src/gba/renderers/gl.c (view raw)
1/* Copyright (c) 2013-2019 Jeffrey Pfau
2 *
3 * This Source Code Form is subject to the terms of the Mozilla Public
4 * License, v. 2.0. If a copy of the MPL was not distributed with this
5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6#include <mgba/internal/gba/renderers/gl.h>
7
8#if defined(BUILD_GLES2) || defined(BUILD_GLES3)
9
10#include <mgba/core/cache-set.h>
11#include <mgba/internal/arm/macros.h>
12#include <mgba/internal/gba/io.h>
13#include <mgba/internal/gba/renderers/cache-set.h>
14#include <mgba-util/memory.h>
15
16static void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer);
17static void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer);
18static void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer);
19static void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address);
20static void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam);
21static void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
22static uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
23static void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y);
24static void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer);
25static void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels);
26static void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels);
27
28static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer);
29static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value);
30static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value);
31static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value);
32static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value);
33static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value);
34static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value);
35
36static void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY);
37static void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
38static void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
39static void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
40static void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
41static void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
42static void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y);
43
44static void _cleanRegister(struct GBAVideoGLRenderer* renderer, int address, uint16_t value);
45static void _drawScanlines(struct GBAVideoGLRenderer* renderer, int lastY);
46static void _finalizeLayers(struct GBAVideoGLRenderer* renderer);
47
48#define TEST_LAYER_ENABLED(X) !glRenderer->d.disableBG[X] && glRenderer->bg[X].enabled == 4
49
50struct GBAVideoGLUniform {
51 const char* name;
52 int type;
53};
54
55#define PALETTE_ENTRY "#define PALETTE_ENTRY(x) (vec3((ivec3(0x1F, 0x3E0, 0x7C00) & (x)) >> ivec3(0, 5, 10)) / 31.)\n"
56
57static const GLchar* const _gles3Header =
58 "#version 300 es\n"
59 "#define OUT(n) layout(location = n)\n"
60 PALETTE_ENTRY
61 "precision highp float;\n"
62 "precision highp int;\n"
63 "precision highp sampler2D;\n"
64 "precision highp isampler2D;\n";
65
66static const GLchar* const _gl3Header =
67 "#version 150 core\n"
68 "#define OUT(n)\n"
69 PALETTE_ENTRY
70 "precision highp float;\n";
71
72static const char* const _vertexShader =
73 "in vec2 position;\n"
74 "uniform ivec2 loc;\n"
75 "uniform ivec2 maxPos;\n"
76 "out vec2 texCoord;\n"
77
78 "void main() {\n"
79 " vec2 local = vec2(position.x, float(position.y * float(loc.x) + float(loc.y)) / float(maxPos.y));\n"
80 " gl_Position = vec4((local * 2. - 1.) * vec2(sign(maxPos)), 0., 1.);\n"
81 " texCoord = local * vec2(abs(maxPos));\n"
82 "}";
83
84static const char* const _renderTile16 =
85 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
86 " int address = charBase + tile * 16 + (localCoord.x >> 2) + (localCoord.y << 1);\n"
87 " 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 { "mosaic", GBA_GL_BG_MOSAIC, },
121 { 0 }
122};
123
124static const char* const _renderMode0 =
125 "in vec2 texCoord;\n"
126 "uniform sampler2D vram;\n"
127 "uniform int palette[256];\n"
128 "uniform int screenBase;\n"
129 "uniform int charBase;\n"
130 "uniform int size;\n"
131 "uniform int offset[160];\n"
132 "uniform ivec2 mosaic;\n"
133 "OUT(0) out vec4 color;\n"
134
135 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
136
137 "void main() {\n"
138 " ivec2 coord = ivec2(texCoord);\n"
139 " if (mosaic.x > 1) {\n"
140 " coord.x -= coord.x % mosaic.x;\n"
141 " }\n"
142 " if (mosaic.y > 1) {\n"
143 " coord.y -= coord.y % mosaic.y;\n"
144 " }\n"
145 " coord += (ivec2(0x1FF, 0x1FF000) & offset[int(texCoord.y)]) >> ivec2(0, 12);\n"
146 " ivec2 wrap = ivec2(255, 255);\n"
147 " int doty = 0;\n"
148 " if ((size & 1) == 1) {\n"
149 " wrap.x = 511;\n"
150 " ++doty;\n"
151 " }\n"
152 " if ((size & 2) == 2) {\n"
153 " wrap.y = 511;\n"
154 " ++doty;\n"
155 " }\n"
156 " coord &= wrap;\n"
157 " wrap = coord & 256;\n"
158 " coord &= 255;\n"
159 " coord.y += wrap.x + wrap.y * doty;\n"
160 " int mapAddress = screenBase + (coord.x >> 3) + (coord.y >> 3) * 32;\n"
161 " vec4 map = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
162 " int tileFlags = int(map.g * 15.9);\n"
163 " if ((tileFlags & 4) == 4) {\n"
164 " coord.x ^= 7;\n"
165 " }\n"
166 " if ((tileFlags & 8) == 8) {\n"
167 " coord.y ^= 7;\n"
168 " }\n"
169 " int tile = int(map.a * 15.9) + int(map.b * 15.9) * 16 + (tileFlags & 0x3) * 256;\n"
170 " color = renderTile(tile, int(map.r * 15.9), coord & 7);\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 { "offset", GBA_GL_BG_OFFSET, },
199 { "transform", GBA_GL_BG_TRANSFORM, },
200 { "range", GBA_GL_BG_RANGE, },
201 { "mosaic", GBA_GL_BG_MOSAIC, },
202 { 0 }
203};
204
205static const char* const _interpolate =
206 "vec2 interpolate(ivec2 arr[4], float x) {\n"
207 " float x1m = 1. - x;\n"
208 " return x1m * x1m * x1m * vec2(arr[0]) +"
209 " 3. * x1m * x1m * x * vec2(arr[1]) +"
210 " 3. * x1m * x * x * vec2(arr[2]) +"
211 " x * x * x * vec2(arr[3]);\n"
212 "}\n"
213
214 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]) {\n"
215 " int start = max(range.x, y - 3);\n"
216 " mat[0] = transform[start + 0].xy;\n"
217 " aff[0] = transform[start + 0].zw;\n"
218 " mat[1] = transform[start + 1].xy;\n"
219 " aff[1] = transform[start + 1].zw;\n"
220 " mat[2] = transform[start + 2].xy;\n"
221 " aff[2] = transform[start + 2].zw;\n"
222 " mat[3] = transform[start + 3].xy;\n"
223 " aff[3] = transform[start + 3].zw;\n"
224 "}\n";
225
226static const char* const _renderMode2 =
227 "in vec2 texCoord;\n"
228 "uniform sampler2D vram;\n"
229 "uniform int palette[256];\n"
230 "uniform int screenBase;\n"
231 "uniform int charBase;\n"
232 "uniform int size;\n"
233 "uniform ivec4 transform[160];\n"
234 "uniform ivec2 range;\n"
235 "uniform ivec2 mosaic;\n"
236 "OUT(0) out vec4 color;\n"
237
238 "vec4 fetchTile(ivec2 coord);\n"
239 "vec2 interpolate(ivec2 arr[4], float x);\n"
240 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
241
242 "vec4 renderTile(ivec2 coord) {\n"
243 " int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n"
244 " int mapAddress = screenBase + (map >> 1);\n"
245 " vec4 twomaps = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
246 " int tile = int(twomaps[3 - 2 * (map & 1)] * 15.9) + int(twomaps[2 - 2 * (map & 1)] * 15.9) * 16;\n"
247 " int address = charBase + tile * 32 + ((coord.x >> 9) & 3) + ((coord.y >> 6) & 0x1C);\n"
248 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
249 " int entry = int(halfrow[3 - ((coord.x >> 7) & 2)] * 15.9);\n"
250 " int pal2 = int(halfrow[2 - ((coord.x >> 7) & 2)] * 15.9);\n"
251 " if ((pal2 | entry) == 0) {\n"
252 " discard;\n"
253 " }\n"
254 " int paletteEntry = palette[pal2 * 16 + entry];\n"
255 " vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
256 " return color;\n"
257 "}\n"
258
259 "void main() {\n"
260 " ivec2 mat[4];\n"
261 " ivec2 offset[4];\n"
262 " vec2 incoord = texCoord;\n"
263 " if (mosaic.x > 1) {\n"
264 " incoord.x = floor(incoord.x - float(int(incoord.x) % mosaic.x));\n"
265 " }\n"
266 " if (mosaic.y > 1) {\n"
267 " incoord.y = floor(incoord.y - float(int(incoord.y) % mosaic.y));\n"
268 " }\n"
269 " loadAffine(int(incoord.y), mat, offset);\n"
270 " float y = fract(incoord.y);\n"
271 " float start = 0.75;\n"
272 " if (int(incoord.y) - range.x < 4) {\n"
273 " y = incoord.y - float(range.x);\n"
274 " start = 0.;\n"
275 " }\n"
276 " float lin = start + y * 0.25;\n"
277 " vec2 mixedTransform = interpolate(mat, lin);\n"
278 " vec2 mixedOffset = interpolate(offset, lin);\n"
279 " color = fetchTile(ivec2(mixedTransform * incoord.x + mixedOffset));\n"
280 "}";
281
282static const struct GBAVideoGLUniform _uniformsMode35[] = {
283 { "loc", GBA_GL_VS_LOC, },
284 { "maxPos", GBA_GL_VS_MAXPOS, },
285 { "vram", GBA_GL_BG_VRAM, },
286 { "charBase", GBA_GL_BG_CHARBASE, },
287 { "size", GBA_GL_BG_SIZE, },
288 { "offset", GBA_GL_BG_OFFSET, },
289 { "transform", GBA_GL_BG_TRANSFORM, },
290 { "range", GBA_GL_BG_RANGE, },
291 { "mosaic", GBA_GL_BG_MOSAIC, },
292 { 0 }
293};
294
295static const char* const _renderMode35 =
296 "in vec2 texCoord;\n"
297 "uniform sampler2D vram;\n"
298 "uniform int charBase;\n"
299 "uniform ivec2 size;\n"
300 "uniform ivec4 transform[160];\n"
301 "uniform ivec2 range;\n"
302 "uniform ivec2 mosaic;\n"
303 "OUT(0) out vec4 color;\n"
304
305 "vec2 interpolate(ivec2 arr[4], float x);\n"
306 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
307
308 "void main() {\n"
309 " ivec2 mat[4];\n"
310 " ivec2 offset[4];\n"
311 " vec2 incoord = texCoord;\n"
312 " if (mosaic.x > 1) {\n"
313 " incoord.x = floor(incoord.x - float(int(incoord.x) % mosaic.x));\n"
314 " }\n"
315 " if (mosaic.y > 1) {\n"
316 " incoord.y = floor(incoord.y - float(int(incoord.y) % mosaic.y));\n"
317 " }\n"
318 " loadAffine(int(incoord.y), mat, offset);\n"
319 " float y = fract(incoord.y);\n"
320 " float start = 0.75;\n"
321 " if (int(incoord.y) - range.x < 4) {\n"
322 " y = incoord.y - float(range.x);\n"
323 " start = 0.;\n"
324 " }\n"
325 " float lin = start + y * 0.25;\n"
326 " vec2 mixedTransform = interpolate(mat, lin);\n"
327 " vec2 mixedOffset = interpolate(offset, lin);\n"
328 " ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
329 " if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
330 " discard;\n"
331 " }\n"
332 " if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
333 " discard;\n"
334 " }\n"
335 " int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
336 " ivec4 entry = ivec4(texelFetch(vram, ivec2(address & 255, address >> 8), 0) * 15.9);\n"
337 " int sixteen = (entry.x << 12) | (entry.y << 8) | (entry.z << 4) | entry.w;\n"
338 " color = vec4(float(sixteen & 0x1F) / 31., float((sixteen >> 5) & 0x1F) / 31., float((sixteen >> 10) & 0x1F) / 31., 1.);\n"
339 "}";
340
341static const struct GBAVideoGLUniform _uniformsMode4[] = {
342 { "loc", GBA_GL_VS_LOC, },
343 { "maxPos", GBA_GL_VS_MAXPOS, },
344 { "vram", GBA_GL_BG_VRAM, },
345 { "palette", GBA_GL_BG_PALETTE, },
346 { "charBase", GBA_GL_BG_CHARBASE, },
347 { "size", GBA_GL_BG_SIZE, },
348 { "offset", GBA_GL_BG_OFFSET, },
349 { "transform", GBA_GL_BG_TRANSFORM, },
350 { "range", GBA_GL_BG_RANGE, },
351 { "mosaic", GBA_GL_BG_MOSAIC, },
352 { 0 }
353};
354
355static const char* const _renderMode4 =
356 "in vec2 texCoord;\n"
357 "uniform sampler2D vram;\n"
358 "uniform int palette[256];\n"
359 "uniform int charBase;\n"
360 "uniform ivec2 size;\n"
361 "uniform ivec4 transform[160];\n"
362 "uniform ivec2 range;\n"
363 "uniform ivec2 mosaic;\n"
364 "OUT(0) out vec4 color;\n"
365
366 "vec2 interpolate(ivec2 arr[4], float x);\n"
367 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
368
369 "void main() {\n"
370 " ivec2 mat[4];\n"
371 " ivec2 offset[4];\n"
372 " vec2 incoord = texCoord;\n"
373 " if (mosaic.x > 1) {\n"
374 " incoord.x = floor(incoord.x - float(int(incoord.x) % mosaic.x));\n"
375 " }\n"
376 " if (mosaic.y > 1) {\n"
377 " incoord.y = floor(incoord.y - float(int(incoord.y) % mosaic.y));\n"
378 " }\n"
379 " loadAffine(int(incoord.y), mat, offset);\n"
380 " float y = fract(incoord.y);\n"
381 " float start = 0.75;\n"
382 " if (int(incoord.y) - range.x < 4) {\n"
383 " y = incoord.y - float(range.x);\n"
384 " start = 0.;\n"
385 " }\n"
386 " float lin = start + y * 0.25;\n"
387 " vec2 mixedTransform = interpolate(mat, lin);\n"
388 " vec2 mixedOffset = interpolate(offset, lin);\n"
389 " ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
390 " if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
391 " discard;\n"
392 " }\n"
393 " if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
394 " discard;\n"
395 " }\n"
396 " int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
397 " vec4 twoEntries = texelFetch(vram, ivec2((address >> 1) & 255, address >> 9), 0);\n"
398 " ivec2 entry = ivec2(twoEntries[3 - 2 * (address & 1)] * 15.9, twoEntries[2 - 2 * (address & 1)] * 15.9);\n"
399 " int paletteEntry = palette[entry.y * 16 + entry.x];\n"
400 " color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
401 "}";
402
403static const struct GBAVideoGLUniform _uniformsObj[] = {
404 { "loc", GBA_GL_VS_LOC, },
405 { "maxPos", GBA_GL_VS_MAXPOS, },
406 { "vram", GBA_GL_OBJ_VRAM, },
407 { "palette", GBA_GL_OBJ_PALETTE, },
408 { "charBase", GBA_GL_OBJ_CHARBASE, },
409 { "stride", GBA_GL_OBJ_STRIDE, },
410 { "localPalette", GBA_GL_OBJ_LOCALPALETTE, },
411 { "inflags", GBA_GL_OBJ_INFLAGS, },
412 { "transform", GBA_GL_OBJ_TRANSFORM, },
413 { "dims", GBA_GL_OBJ_DIMS, },
414 { "objwin", GBA_GL_OBJ_OBJWIN, },
415 { "mosaic", GBA_GL_OBJ_MOSAIC, },
416 { "cyclesRemaining", GBA_GL_OBJ_CYCLES, },
417 { 0 }
418};
419
420static const char* const _renderObj =
421 "in vec2 texCoord;\n"
422 "uniform sampler2D vram;\n"
423 "uniform int palette[256];\n"
424 "uniform int charBase;\n"
425 "uniform int stride;\n"
426 "uniform int localPalette;\n"
427 "uniform ivec4 inflags;\n"
428 "uniform mat2x2 transform;\n"
429 "uniform ivec4 dims;\n"
430 "uniform ivec4 objwin;\n"
431 "uniform ivec4 mosaic;\n"
432 "uniform int cyclesRemaining[160];\n"
433 "OUT(0) out vec4 color;\n"
434 "OUT(1) out ivec4 flags;\n"
435 "OUT(2) out ivec4 window;\n"
436
437 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
438
439 "void main() {\n"
440 " vec2 incoord = texCoord;\n"
441 " if (mosaic.x > 1) {\n"
442 " int x = int(incoord.x);\n"
443 " incoord.x = float(clamp(x - (mosaic.z + x) % mosaic.x, 0, dims.z - 1));\n"
444 " } else if (mosaic.x < -1) {\n"
445 " int x = dims.z - int(incoord.x) - 1;\n"
446 " incoord.x = float(clamp(dims.z - x + (mosaic.z + x) % -mosaic.x - 1, 0, dims.z - 1));\n"
447 " }\n"
448 " if (cyclesRemaining[int(incoord.y) + mosaic.w] <= 0) {\n"
449 " discard;\n"
450 " }\n"
451 " if (mosaic.y > 1) {\n"
452 " int y = int(incoord.y);\n"
453 " incoord.y = float(clamp(y - (mosaic.w + y) % mosaic.y, 0, dims.w - 1));\n"
454 " }\n"
455 " ivec2 coord = ivec2(transform * (incoord - vec2(dims.zw) / 2.) + vec2(dims.xy) / 2.);\n"
456 " if ((coord & ~(dims.xy - 1)) != ivec2(0, 0)) {\n"
457 " discard;\n"
458 " }\n"
459 " vec4 pix = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, localPalette, coord & 7);\n"
460 " color = pix;\n"
461 " flags = inflags;\n"
462 " gl_FragDepth = float(flags.x) / 16.;\n"
463 " window = ivec4(objwin.yzw, 0);\n"
464 "}";
465
466static const struct GBAVideoGLUniform _uniformsObjPriority[] = {
467 { "loc", GBA_GL_VS_LOC, },
468 { "maxPos", GBA_GL_VS_MAXPOS, },
469 { "inflags", GBA_GL_OBJ_INFLAGS, },
470 { 0 }
471};
472
473static const char* const _renderObjPriority =
474 "in vec2 texCoord;\n"
475 "uniform ivec4 inflags;\n"
476 "OUT(0) out vec4 color;\n"
477 "OUT(1) out ivec4 flags;\n"
478
479 "void main() {\n"
480 " flags = inflags;\n"
481 " gl_FragDepth = float(flags.x) / 16.;\n"
482 " color = vec4(0., 0., 0., 0.);"
483 "}";
484
485static const struct GBAVideoGLUniform _uniformsWindow[] = {
486 { "loc", GBA_GL_VS_LOC, },
487 { "maxPos", GBA_GL_VS_MAXPOS, },
488 { "dispcnt", GBA_GL_WIN_DISPCNT, },
489 { "blend", GBA_GL_WIN_BLEND, },
490 { "flags", GBA_GL_WIN_FLAGS, },
491 { "win0", GBA_GL_WIN_WIN0, },
492 { "win1", GBA_GL_WIN_WIN1, },
493 { 0 }
494};
495
496static const char* const _renderWindow =
497 "in vec2 texCoord;\n"
498 "uniform int dispcnt;\n"
499 "uniform ivec2 blend;\n"
500 "uniform ivec3 flags;\n"
501 "uniform ivec4 win0[160];\n"
502 "uniform ivec4 win1[160];\n"
503 "OUT(0) out ivec4 window;\n"
504
505 "void crop(vec4 windowParams, int flags, inout ivec3 windowFlags) {\n"
506 " bvec4 compare = lessThan(texCoord.xxyy, windowParams);\n"
507 " compare = equal(compare, bvec4(true, false, true, false));\n"
508 " if (any(compare)) {\n"
509 " vec2 h = windowParams.xy;\n"
510 " vec2 v = windowParams.zw;\n"
511 " if (v.x > v.y) {\n"
512 " if (compare.z && compare.w) {\n"
513 " return;\n"
514 " }\n"
515 " } else if (compare.z || compare.w) {\n"
516 " return;\n"
517 " }\n"
518 " if (h.x > h.y) {\n"
519 " if (compare.x && compare.y) {\n"
520 " return;\n"
521 " }\n"
522 " } else if (compare.x || compare.y) {\n"
523 " return;\n"
524 " }\n"
525 " }\n"
526 " windowFlags.x = flags;\n"
527 "}\n"
528
529 "vec4 interpolate(ivec4 win[160]) {\n"
530 " vec4 bottom = vec4(win[int(texCoord.y) - 1]);\n"
531 " vec4 top = vec4(win[int(texCoord.y)]);\n"
532 " if (distance(top, bottom) > 40.) {\n"
533 " return top;\n"
534 " }\n"
535 " return vec4(mix(bottom.xy, top.xy, fract(texCoord.y)), top.zw);\n"
536 "}\n"
537
538 "void main() {\n"
539 " int dispflags = (dispcnt & 0x1F) | 0x20;\n"
540 " if ((dispcnt & 0xE0) == 0) {\n"
541 " window = ivec4(dispflags, blend, 0);\n"
542 " } else {\n"
543 " ivec3 windowFlags = ivec3(flags.z, blend);\n"
544 " if ((dispcnt & 0x40) != 0) { \n"
545 " crop(interpolate(win1), flags.y, windowFlags);\n"
546 " }\n"
547 " if ((dispcnt & 0x20) != 0) { \n"
548 " crop(interpolate(win0), flags.x, windowFlags);\n"
549 " }\n"
550 " window = ivec4(windowFlags, 0);\n"
551 " }\n"
552 "}\n";
553
554static const struct GBAVideoGLUniform _uniformsFinalize[] = {
555 { "loc", GBA_GL_VS_LOC, },
556 { "maxPos", GBA_GL_VS_MAXPOS, },
557 { "scale", GBA_GL_FINALIZE_SCALE, },
558 { "layers", GBA_GL_FINALIZE_LAYERS, },
559 { "objFlags", GBA_GL_FINALIZE_FLAGS, },
560 { "window", GBA_GL_FINALIZE_WINDOW, },
561 { "backdrop", GBA_GL_FINALIZE_BACKDROP, },
562 { "backdropFlags", GBA_GL_FINALIZE_BACKDROPFLAGS, },
563 { 0 }
564};
565
566static const char* const _finalize =
567 "in vec2 texCoord;\n"
568 "uniform int scale;\n"
569 "uniform sampler2D layers[5];\n"
570 "uniform isampler2D objFlags;\n"
571 "uniform isampler2D window;\n"
572 "uniform sampler2D backdrop;\n"
573 "uniform isampler2D backdropFlags;\n"
574 "out vec4 color;\n"
575
576 "void composite(vec4 pixel, ivec4 flags, inout vec4 topPixel, inout ivec4 topFlags, inout vec4 bottomPixel, inout ivec4 bottomFlags) {\n"
577 " if (flags.x >= topFlags.x) {\n"
578 " if (flags.x >= bottomFlags.x) {\n"
579 " return;\n"
580 " }\n"
581 " bottomFlags = flags;\n"
582 " bottomPixel = pixel;\n"
583 " } else {\n"
584 " bottomFlags = topFlags;\n"
585 " topFlags = flags;\n"
586 " bottomPixel = topPixel;\n"
587 " topPixel = pixel;\n"
588 " }\n"
589 "}\n"
590
591 "void main() {\n"
592 " vec4 topPixel = texelFetch(backdrop, ivec2(0, texCoord.y), 0);\n"
593 " vec4 bottomPixel = topPixel;\n"
594 " ivec4 topFlags = ivec4(texelFetch(backdropFlags, ivec2(0, texCoord.y), 0));\n"
595 " ivec4 bottomFlags = topFlags;\n"
596 " ivec2 coord = ivec2(texCoord * float(scale));\n"
597 " ivec4 windowFlags = texelFetch(window, coord, 0);\n"
598 " int layerWindow = windowFlags.x;\n"
599 " if ((layerWindow & 16) != 0) {\n"
600 " vec4 pix = texelFetch(layers[4], coord, 0);\n"
601 " if (pix.a != 0.) {\n"
602 " ivec4 inflags = ivec4(texelFetch(objFlags, coord, 0));\n"
603 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
604 " }\n"
605 " }\n"
606 " if ((layerWindow & 1) != 0) {\n"
607 " vec4 pix = texelFetch(layers[0], coord, 0);\n"
608 " if (pix.a != 0.) {\n"
609 " ivec4 inflags = ivec4(texelFetch(backdropFlags, ivec2(1, texCoord.y), 0));\n"
610 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
611 " }\n"
612 " }\n"
613 " if ((layerWindow & 2) != 0) {\n"
614 " vec4 pix = texelFetch(layers[1], coord, 0);\n"
615 " if (pix.a != 0.) {\n"
616 " ivec4 inflags = ivec4(texelFetch(backdropFlags, ivec2(2, texCoord.y), 0));\n"
617 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
618 " }\n"
619 " }\n"
620 " if ((layerWindow & 4) != 0) {\n"
621 " vec4 pix = texelFetch(layers[2], coord, 0);\n"
622 " if (pix.a != 0.) {\n"
623 " ivec4 inflags = ivec4(texelFetch(backdropFlags, ivec2(3, texCoord.y), 0));\n"
624 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
625 " }\n"
626 " }\n"
627 " if ((layerWindow & 8) != 0) {\n"
628 " vec4 pix = texelFetch(layers[3], coord, 0);\n"
629 " if (pix.a != 0.) {\n"
630 " ivec4 inflags = ivec4(texelFetch(backdropFlags, ivec2(4, texCoord.y), 0));\n"
631 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
632 " }\n"
633 " }\n"
634 " if ((layerWindow & 32) == 0) {\n"
635 " topFlags.y &= ~1;\n"
636 " }\n"
637 " if (((topFlags.y & 13) == 5 || topFlags.w > 0) && (bottomFlags.y & 2) == 2) {\n"
638 " topPixel.rgb *= float(topFlags.z) / 16.;\n"
639 " topPixel.rgb += bottomPixel.rgb * float(windowFlags.y) / 16.;\n"
640 " } else if ((topFlags.y & 13) == 9) {\n"
641 " topPixel.rgb += (1. - topPixel.rgb) * float(windowFlags.z) / 16.;\n"
642 " } else if ((topFlags.y & 13) == 13) {\n"
643 " topPixel.rgb -= topPixel.rgb * float(windowFlags.z) / 16.;\n"
644 " }\n"
645 " color = topPixel;\n"
646 "}";
647
648static const GLint _vertices[] = {
649 0, 0,
650 0, 1,
651 1, 1,
652 1, 0,
653};
654
655void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
656 renderer->d.init = GBAVideoGLRendererInit;
657 renderer->d.reset = GBAVideoGLRendererReset;
658 renderer->d.deinit = GBAVideoGLRendererDeinit;
659 renderer->d.writeVideoRegister = GBAVideoGLRendererWriteVideoRegister;
660 renderer->d.writeVRAM = GBAVideoGLRendererWriteVRAM;
661 renderer->d.writeOAM = GBAVideoGLRendererWriteOAM;
662 renderer->d.writePalette = GBAVideoGLRendererWritePalette;
663 renderer->d.drawScanline = GBAVideoGLRendererDrawScanline;
664 renderer->d.finishFrame = GBAVideoGLRendererFinishFrame;
665 renderer->d.getPixels = GBAVideoGLRendererGetPixels;
666 renderer->d.putPixels = GBAVideoGLRendererPutPixels;
667
668 renderer->d.disableBG[0] = false;
669 renderer->d.disableBG[1] = false;
670 renderer->d.disableBG[2] = false;
671 renderer->d.disableBG[3] = false;
672 renderer->d.disableOBJ = false;
673
674 renderer->d.highlightBG[0] = false;
675 renderer->d.highlightBG[1] = false;
676 renderer->d.highlightBG[2] = false;
677 renderer->d.highlightBG[3] = false;
678 int i;
679 for (i = 0; i < 128; ++i) {
680 renderer->d.highlightOBJ[i] = false;
681 }
682 renderer->d.highlightColor = 0xFFFFFF;
683 renderer->d.highlightAmount = 0;
684
685 renderer->scale = 1;
686}
687
688static void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVideoGLShader* shader, const char** shaderBuffer, int shaderBufferLines, GLuint vs, const struct GBAVideoGLUniform* uniforms, const char* const* outFrags, char* log) {
689 GLuint program = glCreateProgram();
690 shader->program = program;
691
692 GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
693 glAttachShader(program, vs);
694 glAttachShader(program, fs);
695 glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
696 glCompileShader(fs);
697 glGetShaderInfoLog(fs, 2048, 0, log);
698 if (log[0]) {
699 mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
700 }
701 size_t i;
702#ifndef BUILD_GLES3
703 for (i = 0; outFrags[i]; ++i) {
704 glBindFragDataLocation(program, i, outFrags[i]);
705 }
706#else
707 UNUSED(outFrags);
708#endif
709 glLinkProgram(program);
710 glGetProgramInfoLog(program, 2048, 0, log);
711 if (log[0]) {
712 mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
713 }
714 glDeleteShader(fs);
715
716 glGenVertexArrays(1, &shader->vao);
717 glBindVertexArray(shader->vao);
718 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
719 GLuint positionLocation = glGetAttribLocation(program, "position");
720 glEnableVertexAttribArray(positionLocation);
721 glVertexAttribPointer(positionLocation, 2, GL_INT, GL_FALSE, 0, NULL);
722
723 for (i = 0; uniforms[i].name; ++i) {
724 shader->uniforms[uniforms[i].type] = glGetUniformLocation(program, uniforms[i].name);
725 }
726}
727
728static void _deleteShader(struct GBAVideoGLShader* shader) {
729 glDeleteProgram(shader->program);
730 glDeleteVertexArrays(1, &shader->vao);
731}
732
733static void _initFramebufferTextureEx(GLuint tex, GLenum internalFormat, GLenum format, GLenum type, GLenum attachment, int scale) {
734 glBindTexture(GL_TEXTURE_2D, tex);
735 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
736 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
737 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
738 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
739 glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, scale > 0 ? GBA_VIDEO_HORIZONTAL_PIXELS * scale : 8, GBA_VIDEO_VERTICAL_PIXELS * (scale > 0 ? scale : 1), 0, format, type, 0);
740 glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);
741}
742
743static void _initFramebufferTexture(GLuint tex, GLenum format, GLenum attachment, int scale) {
744 _initFramebufferTextureEx(tex, format, format, GL_UNSIGNED_BYTE, attachment, scale);
745}
746
747static void _initFramebuffers(struct GBAVideoGLRenderer* glRenderer) {
748 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
749 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
750 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
751 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT2, glRenderer->scale);
752 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_DEPTH], GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, GL_DEPTH_STENCIL_ATTACHMENT, glRenderer->scale);
753
754 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
755 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_COLOR], GL_RGB, GL_COLOR_ATTACHMENT0, 0);
756 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_BACKDROP_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, 0);
757
758 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
759 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT0, glRenderer->scale);
760
761 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
762 _initFramebufferTexture(glRenderer->outputTex, GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
763
764 int i;
765 for (i = 0; i < 4; ++i) {
766 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
767 glBindFramebuffer(GL_FRAMEBUFFER, bg->fbo);
768 _initFramebufferTexture(bg->tex, GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
769 }
770 glBindFramebuffer(GL_FRAMEBUFFER, 0);
771}
772
773void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
774 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
775 glRenderer->temporaryBuffer = NULL;
776
777 glGenFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
778 glGenTextures(GBA_GL_TEX_MAX, glRenderer->layers);
779
780 glGenTextures(1, &glRenderer->vramTex);
781 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
782 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
783 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
784 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 256, 192, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, 0);
785
786 glGenBuffers(1, &glRenderer->vbo);
787 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
788 glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
789
790 int i;
791 for (i = 0; i < 4; ++i) {
792 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
793 bg->index = i;
794 bg->enabled = 0;
795 bg->priority = 0;
796 bg->charBase = 0;
797 bg->mosaic = 0;
798 bg->multipalette = 0;
799 bg->screenBase = 0;
800 bg->overflow = 0;
801 bg->size = 0;
802 bg->target1 = 0;
803 bg->target2 = 0;
804 bg->x = 0;
805 bg->y = 0;
806 bg->refx = 0;
807 bg->refy = 0;
808 bg->affine.dx = 256;
809 bg->affine.dmx = 0;
810 bg->affine.dy = 0;
811 bg->affine.dmy = 256;
812 bg->affine.sx = 0;
813 bg->affine.sy = 0;
814 glGenFramebuffers(1, &bg->fbo);
815 glGenTextures(1, &bg->tex);
816 }
817
818 _initFramebuffers(glRenderer);
819
820 char log[2048];
821 const GLchar* shaderBuffer[4];
822 const GLubyte* version = glGetString(GL_VERSION);
823 if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES "))) {
824 shaderBuffer[0] = _gl3Header;
825 } else {
826 shaderBuffer[0] = _gles3Header;
827 }
828
829 GLuint vs = glCreateShader(GL_VERTEX_SHADER);
830 shaderBuffer[1] = _vertexShader;
831 glShaderSource(vs, 2, shaderBuffer, 0);
832 glCompileShader(vs);
833 glGetShaderInfoLog(vs, 2048, 0, log);
834 if (log[0]) {
835 mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
836 }
837
838 const char* const noWindow[] = {"color", "flags", NULL};
839 const char* const window[] = {"color", "flags", "window", NULL};
840 const char* const onlyWindow[] = {"window", NULL};
841 const char* const onlyColor[] = {"color", NULL};
842
843 shaderBuffer[1] = _renderMode0;
844
845 shaderBuffer[2] = _renderTile16;
846 _compileShader(glRenderer, &glRenderer->bgShader[0], shaderBuffer, 3, vs, _uniformsMode0, noWindow, log);
847
848 shaderBuffer[2] = _renderTile256;
849 _compileShader(glRenderer, &glRenderer->bgShader[1], shaderBuffer, 3, vs, _uniformsMode0, noWindow, log);
850
851 shaderBuffer[1] = _renderMode2;
852 shaderBuffer[2] = _interpolate;
853
854 shaderBuffer[3] = _fetchTileOverflow;
855 _compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 4, vs, _uniformsMode2, noWindow, log);
856
857 shaderBuffer[3] = _fetchTileNoOverflow;
858 _compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 4, vs, _uniformsMode2, noWindow, log);
859
860 shaderBuffer[1] = _renderMode4;
861 shaderBuffer[2] = _interpolate;
862 _compileShader(glRenderer, &glRenderer->bgShader[4], shaderBuffer, 3, vs, _uniformsMode4, noWindow, log);
863
864 shaderBuffer[1] = _renderMode35;
865 shaderBuffer[2] = _interpolate;
866 _compileShader(glRenderer, &glRenderer->bgShader[5], shaderBuffer, 3, vs, _uniformsMode35, noWindow, log);
867
868 shaderBuffer[1] = _renderObj;
869
870 shaderBuffer[2] = _renderTile16;
871 _compileShader(glRenderer, &glRenderer->objShader[0], shaderBuffer, 3, vs, _uniformsObj, window, log);
872
873 shaderBuffer[2] = _renderTile256;
874 _compileShader(glRenderer, &glRenderer->objShader[1], shaderBuffer, 3, vs, _uniformsObj, window, log);
875
876 shaderBuffer[1] = _renderObjPriority;
877 _compileShader(glRenderer, &glRenderer->objShader[2], shaderBuffer, 2, vs, _uniformsObjPriority, noWindow, log);
878
879 shaderBuffer[1] = _renderWindow;
880 _compileShader(glRenderer, &glRenderer->windowShader, shaderBuffer, 2, vs, _uniformsWindow, onlyWindow, log);
881
882 shaderBuffer[1] = _finalize;
883 _compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, onlyColor, log);
884
885 glBindVertexArray(0);
886 glDeleteShader(vs);
887
888 GBAVideoGLRendererReset(renderer);
889}
890
891void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
892 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
893 if (glRenderer->temporaryBuffer) {
894 mappedMemoryFree(glRenderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale);
895 }
896 glDeleteFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
897 glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers);
898 glDeleteTextures(1, &glRenderer->vramTex);
899 glDeleteBuffers(1, &glRenderer->vbo);
900
901 _deleteShader(&glRenderer->bgShader[0]);
902 _deleteShader(&glRenderer->bgShader[1]);
903 _deleteShader(&glRenderer->bgShader[2]);
904 _deleteShader(&glRenderer->bgShader[3]);
905 _deleteShader(&glRenderer->objShader[0]);
906 _deleteShader(&glRenderer->objShader[1]);
907 _deleteShader(&glRenderer->finalizeShader);
908
909 int i;
910 for (i = 0; i < 4; ++i) {
911 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
912 glDeleteFramebuffers(1, &bg->fbo);
913 glDeleteTextures(1, &bg->tex);
914 }
915}
916
917void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
918 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
919
920 glRenderer->oamDirty = true;
921 glRenderer->paletteDirty = true;
922 glRenderer->vramDirty = 0xFFFFFF;
923 glRenderer->firstAffine = -1;
924 glRenderer->firstY = -1;
925 glRenderer->dispcnt = 0x0080;
926 glRenderer->mosaic = 0;
927 memset(glRenderer->shadowRegs, 0, sizeof(glRenderer->shadowRegs));
928 glRenderer->regsDirty = 0xFFFFFFFFFFFEULL;
929}
930
931void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
932 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
933 glRenderer->vramDirty |= 1 << (address >> 12);
934}
935
936void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam) {
937 UNUSED(oam);
938 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
939 glRenderer->oamDirty = true;
940}
941
942void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
943 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
944 UNUSED(address);
945 UNUSED(value);
946 glRenderer->paletteDirty = true;
947}
948
949uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
950 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
951 if (renderer->cache) {
952 GBAVideoCacheWriteVideoRegister(renderer->cache, address, value);
953 }
954
955 bool dirty = false;
956 switch (address) {
957 case REG_DISPCNT:
958 value &= 0xFFF7;
959 dirty = true;
960 break;
961 case REG_BG0CNT:
962 case REG_BG1CNT:
963 value &= 0xDFFF;
964 dirty = true;
965 break;
966 case REG_BG0HOFS:
967 value &= 0x01FF;
968 glRenderer->bg[0].x = value;
969 dirty = false;
970 break;
971 case REG_BG0VOFS:
972 value &= 0x01FF;
973 glRenderer->bg[0].y = value;
974 dirty = false;
975 break;
976 case REG_BG1HOFS:
977 value &= 0x01FF;
978 glRenderer->bg[1].x = value;
979 dirty = false;
980 break;
981 case REG_BG1VOFS:
982 value &= 0x01FF;
983 glRenderer->bg[1].y = value;
984 dirty = false;
985 break;
986 case REG_BG2HOFS:
987 value &= 0x01FF;
988 glRenderer->bg[2].x = value;
989 dirty = false;
990 break;
991 case REG_BG2VOFS:
992 value &= 0x01FF;
993 glRenderer->bg[2].y = value;
994 dirty = false;
995 break;
996 case REG_BG3HOFS:
997 value &= 0x01FF;
998 glRenderer->bg[3].x = value;
999 dirty = false;
1000 break;
1001 case REG_BG3VOFS:
1002 value &= 0x01FF;
1003 glRenderer->bg[3].y = value;
1004 dirty = false;
1005 break;
1006 case REG_BG2PA:
1007 glRenderer->bg[2].affine.dx = value;
1008 break;
1009 case REG_BG2PB:
1010 glRenderer->bg[2].affine.dmx = value;
1011 break;
1012 case REG_BG2PC:
1013 glRenderer->bg[2].affine.dy = value;
1014 break;
1015 case REG_BG2PD:
1016 glRenderer->bg[2].affine.dmy = value;
1017 break;
1018 case REG_BG2X_LO:
1019 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[2], value);
1020 break;
1021 case REG_BG2X_HI:
1022 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[2], value);
1023 break;
1024 case REG_BG2Y_LO:
1025 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[2], value);
1026 break;
1027 case REG_BG2Y_HI:
1028 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[2], value);
1029 break;
1030 case REG_BG3PA:
1031 glRenderer->bg[3].affine.dx = value;
1032 break;
1033 case REG_BG3PB:
1034 glRenderer->bg[3].affine.dmx = value;
1035 break;
1036 case REG_BG3PC:
1037 glRenderer->bg[3].affine.dy = value;
1038 break;
1039 case REG_BG3PD:
1040 glRenderer->bg[3].affine.dmy = value;
1041 break;
1042 case REG_BG3X_LO:
1043 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[3], value);
1044 break;
1045 case REG_BG3X_HI:
1046 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[3], value);
1047 break;
1048 case REG_BG3Y_LO:
1049 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[3], value);
1050 break;
1051 case REG_BG3Y_HI:
1052 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[3], value);
1053 break;
1054 case REG_BLDALPHA:
1055 value &= 0x1F1F;
1056 dirty = true;
1057 break;
1058 case REG_BLDY:
1059 value &= 0x1F;
1060 if (value > 0x10) {
1061 value = 0x10;
1062 }
1063 dirty = true;
1064 break;
1065 case REG_WIN0H:
1066 glRenderer->winN[0].h.end = value;
1067 glRenderer->winN[0].h.start = value >> 8;
1068 if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[0].h.start > glRenderer->winN[0].h.end) {
1069 glRenderer->winN[0].h.start = 0;
1070 }
1071 if (glRenderer->winN[0].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1072 glRenderer->winN[0].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
1073 if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1074 glRenderer->winN[0].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
1075 }
1076 }
1077 break;
1078 case REG_WIN1H:
1079 glRenderer->winN[1].h.end = value;
1080 glRenderer->winN[1].h.start = value >> 8;
1081 if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[1].h.start > glRenderer->winN[1].h.end) {
1082 glRenderer->winN[1].h.start = 0;
1083 }
1084 if (glRenderer->winN[1].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1085 glRenderer->winN[1].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
1086 if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1087 glRenderer->winN[1].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
1088 }
1089 }
1090 break;
1091 case REG_WIN0V:
1092 glRenderer->winN[0].v.end = value;
1093 glRenderer->winN[0].v.start = value >> 8;
1094 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[0].v.start > glRenderer->winN[0].v.end) {
1095 glRenderer->winN[0].v.start = 0;
1096 }
1097 if (glRenderer->winN[0].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1098 glRenderer->winN[0].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1099 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1100 glRenderer->winN[0].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1101 }
1102 }
1103 break;
1104 case REG_WIN1V:
1105 glRenderer->winN[1].v.end = value;
1106 glRenderer->winN[1].v.start = value >> 8;
1107 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[1].v.start > glRenderer->winN[1].v.end) {
1108 glRenderer->winN[1].v.start = 0;
1109 }
1110 if (glRenderer->winN[1].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1111 glRenderer->winN[1].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1112 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1113 glRenderer->winN[1].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1114 }
1115 }
1116 break;
1117 case REG_WININ:
1118 case REG_WINOUT:
1119 value &= 0x3F3F;
1120 dirty = true;
1121 break;
1122 default:
1123 dirty = true;
1124 break;
1125 }
1126 if (glRenderer->shadowRegs[address >> 1] == value) {
1127 dirty = false;
1128 } else {
1129 glRenderer->shadowRegs[address >> 1] = value;
1130 }
1131 if (dirty) {
1132 glRenderer->regsDirty |= 1ULL << (address >> 1);
1133 }
1134 return value;
1135}
1136
1137void _cleanRegister(struct GBAVideoGLRenderer* glRenderer, int address, uint16_t value) {
1138 switch (address) {
1139 case REG_DISPCNT:
1140 glRenderer->dispcnt = value;
1141 GBAVideoGLRendererUpdateDISPCNT(glRenderer);
1142 break;
1143 case REG_BG0CNT:
1144 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[0], value);
1145 break;
1146 case REG_BG1CNT:
1147 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[1], value);
1148 break;
1149 case REG_BG2CNT:
1150 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[2], value);
1151 break;
1152 case REG_BG3CNT:
1153 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[3], value);
1154 break;
1155 case REG_BLDCNT:
1156 GBAVideoGLRendererWriteBLDCNT(glRenderer, value);
1157 break;
1158 case REG_BLDALPHA:
1159 glRenderer->blda = value & 0x1F;
1160 if (glRenderer->blda > 0x10) {
1161 glRenderer->blda = 0x10;
1162 }
1163 glRenderer->bldb = (value >> 8) & 0x1F;
1164 if (glRenderer->bldb > 0x10) {
1165 glRenderer->bldb = 0x10;
1166 }
1167 break;
1168 case REG_BLDY:
1169 glRenderer->bldy = value;
1170 break;
1171 case REG_WININ:
1172 glRenderer->winN[0].control = value;
1173 glRenderer->winN[1].control = value >> 8;
1174 break;
1175 case REG_WINOUT:
1176 glRenderer->winout = value;
1177 glRenderer->objwin = value >> 8;
1178 break;
1179 case REG_MOSAIC:
1180 glRenderer->mosaic = value;
1181 break;
1182 default:
1183 break;
1184 }
1185}
1186
1187static bool _dirtyMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1188 UNUSED(y);
1189 if (!background->enabled) {
1190 return false;
1191 }
1192 unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1193 unsigned screenMask = (7 << screenBase) & 0xFFFF; // Technically overzealous
1194 if (renderer->vramDirty & screenMask) {
1195 return true;
1196 }
1197 unsigned charBase = background->charBase >> 11;
1198 unsigned charMask = (0xFFFF << charBase) & 0xFFFF;
1199 if (renderer->vramDirty & charMask) {
1200 return true;
1201 }
1202 return false;
1203}
1204
1205static bool _dirtyMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1206 UNUSED(y);
1207 if (!background->enabled) {
1208 return false;
1209 }
1210 unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1211 unsigned screenMask = (0xF << screenBase) & 0xFFFF;
1212 if (renderer->vramDirty & screenMask) {
1213 return true;
1214 }
1215 unsigned charBase = background->charBase >> 11;
1216 unsigned charMask = (0x3FFF << charBase) & 0xFFFF;
1217 if (renderer->vramDirty & charMask) {
1218 return true;
1219 }
1220 return false;
1221}
1222
1223static bool _dirtyMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1224 UNUSED(y);
1225 if (!background->enabled) {
1226 return false;
1227 }
1228 if (renderer->vramDirty & 0xFFFFF) {
1229 return true;
1230 }
1231 return false;
1232}
1233
1234static bool _dirtyMode45(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1235 UNUSED(y);
1236 if (!background->enabled) {
1237 return false;
1238 }
1239 int start = GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 5 : 0;
1240 int mask = 0x3FF << start;
1241 if (renderer->vramDirty & mask) {
1242 return true;
1243 }
1244 return false;
1245}
1246
1247static bool _needsVramUpload(struct GBAVideoGLRenderer* renderer, int y) {
1248 if (!renderer->vramDirty) {
1249 return false;
1250 }
1251 if (y == 0) {
1252 return true;
1253 }
1254
1255 if (GBARegisterDISPCNTIsObjEnable(renderer->dispcnt) && renderer->vramDirty & 0xFF0000) {
1256 return true;
1257 }
1258
1259 bool dirty = false;
1260 switch (GBARegisterDISPCNTGetMode(renderer->dispcnt)) {
1261 case 0:
1262 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1263 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1264 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[2], y);
1265 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[3], y);
1266 break;
1267 case 1:
1268 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1269 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1270 dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1271 break;
1272 case 2:
1273 dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1274 dirty = dirty || _dirtyMode2(renderer, &renderer->bg[3], y);
1275 break;
1276 case 3:
1277 dirty = _dirtyMode3(renderer, &renderer->bg[2], y);
1278 break;
1279 case 4:
1280 dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1281 break;
1282 case 5:
1283 dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1284 break;
1285 }
1286 return dirty;
1287}
1288
1289void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
1290 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1291
1292 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1293 if (glRenderer->firstAffine < 0) {
1294 glRenderer->firstAffine = y;
1295 }
1296 } else {
1297 glRenderer->firstAffine = -1;
1298 }
1299
1300 if (glRenderer->paletteDirty || _needsVramUpload(glRenderer, y) || glRenderer->oamDirty || glRenderer->regsDirty) {
1301 if (glRenderer->firstY >= 0) {
1302 _drawScanlines(glRenderer, y - 1);
1303 glBindVertexArray(0);
1304 }
1305 }
1306 if (glRenderer->firstY < 0) {
1307 glRenderer->firstY = y;
1308 }
1309
1310 int i;
1311 for (i = 0; i < 0x30; ++i) {
1312 if (!(glRenderer->regsDirty & (1ULL << i))) {
1313 continue;
1314 }
1315 _cleanRegister(glRenderer, i << 1, glRenderer->shadowRegs[i]);
1316 }
1317 glRenderer->regsDirty = 0;
1318
1319 glRenderer->winNHistory[0][y * 4 + 0] = glRenderer->winN[0].h.start;
1320 glRenderer->winNHistory[0][y * 4 + 1] = glRenderer->winN[0].h.end;
1321 glRenderer->winNHistory[0][y * 4 + 2] = glRenderer->winN[0].v.start;
1322 glRenderer->winNHistory[0][y * 4 + 3] = glRenderer->winN[0].v.end;
1323 glRenderer->winNHistory[1][y * 4 + 0] = glRenderer->winN[1].h.start;
1324 glRenderer->winNHistory[1][y * 4 + 1] = glRenderer->winN[1].h.end;
1325 glRenderer->winNHistory[1][y * 4 + 2] = glRenderer->winN[1].v.start;
1326 glRenderer->winNHistory[1][y * 4 + 3] = glRenderer->winN[1].v.end;
1327
1328 glRenderer->bg[0].scanlineOffset[y] = glRenderer->bg[0].x;
1329 glRenderer->bg[0].scanlineOffset[y] |= glRenderer->bg[0].y << 12;
1330 glRenderer->bg[1].scanlineOffset[y] = glRenderer->bg[1].x;
1331 glRenderer->bg[1].scanlineOffset[y] |= glRenderer->bg[1].y << 12;
1332 glRenderer->bg[2].scanlineOffset[y] = glRenderer->bg[2].x;
1333 glRenderer->bg[2].scanlineOffset[y] |= glRenderer->bg[2].y << 12;
1334 glRenderer->bg[2].scanlineAffine[y * 4] = glRenderer->bg[2].affine.dx;
1335 glRenderer->bg[2].scanlineAffine[y * 4 + 1] = glRenderer->bg[2].affine.dy;
1336 glRenderer->bg[2].scanlineAffine[y * 4 + 2] = glRenderer->bg[2].affine.sx;
1337 glRenderer->bg[2].scanlineAffine[y * 4 + 3] = glRenderer->bg[2].affine.sy;
1338 glRenderer->bg[3].scanlineOffset[y] = glRenderer->bg[3].x;
1339 glRenderer->bg[3].scanlineOffset[y] |= glRenderer->bg[3].y << 12;
1340 glRenderer->bg[3].scanlineAffine[y * 4] = glRenderer->bg[3].affine.dx;
1341 glRenderer->bg[3].scanlineAffine[y * 4 + 1] = glRenderer->bg[3].affine.dy;
1342 glRenderer->bg[3].scanlineAffine[y * 4 + 2] = glRenderer->bg[3].affine.sx;
1343 glRenderer->bg[3].scanlineAffine[y * 4 + 3] = glRenderer->bg[3].affine.sy;
1344
1345 if (glRenderer->paletteDirty) {
1346 for (i = 0; i < 512; ++i) {
1347 glRenderer->shadowPalette[i] = glRenderer->d.palette[i];
1348 }
1349 glRenderer->paletteDirty = false;
1350 }
1351
1352 if (_needsVramUpload(glRenderer, y)) {
1353 int first = -1;
1354 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
1355 for (i = 0; i < 25; ++i) {
1356 if (!(glRenderer->vramDirty & (1 << i))) {
1357 if (first >= 0) {
1358 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]);
1359 first = -1;
1360 }
1361 } else if (first < 0) {
1362 first = i;
1363 }
1364 }
1365 glRenderer->vramDirty = 0;
1366 }
1367
1368 if (glRenderer->oamDirty) {
1369 glRenderer->oamMax = GBAVideoRendererCleanOAM(glRenderer->d.oam->obj, glRenderer->sprites, 0);
1370 glRenderer->oamDirty = false;
1371 }
1372
1373 if (y == 0) {
1374 glDisable(GL_SCISSOR_TEST);
1375 glClearColor(0, 0, 0, 0);
1376#ifdef BUILD_GLES3
1377 glClearDepthf(1.f);
1378#else
1379 glClearDepth(1);
1380#endif
1381 glClearStencil(0);
1382 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
1383 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1384 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
1385
1386 for (i = 0; i < 4; ++i) {
1387 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);
1388 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1389 glClear(GL_COLOR_BUFFER_BIT);
1390 }
1391
1392 int spriteCyclesRemaining = GBARegisterDISPCNTIsHblankIntervalFree(glRenderer->dispcnt) ? OBJ_HBLANK_FREE_LENGTH : OBJ_LENGTH;
1393 for (i = 0; i < GBA_VIDEO_VERTICAL_PIXELS; ++i) {
1394 glRenderer->spriteCycles[i] = spriteCyclesRemaining;
1395 }
1396 }
1397
1398 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1399 glRenderer->bg[2].affine.sx += glRenderer->bg[2].affine.dmx;
1400 glRenderer->bg[2].affine.sy += glRenderer->bg[2].affine.dmy;
1401 glRenderer->bg[3].affine.sx += glRenderer->bg[3].affine.dmx;
1402 glRenderer->bg[3].affine.sy += glRenderer->bg[3].affine.dmy;
1403 }
1404}
1405
1406void _drawScanlines(struct GBAVideoGLRenderer* glRenderer, int y) {
1407 glEnable(GL_SCISSOR_TEST);
1408
1409 uint32_t backdrop = M_RGB5_TO_RGB8(glRenderer->shadowPalette[0]);
1410 glViewport(0, 0, 1, GBA_VIDEO_VERTICAL_PIXELS);
1411 glScissor(0, glRenderer->firstY, 1, y - glRenderer->firstY + 1);
1412 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
1413 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1414 glClearBufferfv(GL_COLOR, 0, (GLfloat[]) { ((backdrop >> 16) & 0xF8) / 248., ((backdrop >> 8) & 0xF8) / 248., (backdrop & 0xF8) / 248., 1.f });
1415 glClearBufferiv(GL_COLOR, 1, (GLint[]) { 32, glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4), glRenderer->blda, 0 });
1416
1417 glDrawBuffers(2, (GLenum[]) { GL_NONE, GL_COLOR_ATTACHMENT1 });
1418 int i;
1419 for (i = 0; i < 4; ++i) {
1420 glScissor(i + 1, glRenderer->firstY, i + 2, y - glRenderer->firstY + 1);
1421 glClearBufferiv(GL_COLOR, 1, (GLint[]) { glRenderer->bg[i].priority,
1422 glRenderer->bg[i].target1 | (glRenderer->bg[i].target2 << 1) | (glRenderer->blendEffect << 2),
1423 glRenderer->blda, 0 });
1424 }
1425
1426
1427 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1428
1429 GBAVideoGLRendererDrawWindow(glRenderer, y);
1430 if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
1431 glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
1432 glEnable(GL_STENCIL_TEST);
1433 glDepthFunc(GL_LESS);
1434 for (i = 0; i < glRenderer->oamMax; ++i) {
1435 struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
1436 if ((y < sprite->y && (sprite->endY - 256 < 0 || glRenderer->firstY >= sprite->endY - 256)) || glRenderer->firstY >= sprite->endY) {
1437 continue;
1438 }
1439
1440 GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);
1441
1442 int startY = sprite->y;
1443 int endY = sprite->endY;
1444
1445 if (endY >= 256) {
1446 startY -= 256;
1447 endY -= 256;
1448 }
1449 if (startY < glRenderer->firstY) {
1450 startY = glRenderer->firstY;
1451 }
1452 if (endY > y) {
1453 endY = y;
1454 }
1455 int j;
1456 for (j = startY; j <= endY; ++j) {
1457 glRenderer->spriteCycles[j] -= sprite->cycles;
1458 }
1459 }
1460 glDisable(GL_DEPTH_TEST);
1461 glDisable(GL_STENCIL_TEST);
1462 }
1463
1464 if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1465 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
1466 }
1467 if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1468 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
1469 }
1470 if (TEST_LAYER_ENABLED(2)) {
1471 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1472 case 0:
1473 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
1474 break;
1475 case 1:
1476 case 2:
1477 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
1478 break;
1479 case 3:
1480 GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
1481 break;
1482 case 4:
1483 GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
1484 break;
1485 case 5:
1486 GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y);
1487 break;
1488 }
1489 }
1490 if (TEST_LAYER_ENABLED(3)) {
1491 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1492 case 0:
1493 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[3], y);
1494 break;
1495 case 2:
1496 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[3], y);
1497 break;
1498 }
1499 }
1500 glRenderer->firstY = -1;
1501}
1502
1503void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
1504 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1505 _drawScanlines(glRenderer, GBA_VIDEO_VERTICAL_PIXELS - 1);
1506 _finalizeLayers(glRenderer);
1507 glDisable(GL_SCISSOR_TEST);
1508 glBindVertexArray(0);
1509 glRenderer->firstAffine = -1;
1510 glRenderer->firstY = -1;
1511 glRenderer->bg[2].affine.sx = glRenderer->bg[2].refx;
1512 glRenderer->bg[2].affine.sy = glRenderer->bg[2].refy;
1513 glRenderer->bg[3].affine.sx = glRenderer->bg[3].refx;
1514 glRenderer->bg[3].affine.sy = glRenderer->bg[3].refy;
1515}
1516
1517void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels) {
1518 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1519 *stride = GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale;
1520 if (!glRenderer->temporaryBuffer) {
1521 glRenderer->temporaryBuffer = anonymousMemoryMap(GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale * BYTES_PER_PIXEL);
1522 }
1523 glFinish();
1524 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
1525 glPixelStorei(GL_PACK_ROW_LENGTH, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale);
1526 glPixelStorei(GL_PACK_ALIGNMENT, 1);
1527 glReadPixels(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale, GL_RGBA, GL_UNSIGNED_BYTE, (void*) glRenderer->temporaryBuffer);
1528 *pixels = glRenderer->temporaryBuffer;
1529}
1530
1531void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels) {
1532 // TODO
1533 UNUSED(renderer);
1534 UNUSED(stride);
1535 UNUSED(pixels);
1536}
1537
1538static void _enableBg(struct GBAVideoGLRenderer* renderer, int bg, bool active) {
1539 int wasActive = renderer->bg[bg].enabled;
1540 if (!active) {
1541 renderer->bg[bg].enabled = 0;
1542 } else if (!wasActive && active) {
1543 /*if (renderer->nextY == 0 || GBARegisterDISPCNTGetMode(renderer->dispcnt) > 2) {
1544 // TODO: Investigate in more depth how switching background works in different modes
1545 renderer->bg[bg].enabled = 4;
1546 } else {
1547 renderer->bg[bg].enabled = 1;
1548 }*/
1549 renderer->bg[bg].enabled = 4;
1550 }
1551}
1552
1553static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer) {
1554 _enableBg(renderer, 0, GBARegisterDISPCNTGetBg0Enable(renderer->dispcnt));
1555 _enableBg(renderer, 1, GBARegisterDISPCNTGetBg1Enable(renderer->dispcnt));
1556 _enableBg(renderer, 2, GBARegisterDISPCNTGetBg2Enable(renderer->dispcnt));
1557 _enableBg(renderer, 3, GBARegisterDISPCNTGetBg3Enable(renderer->dispcnt));
1558}
1559
1560static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
1561 bg->priority = GBARegisterBGCNTGetPriority(value);
1562 bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
1563 bg->mosaic = GBARegisterBGCNTGetMosaic(value);
1564 bg->multipalette = GBARegisterBGCNTGet256Color(value);
1565 bg->screenBase = GBARegisterBGCNTGetScreenBase(value) << 10;
1566 bg->overflow = GBARegisterBGCNTGetOverflow(value);
1567 bg->size = GBARegisterBGCNTGetSize(value);
1568}
1569
1570static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1571 bg->refx = (bg->refx & 0xFFFF0000) | value;
1572 bg->affine.sx = bg->refx;
1573}
1574
1575static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1576 bg->refx = (bg->refx & 0x0000FFFF) | (value << 16);
1577 bg->refx <<= 4;
1578 bg->refx >>= 4;
1579 bg->affine.sx = bg->refx;
1580}
1581
1582static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1583 bg->refy = (bg->refy & 0xFFFF0000) | value;
1584 bg->affine.sy = bg->refy;
1585}
1586
1587static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1588 bg->refy = (bg->refy & 0x0000FFFF) | (value << 16);
1589 bg->refy <<= 4;
1590 bg->refy >>= 4;
1591 bg->affine.sy = bg->refy;
1592}
1593
1594static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value) {
1595 renderer->bg[0].target1 = GBARegisterBLDCNTGetTarget1Bg0(value);
1596 renderer->bg[1].target1 = GBARegisterBLDCNTGetTarget1Bg1(value);
1597 renderer->bg[2].target1 = GBARegisterBLDCNTGetTarget1Bg2(value);
1598 renderer->bg[3].target1 = GBARegisterBLDCNTGetTarget1Bg3(value);
1599 renderer->bg[0].target2 = GBARegisterBLDCNTGetTarget2Bg0(value);
1600 renderer->bg[1].target2 = GBARegisterBLDCNTGetTarget2Bg1(value);
1601 renderer->bg[2].target2 = GBARegisterBLDCNTGetTarget2Bg2(value);
1602 renderer->bg[3].target2 = GBARegisterBLDCNTGetTarget2Bg3(value);
1603
1604 renderer->blendEffect = GBARegisterBLDCNTGetEffect(value);
1605 renderer->target1Obj = GBARegisterBLDCNTGetTarget1Obj(value);
1606 renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
1607 renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
1608 renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
1609}
1610
1611void _finalizeLayers(struct GBAVideoGLRenderer* renderer) {
1612 const GLuint* uniforms = renderer->finalizeShader.uniforms;
1613 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]);
1614 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1615 glScissor(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1616 if (GBARegisterDISPCNTIsForcedBlank(renderer->dispcnt)) {
1617 glClearColor(1.f, 1.f, 1.f, 1.f);
1618 glClear(GL_COLOR_BUFFER_BIT);
1619 } else {
1620 glUseProgram(renderer->finalizeShader.program);
1621 glBindVertexArray(renderer->finalizeShader.vao);
1622 glActiveTexture(GL_TEXTURE0);
1623 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
1624 glActiveTexture(GL_TEXTURE0 + 1);
1625 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_COLOR]);
1626 glActiveTexture(GL_TEXTURE0 + 2);
1627 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_FLAGS]);
1628 glActiveTexture(GL_TEXTURE0 + 3);
1629 glBindTexture(GL_TEXTURE_2D, renderer->bg[0].tex);
1630 glActiveTexture(GL_TEXTURE0 + 4);
1631 glBindTexture(GL_TEXTURE_2D, renderer->bg[1].tex);
1632 glActiveTexture(GL_TEXTURE0 + 5);
1633 glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex);
1634 glActiveTexture(GL_TEXTURE0 + 6);
1635 glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex);
1636 glActiveTexture(GL_TEXTURE0 + 7);
1637 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_COLOR]);
1638 glActiveTexture(GL_TEXTURE0 + 8);
1639 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_FLAGS]);
1640
1641 glUniform2i(uniforms[GBA_GL_VS_LOC], GBA_VIDEO_VERTICAL_PIXELS, 0);
1642 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1643 glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);
1644 glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 4, 5, 6, 1 });
1645 glUniform1i(uniforms[GBA_GL_FINALIZE_FLAGS], 2);
1646 glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1647 glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1648 glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 7);
1649 glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 8);
1650 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1651 }
1652 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1653}
1654
1655void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY) {
1656 int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
1657 int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
1658 int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
1659 x >>= 23;
1660
1661 if (GBARegisterDISPCNTGetMode(renderer->dispcnt) >= 3 && GBAObjAttributesCGetTile(sprite->c) < 512) {
1662 return;
1663 }
1664
1665 int align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
1666 unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10;
1667 int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> 3) : (0x20 >> GBAObjAttributesAGet256Color(sprite->a));
1668
1669 int totalWidth = width;
1670 int totalHeight = height;
1671 if (GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesAIsDoubleSize(sprite->a)) {
1672 totalWidth <<= 1;
1673 totalHeight <<= 1;
1674 }
1675
1676 if (spriteY + totalHeight >= 256) {
1677 spriteY -= 256;
1678 }
1679
1680 const struct GBAVideoGLShader* shader = &renderer->objShader[GBAObjAttributesAGet256Color(sprite->a)];
1681 const GLuint* uniforms = shader->uniforms;
1682 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OBJ]);
1683 glViewport(x * renderer->scale, spriteY * renderer->scale, totalWidth * renderer->scale, totalHeight * renderer->scale);
1684 glScissor(x * renderer->scale, renderer->firstY * renderer->scale, totalWidth * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1685 glUseProgram(shader->program);
1686 glBindVertexArray(shader->vao);
1687 glActiveTexture(GL_TEXTURE0);
1688 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1689 glUniform2i(uniforms[GBA_GL_VS_LOC], totalHeight, 0);
1690 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], totalWidth, totalHeight);
1691 glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0);
1692 glUniform1iv(uniforms[GBA_GL_OBJ_PALETTE], 256, &renderer->shadowPalette[256]);
1693 glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
1694 glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
1695 glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
1696 glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c),
1697 (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
1698 renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
1699 glUniform1iv(uniforms[GBA_GL_OBJ_CYCLES], GBA_VIDEO_VERTICAL_PIXELS, renderer->spriteCycles);
1700 if (GBAObjAttributesAIsTransformed(sprite->a)) {
1701 struct GBAOAMMatrix mat;
1702 LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
1703 LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
1704 LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
1705 LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
1706
1707 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 });
1708 } else {
1709 int flipX = 1;
1710 int flipY = 1;
1711 if (GBAObjAttributesBIsHFlip(sprite->b)) {
1712 flipX = -1;
1713 }
1714 if (GBAObjAttributesBIsVFlip(sprite->b)) {
1715 flipY = -1;
1716 }
1717 glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { flipX, 0, 0, flipY });
1718 }
1719 glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
1720 if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
1721 glDisable(GL_DEPTH_TEST);
1722 int window = renderer->objwin & 0x3F;
1723 glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 1, window, renderer->bldb, renderer->bldy);
1724 glDrawBuffers(3, (GLenum[]) { GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT2 });
1725 } else {
1726 glEnable(GL_DEPTH_TEST);
1727 glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0, 0);
1728 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1729 }
1730 if (GBAObjAttributesAIsMosaic(sprite->a) && GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN) {
1731 int mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
1732 if (GBAObjAttributesBIsHFlip(sprite->b)) {
1733 mosaicH = -mosaicH;
1734 }
1735 glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], mosaicH, GBAMosaicControlGetObjV(renderer->mosaic) + 1, x, spriteY);
1736 } else {
1737 glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], 0, 0, x, spriteY);
1738 }
1739 glStencilFunc(GL_ALWAYS, 1, 1);
1740 if (GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN || GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt)) {
1741 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1742 }
1743
1744 shader = &renderer->objShader[2];
1745 uniforms = shader->uniforms;
1746 glStencilFunc(GL_EQUAL, 1, 1);
1747 glUseProgram(shader->program);
1748 glDrawBuffers(2, (GLenum[]) { GL_NONE, GL_COLOR_ATTACHMENT1 });
1749 glBindVertexArray(shader->vao);
1750 glUniform2i(uniforms[GBA_GL_VS_LOC], totalHeight, 0);
1751 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], totalWidth, totalHeight);
1752 glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c),
1753 (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
1754 renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
1755 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1756
1757 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1758}
1759
1760void _prepareBackground(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms) {
1761 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1762 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1763 glActiveTexture(GL_TEXTURE0);
1764 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1765 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1766 glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
1767 glUniform1iv(uniforms[GBA_GL_OBJ_PALETTE], 256, renderer->shadowPalette);
1768 if (background->mosaic) {
1769 glUniform2i(uniforms[GBA_GL_BG_MOSAIC], GBAMosaicControlGetBgV(renderer->mosaic) + 1, GBAMosaicControlGetBgH(renderer->mosaic) + 1);
1770 } else {
1771 glUniform2i(uniforms[GBA_GL_BG_MOSAIC], 0, 0);
1772 }
1773 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1774}
1775
1776void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1777 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->multipalette ? 1 : 0];
1778 const GLuint* uniforms = shader->uniforms;
1779 glUseProgram(shader->program);
1780 glBindVertexArray(shader->vao);
1781 _prepareBackground(renderer, background, uniforms);
1782 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1783 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1784 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1785 glUniform1iv(uniforms[GBA_GL_BG_OFFSET], GBA_VIDEO_VERTICAL_PIXELS, background->scanlineOffset);
1786
1787 glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1788 glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1789 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1790
1791 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1792}
1793
1794void _prepareTransform(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms, int y) {
1795 glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
1796 glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1797 glUniform2i(uniforms[GBA_GL_BG_RANGE], renderer->firstAffine, y);
1798
1799 glUniform4iv(uniforms[GBA_GL_BG_TRANSFORM], GBA_VIDEO_VERTICAL_PIXELS, background->scanlineAffine);
1800 _prepareBackground(renderer, background, uniforms);
1801}
1802
1803void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1804 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->overflow ? 2 : 3];
1805 const GLuint* uniforms = shader->uniforms;
1806 glUseProgram(shader->program);
1807 glBindVertexArray(shader->vao);
1808 _prepareTransform(renderer, background, uniforms, y);
1809 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1810 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1811 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1812 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1813 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1814}
1815
1816void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1817 const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1818 const GLuint* uniforms = shader->uniforms;
1819 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1820 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1821 glUseProgram(shader->program);
1822 glBindVertexArray(shader->vao);
1823 _prepareTransform(renderer, background, uniforms, y);
1824 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], 0);
1825 glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1826 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1827 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1828}
1829
1830void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1831 const struct GBAVideoGLShader* shader = &renderer->bgShader[4];
1832 const GLuint* uniforms = shader->uniforms;
1833 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1834 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1835 glUseProgram(shader->program);
1836 glBindVertexArray(shader->vao);
1837 _prepareTransform(renderer, background, uniforms, y);
1838 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0xA000 : 0);
1839 glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1840 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1841 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1842}
1843
1844void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1845 const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1846 const GLuint* uniforms = shader->uniforms;
1847 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1848 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1849 glUseProgram(shader->program);
1850 glBindVertexArray(shader->vao);
1851 _prepareTransform(renderer, background, uniforms, y);
1852 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0x5000 : 0);
1853 glUniform2i(uniforms[GBA_GL_BG_SIZE], 160, 128);
1854 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1855 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1856}
1857
1858void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
1859 const struct GBAVideoGLShader* shader = &renderer->windowShader;
1860 const GLuint* uniforms = shader->uniforms;
1861 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_WINDOW]);
1862 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1863 glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
1864 glUseProgram(shader->program);
1865 glBindVertexArray(shader->vao);
1866 glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1867 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1868 glUniform1i(uniforms[GBA_GL_WIN_DISPCNT], renderer->dispcnt >> 8);
1869 glUniform2i(uniforms[GBA_GL_WIN_BLEND], renderer->bldb, renderer->bldy);
1870 glUniform3i(uniforms[GBA_GL_WIN_FLAGS], renderer->winN[0].control, renderer->winN[1].control, renderer->winout);
1871 glUniform4iv(uniforms[GBA_GL_WIN_WIN0], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[0]);
1872 glUniform4iv(uniforms[GBA_GL_WIN_WIN1], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[1]);
1873 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1874 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1875}
1876
1877void GBAVideoGLRendererSetScale(struct GBAVideoGLRenderer* renderer, int scale) {
1878 if (scale == renderer->scale) {
1879 return;
1880 }
1881 if (renderer->temporaryBuffer) {
1882 mappedMemoryFree(renderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * renderer->scale * renderer->scale * BYTES_PER_PIXEL);
1883 renderer->temporaryBuffer = NULL;
1884 }
1885 renderer->scale = scale;
1886 _initFramebuffers(renderer);
1887 renderer->paletteDirty = true;
1888}
1889
1890#endif