all repos — mgba @ f27880525557deaf3b88af95655b8aef3c4a01de

mGBA Game Boy Advance Emulator

src/gba/renderers/video-glsl.c (view raw)

  1#include "video-glsl.h"
  2
  3#include "gba-io.h"
  4
  5#include <string.h>
  6
  7#define UNIFORM_LOCATION(UNIFORM) (glGetUniformLocation(glslRenderer->program, UNIFORM))
  8
  9static const GLfloat _vertices[4] = {
 10	-1, 0,
 11	1, 0
 12};
 13
 14static const GLchar* _fragmentShader =
 15	"#extension GL_EXT_gpu_shader4 : enable\n"
 16	"varying float x;\n"
 17	"uniform float y;\n"
 18	"uniform sampler2D vram;\n"
 19	"uniform int dispcnt;\n"
 20	"uniform int bg0cnt;\n"
 21	"uniform int bg1cnt;\n"
 22	"uniform int bg2cnt;\n"
 23	"uniform int bg3cnt;\n"
 24	"uniform int bg0hofs;\n"
 25	"uniform int bg0vofs;\n"
 26	"uniform int bg1hofs;\n"
 27	"uniform int bg1vofs;\n"
 28	"uniform int bg2hofs;\n"
 29	"uniform int bg2vofs;\n"
 30	"uniform int bg3hofs;\n"
 31	"uniform int bg3vofs;\n"
 32	"#define VRAM_INDEX(i) (vec2(mod(float(i + 1), 512.0) / 512.0 - 1.0 / 1024.0, (160.0 + floor(float(i) / 512.0)) / 255.0))\n"
 33	"#define DESERIALIZE(vec) int(dot(vec4(63488.0, 1984.0, 62.0, 1.0), vec))\n"
 34
 35	"vec4 backgroundMode0(int bgcnt, int hofs, int vofs) {\n"
 36	"	int charBase = ((bgcnt / 4) & 3) * 8192;\n"
 37	"	int screenBase = ((bgcnt / 256) & 0x1F) * 1024;\n"
 38	"	int localX = hofs + int(x);\n"
 39	"	int localY = vofs + int(y);\n"
 40	"	int xBase = localX & 0xF8;\n"
 41	"	int yBase = localY & 0xF8;\n"
 42	"	screenBase = screenBase + (xBase / 8) + (yBase * 4);\n"
 43	"	int mapData = DESERIALIZE(texture2D(vram, VRAM_INDEX(screenBase)));\n"
 44	"	charBase = charBase + ((mapData & 0x3FF) * 16) + (localX & 0x4) / 4 + (localY & 0x7) * 2;\n"
 45	"	int tileData = DESERIALIZE(texture2D(vram, VRAM_INDEX(charBase)));\n"
 46	"	tileData = ((tileData >> ((localX & 3) * 4)) & 0xF);\n"
 47	"	if (tileData == 0) {\n"
 48	"		return vec4(0, 0, 0, 0);\n"
 49	"   }\n"
 50	"	return texture2D(vram, vec2(float(tileData + (mapData / 4096) * 16) / 512.0, y / 256.0));\n"
 51	"}\n"
 52
 53	"void runPriority(int priority, inout vec4 color) {\n"
 54	"	if (color.a > 0.0) {\n"
 55	"		return;\n"
 56	"	}\n"
 57	"	if ((dispcnt & 0x100) != 0 && (bg0cnt & 0x3) == priority) {\n"
 58	"		color = backgroundMode0(bg0cnt, bg0hofs, bg0vofs);\n"
 59	"	}\n"
 60	"	if (color.a > 0.0) {\n"
 61	"		return;\n"
 62	"	}\n"
 63	"	if ((dispcnt & 0x200) != 0 && (bg1cnt & 0x3) == priority) {\n"
 64	"		color = backgroundMode0(bg1cnt, bg1hofs, bg1vofs);\n"
 65	"	}\n"
 66	"	if (color.a > 0.0) {\n"
 67	"		return;\n"
 68	"	}\n"
 69	"	if ((dispcnt & 0x400) != 0 && (bg2cnt & 0x3) == priority) {\n"
 70	"		color = backgroundMode0(bg2cnt, bg2hofs, bg2vofs);\n"
 71	"	}\n"
 72	"	if (color.a > 0.0) {\n"
 73	"		return;\n"
 74	"	}\n"
 75	"	if ((dispcnt & 0x800) != 0 && (bg3cnt & 0x3) == priority) {\n"
 76	"		color = backgroundMode0(bg3cnt, bg3hofs, bg3vofs);\n"
 77	"	}\n"
 78	"}\n"
 79
 80	"void main() {\n"
 81	"	vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
 82	"	runPriority(0, color);\n"
 83	"	runPriority(1, color);\n"
 84	"	runPriority(2, color);\n"
 85	"	runPriority(3, color);\n"
 86	"	if (color.a == 0.0) {\n"
 87	"		color = texture2D(vram, vec2(0.0, y / 256.0));\n"
 88	"	}\n"
 89	"	gl_FragColor = color;\n"
 90	"}\n";
 91
 92static const GLchar* _vertexShader[] = {
 93	"varying float x;",
 94	"attribute vec2 vert;",
 95	"uniform float y;",
 96
 97	"void main() {",
 98	"	x = vert.x * 120.0 + 120.0;",
 99	"	gl_Position = vec4(vert.x, 1.0 - y / 80.0, 0, 1.0);",
100	"}"
101};
102
103static void GBAVideoGLSLRendererInit(struct GBAVideoRenderer* renderer);
104static void GBAVideoGLSLRendererDeinit(struct GBAVideoRenderer* renderer);
105static void GBAVideoGLSLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
106static uint16_t GBAVideoGLSLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
107static void GBAVideoGLSLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y);
108static void GBAVideoGLSLRendererFinishFrame(struct GBAVideoRenderer* renderer);
109
110void GBAVideoGLSLRendererCreate(struct GBAVideoGLSLRenderer* glslRenderer) {
111	glslRenderer->d.init = GBAVideoGLSLRendererInit;
112	glslRenderer->d.deinit = GBAVideoGLSLRendererDeinit;
113	glslRenderer->d.writeVideoRegister = GBAVideoGLSLRendererWriteVideoRegister;
114	glslRenderer->d.writePalette = GBAVideoGLSLRendererWritePalette;
115	glslRenderer->d.drawScanline = GBAVideoGLSLRendererDrawScanline;
116	glslRenderer->d.finishFrame = GBAVideoGLSLRendererFinishFrame;
117
118	glslRenderer->d.turbo = 0;
119	glslRenderer->d.framesPending = 0;
120	glslRenderer->d.frameskip = 0;
121
122	glslRenderer->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
123	glslRenderer->vertexShader = glCreateShader(GL_VERTEX_SHADER);
124	glslRenderer->program = glCreateProgram();
125
126	glShaderSource(glslRenderer->fragmentShader, 1, (const GLchar**) &_fragmentShader, 0);
127	glShaderSource(glslRenderer->vertexShader, 7, _vertexShader, 0);
128
129	glAttachShader(glslRenderer->program, glslRenderer->vertexShader);
130	glAttachShader(glslRenderer->program, glslRenderer->fragmentShader);
131	char log[1024];
132	glCompileShader(glslRenderer->fragmentShader);
133	glCompileShader(glslRenderer->vertexShader);
134	glGetShaderInfoLog(glslRenderer->fragmentShader, 1024, 0, log);
135	glGetShaderInfoLog(glslRenderer->vertexShader, 1024, 0, log);
136	glLinkProgram(glslRenderer->program);
137
138	glGenTextures(1, &glslRenderer->vramTexture);
139	glBindTexture(GL_TEXTURE_2D, glslRenderer->vramTexture);
140	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
141	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
142	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
143	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
144
145	memset(glslRenderer->vram, 0, sizeof (glslRenderer->vram));
146
147	{
148		pthread_mutex_t mutex = PTHREAD_MUTEX_INITIALIZER;
149		glslRenderer->mutex = mutex;
150		pthread_cond_t cond = PTHREAD_COND_INITIALIZER;
151		glslRenderer->upCond = cond;
152		glslRenderer->downCond = cond;
153	}
154}
155
156void GBAVideoGLSLRendererProcessEvents(struct GBAVideoGLSLRenderer* glslRenderer) {
157	glUseProgram(glslRenderer->program);
158	glUniform1i(UNIFORM_LOCATION("vram"), 0);
159	glUniform1i(UNIFORM_LOCATION("dispcnt"), glslRenderer->io[0][REG_DISPCNT >> 1]);
160	glUniform1i(UNIFORM_LOCATION("bg0cnt"), glslRenderer->io[0][REG_BG0CNT >> 1]);
161	glUniform1i(UNIFORM_LOCATION("bg1cnt"), glslRenderer->io[0][REG_BG1CNT >> 1]);
162	glUniform1i(UNIFORM_LOCATION("bg2cnt"), glslRenderer->io[0][REG_BG2CNT >> 1]);
163	glUniform1i(UNIFORM_LOCATION("bg3cnt"), glslRenderer->io[0][REG_BG3CNT >> 1]);
164	glUniform1i(UNIFORM_LOCATION("bg0hofs"), glslRenderer->io[0][REG_BG0HOFS >> 1]);
165	glUniform1i(UNIFORM_LOCATION("bg0vofs"), glslRenderer->io[0][REG_BG0VOFS >> 1]);
166	glUniform1i(UNIFORM_LOCATION("bg1hofs"), glslRenderer->io[0][REG_BG1HOFS >> 1]);
167	glUniform1i(UNIFORM_LOCATION("bg1vofs"), glslRenderer->io[0][REG_BG1VOFS >> 1]);
168	glUniform1i(UNIFORM_LOCATION("bg2hofs"), glslRenderer->io[0][REG_BG2HOFS >> 1]);
169	glUniform1i(UNIFORM_LOCATION("bg2vofs"), glslRenderer->io[0][REG_BG2VOFS >> 1]);
170	glUniform1i(UNIFORM_LOCATION("bg3hofs"), glslRenderer->io[0][REG_BG3HOFS >> 1]);
171	glUniform1i(UNIFORM_LOCATION("bg3vofs"), glslRenderer->io[0][REG_BG3VOFS >> 1]);
172
173	glEnable(GL_TEXTURE_2D);
174	glActiveTexture(GL_TEXTURE0);
175	glBindTexture(GL_TEXTURE_2D, glslRenderer->vramTexture);
176	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, glslRenderer->vram);
177
178	GLuint location = glGetAttribLocation(glslRenderer->program, "vert");
179	glEnableVertexAttribArray(location);
180	glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
181	int y;
182	for (y = 0; y < VIDEO_VERTICAL_PIXELS; ++y) {
183		glUniform1f(UNIFORM_LOCATION("y"), y);
184		glDrawArrays(GL_LINES, 0, 2);
185	}
186	glDisableVertexAttribArray(location);
187	glFlush();
188}
189
190static void GBAVideoGLSLRendererInit(struct GBAVideoRenderer* renderer) {
191	struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
192
193	glslRenderer->state = GLSL_NONE;
194	glslRenderer->y = 0;
195
196	glslRenderer->oldVram = renderer->vram;
197	renderer->vram = &glslRenderer->vram[512 * 160];
198
199	pthread_mutex_init(&glslRenderer->mutex, 0);
200	pthread_cond_init(&glslRenderer->upCond, 0);
201	pthread_cond_init(&glslRenderer->downCond, 0);
202}
203
204static void GBAVideoGLSLRendererDeinit(struct GBAVideoRenderer* renderer) {
205	struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
206
207	/*glDeleteShader(glslRenderer->fragmentShader);
208	glDeleteShader(glslRenderer->vertexShader);
209	glDeleteProgram(glslRenderer->program);
210
211	glDeleteTextures(1, &glslRenderer->paletteTexture);*/
212
213	renderer->vram = glslRenderer->oldVram;
214
215	pthread_mutex_lock(&glslRenderer->mutex);
216	pthread_cond_broadcast(&glslRenderer->upCond);
217	pthread_mutex_unlock(&glslRenderer->mutex);
218
219	pthread_mutex_destroy(&glslRenderer->mutex);
220	pthread_cond_destroy(&glslRenderer->upCond);
221	pthread_cond_destroy(&glslRenderer->downCond);
222}
223
224static void GBAVideoGLSLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
225	struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
226	GLshort color = 1;
227	color |= (value & 0x001F) << 11;
228	color |= (value & 0x03E0) << 1;
229	color |= (value & 0x7C00) >> 9;
230	glslRenderer->vram[(address >> 1) + glslRenderer->y * 512] = color;
231}
232
233static uint16_t GBAVideoGLSLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
234	struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
235	glslRenderer->io[glslRenderer->y][address >> 1] = value;
236
237	return value;
238}
239
240static void GBAVideoGLSLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
241	struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
242
243	glslRenderer->y = y + 1;
244	if (y + 1 < VIDEO_VERTICAL_PIXELS) {
245		memcpy(&glslRenderer->vram[(y + 1) * 512], &glslRenderer->vram[y * 512], 1024);
246		memcpy(glslRenderer->io[y + 1], glslRenderer->io[y], sizeof(*glslRenderer->io));
247	} else {
248		glslRenderer->y = 0;
249		memcpy(&glslRenderer->vram[0], &glslRenderer->vram[y * 512], 1024);
250		memcpy(glslRenderer->io[0], glslRenderer->io[y], sizeof(*glslRenderer->io));
251	}
252}
253
254static void GBAVideoGLSLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
255	struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
256
257	pthread_mutex_lock(&glslRenderer->mutex);
258	glslRenderer->state = GLSL_NONE;
259	if (renderer->frameskip > 0) {
260		--renderer->frameskip;
261	} else {
262		renderer->framesPending++;
263		pthread_cond_broadcast(&glslRenderer->upCond);
264		if (!renderer->turbo) {
265			pthread_cond_wait(&glslRenderer->downCond, &glslRenderer->mutex);
266		}
267	}
268	pthread_mutex_unlock(&glslRenderer->mutex);
269}