1, GBA_VIDEO_VERTICAL_PIXELS);
1369	glScissor(0, glRenderer->firstY, 1, y - glRenderer->firstY + 1);
1370	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
1371	glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1372	glClearBufferfv(GL_COLOR, 0, (GLfloat[]) { ((backdrop >> 16) & 0xFF) / 256., ((backdrop >> 8) & 0xFF) / 256., (backdrop & 0xFF) / 256., 1.f });
1373	glClearBufferiv(GL_COLOR, 1, (GLint[]) { 32, glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4), glRenderer->blda, 0 });
1374	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1375
1376	GBAVideoGLRendererDrawWindow(glRenderer, y);
1377	if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
1378		int i;
1379		glDepthFunc(GL_LESS);
1380		for (i = 0; i < glRenderer->oamMax; ++i) {
1381			struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
1382			if ((y < sprite->y && (sprite->endY - 256 < 0 || glRenderer->firstY >= sprite->endY - 256)) || glRenderer->firstY >= sprite->endY) {
1383				continue;
1384			}
1385
1386			GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);
1387		}
1388		glDisable(GL_DEPTH_TEST);
1389	}
1390
1391	if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1392		GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
1393	}
1394	if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1395		GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
1396	}
1397	if (TEST_LAYER_ENABLED(2)) {
1398		switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1399		case 0:
1400			GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
1401			break;
1402		case 1:
1403		case 2:
1404			GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
1405			break;
1406		case 3:
1407			GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
1408			break;
1409		case 4:
1410			GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
1411			break;
1412		case 5:
1413			GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y);
1414			break;
1415		}
1416	}
1417	if (TEST_LAYER_ENABLED(3)) {
1418		switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1419		case 0:
1420			GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[3], y);
1421			break;
1422		case 2:
1423			GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[3], y);
1424			break;
1425		}
1426	}
1427	glRenderer->firstY = -1;
1428}
1429
1430void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
1431	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1432	_drawScanlines(glRenderer, GBA_VIDEO_VERTICAL_PIXELS - 1);
1433	_finalizeLayers(glRenderer);
1434	glDisable(GL_SCISSOR_TEST);
1435	glBindVertexArray(0);
1436	glRenderer->firstAffine = -1;
1437	glRenderer->firstY = -1;
1438	glRenderer->bg[2].affine.sx = glRenderer->bg[2].refx;
1439	glRenderer->bg[2].affine.sy = glRenderer->bg[2].refy;
1440	glRenderer->bg[3].affine.sx = glRenderer->bg[3].refx;
1441	glRenderer->bg[3].affine.sy = glRenderer->bg[3].refy;
1442}
1443
1444void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels) {
1445	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1446	*stride = GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale;
1447	if (!glRenderer->temporaryBuffer) {
1448		glRenderer->temporaryBuffer = anonymousMemoryMap(GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale * BYTES_PER_PIXEL);
1449	}
1450	glFinish();
1451	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
1452	glPixelStorei(GL_PACK_ROW_LENGTH, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale);
1453	glPixelStorei(GL_PACK_ALIGNMENT, 1);
1454	glReadPixels(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale, GL_RGBA, GL_UNSIGNED_BYTE, (void*) glRenderer->temporaryBuffer);
1455	*pixels = glRenderer->temporaryBuffer;
1456}
1457
1458void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels) {
1459
1460}
1461
1462static void _enableBg(struct GBAVideoGLRenderer* renderer, int bg, bool active) {
1463	int wasActive = renderer->bg[bg].enabled;
1464	if (!active) {
1465		renderer->bg[bg].enabled = 0;
1466	} else if (!wasActive && active) {
1467		/*if (renderer->nextY == 0 || GBARegisterDISPCNTGetMode(renderer->dispcnt) > 2) {
1468			// TODO: Investigate in more depth how switching background works in different modes
1469			renderer->bg[bg].enabled = 4;
1470		} else {
1471			renderer->bg[bg].enabled = 1;
1472		}*/
1473		renderer->bg[bg].enabled = 4;
1474	}
1475}
1476
1477static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer) {
1478	_enableBg(renderer, 0, GBARegisterDISPCNTGetBg0Enable(renderer->dispcnt));
1479	_enableBg(renderer, 1, GBARegisterDISPCNTGetBg1Enable(renderer->dispcnt));
1480	_enableBg(renderer, 2, GBARegisterDISPCNTGetBg2Enable(renderer->dispcnt));
1481	_enableBg(renderer, 3, GBARegisterDISPCNTGetBg3Enable(renderer->dispcnt));
1482}
1483
1484static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
1485	bg->priority = GBARegisterBGCNTGetPriority(value);
1486	bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
1487	bg->mosaic = GBARegisterBGCNTGetMosaic(value);
1488	bg->multipalette = GBARegisterBGCNTGet256Color(value);
1489	bg->screenBase = GBARegisterBGCNTGetScreenBase(value) << 10;
1490	bg->overflow = GBARegisterBGCNTGetOverflow(value);
1491	bg->size = GBARegisterBGCNTGetSize(value);
1492}
1493
1494static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1495	bg->refx = (bg->refx & 0xFFFF0000) | value;
1496	bg->affine.sx = bg->refx;
1497}
1498
1499static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1500	bg->refx = (bg->refx & 0x0000FFFF) | (value << 16);
1501	bg->refx <<= 4;
1502	bg->refx >>= 4;
1503	bg->affine.sx = bg->refx;
1504}
1505
1506static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1507	bg->refy = (bg->refy & 0xFFFF0000) | value;
1508	bg->affine.sy = bg->refy;
1509}
1510
1511static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1512	bg->refy = (bg->refy & 0x0000FFFF) | (value << 16);
1513	bg->refy <<= 4;
1514	bg->refy >>= 4;
1515	bg->affine.sy = bg->refy;
1516}
1517
1518static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value) {
1519	renderer->bg[0].target1 = GBARegisterBLDCNTGetTarget1Bg0(value);
1520	renderer->bg[1].target1 = GBARegisterBLDCNTGetTarget1Bg1(value);
1521	renderer->bg[2].target1 = GBARegisterBLDCNTGetTarget1Bg2(value);
1522	renderer->bg[3].target1 = GBARegisterBLDCNTGetTarget1Bg3(value);
1523	renderer->bg[0].target2 = GBARegisterBLDCNTGetTarget2Bg0(value);
1524	renderer->bg[1].target2 = GBARegisterBLDCNTGetTarget2Bg1(value);
1525	renderer->bg[2].target2 = GBARegisterBLDCNTGetTarget2Bg2(value);
1526	renderer->bg[3].target2 = GBARegisterBLDCNTGetTarget2Bg3(value);
1527
1528	renderer->blendEffect = GBARegisterBLDCNTGetEffect(value);
1529	renderer->target1Obj = GBARegisterBLDCNTGetTarget1Obj(value);
1530	renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
1531	renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
1532	renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
1533}
1534
1535void _finalizeLayers(struct GBAVideoGLRenderer* renderer) {
1536	const GLuint* uniforms = renderer->finalizeShader.uniforms;
1537	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]);
1538	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1539	glScissor(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1540	if (GBARegisterDISPCNTIsForcedBlank(renderer->dispcnt)) {
1541		glClearColor(1.f, 1.f, 1.f, 1.f);
1542		glClear(GL_COLOR_BUFFER_BIT);
1543	} else {
1544		glUseProgram(renderer->finalizeShader.program);
1545		glBindVertexArray(renderer->finalizeShader.vao);
1546		glActiveTexture(GL_TEXTURE0);
1547		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
1548		glActiveTexture(GL_TEXTURE0 + 1);
1549		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_COLOR]);
1550		glActiveTexture(GL_TEXTURE0 + 2);
1551		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_FLAGS]);
1552		glActiveTexture(GL_TEXTURE0 + 3);
1553		glBindTexture(GL_TEXTURE_2D, renderer->bg[0].tex);
1554		glActiveTexture(GL_TEXTURE0 + 4);
1555		glBindTexture(GL_TEXTURE_2D, renderer->bg[0].flags);
1556		glActiveTexture(GL_TEXTURE0 + 5);
1557		glBindTexture(GL_TEXTURE_2D, renderer->bg[1].tex);
1558		glActiveTexture(GL_TEXTURE0 + 6);
1559		glBindTexture(GL_TEXTURE_2D, renderer->bg[1].flags);
1560		glActiveTexture(GL_TEXTURE0 + 7);
1561		glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex);
1562		glActiveTexture(GL_TEXTURE0 + 8);
1563		glBindTexture(GL_TEXTURE_2D, renderer->bg[2].flags);
1564		glActiveTexture(GL_TEXTURE0 + 9);
1565		glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex);
1566		glActiveTexture(GL_TEXTURE0 + 10);
1567		glBindTexture(GL_TEXTURE_2D, renderer->bg[3].flags);
1568		glActiveTexture(GL_TEXTURE0 + 11);
1569		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_COLOR]);
1570		glActiveTexture(GL_TEXTURE0 + 12);
1571		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_FLAGS]);
1572
1573		glUniform2i(uniforms[GBA_GL_VS_LOC], GBA_VIDEO_VERTICAL_PIXELS, 0);
1574		glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1575		glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);
1576		glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 5, 7, 9, 1 });
1577		glUniform1iv(uniforms[GBA_GL_FINALIZE_FLAGS], 5, (GLint[]) { 4, 6, 8, 10, 2 });
1578		glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1579		glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1580		glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 11);
1581		glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 12);
1582		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1583	}
1584	glBindFramebuffer(GL_FRAMEBUFFER, 0);
1585}
1586
1587void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY) {
1588	int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
1589	int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
1590	int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
1591	x >>= 23;
1592
1593	int align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
1594	unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10;
1595	int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> 3) : (0x20 >> GBAObjAttributesAGet256Color(sprite->a));
1596
1597	if (spriteY + height >= 256) {
1598		spriteY -= 256;
1599	}
1600
1601	int totalWidth = width;
1602	int totalHeight = height;
1603	if (GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesAIsDoubleSize(sprite->a)) {
1604		totalWidth <<= 1;
1605		totalHeight <<= 1;
1606	}
1607
1608	const struct GBAVideoGLShader* shader = &renderer->objShader[GBAObjAttributesAGet256Color(sprite->a)];
1609	const GLuint* uniforms = shader->uniforms;
1610	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OBJ]);
1611	glViewport(x * renderer->scale, spriteY * renderer->scale, totalWidth * renderer->scale, totalHeight * renderer->scale);
1612	glScissor(x * renderer->scale, renderer->firstY * renderer->scale, totalWidth * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1613	glUseProgram(shader->program);
1614	glBindVertexArray(shader->vao);
1615	glActiveTexture(GL_TEXTURE0);
1616	glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1617	glUniform2i(uniforms[GBA_GL_VS_LOC], totalHeight, 0);
1618	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], totalWidth, totalHeight);
1619	glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0);
1620	glUniform1iv(uniforms[GBA_GL_OBJ_PALETTE], 256, &renderer->shadowPalette[256]);
1621	glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
1622	glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
1623	glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
1624	glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c),
1625	                                          (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
1626	                                          renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
1627	if (GBAObjAttributesAIsTransformed(sprite->a)) {
1628		struct GBAOAMMatrix mat;
1629		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
1630		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
1631		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
1632		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
1633
1634		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 });
1635	} else {
1636		int flipX = 1;
1637		int flipY = 1;
1638		if (GBAObjAttributesBIsHFlip(sprite->b)) {
1639			flipX = -1;
1640		}
1641		if (GBAObjAttributesBIsVFlip(sprite->b)) {
1642			flipY = -1;
1643		}
1644		glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { flipX, 0, 0, flipY });
1645	}
1646	glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
1647	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
1648		glDisable(GL_DEPTH_TEST);
1649		int window = renderer->objwin & 0x3F;
1650		glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 1, window, renderer->bldb, renderer->bldy);
1651		glDrawBuffers(3, (GLenum[]) { GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT2 });
1652	} else {
1653		glEnable(GL_DEPTH_TEST);
1654		glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0, 0);
1655		glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1656	}
1657	if (GBAObjAttributesAIsMosaic(sprite->a) && GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN) {
1658		int mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
1659		if (GBAObjAttributesBIsHFlip(sprite->b)) {
1660			mosaicH = -mosaicH;
1661		}
1662		glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], mosaicH, GBAMosaicControlGetObjV(renderer->mosaic) + 1, x, spriteY);
1663	} else {
1664		glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], 0, 0, 0, 0);
1665	}
1666	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1667	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1668}
1669
1670void _prepareBackground(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms) {
1671	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1672	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1673	glActiveTexture(GL_TEXTURE0);
1674	glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1675	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1676	glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
1677	glUniform1iv(uniforms[GBA_GL_OBJ_PALETTE], 256, renderer->shadowPalette);
1678	if (background->mosaic) {
1679		glUniform2i(uniforms[GBA_GL_BG_MOSAIC], GBAMosaicControlGetBgV(renderer->mosaic) + 1, GBAMosaicControlGetBgH(renderer->mosaic) + 1);
1680	} else {
1681		glUniform2i(uniforms[GBA_GL_BG_MOSAIC], 0, 0);
1682	}
1683	glUniform4i(uniforms[GBA_GL_BG_INFLAGS], background->priority,
1684		                                     background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4),
1685		                                     renderer->blda, 0);
1686	glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1687}
1688
1689void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1690	const struct GBAVideoGLShader* shader = &renderer->bgShader[background->multipalette ? 1 : 0];
1691	const GLuint* uniforms = shader->uniforms;
1692	glUseProgram(shader->program);
1693	glBindVertexArray(shader->vao);
1694	_prepareBackground(renderer, background, uniforms);
1695	glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1696	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1697	glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1698	glUniform1iv(uniforms[GBA_GL_BG_OFFSET], GBA_VIDEO_VERTICAL_PIXELS, background->scanlineOffset);
1699
1700	glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1701	glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1702	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1703
1704	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1705}
1706
1707void _prepareTransform(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms, int y) {
1708	glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
1709	glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1710	glUniform2i(uniforms[GBA_GL_BG_RANGE], renderer->firstAffine, y);
1711
1712	glUniform4iv(uniforms[GBA_GL_BG_TRANSFORM], GBA_VIDEO_VERTICAL_PIXELS, background->scanlineAffine);
1713	_prepareBackground(renderer, background, uniforms);
1714}
1715
1716void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1717	const struct GBAVideoGLShader* shader = &renderer->bgShader[background->overflow ? 2 : 3];
1718	const GLuint* uniforms = shader->uniforms;
1719	glUseProgram(shader->program);
1720	glBindVertexArray(shader->vao);
1721	_prepareTransform(renderer, background, uniforms, y);
1722	glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1723	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1724	glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1725	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1726	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1727}
1728
1729void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1730	const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1731	const GLuint* uniforms = shader->uniforms;
1732	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1733	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1734	glUseProgram(shader->program);
1735	glBindVertexArray(shader->vao);
1736	_prepareTransform(renderer, background, uniforms, y);
1737	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], 0);
1738	glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1739	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1740	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1741}
1742
1743void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1744	const struct GBAVideoGLShader* shader = &renderer->bgShader[4];
1745	const GLuint* uniforms = shader->uniforms;
1746	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1747	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1748	glUseProgram(shader->program);
1749	glBindVertexArray(shader->vao);
1750	_prepareTransform(renderer, background, uniforms, y);
1751	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0xA000 : 0);
1752	glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1753	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1754	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1755}
1756
1757void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1758	const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1759	const GLuint* uniforms = shader->uniforms;
1760	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1761	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1762	glUseProgram(shader->program);
1763	glBindVertexArray(shader->vao);
1764	_prepareTransform(renderer, background, uniforms, y);
1765	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0x5000 : 0);
1766	glUniform2i(uniforms[GBA_GL_BG_SIZE], 160, 128);
1767	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1768	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1769}
1770
1771void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
1772	const struct GBAVideoGLShader* shader = &renderer->windowShader;
1773	const GLuint* uniforms = shader->uniforms;
1774	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_WINDOW]);
1775	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1776	glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
1777	glUseProgram(shader->program);
1778	glBindVertexArray(shader->vao);
1779	glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1780	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1781	glUniform1i(uniforms[GBA_GL_WIN_DISPCNT], renderer->dispcnt >> 8);
1782	glUniform2i(uniforms[GBA_GL_WIN_BLEND], renderer->bldb, renderer->bldy);
1783	glUniform3i(uniforms[GBA_GL_WIN_FLAGS], renderer->winN[0].control, renderer->winN[1].control, renderer->winout);
1784	glUniform4iv(uniforms[GBA_GL_WIN_WIN0], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[0]);
1785	glUniform4iv(uniforms[GBA_GL_WIN_WIN1], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[1]);
1786	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1787	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1788}
1789
1790#endif