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