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
55static const GLchar* const _gles3Header =
56 "#version 300 es\n"
57 "#define OUT(n) layout(location = n)\n"
58 "precision highp float;\n"
59 "precision highp int;\n"
60 "precision highp sampler2D;\n"
61 "precision highp isampler2D;\n";
62
63static const GLchar* const _gl3Header =
64 "#version 130\n"
65 "#define OUT(n)\n"
66 "precision highp float;\n";
67
68static const char* const _vertexShader =
69 "in vec2 position;\n"
70 "uniform ivec2 loc;\n"
71 "uniform ivec2 maxPos;\n"
72 "out vec2 texCoord;\n"
73
74 "void main() {\n"
75 " vec2 local = vec2(position.x, float(position.y * float(loc.x) + float(loc.y)) / float(maxPos.y));\n"
76 " gl_Position = vec4((local * 2. - 1.) * vec2(sign(maxPos)), 0., 1.);\n"
77 " texCoord = local * vec2(abs(maxPos));\n"
78 "}";
79
80static const char* const _renderTile16 =
81 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
82 " int address = charBase + tile * 16 + (localCoord.x >> 2) + (localCoord.y << 1);\n"
83 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
84 " int entry = int(halfrow[3 - (localCoord.x & 3)] * 15.9);\n"
85 " vec4 color = texelFetch(palette, ivec2(entry, paletteId), 0);\n"
86 " if (entry == 0) {\n"
87 " discard;\n"
88 " }\n"
89 " color.a = 1.;\n"
90 " return color;\n"
91 "}";
92
93static const char* const _renderTile256 =
94 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
95 " int address = charBase + tile * 32 + (localCoord.x >> 1) + (localCoord.y << 2);\n"
96 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
97 " int entry = int(halfrow[3 - 2 * (localCoord.x & 1)] * 15.9);\n"
98 " int pal2 = int(halfrow[2 - 2 * (localCoord.x & 1)] * 15.9);\n"
99 " vec4 color = texelFetch(palette, ivec2(entry, pal2 + (paletteId & 16)), 0);\n"
100 " if ((pal2 | entry) == 0) {\n"
101 " discard;\n"
102 " }\n"
103 " color.a = 1.;\n"
104 " return color;\n"
105 "}";
106
107static const struct GBAVideoGLUniform _uniformsMode0[] = {
108 { "loc", GBA_GL_VS_LOC, },
109 { "maxPos", GBA_GL_VS_MAXPOS, },
110 { "vram", GBA_GL_BG_VRAM, },
111 { "palette", GBA_GL_BG_PALETTE, },
112 { "screenBase", GBA_GL_BG_SCREENBASE, },
113 { "charBase", GBA_GL_BG_CHARBASE, },
114 { "size", GBA_GL_BG_SIZE, },
115 { "offset", GBA_GL_BG_OFFSET, },
116 { "inflags", GBA_GL_BG_INFLAGS, },
117 { "mosaic", GBA_GL_BG_MOSAIC, },
118 { 0 }
119};
120
121static const char* const _renderMode0 =
122 "in vec2 texCoord;\n"
123 "uniform sampler2D vram;\n"
124 "uniform sampler2D palette;\n"
125 "uniform int screenBase;\n"
126 "uniform int charBase;\n"
127 "uniform int size;\n"
128 "uniform ivec2 offset;\n"
129 "uniform ivec4 inflags;\n"
130 "uniform ivec2 mosaic;\n"
131 "OUT(0) out vec4 color;\n"
132 "OUT(1) out ivec4 flags;\n"
133
134 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
135
136 "void main() {\n"
137 " ivec2 coord = ivec2(texCoord);\n"
138 " if (mosaic.x > 1) {\n"
139 " coord.x -= coord.x % mosaic.x;\n"
140 " }\n"
141 " if (mosaic.y > 1) {\n"
142 " coord.y -= coord.y % mosaic.y;\n"
143 " }\n"
144 " coord += offset;\n"
145 " if ((size & 1) == 1) {\n"
146 " coord.y += coord.x & 256;\n"
147 " }\n"
148 " coord.x &= 255;\n"
149 " int mapAddress = screenBase + (coord.x >> 3) + (coord.y >> 3) * 32;\n"
150 " vec4 map = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
151 " int tileFlags = int(map.g * 15.9);\n"
152 " if ((tileFlags & 4) == 4) {\n"
153 " coord.x ^= 7;\n"
154 " }\n"
155 " if ((tileFlags & 8) == 8) {\n"
156 " coord.y ^= 7;\n"
157 " }\n"
158 " int tile = int(map.a * 15.9) + int(map.b * 15.9) * 16 + (tileFlags & 0x3) * 256;\n"
159 " color = renderTile(tile, int(map.r * 15.9), coord & 7);\n"
160 " flags = inflags;\n"
161 "}";
162
163static const char* const _fetchTileOverflow =
164 "vec4 fetchTile(ivec2 coord) {\n"
165 " int sizeAdjusted = (0x8000 << size) - 1;\n"
166 " coord &= sizeAdjusted;\n"
167 " return renderTile(coord);\n"
168 "}";
169
170static const char* const _fetchTileNoOverflow =
171 "vec4 fetchTile(ivec2 coord) {\n"
172 " int sizeAdjusted = (0x8000 << size) - 1;\n"
173 " ivec2 outerCoord = coord & ~sizeAdjusted;\n"
174 " if ((outerCoord.x | outerCoord.y) != 0) {\n"
175 " discard;\n"
176 " }\n"
177 " return renderTile(coord);\n"
178 "}";
179
180static const struct GBAVideoGLUniform _uniformsMode2[] = {
181 { "loc", GBA_GL_VS_LOC, },
182 { "maxPos", GBA_GL_VS_MAXPOS, },
183 { "vram", GBA_GL_BG_VRAM, },
184 { "palette", GBA_GL_BG_PALETTE, },
185 { "screenBase", GBA_GL_BG_SCREENBASE, },
186 { "charBase", GBA_GL_BG_CHARBASE, },
187 { "size", GBA_GL_BG_SIZE, },
188 { "inflags", GBA_GL_BG_INFLAGS, },
189 { "offset", GBA_GL_BG_OFFSET, },
190 { "transform", GBA_GL_BG_TRANSFORM, },
191 { "range", GBA_GL_BG_RANGE, },
192 { "mosaic", GBA_GL_BG_MOSAIC, },
193 { 0 }
194};
195
196static const char* const _interpolate =
197 "vec2 interpolate(ivec2 arr[4], float x) {\n"
198 " float x1m = 1. - x;\n"
199 " return x1m * x1m * x1m * vec2(arr[0]) +"
200 " 3. * x1m * x1m * x * vec2(arr[1]) +"
201 " 3. * x1m * x * x * vec2(arr[2]) +"
202 " x * x * x * vec2(arr[3]);\n"
203 "}\n"
204
205 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]) {\n"
206 " int start = max(range.x, y - 3);\n"
207 " ivec4 splitOffset[4];\n"
208
209 " mat[0] = texelFetch(transform, ivec2(0, start), 0).xz;\n"
210 " mat[1] = texelFetch(transform, ivec2(0, start + 1), 0).xz;\n"
211 " mat[2] = texelFetch(transform, ivec2(0, start + 2), 0).xz;\n"
212 " mat[3] = texelFetch(transform, ivec2(0, start + 3), 0).xz;\n"
213
214 " splitOffset[0] = texelFetch(transform, ivec2(1, start + 0), 0);\n"
215 " splitOffset[1] = texelFetch(transform, ivec2(1, start + 1), 0);\n"
216 " splitOffset[2] = texelFetch(transform, ivec2(1, start + 2), 0);\n"
217 " splitOffset[3] = texelFetch(transform, ivec2(1, start + 3), 0);\n"
218
219 " aff[0] = (splitOffset[0].xz & 0xFFFF) + (splitOffset[0].yw << 16);\n"
220 " aff[1] = (splitOffset[1].xz & 0xFFFF) + (splitOffset[1].yw << 16);\n"
221 " aff[2] = (splitOffset[2].xz & 0xFFFF) + (splitOffset[2].yw << 16);\n"
222 " aff[3] = (splitOffset[3].xz & 0xFFFF) + (splitOffset[3].yw << 16);\n"
223
224 " if (y - 3 < range.x) {\n"
225 " ivec2 tempMat[3];\n"
226 " ivec2 tempAff[3];\n"
227 " tempMat[0] = ivec2(interpolate(mat, -0.75));\n"
228 " tempMat[1] = ivec2(interpolate(mat, -0.5));\n"
229 " tempMat[2] = ivec2(interpolate(mat, -0.25));\n"
230 " tempAff[0] = ivec2(interpolate(aff, -0.75));\n"
231 " tempAff[1] = ivec2(interpolate(aff, -0.5));\n"
232 " tempAff[2] = ivec2(interpolate(aff, -0.25));\n"
233 " if (range.x == y) {\n"
234 " mat[3] = mat[0];\n"
235 " mat[2] = tempMat[2];\n"
236 " mat[1] = tempMat[1];\n"
237 " mat[0] = tempMat[0];\n"
238 " aff[3] = aff[0];\n"
239 " aff[2] = tempAff[2];\n"
240 " aff[1] = tempAff[1];\n"
241 " aff[0] = tempAff[0];\n"
242 " } else if (range.x == y - 1) {\n"
243 " mat[3] = mat[1];\n"
244 " mat[2] = mat[0];\n"
245 " mat[1] = tempMat[2];\n"
246 " mat[0] = tempMat[1];\n"
247 " aff[3] = aff[1];\n"
248 " aff[2] = aff[0];\n"
249 " aff[1] = tempAff[2];\n"
250 " aff[0] = tempAff[1];\n"
251 " } else if (range.x == y - 2) {\n"
252 " mat[3] = mat[2];\n"
253 " mat[2] = mat[1];\n"
254 " mat[1] = mat[0];\n"
255 " mat[0] = tempMat[0];\n"
256 " aff[3] = aff[2];\n"
257 " aff[2] = aff[1];\n"
258 " aff[1] = aff[0];\n"
259 " aff[0] = tempAff[0];\n"
260 " }\n"
261 " }\n"
262 "}\n";
263
264static const char* const _renderMode2 =
265 "in vec2 texCoord;\n"
266 "uniform sampler2D vram;\n"
267 "uniform sampler2D palette;\n"
268 "uniform int screenBase;\n"
269 "uniform int charBase;\n"
270 "uniform int size;\n"
271 "uniform ivec4 inflags;\n"
272 "uniform isampler2D transform;\n"
273 "uniform ivec2 range;\n"
274 "uniform ivec2 mosaic;\n"
275 "OUT(0) out vec4 color;\n"
276 "OUT(1) out ivec4 flags;\n"
277
278 "vec4 fetchTile(ivec2 coord);\n"
279 "vec2 interpolate(ivec2 arr[4], float x);\n"
280 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
281
282 "vec4 renderTile(ivec2 coord) {\n"
283 " int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n"
284 " int mapAddress = screenBase + (map >> 1);\n"
285 " vec4 twomaps = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
286 " int tile = int(twomaps[3 - 2 * (map & 1)] * 15.9) + int(twomaps[2 - 2 * (map & 1)] * 15.9) * 16;\n"
287 " int address = charBase + tile * 32 + ((coord.x >> 9) & 3) + ((coord.y >> 6) & 0x1C);\n"
288 " vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
289 " int entry = int(halfrow[3 - ((coord.x >> 7) & 2)] * 15.9);\n"
290 " int pal2 = int(halfrow[2 - ((coord.x >> 7) & 2)] * 15.9);\n"
291 " vec4 color = texelFetch(palette, ivec2(entry, pal2), 0);\n"
292 " if ((pal2 | entry) == 0) {\n"
293 " discard;\n"
294 " }\n"
295 " color.a = 1.;\n"
296 " return color;\n"
297 "}\n"
298
299 "void main() {\n"
300 " ivec2 mat[4];\n"
301 " ivec2 offset[4];\n"
302 " vec2 incoord = texCoord;\n"
303 " if (mosaic.x > 1) {\n"
304 " incoord.x = float(int(incoord.x) % mosaic.x);\n"
305 " }\n"
306 " if (mosaic.y > 1) {\n"
307 " incoord.y = float(int(incoord.y) % mosaic.y);\n"
308 " }\n"
309 " loadAffine(int(incoord.y), mat, offset);\n"
310 " float y = fract(incoord.y);\n"
311 " float lin = 0.75 + y * 0.25;\n"
312 " vec2 mixedTransform = interpolate(mat, lin);\n"
313 " vec2 mixedOffset = interpolate(offset, lin);\n"
314 " color = fetchTile(ivec2(mixedTransform * incoord.x + mixedOffset));\n"
315 " flags = inflags;\n"
316 "}";
317
318static const struct GBAVideoGLUniform _uniformsMode35[] = {
319 { "loc", GBA_GL_VS_LOC, },
320 { "maxPos", GBA_GL_VS_MAXPOS, },
321 { "vram", GBA_GL_BG_VRAM, },
322 { "charBase", GBA_GL_BG_CHARBASE, },
323 { "size", GBA_GL_BG_SIZE, },
324 { "inflags", GBA_GL_BG_INFLAGS, },
325 { "offset", GBA_GL_BG_OFFSET, },
326 { "transform", GBA_GL_BG_TRANSFORM, },
327 { "range", GBA_GL_BG_RANGE, },
328 { "mosaic", GBA_GL_BG_MOSAIC, },
329 { 0 }
330};
331
332static const char* const _renderMode35 =
333 "in vec2 texCoord;\n"
334 "uniform sampler2D vram;\n"
335 "uniform int charBase;\n"
336 "uniform ivec2 size;\n"
337 "uniform ivec4 inflags;\n"
338 "uniform isampler2D transform;\n"
339 "uniform ivec2 range;\n"
340 "uniform ivec2 mosaic;\n"
341 "OUT(0) out vec4 color;\n"
342 "OUT(1) out ivec4 flags;\n"
343
344 "vec2 interpolate(ivec2 arr[4], float x);\n"
345 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
346
347 "void main() {\n"
348 " ivec2 mat[4];\n"
349 " ivec2 offset[4];\n"
350 " vec2 incoord = texCoord;\n"
351 " if (mosaic.x > 1) {\n"
352 " incoord.x = float(int(incoord.x) % mosaic.x);\n"
353 " }\n"
354 " if (mosaic.y > 1) {\n"
355 " incoord.y = float(int(incoord.y) % mosaic.y);\n"
356 " }\n"
357 " loadAffine(int(incoord.y), mat, offset);\n"
358 " float y = fract(incoord.y);\n"
359 " float lin = 0.75 + y * 0.25;\n"
360 " vec2 mixedTransform = interpolate(mat, lin);\n"
361 " vec2 mixedOffset = interpolate(offset, lin);\n"
362 " ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
363 " if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
364 " discard;\n"
365 " }\n"
366 " if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
367 " discard;\n"
368 " }\n"
369 " int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
370 " ivec4 entry = ivec4(texelFetch(vram, ivec2(address & 255, address >> 8), 0) * 15.9);\n"
371 " int sixteen = (entry.x << 12) | (entry.y << 8) | (entry.z << 4) | entry.w;\n"
372 " color = vec4(float(sixteen & 0x1F) / 31., float((sixteen >> 5) & 0x1F) / 31., float((sixteen >> 10) & 0x1F) / 31., 1.);\n"
373 " flags = inflags;\n"
374 "}";
375
376static const struct GBAVideoGLUniform _uniformsMode4[] = {
377 { "loc", GBA_GL_VS_LOC, },
378 { "maxPos", GBA_GL_VS_MAXPOS, },
379 { "vram", GBA_GL_BG_VRAM, },
380 { "palette", GBA_GL_BG_PALETTE, },
381 { "charBase", GBA_GL_BG_CHARBASE, },
382 { "size", GBA_GL_BG_SIZE, },
383 { "inflags", GBA_GL_BG_INFLAGS, },
384 { "offset", GBA_GL_BG_OFFSET, },
385 { "transform", GBA_GL_BG_TRANSFORM, },
386 { "range", GBA_GL_BG_RANGE, },
387 { "mosaic", GBA_GL_BG_MOSAIC, },
388 { 0 }
389};
390
391static const char* const _renderMode4 =
392 "in vec2 texCoord;\n"
393 "uniform sampler2D vram;\n"
394 "uniform sampler2D palette;\n"
395 "uniform int charBase;\n"
396 "uniform ivec2 size;\n"
397 "uniform ivec4 inflags;\n"
398 "uniform isampler2D transform;\n"
399 "uniform ivec2 range;\n"
400 "uniform ivec2 mosaic;\n"
401 "OUT(0) out vec4 color;\n"
402 "OUT(1) out ivec4 flags;\n"
403
404 "vec2 interpolate(ivec2 arr[4], float x);\n"
405 "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
406
407 "void main() {\n"
408 " ivec2 mat[4];\n"
409 " ivec2 offset[4];\n"
410 " vec2 incoord = texCoord;\n"
411 " if (mosaic.x > 1) {\n"
412 " incoord.x = float(int(incoord.x) % mosaic.x);\n"
413 " }\n"
414 " if (mosaic.y > 1) {\n"
415 " incoord.y = float(int(incoord.y) % mosaic.y);\n"
416 " }\n"
417 " loadAffine(int(incoord.y), mat, offset);\n"
418 " float y = fract(incoord.y);\n"
419 " float lin = 0.75 + y * 0.25;\n"
420 " vec2 mixedTransform = interpolate(mat, lin);\n"
421 " vec2 mixedOffset = interpolate(offset, lin);\n"
422 " ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
423 " if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
424 " discard;\n"
425 " }\n"
426 " if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
427 " discard;\n"
428 " }\n"
429 " int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
430 " vec4 twoEntries = texelFetch(vram, ivec2((address >> 1) & 255, address >> 9), 0);\n"
431 " ivec2 entry = ivec2(twoEntries[3 - 2 * (address & 1)] * 15.9, twoEntries[2 - 2 * (address & 1)] * 15.9);\n"
432 " color = texelFetch(palette, entry, 0);\n"
433 " color.a = 1.;\n"
434 " flags = inflags;\n"
435 "}";
436
437static const struct GBAVideoGLUniform _uniformsObj[] = {
438 { "loc", GBA_GL_VS_LOC, },
439 { "maxPos", GBA_GL_VS_MAXPOS, },
440 { "vram", GBA_GL_OBJ_VRAM, },
441 { "palette", GBA_GL_OBJ_PALETTE, },
442 { "charBase", GBA_GL_OBJ_CHARBASE, },
443 { "stride", GBA_GL_OBJ_STRIDE, },
444 { "localPalette", GBA_GL_OBJ_LOCALPALETTE, },
445 { "inflags", GBA_GL_OBJ_INFLAGS, },
446 { "transform", GBA_GL_OBJ_TRANSFORM, },
447 { "dims", GBA_GL_OBJ_DIMS, },
448 { "objwin", GBA_GL_OBJ_OBJWIN, },
449 { "mosaic", GBA_GL_OBJ_MOSAIC, },
450 { 0 }
451};
452
453static const char* const _renderObj =
454 "in vec2 texCoord;\n"
455 "uniform sampler2D vram;\n"
456 "uniform sampler2D palette;\n"
457 "uniform int charBase;\n"
458 "uniform int stride;\n"
459 "uniform int localPalette;\n"
460 "uniform ivec4 inflags;\n"
461 "uniform mat2x2 transform;\n"
462 "uniform ivec4 dims;\n"
463 "uniform ivec4 objwin;\n"
464 "uniform ivec4 mosaic;\n"
465 "OUT(0) out vec4 color;\n"
466 "OUT(1) out ivec4 flags;\n"
467 "OUT(2) out ivec3 window;\n"
468
469 "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
470
471 "void main() {\n"
472 " vec2 incoord = texCoord;\n"
473 " if (mosaic.x > 1) {\n"
474 " int x = int(incoord.x);\n"
475 " incoord.x = float(clamp(x - (mosaic.z + x) % mosaic.x, 0, dims.z - 1));\n"
476 " } else if (mosaic.x < -1) {\n"
477 " int x = dims.z - int(incoord.x) - 1;\n"
478 " incoord.x = float(clamp(dims.z - x + (mosaic.z + x) % -mosaic.x - 1, 0, dims.z - 1));\n"
479 " }\n"
480 " if (mosaic.y > 1) {\n"
481 " int y = int(incoord.y);\n"
482 " incoord.y = float(clamp(y - (mosaic.w + y) % mosaic.y, 0, dims.w - 1));\n"
483 " }\n"
484 " ivec2 coord = ivec2(transform * (incoord - vec2(dims.zw) / 2.) + vec2(dims.xy) / 2.);\n"
485 " if ((coord & ~(dims.xy - 1)) != ivec2(0, 0)) {\n"
486 " discard;\n"
487 " }\n"
488 " vec4 pix = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, 16 + localPalette, coord & 7);\n"
489 " color = pix;\n"
490 " flags = inflags;\n"
491 " gl_FragDepth = float(flags.x) / 16.;\n"
492 " window = objwin.yzw;\n"
493 "}";
494
495static const struct GBAVideoGLUniform _uniformsFinalize[] = {
496 { "loc", GBA_GL_VS_LOC, },
497 { "maxPos", GBA_GL_VS_MAXPOS, },
498 { "scale", GBA_GL_FINALIZE_SCALE, },
499 { "layers", GBA_GL_FINALIZE_LAYERS, },
500 { "flags", GBA_GL_FINALIZE_FLAGS, },
501 { "window", GBA_GL_FINALIZE_WINDOW, },
502 { "backdrop", GBA_GL_FINALIZE_BACKDROP, },
503 { "backdropFlags", GBA_GL_FINALIZE_BACKDROPFLAGS, },
504 { 0 }
505};
506
507static const char* const _finalize =
508 "in vec2 texCoord;\n"
509 "uniform int scale;\n"
510 "uniform sampler2D layers[5];\n"
511 "uniform isampler2D flags[5];\n"
512 "uniform isampler2D window;\n"
513 "uniform sampler2D backdrop;\n"
514 "uniform isampler2D backdropFlags;\n"
515 "out vec4 color;\n"
516
517 "void composite(vec4 pixel, ivec4 flags, inout vec4 topPixel, inout ivec4 topFlags, inout vec4 bottomPixel, inout ivec4 bottomFlags) {\n"
518 " if (pixel.a == 0.) {\n"
519 " return;\n"
520 " }\n"
521 " if (flags.x >= topFlags.x) {\n"
522 " if (flags.x >= bottomFlags.x) {\n"
523 " return;\n"
524 " }\n"
525 " bottomFlags = flags;\n"
526 " bottomPixel = pixel;\n"
527 " } else {\n"
528 " bottomFlags = topFlags;\n"
529 " topFlags = flags;\n"
530 " bottomPixel = topPixel;\n"
531 " topPixel = pixel;\n"
532 " }\n"
533 "}\n"
534
535 "void main() {\n"
536 " vec4 topPixel = texelFetch(backdrop, ivec2(0, texCoord.y), 0);\n"
537 " vec4 bottomPixel = topPixel;\n"
538 " ivec4 topFlags = ivec4(texelFetch(backdropFlags, ivec2(0, texCoord.y), 0));\n"
539 " ivec4 bottomFlags = topFlags;\n"
540 " ivec4 windowFlags = texelFetch(window, ivec2(texCoord * float(scale)), 0);\n"
541 " int layerWindow = windowFlags.x;\n"
542 " if ((layerWindow & 16) != 0) {\n"
543 " vec4 pix = texelFetch(layers[4], ivec2(texCoord * float(scale)), 0);\n"
544 " ivec4 inflags = ivec4(texelFetch(flags[4], ivec2(texCoord * float(scale)), 0));\n"
545 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
546 " }\n"
547 " if ((layerWindow & 1) != 0) {\n"
548 " vec4 pix = texelFetch(layers[0], ivec2(texCoord * float(scale)), 0);\n"
549 " ivec4 inflags = ivec4(texelFetch(flags[0], ivec2(texCoord * float(scale)), 0).xyz, 0);\n"
550 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
551 " }\n"
552 " if ((layerWindow & 2) != 0) {\n"
553 " vec4 pix = texelFetch(layers[1], ivec2(texCoord * float(scale)), 0);\n"
554 " ivec4 inflags = ivec4(texelFetch(flags[1], ivec2(texCoord * float(scale)), 0).xyz, 0);\n"
555 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
556 " }\n"
557 " if ((layerWindow & 4) != 0) {\n"
558 " vec4 pix = texelFetch(layers[2], ivec2(texCoord * float(scale)), 0);\n"
559 " ivec4 inflags = ivec4(texelFetch(flags[2], ivec2(texCoord * float(scale)), 0).xyz.xyz, 0);\n"
560 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
561 " }\n"
562 " if ((layerWindow & 8) != 0) {\n"
563 " vec4 pix = texelFetch(layers[3], ivec2(texCoord * float(scale)), 0);\n"
564 " ivec4 inflags = ivec4(texelFetch(flags[3], ivec2(texCoord * float(scale)), 0).xyz, 0);\n"
565 " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
566 " }\n"
567 " if ((layerWindow & 32) == 0) {\n"
568 " topFlags.y &= ~1;\n"
569 " }\n"
570 " if (((topFlags.y & 13) == 5 || topFlags.w > 0) && (bottomFlags.y & 2) == 2) {\n"
571 " topPixel.rgb *= float(topFlags.z) / 16.;\n"
572 " topPixel.rgb += bottomPixel.rgb * float(windowFlags.y) / 16.;\n"
573 " } else if ((topFlags.y & 13) == 9) {\n"
574 " topPixel.rgb += (1. - topPixel.rgb) * float(windowFlags.z) / 16.;\n"
575 " } else if ((topFlags.y & 13) == 13) {\n"
576 " topPixel.rgb -= topPixel.rgb * float(windowFlags.z) / 16.;\n"
577 " }\n"
578 " color = topPixel;\n"
579 "}";
580
581static const GLint _vertices[] = {
582 0, 0,
583 0, 1,
584 1, 1,
585 1, 0,
586};
587
588void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
589 renderer->d.init = GBAVideoGLRendererInit;
590 renderer->d.reset = GBAVideoGLRendererReset;
591 renderer->d.deinit = GBAVideoGLRendererDeinit;
592 renderer->d.writeVideoRegister = GBAVideoGLRendererWriteVideoRegister;
593 renderer->d.writeVRAM = GBAVideoGLRendererWriteVRAM;
594 renderer->d.writeOAM = GBAVideoGLRendererWriteOAM;
595 renderer->d.writePalette = GBAVideoGLRendererWritePalette;
596 renderer->d.drawScanline = GBAVideoGLRendererDrawScanline;
597 renderer->d.finishFrame = GBAVideoGLRendererFinishFrame;
598 renderer->d.getPixels = GBAVideoGLRendererGetPixels;
599 renderer->d.putPixels = GBAVideoGLRendererPutPixels;
600
601 renderer->d.disableBG[0] = false;
602 renderer->d.disableBG[1] = false;
603 renderer->d.disableBG[2] = false;
604 renderer->d.disableBG[3] = false;
605 renderer->d.disableOBJ = false;
606
607 renderer->scale = 1;
608}
609
610static void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVideoGLShader* shader, const char** shaderBuffer, int shaderBufferLines, GLuint vs, const struct GBAVideoGLUniform* uniforms, char* log) {
611 GLuint program = glCreateProgram();
612 shader->program = program;
613
614 GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
615 glAttachShader(program, vs);
616 glAttachShader(program, fs);
617 glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
618 glCompileShader(fs);
619 glGetShaderInfoLog(fs, 2048, 0, log);
620 if (log[0]) {
621 mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
622 }
623 glLinkProgram(program);
624 glGetProgramInfoLog(program, 2048, 0, log);
625 if (log[0]) {
626 mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
627 }
628 glDeleteShader(fs);
629#ifndef BUILD_GLES3
630 glBindFragDataLocation(program, 0, "color");
631 glBindFragDataLocation(program, 1, "flags");
632#endif
633
634 glGenVertexArrays(1, &shader->vao);
635 glBindVertexArray(shader->vao);
636 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
637 GLuint positionLocation = glGetAttribLocation(program, "position");
638 glEnableVertexAttribArray(positionLocation);
639 glVertexAttribPointer(positionLocation, 2, GL_INT, GL_FALSE, 0, NULL);
640
641 size_t i;
642 for (i = 0; uniforms[i].name; ++i) {
643 shader->uniforms[uniforms[i].type] = glGetUniformLocation(program, uniforms[i].name);
644 }
645}
646
647static void _deleteShader(struct GBAVideoGLShader* shader) {
648 glDeleteProgram(shader->program);
649 glDeleteVertexArrays(1, &shader->vao);
650}
651
652static void _initFramebufferTextureEx(GLuint tex, GLenum internalFormat, GLenum format, GLenum type, GLenum attachment, int scale) {
653 glBindTexture(GL_TEXTURE_2D, tex);
654 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
655 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
656 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
657 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
658 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);
659 glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);
660}
661
662static void _initFramebufferTexture(GLuint tex, GLenum format, GLenum attachment, int scale) {
663 _initFramebufferTextureEx(tex, format, format, GL_UNSIGNED_BYTE, attachment, scale);
664}
665
666void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
667 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
668 glRenderer->temporaryBuffer = NULL;
669
670 glGenFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
671 glGenTextures(GBA_GL_TEX_MAX, glRenderer->layers);
672
673 glGenTextures(1, &glRenderer->paletteTex);
674 glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
675 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
676 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
677
678 glGenTextures(1, &glRenderer->vramTex);
679 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
680 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
681 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
682 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 256, 192, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, 0);
683
684 glBindTexture(GL_TEXTURE_2D, glRenderer->layers[GBA_GL_TEX_AFFINE_2]);
685 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
686 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
687 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
688 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
689 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16I, 2, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGBA_INTEGER, GL_SHORT, NULL);
690 glBindTexture(GL_TEXTURE_2D, glRenderer->layers[GBA_GL_TEX_AFFINE_3]);
691 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
692 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
693 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
694 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
695 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16I, 2, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGBA_INTEGER, GL_SHORT, NULL);
696
697 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
698 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
699 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
700 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT2, glRenderer->scale);
701 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_DEPTH], GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, GL_DEPTH_ATTACHMENT, glRenderer->scale);
702
703 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
704 _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_COLOR], GL_RGB, GL_COLOR_ATTACHMENT0, 0);
705 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_BACKDROP_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
706
707 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
708 _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT0, glRenderer->scale);
709
710 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
711 _initFramebufferTexture(glRenderer->outputTex, GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
712
713 glBindFramebuffer(GL_FRAMEBUFFER, 0);
714
715 glGenBuffers(1, &glRenderer->vbo);
716 glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
717 glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
718
719 int i;
720 for (i = 0; i < 4; ++i) {
721 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
722 bg->index = i;
723 bg->enabled = 0;
724 bg->priority = 0;
725 bg->charBase = 0;
726 bg->mosaic = 0;
727 bg->multipalette = 0;
728 bg->screenBase = 0;
729 bg->overflow = 0;
730 bg->size = 0;
731 bg->target1 = 0;
732 bg->target2 = 0;
733 bg->x = 0;
734 bg->y = 0;
735 bg->refx = 0;
736 bg->refy = 0;
737 bg->affine.dx = 256;
738 bg->affine.dmx = 0;
739 bg->affine.dy = 0;
740 bg->affine.dmy = 256;
741 bg->affine.sx = 0;
742 bg->affine.sy = 0;
743 glGenFramebuffers(1, &bg->fbo);
744 glGenTextures(1, &bg->tex);
745 glGenTextures(1, &bg->flags);
746 glBindFramebuffer(GL_FRAMEBUFFER, bg->fbo);
747 _initFramebufferTexture(bg->tex, GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
748 _initFramebufferTextureEx(bg->flags, GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
749 glBindFramebuffer(GL_FRAMEBUFFER, 0);
750 }
751
752 char log[2048];
753 const GLchar* shaderBuffer[4];
754 const GLubyte* version = glGetString(GL_VERSION);
755 if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES "))) {
756 shaderBuffer[0] = _gl3Header;
757 } else {
758 shaderBuffer[0] = _gles3Header;
759 }
760
761 GLuint vs = glCreateShader(GL_VERTEX_SHADER);
762 shaderBuffer[1] = _vertexShader;
763 glShaderSource(vs, 2, shaderBuffer, 0);
764 glCompileShader(vs);
765 glGetShaderInfoLog(vs, 2048, 0, log);
766 if (log[0]) {
767 mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
768 }
769
770 shaderBuffer[1] = _renderMode0;
771
772 shaderBuffer[2] = _renderTile16;
773 _compileShader(glRenderer, &glRenderer->bgShader[0], shaderBuffer, 3, vs, _uniformsMode0, log);
774
775 shaderBuffer[2] = _renderTile256;
776 _compileShader(glRenderer, &glRenderer->bgShader[1], shaderBuffer, 3, vs, _uniformsMode0, log);
777
778 shaderBuffer[1] = _renderMode2;
779 shaderBuffer[2] = _interpolate;
780
781 shaderBuffer[3] = _fetchTileOverflow;
782 _compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 4, vs, _uniformsMode2, log);
783
784 shaderBuffer[3] = _fetchTileNoOverflow;
785 _compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 4, vs, _uniformsMode2, log);
786
787 shaderBuffer[1] = _renderMode4;
788 shaderBuffer[2] = _interpolate;
789 _compileShader(glRenderer, &glRenderer->bgShader[4], shaderBuffer, 3, vs, _uniformsMode4, log);
790
791 shaderBuffer[1] = _renderMode35;
792 shaderBuffer[2] = _interpolate;
793 _compileShader(glRenderer, &glRenderer->bgShader[5], shaderBuffer, 3, vs, _uniformsMode35, log);
794
795 shaderBuffer[1] = _renderObj;
796
797 shaderBuffer[2] = _renderTile16;
798 _compileShader(glRenderer, &glRenderer->objShader[0], shaderBuffer, 3, vs, _uniformsObj, log);
799#ifndef BUILD_GLES3
800 glBindFragDataLocation(glRenderer->objShader[0].program, 2, "window");
801#endif
802
803 shaderBuffer[2] = _renderTile256;
804 _compileShader(glRenderer, &glRenderer->objShader[1], shaderBuffer, 3, vs, _uniformsObj, log);
805#ifndef BUILD_GLES3
806 glBindFragDataLocation(glRenderer->objShader[1].program, 2, "window");
807#endif
808
809 shaderBuffer[1] = _finalize;
810 _compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, log);
811
812 glBindVertexArray(0);
813 glDeleteShader(vs);
814
815 GBAVideoGLRendererReset(renderer);
816}
817
818void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
819 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
820 if (glRenderer->temporaryBuffer) {
821 mappedMemoryFree(glRenderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale);
822 }
823 glDeleteFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
824 glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers);
825 glDeleteTextures(1, &glRenderer->paletteTex);
826 glDeleteTextures(1, &glRenderer->vramTex);
827 glDeleteBuffers(1, &glRenderer->vbo);
828
829 _deleteShader(&glRenderer->bgShader[0]);
830 _deleteShader(&glRenderer->bgShader[1]);
831 _deleteShader(&glRenderer->bgShader[2]);
832 _deleteShader(&glRenderer->bgShader[3]);
833 _deleteShader(&glRenderer->objShader[0]);
834 _deleteShader(&glRenderer->objShader[1]);
835 _deleteShader(&glRenderer->finalizeShader);
836
837 int i;
838 for (i = 0; i < 4; ++i) {
839 struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
840 glDeleteFramebuffers(1, &bg->fbo);
841 glDeleteTextures(1, &bg->tex);
842 glDeleteTextures(1, &bg->flags);
843 }
844}
845
846void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
847 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
848
849#ifdef BUILD_GLES3
850 int i;
851 for (i = 0; i < 512; ++i) {
852 renderer->writePalette(renderer, i << 1, renderer->palette[i]);
853 }
854#else
855 glRenderer->paletteDirty = true;
856#endif
857 glRenderer->vramDirty = 0xFFFFFF;
858 glRenderer->firstAffine = -1;
859 glRenderer->firstY = -1;
860 glRenderer->dispcnt = 0x0080;
861 glRenderer->mosaic = 0;
862 memset(glRenderer->shadowRegs, 0, sizeof(glRenderer->shadowRegs));
863 glRenderer->regsDirty = 0xFFFFFFFFFFFEULL;
864}
865
866void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
867 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
868 glRenderer->vramDirty |= 1 << (address >> 12);
869}
870
871void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam) {
872 UNUSED(oam);
873 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
874 glRenderer->oamDirty = true;
875}
876
877void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
878 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
879#ifdef BUILD_GLES3
880 glRenderer->shadowPalette[address >> 1] = ((value & 0x1F) << 11) | ((value & 0x3E0) << 1) | ((value & 0x7C00) >> 10);
881#else
882 UNUSED(address);
883 UNUSED(value);
884#endif
885 glRenderer->paletteDirty = true;
886}
887
888uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
889 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
890 if (renderer->cache) {
891 GBAVideoCacheWriteVideoRegister(renderer->cache, address, value);
892 }
893
894 bool dirty = true;
895 switch (address) {
896 case REG_DISPCNT:
897 value &= 0xFFF7;
898 break;
899 case REG_BG0CNT:
900 case REG_BG1CNT:
901 value &= 0xDFFF;
902 break;
903 case REG_BG0HOFS:
904 case REG_BG0VOFS:
905 case REG_BG1HOFS:
906 case REG_BG1VOFS:
907 case REG_BG2HOFS:
908 case REG_BG2VOFS:
909 case REG_BG3HOFS:
910 case REG_BG3VOFS:
911 value &= 0x01FF;
912 break;
913 case REG_BG2PA:
914 glRenderer->bg[2].affine.dx = value;
915 dirty = false;
916 break;
917 case REG_BG2PB:
918 glRenderer->bg[2].affine.dmx = value;
919 dirty = false;
920 break;
921 case REG_BG2PC:
922 glRenderer->bg[2].affine.dy = value;
923 dirty = false;
924 break;
925 case REG_BG2PD:
926 glRenderer->bg[2].affine.dmy = value;
927 dirty = false;
928 break;
929 case REG_BG2X_LO:
930 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[2], value);
931 dirty = false;
932 break;
933 case REG_BG2X_HI:
934 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[2], value);
935 dirty = false;
936 break;
937 case REG_BG2Y_LO:
938 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[2], value);
939 dirty = false;
940 break;
941 case REG_BG2Y_HI:
942 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[2], value);
943 dirty = false;
944 break;
945 case REG_BG3PA:
946 glRenderer->bg[3].affine.dx = value;
947 dirty = false;
948 break;
949 case REG_BG3PB:
950 glRenderer->bg[3].affine.dmx = value;
951 dirty = false;
952 break;
953 case REG_BG3PC:
954 glRenderer->bg[3].affine.dy = value;
955 dirty = false;
956 break;
957 case REG_BG3PD:
958 glRenderer->bg[3].affine.dmy = value;
959 dirty = false;
960 break;
961 case REG_BG3X_LO:
962 GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[3], value);
963 dirty = false;
964 break;
965 case REG_BG3X_HI:
966 GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[3], value);
967 dirty = false;
968 break;
969 case REG_BG3Y_LO:
970 GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[3], value);
971 dirty = false;
972 break;
973 case REG_BG3Y_HI:
974 GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[3], value);
975 dirty = false;
976 break;
977 case REG_BLDALPHA:
978 value &= 0x1F1F;
979 break;
980 case REG_BLDY:
981 value &= 0x1F;
982 if (value > 0x10) {
983 value = 0x10;
984 }
985 break;
986 case REG_WININ:
987 value &= 0x3F3F;
988 break;
989 case REG_WINOUT:
990 value &= 0x3F3F;
991 break;
992 default:
993 break;
994 }
995 if (glRenderer->shadowRegs[address >> 1] == value) {
996 dirty = false;
997 } else {
998 glRenderer->shadowRegs[address >> 1] = value;
999 }
1000 if (dirty) {
1001 glRenderer->regsDirty |= 1ULL << (address >> 1);
1002 }
1003 return value;
1004}
1005
1006void _cleanRegister(struct GBAVideoGLRenderer* glRenderer, int address, uint16_t value) {
1007 switch (address) {
1008 case REG_DISPCNT:
1009 glRenderer->dispcnt = value;
1010 GBAVideoGLRendererUpdateDISPCNT(glRenderer);
1011 break;
1012 case REG_BG0CNT:
1013 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[0], value);
1014 break;
1015 case REG_BG1CNT:
1016 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[1], value);
1017 break;
1018 case REG_BG2CNT:
1019 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[2], value);
1020 break;
1021 case REG_BG3CNT:
1022 GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[3], value);
1023 break;
1024 case REG_BG0HOFS:
1025 glRenderer->bg[0].x = value;
1026 break;
1027 case REG_BG0VOFS:
1028 glRenderer->bg[0].y = value;
1029 break;
1030 case REG_BG1HOFS:
1031 glRenderer->bg[1].x = value;
1032 break;
1033 case REG_BG1VOFS:
1034 glRenderer->bg[1].y = value;
1035 break;
1036 case REG_BG2HOFS:
1037 glRenderer->bg[2].x = value;
1038 break;
1039 case REG_BG2VOFS:
1040 glRenderer->bg[2].y = value;
1041 break;
1042 case REG_BG3HOFS:
1043 glRenderer->bg[3].x = value;
1044 break;
1045 case REG_BG3VOFS:
1046 glRenderer->bg[3].y = value;
1047 break;
1048 case REG_BLDCNT:
1049 GBAVideoGLRendererWriteBLDCNT(glRenderer, value);
1050 value &= 0x3FFF;
1051 break;
1052 case REG_BLDALPHA:
1053 glRenderer->blda = value & 0x1F;
1054 if (glRenderer->blda > 0x10) {
1055 glRenderer->blda = 0x10;
1056 }
1057 glRenderer->bldb = (value >> 8) & 0x1F;
1058 if (glRenderer->bldb > 0x10) {
1059 glRenderer->bldb = 0x10;
1060 }
1061 value &= 0x1F1F;
1062 break;
1063 case REG_BLDY:
1064 glRenderer->bldy = value;
1065 break;
1066 case REG_WIN0H:
1067 glRenderer->winN[0].h[0].end = value;
1068 glRenderer->winN[0].h[0].start = value >> 8;
1069 if (glRenderer->winN[0].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[0].h[0].start > glRenderer->winN[0].h[0].end) {
1070 glRenderer->winN[0].h[0].start = 0;
1071 }
1072 if (glRenderer->winN[0].h[0].end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1073 glRenderer->winN[0].h[0].end = GBA_VIDEO_HORIZONTAL_PIXELS;
1074 if (glRenderer->winN[0].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1075 glRenderer->winN[0].h[0].start = GBA_VIDEO_HORIZONTAL_PIXELS;
1076 }
1077 }
1078 break;
1079 case REG_WIN1H:
1080 glRenderer->winN[1].h[0].end = value;
1081 glRenderer->winN[1].h[0].start = value >> 8;
1082 if (glRenderer->winN[1].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[1].h[0].start > glRenderer->winN[1].h[0].end) {
1083 glRenderer->winN[1].h[0].start = 0;
1084 }
1085 if (glRenderer->winN[1].h[0].end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1086 glRenderer->winN[1].h[0].end = GBA_VIDEO_HORIZONTAL_PIXELS;
1087 if (glRenderer->winN[1].h[0].start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1088 glRenderer->winN[1].h[0].start = GBA_VIDEO_HORIZONTAL_PIXELS;
1089 }
1090 }
1091 break;
1092 case REG_WIN0V:
1093 glRenderer->winN[0].v.end = value;
1094 glRenderer->winN[0].v.start = value >> 8;
1095 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[0].v.start > glRenderer->winN[0].v.end) {
1096 glRenderer->winN[0].v.start = 0;
1097 }
1098 if (glRenderer->winN[0].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1099 glRenderer->winN[0].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1100 if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1101 glRenderer->winN[0].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1102 }
1103 }
1104 break;
1105 case REG_WIN1V:
1106 glRenderer->winN[1].v.end = value;
1107 glRenderer->winN[1].v.start = value >> 8;
1108 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[1].v.start > glRenderer->winN[1].v.end) {
1109 glRenderer->winN[1].v.start = 0;
1110 }
1111 if (glRenderer->winN[1].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1112 glRenderer->winN[1].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1113 if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1114 glRenderer->winN[1].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1115 }
1116 }
1117 break;
1118 case REG_WININ:
1119 glRenderer->winN[0].control = value;
1120 glRenderer->winN[1].control = value >> 8;
1121 break;
1122 case REG_WINOUT:
1123 glRenderer->winout = value;
1124 glRenderer->objwin = value >> 8;
1125 break;
1126 case REG_MOSAIC:
1127 glRenderer->mosaic = value;
1128 break;
1129 default:
1130 break;
1131 }
1132}
1133
1134static bool _dirtyMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1135 UNUSED(y);
1136 if (!background->enabled) {
1137 return false;
1138 }
1139 unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1140 unsigned screenMask = (7 << screenBase) & 0xFFFF; // Technically overzealous
1141 if (renderer->vramDirty & screenMask) {
1142 return true;
1143 }
1144 unsigned charBase = background->charBase >> 11;
1145 unsigned charMask = (0xFFFF << charBase) & 0xFFFF;
1146 if (renderer->vramDirty & charMask) {
1147 return true;
1148 }
1149 return false;
1150}
1151
1152static bool _dirtyMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1153 UNUSED(y);
1154 if (!background->enabled) {
1155 return false;
1156 }
1157 unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1158 unsigned screenMask = (0xF << screenBase) & 0xFFFF;
1159 if (renderer->vramDirty & screenMask) {
1160 return true;
1161 }
1162 unsigned charBase = background->charBase >> 11;
1163 unsigned charMask = (0x3FFF << charBase) & 0xFFFF;
1164 if (renderer->vramDirty & charMask) {
1165 return true;
1166 }
1167 return false;
1168}
1169
1170static bool _dirtyMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1171 UNUSED(y);
1172 if (!background->enabled) {
1173 return false;
1174 }
1175 if (renderer->vramDirty & 0xFFFFF) {
1176 return true;
1177 }
1178 return false;
1179}
1180
1181static bool _dirtyMode45(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1182 UNUSED(y);
1183 if (!background->enabled) {
1184 return false;
1185 }
1186 int start = GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 5 : 0;
1187 int mask = 0x3FF << start;
1188 if (renderer->vramDirty & mask) {
1189 return true;
1190 }
1191 return false;
1192}
1193
1194static bool _needsVramUpload(struct GBAVideoGLRenderer* renderer, int y) {
1195 if (!renderer->vramDirty) {
1196 return false;
1197 }
1198 if (y == 0) {
1199 return true;
1200 }
1201
1202 if (GBARegisterDISPCNTIsObjEnable(renderer->dispcnt) && renderer->vramDirty & 0xFF0000) {
1203 return true;
1204 }
1205
1206 bool dirty = false;
1207 switch (GBARegisterDISPCNTGetMode(renderer->dispcnt)) {
1208 case 0:
1209 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1210 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1211 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[2], y);
1212 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[3], y);
1213 break;
1214 case 1:
1215 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1216 dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1217 dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1218 break;
1219 case 2:
1220 dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1221 dirty = dirty || _dirtyMode2(renderer, &renderer->bg[3], y);
1222 break;
1223 case 3:
1224 dirty = _dirtyMode3(renderer, &renderer->bg[2], y);
1225 break;
1226 case 4:
1227 dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1228 break;
1229 case 5:
1230 dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1231 break;
1232 }
1233 return dirty;
1234}
1235
1236void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
1237 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1238
1239 memcpy(&glRenderer->affine[0][y], &glRenderer->bg[2].affine, sizeof(struct GBAVideoGLAffine));
1240 memcpy(&glRenderer->affine[1][y], &glRenderer->bg[3].affine, sizeof(struct GBAVideoGLAffine));
1241 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1242 if (glRenderer->firstAffine < 0) {
1243 glRenderer->firstAffine = y;
1244 }
1245 } else {
1246 glRenderer->firstAffine = -1;
1247 }
1248
1249 if (glRenderer->paletteDirty || _needsVramUpload(glRenderer, y) || glRenderer->oamDirty || glRenderer->regsDirty) {
1250 if (glRenderer->firstY >= 0) {
1251 _drawScanlines(glRenderer, y - 1);
1252 glBindVertexArray(0);
1253 }
1254 }
1255 if (glRenderer->firstY < 0) {
1256 glRenderer->firstY = y;
1257 }
1258
1259 memcpy(&glRenderer->winN[0].h[1], &glRenderer->winN[0].h[0], sizeof(struct GBAVideoWindowRegion));
1260 memcpy(&glRenderer->winN[1].h[1], &glRenderer->winN[1].h[0], sizeof(struct GBAVideoWindowRegion));
1261
1262 int i;
1263 for (i = 0; i < 0x30; ++i) {
1264 if (!(glRenderer->regsDirty & (1ULL << i))) {
1265 continue;
1266 }
1267 _cleanRegister(glRenderer, i << 1, glRenderer->shadowRegs[i]);
1268 }
1269 glRenderer->regsDirty = 0;
1270
1271 if (glRenderer->paletteDirty) {
1272 glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
1273#ifdef BUILD_GLES3
1274 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, 16, 32, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glRenderer->shadowPalette);
1275#else
1276 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 16, 32, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, glRenderer->d.palette);
1277#endif
1278 glRenderer->paletteDirty = false;
1279 }
1280
1281 if (_needsVramUpload(glRenderer, y)) {
1282 int first = -1;
1283 glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
1284 for (i = 0; i < 25; ++i) {
1285 if (!(glRenderer->vramDirty & (1 << i))) {
1286 if (first >= 0) {
1287 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]);
1288 first = -1;
1289 }
1290 } else if (first < 0) {
1291 first = i;
1292 }
1293 }
1294 glRenderer->vramDirty = 0;
1295 }
1296
1297 if (glRenderer->oamDirty) {
1298 glRenderer->oamMax = GBAVideoRendererCleanOAM(glRenderer->d.oam->obj, glRenderer->sprites, 0);
1299 glRenderer->oamDirty = false;
1300 }
1301
1302 if (y == 0) {
1303 memcpy(&glRenderer->winN[0].h[1], &glRenderer->winN[0].h[0], sizeof(struct GBAVideoWindowRegion));
1304 memcpy(&glRenderer->winN[1].h[1], &glRenderer->winN[1].h[0], sizeof(struct GBAVideoWindowRegion));
1305
1306 glDisable(GL_SCISSOR_TEST);
1307 glClearColor(0, 0, 0, 0);
1308#ifdef BUILD_GLES3
1309 glClearDepthf(1.f);
1310#else
1311 glClearDepth(1);
1312#endif
1313 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
1314 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1315 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1316
1317 for (i = 0; i < 4; ++i) {
1318 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);
1319 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1320 glClear(GL_COLOR_BUFFER_BIT);
1321 }
1322 }
1323
1324 if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1325 glRenderer->bg[2].affine.sx += glRenderer->bg[2].affine.dmx;
1326 glRenderer->bg[2].affine.sy += glRenderer->bg[2].affine.dmy;
1327 glRenderer->bg[3].affine.sx += glRenderer->bg[3].affine.dmx;
1328 glRenderer->bg[3].affine.sy += glRenderer->bg[3].affine.dmy;
1329 }
1330}
1331
1332void _drawScanlines(struct GBAVideoGLRenderer* glRenderer, int y) {
1333 if (glRenderer->firstAffine >= 0) {
1334 glBindTexture(GL_TEXTURE_2D, glRenderer->layers[GBA_GL_TEX_AFFINE_2]);
1335 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16I, 2, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGBA_INTEGER, GL_SHORT, glRenderer->affine[0]);
1336 glBindTexture(GL_TEXTURE_2D, glRenderer->layers[GBA_GL_TEX_AFFINE_3]);
1337 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16I, 2, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGBA_INTEGER, GL_SHORT, glRenderer->affine[1]);
1338 }
1339 glEnable(GL_SCISSOR_TEST);
1340
1341 uint32_t backdrop = M_RGB5_TO_RGB8(glRenderer->d.palette[0]);
1342 glViewport(0, 0, 1, GBA_VIDEO_VERTICAL_PIXELS);
1343 glScissor(0, glRenderer->firstY, 1, y - glRenderer->firstY + 1);
1344 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
1345 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1346 glClearBufferfv(GL_COLOR, 0, (GLfloat[]) { ((backdrop >> 16) & 0xFF) / 256., ((backdrop >> 8) & 0xFF) / 256., (backdrop & 0xFF) / 256., 1.f });
1347 glClearBufferiv(GL_COLOR, 1, (GLint[]) { 32, glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4), glRenderer->blda, 0 });
1348 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1349
1350 GBAVideoGLRendererDrawWindow(glRenderer, y);
1351 if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
1352 int i;
1353 glDepthFunc(GL_LESS);
1354 for (i = 0; i < glRenderer->oamMax; ++i) {
1355 struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
1356 if ((y < sprite->y && (sprite->endY - 256 < 0 || glRenderer->firstY >= sprite->endY - 256)) || glRenderer->firstY >= sprite->endY) {
1357 continue;
1358 }
1359
1360 GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);
1361 }
1362 glDisable(GL_DEPTH_TEST);
1363 }
1364
1365 if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1366 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
1367 }
1368 if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1369 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
1370 }
1371 if (TEST_LAYER_ENABLED(2)) {
1372 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1373 case 0:
1374 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
1375 break;
1376 case 1:
1377 case 2:
1378 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
1379 break;
1380 case 3:
1381 GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
1382 break;
1383 case 4:
1384 GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
1385 break;
1386 case 5:
1387 GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y);
1388 break;
1389 }
1390 }
1391 if (TEST_LAYER_ENABLED(3)) {
1392 switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1393 case 0:
1394 GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[3], y);
1395 break;
1396 case 2:
1397 GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[3], y);
1398 break;
1399 }
1400 }
1401 glRenderer->firstY = -1;
1402}
1403
1404void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
1405 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1406 _drawScanlines(glRenderer, GBA_VIDEO_VERTICAL_PIXELS - 1);
1407 _finalizeLayers(glRenderer);
1408 glDisable(GL_SCISSOR_TEST);
1409 glBindVertexArray(0);
1410 glRenderer->firstAffine = -1;
1411 glRenderer->firstY = -1;
1412 glRenderer->bg[2].affine.sx = glRenderer->bg[2].refx;
1413 glRenderer->bg[2].affine.sy = glRenderer->bg[2].refy;
1414 glRenderer->bg[3].affine.sx = glRenderer->bg[3].refx;
1415 glRenderer->bg[3].affine.sy = glRenderer->bg[3].refy;
1416}
1417
1418void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels) {
1419 struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1420 *stride = GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale;
1421 if (!glRenderer->temporaryBuffer) {
1422 glRenderer->temporaryBuffer = anonymousMemoryMap(GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale * BYTES_PER_PIXEL);
1423 }
1424 glFinish();
1425 glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
1426 glPixelStorei(GL_PACK_ROW_LENGTH, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale);
1427 glPixelStorei(GL_PACK_ALIGNMENT, 1);
1428 glReadPixels(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale, GL_RGBA, GL_UNSIGNED_BYTE, (void*) glRenderer->temporaryBuffer);
1429 *pixels = glRenderer->temporaryBuffer;
1430}
1431
1432void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels) {
1433
1434}
1435
1436static void _enableBg(struct GBAVideoGLRenderer* renderer, int bg, bool active) {
1437 int wasActive = renderer->bg[bg].enabled;
1438 if (!active) {
1439 renderer->bg[bg].enabled = 0;
1440 } else if (!wasActive && active) {
1441 /*if (renderer->nextY == 0 || GBARegisterDISPCNTGetMode(renderer->dispcnt) > 2) {
1442 // TODO: Investigate in more depth how switching background works in different modes
1443 renderer->bg[bg].enabled = 4;
1444 } else {
1445 renderer->bg[bg].enabled = 1;
1446 }*/
1447 renderer->bg[bg].enabled = 4;
1448 }
1449}
1450
1451static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer) {
1452 _enableBg(renderer, 0, GBARegisterDISPCNTGetBg0Enable(renderer->dispcnt));
1453 _enableBg(renderer, 1, GBARegisterDISPCNTGetBg1Enable(renderer->dispcnt));
1454 _enableBg(renderer, 2, GBARegisterDISPCNTGetBg2Enable(renderer->dispcnt));
1455 _enableBg(renderer, 3, GBARegisterDISPCNTGetBg3Enable(renderer->dispcnt));
1456}
1457
1458static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
1459 bg->priority = GBARegisterBGCNTGetPriority(value);
1460 bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
1461 bg->mosaic = GBARegisterBGCNTGetMosaic(value);
1462 bg->multipalette = GBARegisterBGCNTGet256Color(value);
1463 bg->screenBase = GBARegisterBGCNTGetScreenBase(value) << 10;
1464 bg->overflow = GBARegisterBGCNTGetOverflow(value);
1465 bg->size = GBARegisterBGCNTGetSize(value);
1466}
1467
1468static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1469 bg->refx = (bg->refx & 0xFFFF0000) | value;
1470 bg->affine.sx = bg->refx;
1471}
1472
1473static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1474 bg->refx = (bg->refx & 0x0000FFFF) | (value << 16);
1475 bg->refx <<= 4;
1476 bg->refx >>= 4;
1477 bg->affine.sx = bg->refx;
1478}
1479
1480static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1481 bg->refy = (bg->refy & 0xFFFF0000) | value;
1482 bg->affine.sy = bg->refy;
1483}
1484
1485static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1486 bg->refy = (bg->refy & 0x0000FFFF) | (value << 16);
1487 bg->refy <<= 4;
1488 bg->refy >>= 4;
1489 bg->affine.sy = bg->refy;
1490}
1491
1492static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value) {
1493 renderer->bg[0].target1 = GBARegisterBLDCNTGetTarget1Bg0(value);
1494 renderer->bg[1].target1 = GBARegisterBLDCNTGetTarget1Bg1(value);
1495 renderer->bg[2].target1 = GBARegisterBLDCNTGetTarget1Bg2(value);
1496 renderer->bg[3].target1 = GBARegisterBLDCNTGetTarget1Bg3(value);
1497 renderer->bg[0].target2 = GBARegisterBLDCNTGetTarget2Bg0(value);
1498 renderer->bg[1].target2 = GBARegisterBLDCNTGetTarget2Bg1(value);
1499 renderer->bg[2].target2 = GBARegisterBLDCNTGetTarget2Bg2(value);
1500 renderer->bg[3].target2 = GBARegisterBLDCNTGetTarget2Bg3(value);
1501
1502 renderer->blendEffect = GBARegisterBLDCNTGetEffect(value);
1503 renderer->target1Obj = GBARegisterBLDCNTGetTarget1Obj(value);
1504 renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
1505 renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
1506 renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
1507}
1508
1509void _finalizeLayers(struct GBAVideoGLRenderer* renderer) {
1510 const GLuint* uniforms = renderer->finalizeShader.uniforms;
1511 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]);
1512 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1513 glScissor(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1514 if (GBARegisterDISPCNTIsForcedBlank(renderer->dispcnt)) {
1515 glClearColor(1.f, 1.f, 1.f, 1.f);
1516 glClear(GL_COLOR_BUFFER_BIT);
1517 } else {
1518 glUseProgram(renderer->finalizeShader.program);
1519 glBindVertexArray(renderer->finalizeShader.vao);
1520 glActiveTexture(GL_TEXTURE0);
1521 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
1522 glActiveTexture(GL_TEXTURE0 + 1);
1523 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_COLOR]);
1524 glActiveTexture(GL_TEXTURE0 + 2);
1525 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_FLAGS]);
1526 glActiveTexture(GL_TEXTURE0 + 3);
1527 glBindTexture(GL_TEXTURE_2D, renderer->bg[0].tex);
1528 glActiveTexture(GL_TEXTURE0 + 4);
1529 glBindTexture(GL_TEXTURE_2D, renderer->bg[0].flags);
1530 glActiveTexture(GL_TEXTURE0 + 5);
1531 glBindTexture(GL_TEXTURE_2D, renderer->bg[1].tex);
1532 glActiveTexture(GL_TEXTURE0 + 6);
1533 glBindTexture(GL_TEXTURE_2D, renderer->bg[1].flags);
1534 glActiveTexture(GL_TEXTURE0 + 7);
1535 glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex);
1536 glActiveTexture(GL_TEXTURE0 + 8);
1537 glBindTexture(GL_TEXTURE_2D, renderer->bg[2].flags);
1538 glActiveTexture(GL_TEXTURE0 + 9);
1539 glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex);
1540 glActiveTexture(GL_TEXTURE0 + 10);
1541 glBindTexture(GL_TEXTURE_2D, renderer->bg[3].flags);
1542 glActiveTexture(GL_TEXTURE0 + 11);
1543 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_COLOR]);
1544 glActiveTexture(GL_TEXTURE0 + 12);
1545 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_FLAGS]);
1546
1547 glUniform2i(uniforms[GBA_GL_VS_LOC], GBA_VIDEO_VERTICAL_PIXELS, 0);
1548 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1549 glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);
1550 glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 5, 7, 9, 1 });
1551 glUniform1iv(uniforms[GBA_GL_FINALIZE_FLAGS], 5, (GLint[]) { 4, 6, 8, 10, 2 });
1552 glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1553 glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1554 glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 11);
1555 glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 12);
1556 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1557 }
1558 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1559}
1560
1561void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY) {
1562 int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
1563 int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
1564 int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
1565 x >>= 23;
1566
1567 int align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
1568 unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10;
1569 int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> 3) : (0x20 >> GBAObjAttributesAGet256Color(sprite->a));
1570
1571 if (spriteY + height >= 256) {
1572 spriteY -= 256;
1573 }
1574
1575 int totalWidth = width;
1576 int totalHeight = height;
1577 if (GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesAIsDoubleSize(sprite->a)) {
1578 totalWidth <<= 1;
1579 totalHeight <<= 1;
1580 }
1581
1582 const struct GBAVideoGLShader* shader = &renderer->objShader[GBAObjAttributesAGet256Color(sprite->a)];
1583 const GLuint* uniforms = shader->uniforms;
1584 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OBJ]);
1585 glViewport(x * renderer->scale, spriteY * renderer->scale, totalWidth * renderer->scale, totalHeight * renderer->scale);
1586 glScissor(x * renderer->scale, renderer->firstY * renderer->scale, totalWidth * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1587 glUseProgram(shader->program);
1588 glBindVertexArray(shader->vao);
1589 glActiveTexture(GL_TEXTURE0);
1590 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1591 glActiveTexture(GL_TEXTURE0 + 1);
1592 glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1593 glUniform2i(uniforms[GBA_GL_VS_LOC], totalHeight, 0);
1594 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], totalWidth, totalHeight);
1595 glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0);
1596 glUniform1i(uniforms[GBA_GL_OBJ_PALETTE], 1);
1597 glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
1598 glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
1599 glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
1600 glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c),
1601 (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
1602 renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
1603 if (GBAObjAttributesAIsTransformed(sprite->a)) {
1604 struct GBAOAMMatrix mat;
1605 LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
1606 LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
1607 LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
1608 LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
1609
1610 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 });
1611 } else {
1612 int flipX = 1;
1613 int flipY = 1;
1614 if (GBAObjAttributesBIsHFlip(sprite->b)) {
1615 flipX = -1;
1616 }
1617 if (GBAObjAttributesBIsVFlip(sprite->b)) {
1618 flipY = -1;
1619 }
1620 glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { flipX, 0, 0, flipY });
1621 }
1622 glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
1623 if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
1624 glDisable(GL_DEPTH_TEST);
1625 int window = renderer->objwin & 0x3F;
1626 glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 1, window, renderer->bldb, renderer->bldy);
1627 glDrawBuffers(3, (GLenum[]) { GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT2 });
1628 } else {
1629 glEnable(GL_DEPTH_TEST);
1630 glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0, 0);
1631 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1632 }
1633 if (GBAObjAttributesAIsMosaic(sprite->a) && GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN) {
1634 int mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
1635 if (GBAObjAttributesBIsHFlip(sprite->b)) {
1636 mosaicH = -mosaicH;
1637 }
1638 glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], mosaicH, GBAMosaicControlGetObjV(renderer->mosaic) + 1, x, spriteY);
1639 } else {
1640 glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], 0, 0, 0, 0);
1641 }
1642 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1643 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1644}
1645
1646void _prepareBackground(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms) {
1647 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1648 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1649 glActiveTexture(GL_TEXTURE0);
1650 glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1651 glActiveTexture(GL_TEXTURE0 + 1);
1652 glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
1653 glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1654 glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
1655 glUniform1i(uniforms[GBA_GL_BG_PALETTE], 1);
1656 if (background->mosaic) {
1657 glUniform2i(uniforms[GBA_GL_BG_MOSAIC], GBAMosaicControlGetBgV(renderer->mosaic) + 1, GBAMosaicControlGetBgH(renderer->mosaic) + 1);
1658 } else {
1659 glUniform2i(uniforms[GBA_GL_BG_MOSAIC], 0, 0);
1660 }
1661 glUniform4i(uniforms[GBA_GL_BG_INFLAGS], background->priority,
1662 background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4),
1663 renderer->blda, 0);
1664 glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1665}
1666
1667void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1668 int inY0 = renderer->firstY + background->y;
1669 int yDiv = (((y + background->y) & ~0xFF) - background->y) & 0xFF;
1670 int inY1 = yDiv + background->y;
1671 int yBase0 = inY0 & 0xFF;
1672 int yBase1 = inY1 & 0xFF;
1673 if (background->size == 2) {
1674 yBase0 += inY0 & 0x100;
1675 yBase1 += inY1 & 0x100;
1676 } else if (background->size == 3) {
1677 yBase0 += (inY0 & 0x100) << 1;
1678 yBase1 += (inY1 & 0x100) << 1;
1679 }
1680
1681 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->multipalette ? 1 : 0];
1682 const GLuint* uniforms = shader->uniforms;
1683 glUseProgram(shader->program);
1684 glBindVertexArray(shader->vao);
1685 _prepareBackground(renderer, background, uniforms);
1686 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1687 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1688 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1689
1690 if (yDiv > renderer->firstY) {
1691 int end = yDiv - 1;
1692 if (end > y) {
1693 end = y;
1694 }
1695 glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, (end - renderer->firstY + 1) * renderer->scale);
1696 glUniform2i(uniforms[GBA_GL_VS_LOC], end - renderer->firstY + 1, renderer->firstY);
1697 glUniform2i(uniforms[GBA_GL_BG_OFFSET], background->x, yBase0 - renderer->firstY);
1698 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1699 }
1700
1701 if (y >= yDiv) {
1702 int start = yDiv;
1703 if (yDiv < renderer->firstY) {
1704 start = renderer->firstY;
1705 }
1706 glScissor(0, start * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, (y - start + 1) * renderer->scale);
1707 glUniform2i(uniforms[GBA_GL_VS_LOC], y - start + 1, start);
1708 glUniform2i(uniforms[GBA_GL_BG_OFFSET], background->x, yBase1 - yDiv);
1709 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1710 }
1711
1712 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1713}
1714
1715void _prepareTransform(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms, int y) {
1716 glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
1717 glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1718 glUniform2i(uniforms[GBA_GL_BG_RANGE], renderer->firstAffine, y);
1719
1720 glActiveTexture(GL_TEXTURE0 + 2);
1721 glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_AFFINE_2 + background->index - 2]);
1722 glUniform1i(uniforms[GBA_GL_BG_TRANSFORM], 2);
1723 _prepareBackground(renderer, background, uniforms);
1724}
1725
1726void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1727 const struct GBAVideoGLShader* shader = &renderer->bgShader[background->overflow ? 2 : 3];
1728 const GLuint* uniforms = shader->uniforms;
1729 glUseProgram(shader->program);
1730 glBindVertexArray(shader->vao);
1731 _prepareTransform(renderer, background, uniforms, y);
1732 glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1733 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1734 glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1735 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1736 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1737}
1738
1739void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1740 const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1741 const GLuint* uniforms = shader->uniforms;
1742 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1743 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1744 glUseProgram(shader->program);
1745 glBindVertexArray(shader->vao);
1746 _prepareTransform(renderer, background, uniforms, y);
1747 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], 0);
1748 glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1749 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1750 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1751}
1752
1753void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1754 const struct GBAVideoGLShader* shader = &renderer->bgShader[4];
1755 const GLuint* uniforms = shader->uniforms;
1756 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1757 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1758 glUseProgram(shader->program);
1759 glBindVertexArray(shader->vao);
1760 _prepareTransform(renderer, background, uniforms, y);
1761 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0xA000 : 0);
1762 glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1763 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1764 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1765}
1766
1767void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1768 const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1769 const GLuint* uniforms = shader->uniforms;
1770 glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1771 glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1772 glUseProgram(shader->program);
1773 glBindVertexArray(shader->vao);
1774 _prepareTransform(renderer, background, uniforms, y);
1775 glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0x5000 : 0);
1776 glUniform2i(uniforms[GBA_GL_BG_SIZE], 160, 128);
1777 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1778 glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1779}
1780
1781static void _scissorWindow(struct GBAVideoGLRenderer* renderer, int window, int start, int end, int y, int lines) {
1782 if (start > end) {
1783 _scissorWindow(renderer, window, start, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y, lines);
1784 _scissorWindow(renderer, window, 0, end, y, lines);
1785 return;
1786 }
1787 glScissor(start, y, end - start, lines);
1788 glClearBufferiv(GL_COLOR, 0, (GLint[]) { window, renderer->bldb, renderer->bldy, 0 });
1789}
1790
1791static void _scissorWindowN(struct GBAVideoGLRenderer* renderer, const struct GBAVideoGLWindowN* window, const struct GBAVideoWindowRegion* y, int dispcnt) {
1792 int sdelta = window->h[0].start - window->h[1].start;
1793 int edelta = window->h[0].end - window->h[1].end;
1794 int maxDelta = 0;
1795 if (sdelta > maxDelta) {
1796 maxDelta = sdelta;
1797 } else if (-sdelta > maxDelta) {
1798 maxDelta = -sdelta;
1799 }
1800 if (edelta > maxDelta) {
1801 maxDelta = edelta;
1802 } else if (-edelta > maxDelta) {
1803 maxDelta = -edelta;
1804 }
1805 int startY = y->start;
1806 int endY = y->end;
1807 if (startY < window->v.start) {
1808 startY = window->v.start;
1809 }
1810 if (endY >= window->v.end) {
1811 endY = window->v.end - 1;
1812 }
1813 if (!(sdelta | edelta) || maxDelta >= GBA_VIDEO_VERTICAL_PIXELS / 2) {
1814 _scissorWindow(renderer, window->control & dispcnt, window->h[0].start * renderer->scale, window->h[0].end * renderer->scale, startY * renderer->scale, (endY - startY + 1) * renderer->scale);
1815 } else {
1816 int i;
1817 for (i = 0; i < renderer->scale * (endY - startY + 1); ++i) {
1818 int start = window->h[1].start * renderer->scale + sdelta * i;
1819 int end = window->h[1].end * renderer->scale + edelta * i;
1820 _scissorWindow(renderer, window->control & dispcnt, start, end, startY * renderer->scale + i, 1);
1821 }
1822 }
1823}
1824
1825void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
1826 glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_WINDOW]);
1827 int dispcnt = ((renderer->dispcnt >> 8) & 0x1F) | 0x20;
1828 if (!(renderer->dispcnt & 0xE000)) {
1829 _scissorWindow(renderer, dispcnt, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->firstY * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1830 } else {
1831 _scissorWindow(renderer, renderer->winout & dispcnt, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->firstY * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1832 struct GBAVideoWindowRegion yRegion = {
1833 y,
1834 renderer->firstY
1835 };
1836 if (GBARegisterDISPCNTIsWin1Enable(renderer->dispcnt) && y >= renderer->winN[1].v.start && renderer->firstY < renderer->winN[1].v.end) {
1837 _scissorWindowN(renderer, &renderer->winN[1], &yRegion, dispcnt);
1838 }
1839 if (GBARegisterDISPCNTIsWin0Enable(renderer->dispcnt) && y >= renderer->winN[0].v.start && renderer->firstY < renderer->winN[0].v.end) {
1840 _scissorWindowN(renderer, &renderer->winN[0], &yRegion, dispcnt);
1841 }
1842 }
1843}
1844
1845#endif