all repos — mgba @ ff8f03ab74c20ce387dbbd20a57c317dfd225ab5

mGBA Game Boy Advance Emulator

src/gba/renderers/gl.c (view raw)

   1/* Copyright (c) 2013-2019 Jeffrey Pfau
   2 *
   3 * This Source Code Form is subject to the terms of the Mozilla Public
   4 * License, v. 2.0. If a copy of the MPL was not distributed with this
   5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
   6#include <mgba/internal/gba/renderers/gl.h>
   7
   8#if defined(BUILD_GLES2) || defined(BUILD_GLES3)
   9
  10#include <mgba/core/cache-set.h>
  11#include <mgba/internal/arm/macros.h>
  12#include <mgba/internal/gba/io.h>
  13#include <mgba/internal/gba/renderers/cache-set.h>
  14#include <mgba-util/memory.h>
  15
  16static void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer);
  17static void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer);
  18static void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer);
  19static void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address);
  20static void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam);
  21static void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
  22static uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
  23static void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y);
  24static void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer);
  25static void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels);
  26static void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels);
  27
  28static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer);
  29static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value);
  30static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value);
  31static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value);
  32static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value);
  33static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value);
  34static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value);
  35
  36static void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY);
  37static void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  38static void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  39static void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  40static void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  41static void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
  42static void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y);
  43
  44static void _cleanRegister(struct GBAVideoGLRenderer* renderer, int address, uint16_t value);
  45static void _drawScanlines(struct GBAVideoGLRenderer* renderer, int lastY);
  46static void _finalizeLayers(struct GBAVideoGLRenderer* renderer);
  47
  48#define TEST_LAYER_ENABLED(X) !glRenderer->d.disableBG[X] && glRenderer->bg[X].enabled == 4
  49
  50struct GBAVideoGLUniform {
  51	const char* name;
  52	int type;
  53};
  54
  55#define PALETTE_ENTRY "#define PALETTE_ENTRY(x) (vec3((ivec3(0x1F, 0x3E0, 0x7C00) & (x)) >> ivec3(0, 5, 10)) / 31.)\n"
  56
  57static const GLchar* const _gles3Header =
  58	"#version 300 es\n"
  59	"#define OUT(n) layout(location = n)\n"
  60	PALETTE_ENTRY
  61	"precision highp float;\n"
  62	"precision highp int;\n"
  63	"precision highp sampler2D;\n"
  64	"precision highp isampler2D;\n";
  65
  66static const GLchar* const _gl3Header =
  67	"#version 130\n"
  68	"#define OUT(n)\n"
  69	PALETTE_ENTRY
  70	"precision highp float;\n";
  71
  72static const char* const _vertexShader =
  73	"in vec2 position;\n"
  74	"uniform ivec2 loc;\n"
  75	"uniform ivec2 maxPos;\n"
  76	"out vec2 texCoord;\n"
  77
  78	"void main() {\n"
  79	"	vec2 local = vec2(position.x, float(position.y * float(loc.x) + float(loc.y)) / float(maxPos.y));\n"
  80	"	gl_Position = vec4((local * 2. - 1.) * vec2(sign(maxPos)), 0., 1.);\n"
  81	"	texCoord = local * vec2(abs(maxPos));\n"
  82	"}";
  83
  84static const char* const _renderTile16 =
  85	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
  86	"	int address = charBase + tile * 16 + (localCoord.x >> 2) + (localCoord.y << 1);\n"
  87	"	vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
  88	"	int entry = int(halfrow[3 - (localCoord.x & 3)] * 15.9);\n"
  89	"	if (entry == 0) {\n"
  90	"		discard;\n"
  91	"	}\n"
  92	"	int paletteEntry = palette[paletteId * 16 + entry];\n"
  93	"	vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
  94	"	return color;\n"
  95	"}";
  96
  97static const char* const _renderTile256 =
  98	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
  99	"	int address = charBase + tile * 32 + (localCoord.x >> 1) + (localCoord.y << 2);\n"
 100	"	vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
 101	"	int entry = int(halfrow[3 - 2 * (localCoord.x & 1)] * 15.9);\n"
 102	"	int pal2 = int(halfrow[2 - 2 * (localCoord.x & 1)] * 15.9);\n"
 103	"	if ((pal2 | entry) == 0) {\n"
 104	"		discard;\n"
 105	"	}\n"
 106	"	int paletteEntry = palette[pal2 * 16 + entry];\n"
 107	"	vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
 108	"	return color;\n"
 109	"}";
 110
 111static const struct GBAVideoGLUniform _uniformsMode0[] = {
 112	{ "loc", GBA_GL_VS_LOC, },
 113	{ "maxPos", GBA_GL_VS_MAXPOS, },
 114	{ "vram", GBA_GL_BG_VRAM, },
 115	{ "palette", GBA_GL_BG_PALETTE, },
 116	{ "screenBase", GBA_GL_BG_SCREENBASE, },
 117	{ "charBase", GBA_GL_BG_CHARBASE, },
 118	{ "size", GBA_GL_BG_SIZE, },
 119	{ "offset", GBA_GL_BG_OFFSET, },
 120	{ "inflags", GBA_GL_BG_INFLAGS, },
 121	{ "mosaic", GBA_GL_BG_MOSAIC, },
 122	{ 0 }
 123};
 124
 125static const char* const _renderMode0 =
 126	"in vec2 texCoord;\n"
 127	"uniform sampler2D vram;\n"
 128	"uniform int palette[256];\n"
 129	"uniform int screenBase;\n"
 130	"uniform int charBase;\n"
 131	"uniform int size;\n"
 132	"uniform int offset[160];\n"
 133	"uniform ivec4 inflags;\n"
 134	"uniform ivec2 mosaic;\n"
 135	"OUT(0) out vec4 color;\n"
 136	"OUT(1) out ivec4 flags;\n"
 137
 138	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
 139
 140	"void main() {\n"
 141	"	ivec2 coord = ivec2(texCoord);\n"
 142	"	if (mosaic.x > 1) {\n"
 143	"		coord.x -= coord.x % mosaic.x;\n"
 144	"	}\n"
 145	"	if (mosaic.y > 1) {\n"
 146	"		coord.y -= coord.y % mosaic.y;\n"
 147	"	}\n"
 148	"	coord += (ivec2(0x3FF, 0x3FF000) & offset[int(texCoord.y)]) >> ivec2(0, 12);\n"
 149	"	if (size == 3) {\n"
 150	"		coord.y += (coord.y & 256) << 1;\n"
 151	"	}\n"
 152	"	if (size != 2) {\n"
 153	"		coord.y &= ~256;\n"
 154	"	}\n"
 155	"	if ((size & 1) == 1) {\n"
 156	"		coord.y += coord.x & 256;\n"
 157	"	}\n"
 158	"	coord &= ivec2(255, 1023);\n"
 159	"	int mapAddress = screenBase + (coord.x >> 3) + (coord.y >> 3) * 32;\n"
 160	"	vec4 map = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
 161	"	int tileFlags = int(map.g * 15.9);\n"
 162	"	if ((tileFlags & 4) == 4) {\n"
 163	"		coord.x ^= 7;\n"
 164	"	}\n"
 165	"	if ((tileFlags & 8) == 8) {\n"
 166	"		coord.y ^= 7;\n"
 167	"	}\n"
 168	"	int tile = int(map.a * 15.9) + int(map.b * 15.9) * 16 + (tileFlags & 0x3) * 256;\n"
 169	"	color = renderTile(tile, int(map.r * 15.9), coord & 7);\n"
 170	"	flags = inflags;\n"
 171	"}";
 172
 173static const char* const _fetchTileOverflow =
 174	"vec4 fetchTile(ivec2 coord) {\n"
 175	"	int sizeAdjusted = (0x8000 << size) - 1;\n"
 176	"	coord &= sizeAdjusted;\n"
 177	"	return renderTile(coord);\n"
 178	"}";
 179
 180static const char* const _fetchTileNoOverflow =
 181	"vec4 fetchTile(ivec2 coord) {\n"
 182	"	int sizeAdjusted = (0x8000 << size) - 1;\n"
 183	"	ivec2 outerCoord = coord & ~sizeAdjusted;\n"
 184	"	if ((outerCoord.x | outerCoord.y) != 0) {\n"
 185	"		discard;\n"
 186	"	}\n"
 187	"	return renderTile(coord);\n"
 188	"}";
 189
 190static const struct GBAVideoGLUniform _uniformsMode2[] = {
 191	{ "loc", GBA_GL_VS_LOC, },
 192	{ "maxPos", GBA_GL_VS_MAXPOS, },
 193	{ "vram", GBA_GL_BG_VRAM, },
 194	{ "palette", GBA_GL_BG_PALETTE, },
 195	{ "screenBase", GBA_GL_BG_SCREENBASE, },
 196	{ "charBase", GBA_GL_BG_CHARBASE, },
 197	{ "size", GBA_GL_BG_SIZE, },
 198	{ "inflags", GBA_GL_BG_INFLAGS, },
 199	{ "offset", GBA_GL_BG_OFFSET, },
 200	{ "transform", GBA_GL_BG_TRANSFORM, },
 201	{ "range", GBA_GL_BG_RANGE, },
 202	{ "mosaic", GBA_GL_BG_MOSAIC, },
 203	{ 0 }
 204};
 205
 206static const char* const _interpolate =
 207	"vec2 interpolate(ivec2 arr[4], float x) {\n"
 208	"	float x1m = 1. - x;\n"
 209	"	return x1m * x1m * x1m * vec2(arr[0]) +"
 210		" 3. * x1m * x1m * x   * vec2(arr[1]) +"
 211		" 3. * x1m * x   * x   * vec2(arr[2]) +"
 212		"      x   * x   * x   * vec2(arr[3]);\n"
 213	"}\n"
 214
 215	"void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]) {\n"
 216	"	int start = max(range.x, y - 3);\n"
 217	"	mat[0] = transform[start + 0].xy;\n"
 218	"	aff[0] = transform[start + 0].zw;\n"
 219	"	mat[1] = transform[start + 1].xy;\n"
 220	"	aff[1] = transform[start + 1].zw;\n"
 221	"	mat[2] = transform[start + 2].xy;\n"
 222	"	aff[2] = transform[start + 2].zw;\n"
 223	"	mat[3] = transform[start + 3].xy;\n"
 224	"	aff[3] = transform[start + 3].zw;\n"
 225	"}\n";
 226
 227static const char* const _renderMode2 =
 228	"in vec2 texCoord;\n"
 229	"uniform sampler2D vram;\n"
 230	"uniform int palette[256];\n"
 231	"uniform int screenBase;\n"
 232	"uniform int charBase;\n"
 233	"uniform int size;\n"
 234	"uniform ivec4 inflags;\n"
 235	"uniform ivec4 transform[160];\n"
 236	"uniform ivec2 range;\n"
 237	"uniform ivec2 mosaic;\n"
 238	"OUT(0) out vec4 color;\n"
 239	"OUT(1) out ivec4 flags;\n"
 240
 241	"vec4 fetchTile(ivec2 coord);\n"
 242	"vec2 interpolate(ivec2 arr[4], float x);\n"
 243	"void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
 244
 245	"vec4 renderTile(ivec2 coord) {\n"
 246	"	int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n"
 247	"	int mapAddress = screenBase + (map >> 1);\n"
 248	"	vec4 twomaps = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
 249	"	int tile = int(twomaps[3 - 2 * (map & 1)] * 15.9) + int(twomaps[2 - 2 * (map & 1)] * 15.9) * 16;\n"
 250	"	int address = charBase + tile * 32 + ((coord.x >> 9) & 3) + ((coord.y >> 6) & 0x1C);\n"
 251	"	vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
 252	"	int entry = int(halfrow[3 - ((coord.x >> 7) & 2)] * 15.9);\n"
 253	"	int pal2 = int(halfrow[2 - ((coord.x >> 7) & 2)] * 15.9);\n"
 254	"	if ((pal2 | entry) == 0) {\n"
 255	"		discard;\n"
 256	"	}\n"
 257	"	int paletteEntry = palette[pal2 * 16 + entry];\n"
 258	"	vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
 259	"	return color;\n"
 260	"}\n"
 261
 262	"void main() {\n"
 263	"	ivec2 mat[4];\n"
 264	"	ivec2 offset[4];\n"
 265	"	vec2 incoord = texCoord;\n"
 266	"	if (mosaic.x > 1) {\n"
 267	"		incoord.x = float(int(incoord.x) % mosaic.x);\n"
 268	"	}\n"
 269	"	if (mosaic.y > 1) {\n"
 270	"		incoord.y = float(int(incoord.y) % mosaic.y);\n"
 271	"	}\n"
 272	"	loadAffine(int(incoord.y), mat, offset);\n"
 273	"	float y = fract(incoord.y);\n"
 274	"	float start = 0.75;\n"
 275	"	if (int(incoord.y) - range.x < 4) {\n"
 276	"		y = incoord.y - float(range.x);\n"
 277	"		start = 0.;\n"
 278	"	}\n"
 279	"	float lin = start + y * 0.25;\n"
 280	"	vec2 mixedTransform = interpolate(mat, lin);\n"
 281	"	vec2 mixedOffset = interpolate(offset, lin);\n"
 282	"	color = fetchTile(ivec2(mixedTransform * incoord.x + mixedOffset));\n"
 283	"	flags = inflags;\n"
 284	"}";
 285
 286static const struct GBAVideoGLUniform _uniformsMode35[] = {
 287	{ "loc", GBA_GL_VS_LOC, },
 288	{ "maxPos", GBA_GL_VS_MAXPOS, },
 289	{ "vram", GBA_GL_BG_VRAM, },
 290	{ "charBase", GBA_GL_BG_CHARBASE, },
 291	{ "size", GBA_GL_BG_SIZE, },
 292	{ "inflags", GBA_GL_BG_INFLAGS, },
 293	{ "offset", GBA_GL_BG_OFFSET, },
 294	{ "transform", GBA_GL_BG_TRANSFORM, },
 295	{ "range", GBA_GL_BG_RANGE, },
 296	{ "mosaic", GBA_GL_BG_MOSAIC, },
 297	{ 0 }
 298};
 299
 300static const char* const _renderMode35 =
 301	"in vec2 texCoord;\n"
 302	"uniform sampler2D vram;\n"
 303	"uniform int charBase;\n"
 304	"uniform ivec2 size;\n"
 305	"uniform ivec4 inflags;\n"
 306	"uniform ivec4 transform[160];\n"
 307	"uniform ivec2 range;\n"
 308	"uniform ivec2 mosaic;\n"
 309	"OUT(0) out vec4 color;\n"
 310	"OUT(1) out ivec4 flags;\n"
 311
 312	"vec2 interpolate(ivec2 arr[4], float x);\n"
 313	"void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
 314
 315	"void main() {\n"
 316	"	ivec2 mat[4];\n"
 317	"	ivec2 offset[4];\n"
 318	"	vec2 incoord = texCoord;\n"
 319	"	if (mosaic.x > 1) {\n"
 320	"		incoord.x = float(int(incoord.x) % mosaic.x);\n"
 321	"	}\n"
 322	"	if (mosaic.y > 1) {\n"
 323	"		incoord.y = float(int(incoord.y) % mosaic.y);\n"
 324	"	}\n"
 325	"	loadAffine(int(incoord.y), mat, offset);\n"
 326	"	float y = fract(incoord.y);\n"
 327	"	float start = 0.75;\n"
 328	"	if (int(incoord.y) - range.x < 4) {\n"
 329	"		y = incoord.y - float(range.x);\n"
 330	"		start = 0.;\n"
 331	"	}\n"
 332	"	float lin = start + y * 0.25;\n"
 333	"	vec2 mixedTransform = interpolate(mat, lin);\n"
 334	"	vec2 mixedOffset = interpolate(offset, lin);\n"
 335	"	ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
 336	"	if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
 337	"		discard;\n"
 338	"	}\n"
 339	"	if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
 340	"		discard;\n"
 341	"	}\n"
 342	"	int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
 343	"	ivec4 entry = ivec4(texelFetch(vram, ivec2(address & 255, address >> 8), 0) * 15.9);\n"
 344	"	int sixteen = (entry.x << 12) | (entry.y << 8) | (entry.z << 4) | entry.w;\n"
 345	"	color = vec4(float(sixteen & 0x1F) / 31., float((sixteen >> 5) & 0x1F) / 31., float((sixteen >> 10) & 0x1F) / 31., 1.);\n"
 346	"	flags = inflags;\n"
 347	"}";
 348
 349static const struct GBAVideoGLUniform _uniformsMode4[] = {
 350	{ "loc", GBA_GL_VS_LOC, },
 351	{ "maxPos", GBA_GL_VS_MAXPOS, },
 352	{ "vram", GBA_GL_BG_VRAM, },
 353	{ "palette", GBA_GL_BG_PALETTE, },
 354	{ "charBase", GBA_GL_BG_CHARBASE, },
 355	{ "size", GBA_GL_BG_SIZE, },
 356	{ "inflags", GBA_GL_BG_INFLAGS, },
 357	{ "offset", GBA_GL_BG_OFFSET, },
 358	{ "transform", GBA_GL_BG_TRANSFORM, },
 359	{ "range", GBA_GL_BG_RANGE, },
 360	{ "mosaic", GBA_GL_BG_MOSAIC, },
 361	{ 0 }
 362};
 363
 364static const char* const _renderMode4 =
 365	"in vec2 texCoord;\n"
 366	"uniform sampler2D vram;\n"
 367	"uniform int palette[256];\n"
 368	"uniform int charBase;\n"
 369	"uniform ivec2 size;\n"
 370	"uniform ivec4 inflags;\n"
 371	"uniform ivec4 transform[160];\n"
 372	"uniform ivec2 range;\n"
 373	"uniform ivec2 mosaic;\n"
 374	"OUT(0) out vec4 color;\n"
 375	"OUT(1) out ivec4 flags;\n"
 376
 377	"vec2 interpolate(ivec2 arr[4], float x);\n"
 378	"void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
 379
 380	"void main() {\n"
 381	"	ivec2 mat[4];\n"
 382	"	ivec2 offset[4];\n"
 383	"	vec2 incoord = texCoord;\n"
 384	"	if (mosaic.x > 1) {\n"
 385	"		incoord.x = float(int(incoord.x) % mosaic.x);\n"
 386	"	}\n"
 387	"	if (mosaic.y > 1) {\n"
 388	"		incoord.y = float(int(incoord.y) % mosaic.y);\n"
 389	"	}\n"
 390	"	loadAffine(int(incoord.y), mat, offset);\n"
 391	"	float y = fract(incoord.y);\n"
 392	"	float start = 0.75;\n"
 393	"	if (int(incoord.y) - range.x < 4) {\n"
 394	"		y = incoord.y - float(range.x);\n"
 395	"		start = 0.;\n"
 396	"	}\n"
 397	"	float lin = start + y * 0.25;\n"
 398	"	vec2 mixedTransform = interpolate(mat, lin);\n"
 399	"	vec2 mixedOffset = interpolate(offset, lin);\n"
 400	"	ivec2 coord = ivec2(mixedTransform * incoord.x + mixedOffset);\n"
 401	"	if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
 402	"		discard;\n"
 403	"	}\n"
 404	"	if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
 405	"		discard;\n"
 406	"	}\n"
 407	"	int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
 408	"	vec4 twoEntries = texelFetch(vram, ivec2((address >> 1) & 255, address >> 9), 0);\n"
 409	"	ivec2 entry = ivec2(twoEntries[3 - 2 * (address & 1)] * 15.9, twoEntries[2 - 2 * (address & 1)] * 15.9);\n"
 410	"	int paletteEntry = palette[entry.y * 16 + entry.x];\n"
 411	"	color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
 412	"	flags = inflags;\n"
 413	"}";
 414
 415static const struct GBAVideoGLUniform _uniformsObj[] = {
 416	{ "loc", GBA_GL_VS_LOC, },
 417	{ "maxPos", GBA_GL_VS_MAXPOS, },
 418	{ "vram", GBA_GL_OBJ_VRAM, },
 419	{ "palette", GBA_GL_OBJ_PALETTE, },
 420	{ "charBase", GBA_GL_OBJ_CHARBASE, },
 421	{ "stride", GBA_GL_OBJ_STRIDE, },
 422	{ "localPalette", GBA_GL_OBJ_LOCALPALETTE, },
 423	{ "inflags", GBA_GL_OBJ_INFLAGS, },
 424	{ "transform", GBA_GL_OBJ_TRANSFORM, },
 425	{ "dims", GBA_GL_OBJ_DIMS, },
 426	{ "objwin", GBA_GL_OBJ_OBJWIN, },
 427	{ "mosaic", GBA_GL_OBJ_MOSAIC, },
 428	{ 0 }
 429};
 430
 431static const char* const _renderObj =
 432	"in vec2 texCoord;\n"
 433	"uniform sampler2D vram;\n"
 434	"uniform int palette[256];\n"
 435	"uniform int charBase;\n"
 436	"uniform int stride;\n"
 437	"uniform int localPalette;\n"
 438	"uniform ivec4 inflags;\n"
 439	"uniform mat2x2 transform;\n"
 440	"uniform ivec4 dims;\n"
 441	"uniform ivec4 objwin;\n"
 442	"uniform ivec4 mosaic;\n"
 443	"OUT(0) out vec4 color;\n"
 444	"OUT(1) out ivec4 flags;\n"
 445	"OUT(2) out ivec4 window;\n"
 446
 447	"vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
 448
 449	"void main() {\n"
 450	"	vec2 incoord = texCoord;\n"
 451	"	if (mosaic.x > 1) {\n"
 452	"		int x = int(incoord.x);\n"
 453	"		incoord.x = float(clamp(x - (mosaic.z + x) % mosaic.x, 0, dims.z - 1));\n"
 454	"	} else if (mosaic.x < -1) {\n"
 455	"		int x = dims.z - int(incoord.x) - 1;\n"
 456	"		incoord.x = float(clamp(dims.z - x + (mosaic.z + x) % -mosaic.x - 1, 0, dims.z - 1));\n"
 457	"	}\n"
 458	"	if (mosaic.y > 1) {\n"
 459	"		int y = int(incoord.y);\n"
 460	"		incoord.y = float(clamp(y - (mosaic.w + y) % mosaic.y, 0, dims.w - 1));\n"
 461	"	}\n"
 462	"	ivec2 coord = ivec2(transform * (incoord - vec2(dims.zw) / 2.) + vec2(dims.xy) / 2.);\n"
 463	"	if ((coord & ~(dims.xy - 1)) != ivec2(0, 0)) {\n"
 464	"		discard;\n"
 465	"	}\n"
 466	"	vec4 pix = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, localPalette, coord & 7);\n"
 467	"	color = pix;\n"
 468	"	flags = inflags;\n"
 469	"	gl_FragDepth = float(flags.x) / 16.;\n"
 470	"	window = ivec4(objwin.yzw, 0);\n"
 471	"}";
 472
 473static const struct GBAVideoGLUniform _uniformsWindow[] = {
 474	{ "loc", GBA_GL_VS_LOC, },
 475	{ "maxPos", GBA_GL_VS_MAXPOS, },
 476	{ "dispcnt", GBA_GL_WIN_DISPCNT, },
 477	{ "blend", GBA_GL_WIN_BLEND, },
 478	{ "flags", GBA_GL_WIN_FLAGS, },
 479	{ "win0", GBA_GL_WIN_WIN0, },
 480	{ "win1", GBA_GL_WIN_WIN1, },
 481	{ 0 }
 482};
 483
 484static const char* const _renderWindow =
 485	"in vec2 texCoord;\n"
 486	"uniform int dispcnt;\n"
 487	"uniform ivec2 blend;\n"
 488	"uniform ivec3 flags;\n"
 489	"uniform ivec4 win0[160];\n"
 490	"uniform ivec4 win1[160];\n"
 491	"OUT(0) out ivec4 window;\n"
 492
 493	"void crop(vec4 windowParams, int flags, inout ivec3 windowFlags) {\n"
 494	"	bvec4 compare = lessThan(texCoord.xxyy, windowParams);\n"
 495	"	compare = equal(compare, bvec4(true, false, true, false));\n"
 496	"	if (any(compare)) {\n"
 497	"		vec2 h = windowParams.xy;\n"
 498	"		vec2 v = windowParams.zw;\n"
 499	"		if (v.x > v.y) {\n"
 500	"			if (compare.z && compare.w) {\n"
 501	"				return;\n"
 502	"			}\n"
 503	"		} else if (compare.z || compare.w) {\n"
 504	"			return;\n"
 505	"		}\n"
 506	"		if (h.x > h.y) {\n"
 507	"			if (compare.x && compare.y) {\n"
 508	"				return;\n"
 509	"			}\n"
 510	"		} else if (compare.x || compare.y) {\n"
 511	"			return;\n"
 512	"		}\n"
 513	"	}\n"
 514	"	windowFlags.x = flags;\n"
 515	"}\n"
 516
 517	"vec4 interpolate(ivec4 win[160]) {\n"
 518	"	vec4 bottom = vec4(win[int(texCoord.y) - 1]);\n"
 519	"	vec4 top = vec4(win[int(texCoord.y)]);\n"
 520	"	if (distance(top, bottom) > 40.) {\n"
 521	"		return top;\n"
 522	"	}\n"
 523	"	return vec4(mix(bottom.xy, top.xy, fract(texCoord.y)), top.zw);\n"
 524	"}\n"
 525
 526	"void main() {\n"
 527	"	int dispflags = (dispcnt & 0x1F) | 0x20;\n"
 528	"	if ((dispcnt & 0xE0) == 0) {\n"
 529	"		window = ivec4(dispflags, blend, 0);\n"
 530	"	} else {\n"
 531	"		ivec3 windowFlags = ivec3(flags.z, blend);\n"
 532	"		if ((dispcnt & 0x40) != 0) { \n"
 533	"			crop(interpolate(win1), flags.y, windowFlags);\n"
 534	"		}\n"
 535	"		if ((dispcnt & 0x20) != 0) { \n"
 536	"			crop(interpolate(win0), flags.x, windowFlags);\n"
 537	"		}\n"
 538	"		window = ivec4(windowFlags, 0);\n"
 539	"	}\n"
 540	"}\n";
 541
 542static const struct GBAVideoGLUniform _uniformsFinalize[] = {
 543	{ "loc", GBA_GL_VS_LOC, },
 544	{ "maxPos", GBA_GL_VS_MAXPOS, },
 545	{ "scale", GBA_GL_FINALIZE_SCALE, },
 546	{ "layers", GBA_GL_FINALIZE_LAYERS, },
 547	{ "flags", GBA_GL_FINALIZE_FLAGS, },
 548	{ "window", GBA_GL_FINALIZE_WINDOW, },
 549	{ "backdrop", GBA_GL_FINALIZE_BACKDROP, },
 550	{ "backdropFlags", GBA_GL_FINALIZE_BACKDROPFLAGS, },
 551	{ 0 }
 552};
 553
 554static const char* const _finalize =
 555	"in vec2 texCoord;\n"
 556	"uniform int scale;\n"
 557	"uniform sampler2D layers[5];\n"
 558	"uniform isampler2D flags[5];\n"
 559	"uniform isampler2D window;\n"
 560	"uniform sampler2D backdrop;\n"
 561	"uniform isampler2D backdropFlags;\n"
 562	"out vec4 color;\n"
 563
 564	"void composite(vec4 pixel, ivec4 flags, inout vec4 topPixel, inout ivec4 topFlags, inout vec4 bottomPixel, inout ivec4 bottomFlags) {\n"
 565	"	if (pixel.a == 0.) {\n"
 566	"		return;\n"
 567	"	}\n"
 568	"	if (flags.x >= topFlags.x) {\n"
 569	"		if (flags.x >= bottomFlags.x) {\n"
 570	"			return;\n"
 571	"		}\n"
 572	"		bottomFlags = flags;\n"
 573	"		bottomPixel = pixel;\n"
 574	"	} else {\n"
 575	"		bottomFlags = topFlags;\n"
 576	"		topFlags = flags;\n"
 577	"		bottomPixel = topPixel;\n"
 578	"		topPixel = pixel;\n"
 579	"	}\n"
 580	"}\n"
 581
 582	"void main() {\n"
 583	"	vec4 topPixel = texelFetch(backdrop, ivec2(0, texCoord.y), 0);\n"
 584	"	vec4 bottomPixel = topPixel;\n"
 585	"	ivec4 topFlags = ivec4(texelFetch(backdropFlags, ivec2(0, texCoord.y), 0));\n"
 586	"	ivec4 bottomFlags = topFlags;\n"
 587	"	ivec4 windowFlags = texelFetch(window, ivec2(texCoord * float(scale)), 0);\n"
 588	"	int layerWindow = windowFlags.x;\n"
 589	"	if ((layerWindow & 16) != 0) {\n"
 590	"		vec4 pix = texelFetch(layers[4], ivec2(texCoord * float(scale)), 0);\n"
 591	"		ivec4 inflags = ivec4(texelFetch(flags[4], ivec2(texCoord * float(scale)), 0));\n"
 592	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 593	"	}\n"
 594	"	if ((layerWindow & 1) != 0) {\n"
 595	"		vec4 pix = texelFetch(layers[0], ivec2(texCoord * float(scale)), 0);\n"
 596	"		ivec4 inflags = ivec4(texelFetch(flags[0], ivec2(texCoord * float(scale)), 0).xyz, 0);\n"
 597	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 598	"	}\n"
 599	"	if ((layerWindow & 2) != 0) {\n"
 600	"		vec4 pix = texelFetch(layers[1], ivec2(texCoord * float(scale)), 0);\n"
 601	"		ivec4 inflags = ivec4(texelFetch(flags[1], ivec2(texCoord * float(scale)), 0).xyz, 0);\n"
 602	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 603	"	}\n"
 604	"	if ((layerWindow & 4) != 0) {\n"
 605	"		vec4 pix = texelFetch(layers[2], ivec2(texCoord * float(scale)), 0);\n"
 606	"		ivec4 inflags = ivec4(texelFetch(flags[2], ivec2(texCoord * float(scale)), 0).xyz.xyz, 0);\n"
 607	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 608	"	}\n"
 609	"	if ((layerWindow & 8) != 0) {\n"
 610	"		vec4 pix = texelFetch(layers[3], ivec2(texCoord * float(scale)), 0);\n"
 611	"		ivec4 inflags = ivec4(texelFetch(flags[3], ivec2(texCoord * float(scale)), 0).xyz, 0);\n"
 612	"		composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
 613	"	}\n"
 614	"	if ((layerWindow & 32) == 0) {\n"
 615	"		topFlags.y &= ~1;\n"
 616	"	}\n"
 617	"	if (((topFlags.y & 13) == 5 || topFlags.w > 0) && (bottomFlags.y & 2) == 2) {\n"
 618	"		topPixel.rgb *= float(topFlags.z) / 16.;\n"
 619	"		topPixel.rgb += bottomPixel.rgb * float(windowFlags.y) / 16.;\n"
 620	"	} else if ((topFlags.y & 13) == 9) {\n"
 621	"		topPixel.rgb += (1. - topPixel.rgb) * float(windowFlags.z) / 16.;\n"
 622	"	} else if ((topFlags.y & 13) == 13) {\n"
 623	"		topPixel.rgb -= topPixel.rgb * float(windowFlags.z) / 16.;\n"
 624	"	}\n"
 625	"	color = topPixel;\n"
 626	"}";
 627
 628static const GLint _vertices[] = {
 629	0, 0,
 630	0, 1,
 631	1, 1,
 632	1, 0,
 633};
 634
 635void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
 636	renderer->d.init = GBAVideoGLRendererInit;
 637	renderer->d.reset = GBAVideoGLRendererReset;
 638	renderer->d.deinit = GBAVideoGLRendererDeinit;
 639	renderer->d.writeVideoRegister = GBAVideoGLRendererWriteVideoRegister;
 640	renderer->d.writeVRAM = GBAVideoGLRendererWriteVRAM;
 641	renderer->d.writeOAM = GBAVideoGLRendererWriteOAM;
 642	renderer->d.writePalette = GBAVideoGLRendererWritePalette;
 643	renderer->d.drawScanline = GBAVideoGLRendererDrawScanline;
 644	renderer->d.finishFrame = GBAVideoGLRendererFinishFrame;
 645	renderer->d.getPixels = GBAVideoGLRendererGetPixels;
 646	renderer->d.putPixels = GBAVideoGLRendererPutPixels;
 647
 648	renderer->d.disableBG[0] = false;
 649	renderer->d.disableBG[1] = false;
 650	renderer->d.disableBG[2] = false;
 651	renderer->d.disableBG[3] = false;
 652	renderer->d.disableOBJ = false;
 653
 654	renderer->d.highlightBG[0] = false;
 655	renderer->d.highlightBG[1] = false;
 656	renderer->d.highlightBG[2] = false;
 657	renderer->d.highlightBG[3] = false;
 658	int i;
 659	for (i = 0; i < 128; ++i) {
 660		renderer->d.highlightOBJ[i] = false;
 661	}
 662	renderer->d.highlightColor = 0xFFFFFF;
 663	renderer->d.highlightAmount = 0;
 664
 665	renderer->scale = 1;
 666}
 667
 668static void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVideoGLShader* shader, const char** shaderBuffer, int shaderBufferLines, GLuint vs, const struct GBAVideoGLUniform* uniforms, char* log) {
 669	GLuint program = glCreateProgram();
 670	shader->program = program;
 671
 672	GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
 673	glAttachShader(program, vs);
 674	glAttachShader(program, fs);
 675	glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
 676	glCompileShader(fs);
 677	glGetShaderInfoLog(fs, 2048, 0, log);
 678	if (log[0]) {
 679		mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
 680	}
 681	glLinkProgram(program);
 682	glGetProgramInfoLog(program, 2048, 0, log);
 683	if (log[0]) {
 684		mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
 685	}
 686	glDeleteShader(fs);
 687#ifndef BUILD_GLES3
 688	glBindFragDataLocation(program, 0, "color");
 689	glBindFragDataLocation(program, 1, "flags");
 690#endif
 691
 692	glGenVertexArrays(1, &shader->vao);
 693	glBindVertexArray(shader->vao);
 694	glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
 695	GLuint positionLocation = glGetAttribLocation(program, "position");
 696	glEnableVertexAttribArray(positionLocation);
 697	glVertexAttribPointer(positionLocation, 2, GL_INT, GL_FALSE, 0, NULL);
 698
 699	size_t i;
 700	for (i = 0; uniforms[i].name; ++i) {
 701		shader->uniforms[uniforms[i].type] = glGetUniformLocation(program, uniforms[i].name);
 702	}
 703}
 704
 705static void _deleteShader(struct GBAVideoGLShader* shader) {
 706	glDeleteProgram(shader->program);
 707	glDeleteVertexArrays(1, &shader->vao);
 708}
 709
 710static void _initFramebufferTextureEx(GLuint tex, GLenum internalFormat, GLenum format, GLenum type, GLenum attachment, int scale) {
 711	glBindTexture(GL_TEXTURE_2D, tex);
 712	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 713	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 714	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 715	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 716	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);
 717	glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);	
 718}
 719
 720static void _initFramebufferTexture(GLuint tex, GLenum format, GLenum attachment, int scale) {
 721	_initFramebufferTextureEx(tex, format, format, GL_UNSIGNED_BYTE, attachment, scale);
 722}
 723
 724void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
 725	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 726	glRenderer->temporaryBuffer = NULL;
 727
 728	glGenFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
 729	glGenTextures(GBA_GL_TEX_MAX, glRenderer->layers);
 730
 731	glGenTextures(1, &glRenderer->vramTex);
 732	glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
 733	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 734	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 735	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 256, 192, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, 0);
 736
 737	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
 738	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 739	_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
 740	_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT2, glRenderer->scale);
 741	_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_DEPTH], GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, GL_DEPTH_ATTACHMENT, glRenderer->scale);
 742
 743	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
 744	_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_COLOR], GL_RGB, GL_COLOR_ATTACHMENT0, 0);
 745	_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_BACKDROP_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
 746
 747	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
 748	_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 749
 750	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
 751	_initFramebufferTexture(glRenderer->outputTex, GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 752
 753	glBindFramebuffer(GL_FRAMEBUFFER, 0);
 754
 755	glGenBuffers(1, &glRenderer->vbo);
 756	glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
 757	glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
 758
 759	int i;
 760	for (i = 0; i < 4; ++i) {
 761		struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
 762		bg->index = i;
 763		bg->enabled = 0;
 764		bg->priority = 0;
 765		bg->charBase = 0;
 766		bg->mosaic = 0;
 767		bg->multipalette = 0;
 768		bg->screenBase = 0;
 769		bg->overflow = 0;
 770		bg->size = 0;
 771		bg->target1 = 0;
 772		bg->target2 = 0;
 773		bg->x = 0;
 774		bg->y = 0;
 775		bg->refx = 0;
 776		bg->refy = 0;
 777		bg->affine.dx = 256;
 778		bg->affine.dmx = 0;
 779		bg->affine.dy = 0;
 780		bg->affine.dmy = 256;
 781		bg->affine.sx = 0;
 782		bg->affine.sy = 0;
 783		glGenFramebuffers(1, &bg->fbo);
 784		glGenTextures(1, &bg->tex);
 785		glGenTextures(1, &bg->flags);
 786		glBindFramebuffer(GL_FRAMEBUFFER, bg->fbo);
 787		_initFramebufferTexture(bg->tex, GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
 788		_initFramebufferTextureEx(bg->flags, GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
 789	}
 790	glBindFramebuffer(GL_FRAMEBUFFER, 0);
 791
 792	char log[2048];
 793	const GLchar* shaderBuffer[4];
 794	const GLubyte* version = glGetString(GL_VERSION);
 795	if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES "))) {
 796		shaderBuffer[0] = _gl3Header;
 797	} else {
 798		shaderBuffer[0] = _gles3Header;
 799	}
 800
 801	GLuint vs = glCreateShader(GL_VERTEX_SHADER);
 802	shaderBuffer[1] = _vertexShader;
 803	glShaderSource(vs, 2, shaderBuffer, 0);
 804	glCompileShader(vs);
 805	glGetShaderInfoLog(vs, 2048, 0, log);
 806	if (log[0]) {
 807		mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
 808	}
 809
 810	shaderBuffer[1] = _renderMode0;
 811
 812	shaderBuffer[2] = _renderTile16;
 813	_compileShader(glRenderer, &glRenderer->bgShader[0], shaderBuffer, 3, vs, _uniformsMode0, log);
 814
 815	shaderBuffer[2] = _renderTile256;
 816	_compileShader(glRenderer, &glRenderer->bgShader[1], shaderBuffer, 3, vs, _uniformsMode0, log);
 817
 818	shaderBuffer[1] = _renderMode2;
 819	shaderBuffer[2] = _interpolate;
 820
 821	shaderBuffer[3] = _fetchTileOverflow;
 822	_compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 4, vs, _uniformsMode2, log);
 823
 824	shaderBuffer[3] = _fetchTileNoOverflow;
 825	_compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 4, vs, _uniformsMode2, log);
 826
 827	shaderBuffer[1] = _renderMode4;
 828	shaderBuffer[2] = _interpolate;
 829	_compileShader(glRenderer, &glRenderer->bgShader[4], shaderBuffer, 3, vs, _uniformsMode4, log);
 830
 831	shaderBuffer[1] = _renderMode35;
 832	shaderBuffer[2] = _interpolate;
 833	_compileShader(glRenderer, &glRenderer->bgShader[5], shaderBuffer, 3, vs, _uniformsMode35, log);
 834
 835	shaderBuffer[1] = _renderObj;
 836
 837	shaderBuffer[2] = _renderTile16;
 838	_compileShader(glRenderer, &glRenderer->objShader[0], shaderBuffer, 3, vs, _uniformsObj, log);
 839#ifndef BUILD_GLES3
 840	glBindFragDataLocation(glRenderer->objShader[0].program, 2, "window");
 841#endif
 842
 843	shaderBuffer[2] = _renderTile256;
 844	_compileShader(glRenderer, &glRenderer->objShader[1], shaderBuffer, 3, vs, _uniformsObj, log);
 845#ifndef BUILD_GLES3
 846	glBindFragDataLocation(glRenderer->objShader[1].program, 2, "window");
 847#endif
 848
 849	shaderBuffer[1] = _renderWindow;
 850	_compileShader(glRenderer, &glRenderer->windowShader, shaderBuffer, 2, vs, _uniformsWindow, log);
 851#ifndef BUILD_GLES3
 852	glBindFragDataLocation(glRenderer->windowShader.program, 0, "window");
 853#endif
 854
 855	shaderBuffer[1] = _finalize;
 856	_compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, log);
 857
 858	glBindVertexArray(0);
 859	glDeleteShader(vs);
 860
 861	GBAVideoGLRendererReset(renderer);
 862}
 863
 864void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
 865	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 866	if (glRenderer->temporaryBuffer) {
 867		mappedMemoryFree(glRenderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale);
 868	}
 869	glDeleteFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
 870	glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers);
 871	glDeleteTextures(1, &glRenderer->vramTex);
 872	glDeleteBuffers(1, &glRenderer->vbo);
 873
 874	_deleteShader(&glRenderer->bgShader[0]);
 875	_deleteShader(&glRenderer->bgShader[1]);
 876	_deleteShader(&glRenderer->bgShader[2]);
 877	_deleteShader(&glRenderer->bgShader[3]);
 878	_deleteShader(&glRenderer->objShader[0]);
 879	_deleteShader(&glRenderer->objShader[1]);
 880	_deleteShader(&glRenderer->finalizeShader);
 881
 882	int i;
 883	for (i = 0; i < 4; ++i) {
 884		struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
 885		glDeleteFramebuffers(1, &bg->fbo);
 886		glDeleteTextures(1, &bg->tex);
 887		glDeleteTextures(1, &bg->flags);
 888	}
 889}
 890
 891void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
 892	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 893
 894	glRenderer->paletteDirty = true;
 895	glRenderer->vramDirty = 0xFFFFFF;
 896	glRenderer->firstAffine = -1;
 897	glRenderer->firstY = -1;
 898	glRenderer->dispcnt = 0x0080;
 899	glRenderer->mosaic = 0;
 900	memset(glRenderer->shadowRegs, 0, sizeof(glRenderer->shadowRegs));
 901	glRenderer->regsDirty = 0xFFFFFFFFFFFEULL;
 902}
 903
 904void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
 905	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 906	glRenderer->vramDirty |= 1 << (address >> 12);
 907}
 908
 909void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam) {
 910	UNUSED(oam);
 911	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 912	glRenderer->oamDirty = true;
 913}
 914
 915void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
 916	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 917	UNUSED(address);
 918	UNUSED(value);
 919	glRenderer->paletteDirty = true;
 920}
 921
 922uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
 923	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
 924	if (renderer->cache) {
 925		GBAVideoCacheWriteVideoRegister(renderer->cache, address, value);
 926	}
 927
 928	bool dirty = false;
 929	switch (address) {
 930	case REG_DISPCNT:
 931		value &= 0xFFF7;
 932		dirty = true;
 933		break;
 934	case REG_BG0CNT:
 935	case REG_BG1CNT:
 936		value &= 0xDFFF;
 937		dirty = true;
 938		break;
 939	case REG_BG0HOFS:
 940		value &= 0x01FF;
 941		glRenderer->bg[0].x = value;
 942		dirty = false;
 943		break;
 944	case REG_BG0VOFS:
 945		value &= 0x01FF;
 946		glRenderer->bg[0].y = value;
 947		dirty = false;
 948		break;
 949	case REG_BG1HOFS:
 950		value &= 0x01FF;
 951		glRenderer->bg[1].x = value;
 952		dirty = false;
 953		break;
 954	case REG_BG1VOFS:
 955		value &= 0x01FF;
 956		glRenderer->bg[1].y = value;
 957		dirty = false;
 958		break;
 959	case REG_BG2HOFS:
 960		value &= 0x01FF;
 961		glRenderer->bg[2].x = value;
 962		dirty = false;
 963		break;
 964	case REG_BG2VOFS:
 965		value &= 0x01FF;
 966		glRenderer->bg[2].y = value;
 967		dirty = false;
 968		break;
 969	case REG_BG3HOFS:
 970		value &= 0x01FF;
 971		glRenderer->bg[3].x = value;
 972		dirty = false;
 973		break;
 974	case REG_BG3VOFS:
 975		value &= 0x01FF;
 976		glRenderer->bg[3].y = value;
 977		dirty = false;
 978		break;
 979	case REG_BG2PA:
 980		glRenderer->bg[2].affine.dx = value;
 981		break;
 982	case REG_BG2PB:
 983		glRenderer->bg[2].affine.dmx = value;
 984		break;
 985	case REG_BG2PC:
 986		glRenderer->bg[2].affine.dy = value;
 987		break;
 988	case REG_BG2PD:
 989		glRenderer->bg[2].affine.dmy = value;
 990		break;
 991	case REG_BG2X_LO:
 992		GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[2], value);
 993		break;
 994	case REG_BG2X_HI:
 995		GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[2], value);
 996		break;
 997	case REG_BG2Y_LO:
 998		GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[2], value);
 999		break;
1000	case REG_BG2Y_HI:
1001		GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[2], value);
1002		break;
1003	case REG_BG3PA:
1004		glRenderer->bg[3].affine.dx = value;
1005		break;
1006	case REG_BG3PB:
1007		glRenderer->bg[3].affine.dmx = value;
1008		break;
1009	case REG_BG3PC:
1010		glRenderer->bg[3].affine.dy = value;
1011		break;
1012	case REG_BG3PD:
1013		glRenderer->bg[3].affine.dmy = value;
1014		break;
1015	case REG_BG3X_LO:
1016		GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[3], value);
1017		break;
1018	case REG_BG3X_HI:
1019		GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[3], value);
1020		break;
1021	case REG_BG3Y_LO:
1022		GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[3], value);
1023		break;
1024	case REG_BG3Y_HI:
1025		GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[3], value);
1026		break;
1027	case REG_BLDALPHA:
1028		value &= 0x1F1F;
1029		dirty = true;
1030		break;
1031	case REG_BLDY:
1032		value &= 0x1F;
1033		if (value > 0x10) {
1034			value = 0x10;
1035		}
1036		dirty = true;
1037		break;
1038			case REG_WIN0H:
1039		glRenderer->winN[0].h.end = value;
1040		glRenderer->winN[0].h.start = value >> 8;
1041		if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[0].h.start > glRenderer->winN[0].h.end) {
1042			glRenderer->winN[0].h.start = 0;
1043		}
1044		if (glRenderer->winN[0].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1045			glRenderer->winN[0].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
1046			if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1047				glRenderer->winN[0].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
1048			}
1049		}
1050		break;
1051	case REG_WIN1H:
1052		glRenderer->winN[1].h.end = value;
1053		glRenderer->winN[1].h.start = value >> 8;
1054		if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[1].h.start > glRenderer->winN[1].h.end) {
1055			glRenderer->winN[1].h.start = 0;
1056		}
1057		if (glRenderer->winN[1].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
1058			glRenderer->winN[1].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
1059			if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
1060				glRenderer->winN[1].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
1061			}
1062		}
1063		break;
1064	case REG_WIN0V:
1065		glRenderer->winN[0].v.end = value;
1066		glRenderer->winN[0].v.start = value >> 8;
1067		if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[0].v.start > glRenderer->winN[0].v.end) {
1068			glRenderer->winN[0].v.start = 0;
1069		}
1070		if (glRenderer->winN[0].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1071			glRenderer->winN[0].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1072			if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1073				glRenderer->winN[0].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1074			}
1075		}
1076		break;
1077	case REG_WIN1V:
1078		glRenderer->winN[1].v.end = value;
1079		glRenderer->winN[1].v.start = value >> 8;
1080		if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[1].v.start > glRenderer->winN[1].v.end) {
1081			glRenderer->winN[1].v.start = 0;
1082		}
1083		if (glRenderer->winN[1].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
1084			glRenderer->winN[1].v.end = GBA_VIDEO_VERTICAL_PIXELS;
1085			if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
1086				glRenderer->winN[1].v.start = GBA_VIDEO_VERTICAL_PIXELS;
1087			}
1088		}
1089		break;
1090	case REG_WININ:
1091	case REG_WINOUT:
1092		value &= 0x3F3F;
1093		dirty = true;
1094		break;
1095	default:
1096		dirty = true;
1097		break;
1098	}
1099	if (glRenderer->shadowRegs[address >> 1] == value) {
1100		dirty = false;
1101	} else {
1102		glRenderer->shadowRegs[address >> 1] = value;
1103	}
1104	if (dirty) {
1105		glRenderer->regsDirty |= 1ULL << (address >> 1);
1106	}
1107	return value;
1108}
1109
1110void _cleanRegister(struct GBAVideoGLRenderer* glRenderer, int address, uint16_t value) {
1111	switch (address) {
1112	case REG_DISPCNT:
1113		glRenderer->dispcnt = value;
1114		GBAVideoGLRendererUpdateDISPCNT(glRenderer);
1115		break;
1116	case REG_BG0CNT:
1117		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[0], value);
1118		break;
1119	case REG_BG1CNT:
1120		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[1], value);
1121		break;
1122	case REG_BG2CNT:
1123		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[2], value);
1124		break;
1125	case REG_BG3CNT:
1126		GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[3], value);
1127		break;
1128	case REG_BLDCNT:
1129		GBAVideoGLRendererWriteBLDCNT(glRenderer, value);
1130		value &= 0x3FFF;
1131		break;
1132	case REG_BLDALPHA:
1133		glRenderer->blda = value & 0x1F;
1134		if (glRenderer->blda > 0x10) {
1135			glRenderer->blda = 0x10;
1136		}
1137		glRenderer->bldb = (value >> 8) & 0x1F;
1138		if (glRenderer->bldb > 0x10) {
1139			glRenderer->bldb = 0x10;
1140		}
1141		value &= 0x1F1F;
1142		break;
1143	case REG_BLDY:
1144		glRenderer->bldy = value;
1145		break;
1146	case REG_WININ:
1147		glRenderer->winN[0].control = value;
1148		glRenderer->winN[1].control = value >> 8;
1149		break;
1150	case REG_WINOUT:
1151		glRenderer->winout = value;
1152		glRenderer->objwin = value >> 8;
1153		break;
1154	case REG_MOSAIC:
1155		glRenderer->mosaic = value;
1156		break;
1157	default:
1158		break;
1159	}
1160}
1161
1162static bool _dirtyMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1163	UNUSED(y);
1164	if (!background->enabled) {
1165		return false;
1166	}
1167	unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1168	unsigned screenMask = (7 << screenBase) & 0xFFFF; // Technically overzealous
1169	if (renderer->vramDirty & screenMask) {
1170		return true;
1171	}
1172	unsigned charBase = background->charBase >> 11;
1173	unsigned charMask = (0xFFFF << charBase) & 0xFFFF;
1174	if (renderer->vramDirty & charMask) {
1175		return true;
1176	}
1177	return false;
1178}
1179
1180static bool _dirtyMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1181	UNUSED(y);
1182	if (!background->enabled) {
1183		return false;
1184	}
1185	unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
1186	unsigned screenMask = (0xF << screenBase) & 0xFFFF;
1187	if (renderer->vramDirty & screenMask) {
1188		return true;
1189	}
1190	unsigned charBase = background->charBase >> 11;
1191	unsigned charMask = (0x3FFF << charBase) & 0xFFFF;
1192	if (renderer->vramDirty & charMask) {
1193		return true;
1194	}
1195	return false;
1196}
1197
1198static bool _dirtyMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1199	UNUSED(y);
1200	if (!background->enabled) {
1201		return false;
1202	}
1203	if (renderer->vramDirty & 0xFFFFF) {
1204		return true;
1205	}
1206	return false;
1207}
1208
1209static bool _dirtyMode45(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1210	UNUSED(y);
1211	if (!background->enabled) {
1212		return false;
1213	}
1214	int start = GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 5 : 0;
1215	int mask = 0x3FF << start;
1216	if (renderer->vramDirty & mask) {
1217		return true;
1218	}
1219	return false;
1220}
1221
1222static bool _needsVramUpload(struct GBAVideoGLRenderer* renderer, int y) {
1223	if (!renderer->vramDirty) {
1224		return false;
1225	}
1226	if (y == 0) {
1227		return true;
1228	}
1229
1230	if (GBARegisterDISPCNTIsObjEnable(renderer->dispcnt) && renderer->vramDirty & 0xFF0000) {
1231		return true;
1232	}
1233
1234	bool dirty = false;
1235	switch (GBARegisterDISPCNTGetMode(renderer->dispcnt)) {
1236	case 0:
1237		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1238		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1239		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[2], y);
1240		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[3], y);
1241		break;
1242	case 1:
1243		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
1244		dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
1245		dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1246		break;
1247	case 2:
1248		dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
1249		dirty = dirty || _dirtyMode2(renderer, &renderer->bg[3], y);
1250		break;
1251	case 3:
1252		dirty = _dirtyMode3(renderer, &renderer->bg[2], y);
1253		break;
1254	case 4:
1255		dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1256		break;
1257	case 5:
1258		dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
1259		break;
1260	}
1261	return dirty;
1262}
1263
1264void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
1265	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1266
1267	if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1268		if (glRenderer->firstAffine < 0) {
1269			glRenderer->firstAffine = y;
1270		}
1271	} else {
1272		glRenderer->firstAffine = -1;
1273	}
1274
1275	if (glRenderer->paletteDirty || _needsVramUpload(glRenderer, y) || glRenderer->oamDirty || glRenderer->regsDirty) {
1276		if (glRenderer->firstY >= 0) {
1277			_drawScanlines(glRenderer, y - 1);
1278			glBindVertexArray(0);
1279		}
1280	}
1281	if (glRenderer->firstY < 0) {
1282		glRenderer->firstY = y;
1283	}
1284
1285	int i;
1286	for (i = 0; i < 0x30; ++i) {
1287		if (!(glRenderer->regsDirty & (1ULL << i))) {
1288			continue;
1289		}
1290		_cleanRegister(glRenderer, i << 1, glRenderer->shadowRegs[i]);
1291	}
1292	glRenderer->regsDirty = 0;
1293
1294	glRenderer->winNHistory[0][y * 4 + 0] = glRenderer->winN[0].h.start;
1295	glRenderer->winNHistory[0][y * 4 + 1] = glRenderer->winN[0].h.end;
1296	glRenderer->winNHistory[0][y * 4 + 2] = glRenderer->winN[0].v.start;
1297	glRenderer->winNHistory[0][y * 4 + 3] = glRenderer->winN[0].v.end;
1298	glRenderer->winNHistory[1][y * 4 + 0] = glRenderer->winN[1].h.start;
1299	glRenderer->winNHistory[1][y * 4 + 1] = glRenderer->winN[1].h.end;
1300	glRenderer->winNHistory[1][y * 4 + 2] = glRenderer->winN[1].v.start;
1301	glRenderer->winNHistory[1][y * 4 + 3] = glRenderer->winN[1].v.end;
1302
1303	glRenderer->bg[0].scanlineOffset[y] = glRenderer->bg[0].x;
1304	glRenderer->bg[0].scanlineOffset[y] |= glRenderer->bg[0].y << 12;
1305	glRenderer->bg[1].scanlineOffset[y] = glRenderer->bg[1].x;
1306	glRenderer->bg[1].scanlineOffset[y] |= glRenderer->bg[1].y << 12;
1307	glRenderer->bg[2].scanlineOffset[y] = glRenderer->bg[2].x;
1308	glRenderer->bg[2].scanlineOffset[y] |= glRenderer->bg[2].y << 12;
1309	glRenderer->bg[2].scanlineAffine[y * 4] = glRenderer->bg[2].affine.dx;
1310	glRenderer->bg[2].scanlineAffine[y * 4 + 1] = glRenderer->bg[2].affine.dy;
1311	glRenderer->bg[2].scanlineAffine[y * 4 + 2] = glRenderer->bg[2].affine.sx;
1312	glRenderer->bg[2].scanlineAffine[y * 4 + 3] = glRenderer->bg[2].affine.sy;
1313	glRenderer->bg[3].scanlineOffset[y] = glRenderer->bg[3].x;
1314	glRenderer->bg[3].scanlineOffset[y] |= glRenderer->bg[3].y << 12;
1315	glRenderer->bg[3].scanlineAffine[y * 4] = glRenderer->bg[3].affine.dx;
1316	glRenderer->bg[3].scanlineAffine[y * 4 + 1] = glRenderer->bg[3].affine.dy;
1317	glRenderer->bg[3].scanlineAffine[y * 4 + 2] = glRenderer->bg[3].affine.sx;
1318	glRenderer->bg[3].scanlineAffine[y * 4 + 3] = glRenderer->bg[3].affine.sy;
1319
1320	if (glRenderer->paletteDirty) {
1321		for (i = 0; i < 512; ++i) {
1322			glRenderer->shadowPalette[i] = glRenderer->d.palette[i];
1323		}
1324		glRenderer->paletteDirty = false;
1325	}
1326
1327	if (_needsVramUpload(glRenderer, y)) {
1328		int first = -1;
1329		glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
1330		for (i = 0; i < 25; ++i) {
1331			if (!(glRenderer->vramDirty & (1 << i))) {
1332				if (first >= 0) {
1333					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]);
1334					first = -1;
1335				}
1336			} else if (first < 0) {
1337				first = i;
1338			}
1339		}
1340		glRenderer->vramDirty = 0;
1341	}
1342
1343	if (glRenderer->oamDirty) {
1344		glRenderer->oamMax = GBAVideoRendererCleanOAM(glRenderer->d.oam->obj, glRenderer->sprites, 0);
1345		glRenderer->oamDirty = false;
1346	}
1347
1348	if (y == 0) {
1349		glDisable(GL_SCISSOR_TEST);
1350		glClearColor(0, 0, 0, 0);
1351#ifdef BUILD_GLES3
1352		glClearDepthf(1.f);
1353#else
1354		glClearDepth(1);
1355#endif
1356		glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
1357		glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1358		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1359
1360		for (i = 0; i < 4; ++i) {
1361			glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);
1362			glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1363			glClear(GL_COLOR_BUFFER_BIT);
1364		}
1365	}
1366
1367	if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
1368		glRenderer->bg[2].affine.sx += glRenderer->bg[2].affine.dmx;
1369		glRenderer->bg[2].affine.sy += glRenderer->bg[2].affine.dmy;
1370		glRenderer->bg[3].affine.sx += glRenderer->bg[3].affine.dmx;
1371		glRenderer->bg[3].affine.sy += glRenderer->bg[3].affine.dmy;
1372	}
1373}
1374
1375void _drawScanlines(struct GBAVideoGLRenderer* glRenderer, int y) {
1376	glEnable(GL_SCISSOR_TEST);
1377
1378	uint32_t backdrop = M_RGB5_TO_RGB8(glRenderer->shadowPalette[0]);
1379	glViewport(0, 0, 1, GBA_VIDEO_VERTICAL_PIXELS);
1380	glScissor(0, glRenderer->firstY, 1, y - glRenderer->firstY + 1);
1381	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
1382	glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1383	glClearBufferfv(GL_COLOR, 0, (GLfloat[]) { ((backdrop >> 16) & 0xF8) / 248., ((backdrop >> 8) & 0xF8) / 248., (backdrop & 0xF8) / 248., 1.f });
1384	glClearBufferiv(GL_COLOR, 1, (GLint[]) { 32, glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4), glRenderer->blda, 0 });
1385	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1386
1387	GBAVideoGLRendererDrawWindow(glRenderer, y);
1388	if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
1389		int i;
1390		glDepthFunc(GL_LESS);
1391		for (i = 0; i < glRenderer->oamMax; ++i) {
1392			struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
1393			if ((y < sprite->y && (sprite->endY - 256 < 0 || glRenderer->firstY >= sprite->endY - 256)) || glRenderer->firstY >= sprite->endY) {
1394				continue;
1395			}
1396
1397			GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);
1398		}
1399		glDisable(GL_DEPTH_TEST);
1400	}
1401
1402	if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1403		GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
1404	}
1405	if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
1406		GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
1407	}
1408	if (TEST_LAYER_ENABLED(2)) {
1409		switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1410		case 0:
1411			GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
1412			break;
1413		case 1:
1414		case 2:
1415			GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
1416			break;
1417		case 3:
1418			GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
1419			break;
1420		case 4:
1421			GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
1422			break;
1423		case 5:
1424			GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y);
1425			break;
1426		}
1427	}
1428	if (TEST_LAYER_ENABLED(3)) {
1429		switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
1430		case 0:
1431			GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[3], y);
1432			break;
1433		case 2:
1434			GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[3], y);
1435			break;
1436		}
1437	}
1438	glRenderer->firstY = -1;
1439}
1440
1441void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
1442	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1443	_drawScanlines(glRenderer, GBA_VIDEO_VERTICAL_PIXELS - 1);
1444	_finalizeLayers(glRenderer);
1445	glDisable(GL_SCISSOR_TEST);
1446	glBindVertexArray(0);
1447	glRenderer->firstAffine = -1;
1448	glRenderer->firstY = -1;
1449	glRenderer->bg[2].affine.sx = glRenderer->bg[2].refx;
1450	glRenderer->bg[2].affine.sy = glRenderer->bg[2].refy;
1451	glRenderer->bg[3].affine.sx = glRenderer->bg[3].refx;
1452	glRenderer->bg[3].affine.sy = glRenderer->bg[3].refy;
1453}
1454
1455void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels) {
1456	struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
1457	*stride = GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale;
1458	if (!glRenderer->temporaryBuffer) {
1459		glRenderer->temporaryBuffer = anonymousMemoryMap(GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale * BYTES_PER_PIXEL);
1460	}
1461	glFinish();
1462	glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
1463	glPixelStorei(GL_PACK_ROW_LENGTH, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale);
1464	glPixelStorei(GL_PACK_ALIGNMENT, 1);
1465	glReadPixels(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale, GL_RGBA, GL_UNSIGNED_BYTE, (void*) glRenderer->temporaryBuffer);
1466	*pixels = glRenderer->temporaryBuffer;
1467}
1468
1469void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels) {
1470
1471}
1472
1473static void _enableBg(struct GBAVideoGLRenderer* renderer, int bg, bool active) {
1474	int wasActive = renderer->bg[bg].enabled;
1475	if (!active) {
1476		renderer->bg[bg].enabled = 0;
1477	} else if (!wasActive && active) {
1478		/*if (renderer->nextY == 0 || GBARegisterDISPCNTGetMode(renderer->dispcnt) > 2) {
1479			// TODO: Investigate in more depth how switching background works in different modes
1480			renderer->bg[bg].enabled = 4;
1481		} else {
1482			renderer->bg[bg].enabled = 1;
1483		}*/
1484		renderer->bg[bg].enabled = 4;
1485	}
1486}
1487
1488static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer) {
1489	_enableBg(renderer, 0, GBARegisterDISPCNTGetBg0Enable(renderer->dispcnt));
1490	_enableBg(renderer, 1, GBARegisterDISPCNTGetBg1Enable(renderer->dispcnt));
1491	_enableBg(renderer, 2, GBARegisterDISPCNTGetBg2Enable(renderer->dispcnt));
1492	_enableBg(renderer, 3, GBARegisterDISPCNTGetBg3Enable(renderer->dispcnt));
1493}
1494
1495static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
1496	bg->priority = GBARegisterBGCNTGetPriority(value);
1497	bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
1498	bg->mosaic = GBARegisterBGCNTGetMosaic(value);
1499	bg->multipalette = GBARegisterBGCNTGet256Color(value);
1500	bg->screenBase = GBARegisterBGCNTGetScreenBase(value) << 10;
1501	bg->overflow = GBARegisterBGCNTGetOverflow(value);
1502	bg->size = GBARegisterBGCNTGetSize(value);
1503}
1504
1505static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1506	bg->refx = (bg->refx & 0xFFFF0000) | value;
1507	bg->affine.sx = bg->refx;
1508}
1509
1510static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1511	bg->refx = (bg->refx & 0x0000FFFF) | (value << 16);
1512	bg->refx <<= 4;
1513	bg->refx >>= 4;
1514	bg->affine.sx = bg->refx;
1515}
1516
1517static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
1518	bg->refy = (bg->refy & 0xFFFF0000) | value;
1519	bg->affine.sy = bg->refy;
1520}
1521
1522static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
1523	bg->refy = (bg->refy & 0x0000FFFF) | (value << 16);
1524	bg->refy <<= 4;
1525	bg->refy >>= 4;
1526	bg->affine.sy = bg->refy;
1527}
1528
1529static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value) {
1530	renderer->bg[0].target1 = GBARegisterBLDCNTGetTarget1Bg0(value);
1531	renderer->bg[1].target1 = GBARegisterBLDCNTGetTarget1Bg1(value);
1532	renderer->bg[2].target1 = GBARegisterBLDCNTGetTarget1Bg2(value);
1533	renderer->bg[3].target1 = GBARegisterBLDCNTGetTarget1Bg3(value);
1534	renderer->bg[0].target2 = GBARegisterBLDCNTGetTarget2Bg0(value);
1535	renderer->bg[1].target2 = GBARegisterBLDCNTGetTarget2Bg1(value);
1536	renderer->bg[2].target2 = GBARegisterBLDCNTGetTarget2Bg2(value);
1537	renderer->bg[3].target2 = GBARegisterBLDCNTGetTarget2Bg3(value);
1538
1539	renderer->blendEffect = GBARegisterBLDCNTGetEffect(value);
1540	renderer->target1Obj = GBARegisterBLDCNTGetTarget1Obj(value);
1541	renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
1542	renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
1543	renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
1544}
1545
1546void _finalizeLayers(struct GBAVideoGLRenderer* renderer) {
1547	const GLuint* uniforms = renderer->finalizeShader.uniforms;
1548	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]);
1549	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1550	glScissor(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1551	if (GBARegisterDISPCNTIsForcedBlank(renderer->dispcnt)) {
1552		glClearColor(1.f, 1.f, 1.f, 1.f);
1553		glClear(GL_COLOR_BUFFER_BIT);
1554	} else {
1555		glUseProgram(renderer->finalizeShader.program);
1556		glBindVertexArray(renderer->finalizeShader.vao);
1557		glActiveTexture(GL_TEXTURE0);
1558		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
1559		glActiveTexture(GL_TEXTURE0 + 1);
1560		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_COLOR]);
1561		glActiveTexture(GL_TEXTURE0 + 2);
1562		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_FLAGS]);
1563		glActiveTexture(GL_TEXTURE0 + 3);
1564		glBindTexture(GL_TEXTURE_2D, renderer->bg[0].tex);
1565		glActiveTexture(GL_TEXTURE0 + 4);
1566		glBindTexture(GL_TEXTURE_2D, renderer->bg[0].flags);
1567		glActiveTexture(GL_TEXTURE0 + 5);
1568		glBindTexture(GL_TEXTURE_2D, renderer->bg[1].tex);
1569		glActiveTexture(GL_TEXTURE0 + 6);
1570		glBindTexture(GL_TEXTURE_2D, renderer->bg[1].flags);
1571		glActiveTexture(GL_TEXTURE0 + 7);
1572		glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex);
1573		glActiveTexture(GL_TEXTURE0 + 8);
1574		glBindTexture(GL_TEXTURE_2D, renderer->bg[2].flags);
1575		glActiveTexture(GL_TEXTURE0 + 9);
1576		glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex);
1577		glActiveTexture(GL_TEXTURE0 + 10);
1578		glBindTexture(GL_TEXTURE_2D, renderer->bg[3].flags);
1579		glActiveTexture(GL_TEXTURE0 + 11);
1580		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_COLOR]);
1581		glActiveTexture(GL_TEXTURE0 + 12);
1582		glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_FLAGS]);
1583
1584		glUniform2i(uniforms[GBA_GL_VS_LOC], GBA_VIDEO_VERTICAL_PIXELS, 0);
1585		glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1586		glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);
1587		glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 5, 7, 9, 1 });
1588		glUniform1iv(uniforms[GBA_GL_FINALIZE_FLAGS], 5, (GLint[]) { 4, 6, 8, 10, 2 });
1589		glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1590		glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
1591		glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 11);
1592		glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 12);
1593		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1594	}
1595	glBindFramebuffer(GL_FRAMEBUFFER, 0);
1596}
1597
1598void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY) {
1599	int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
1600	int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
1601	int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
1602	x >>= 23;
1603
1604	int align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
1605	unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10;
1606	int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> 3) : (0x20 >> GBAObjAttributesAGet256Color(sprite->a));
1607
1608	if (spriteY + height >= 256) {
1609		spriteY -= 256;
1610	}
1611
1612	int totalWidth = width;
1613	int totalHeight = height;
1614	if (GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesAIsDoubleSize(sprite->a)) {
1615		totalWidth <<= 1;
1616		totalHeight <<= 1;
1617	}
1618
1619	const struct GBAVideoGLShader* shader = &renderer->objShader[GBAObjAttributesAGet256Color(sprite->a)];
1620	const GLuint* uniforms = shader->uniforms;
1621	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OBJ]);
1622	glViewport(x * renderer->scale, spriteY * renderer->scale, totalWidth * renderer->scale, totalHeight * renderer->scale);
1623	glScissor(x * renderer->scale, renderer->firstY * renderer->scale, totalWidth * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1624	glUseProgram(shader->program);
1625	glBindVertexArray(shader->vao);
1626	glActiveTexture(GL_TEXTURE0);
1627	glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1628	glUniform2i(uniforms[GBA_GL_VS_LOC], totalHeight, 0);
1629	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], totalWidth, totalHeight);
1630	glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0);
1631	glUniform1iv(uniforms[GBA_GL_OBJ_PALETTE], 256, &renderer->shadowPalette[256]);
1632	glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
1633	glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
1634	glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
1635	glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c),
1636	                                          (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
1637	                                          renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
1638	if (GBAObjAttributesAIsTransformed(sprite->a)) {
1639		struct GBAOAMMatrix mat;
1640		LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
1641		LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
1642		LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
1643		LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
1644
1645		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 });
1646	} else {
1647		int flipX = 1;
1648		int flipY = 1;
1649		if (GBAObjAttributesBIsHFlip(sprite->b)) {
1650			flipX = -1;
1651		}
1652		if (GBAObjAttributesBIsVFlip(sprite->b)) {
1653			flipY = -1;
1654		}
1655		glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { flipX, 0, 0, flipY });
1656	}
1657	glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
1658	if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
1659		glDisable(GL_DEPTH_TEST);
1660		int window = renderer->objwin & 0x3F;
1661		glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 1, window, renderer->bldb, renderer->bldy);
1662		glDrawBuffers(3, (GLenum[]) { GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT2 });
1663	} else {
1664		glEnable(GL_DEPTH_TEST);
1665		glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0, 0);
1666		glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1667	}
1668	if (GBAObjAttributesAIsMosaic(sprite->a) && GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN) {
1669		int mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
1670		if (GBAObjAttributesBIsHFlip(sprite->b)) {
1671			mosaicH = -mosaicH;
1672		}
1673		glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], mosaicH, GBAMosaicControlGetObjV(renderer->mosaic) + 1, x, spriteY);
1674	} else {
1675		glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], 0, 0, 0, 0);
1676	}
1677	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1678	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1679}
1680
1681void _prepareBackground(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms) {
1682	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1683	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1684	glActiveTexture(GL_TEXTURE0);
1685	glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
1686	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1687	glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
1688	glUniform1iv(uniforms[GBA_GL_OBJ_PALETTE], 256, renderer->shadowPalette);
1689	if (background->mosaic) {
1690		glUniform2i(uniforms[GBA_GL_BG_MOSAIC], GBAMosaicControlGetBgV(renderer->mosaic) + 1, GBAMosaicControlGetBgH(renderer->mosaic) + 1);
1691	} else {
1692		glUniform2i(uniforms[GBA_GL_BG_MOSAIC], 0, 0);
1693	}
1694	glUniform4i(uniforms[GBA_GL_BG_INFLAGS], background->priority,
1695		                                     background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4),
1696		                                     renderer->blda, 0);
1697	glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
1698}
1699
1700void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1701	const struct GBAVideoGLShader* shader = &renderer->bgShader[background->multipalette ? 1 : 0];
1702	const GLuint* uniforms = shader->uniforms;
1703	glUseProgram(shader->program);
1704	glBindVertexArray(shader->vao);
1705	_prepareBackground(renderer, background, uniforms);
1706	glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1707	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1708	glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1709	glUniform1iv(uniforms[GBA_GL_BG_OFFSET], GBA_VIDEO_VERTICAL_PIXELS, background->scanlineOffset);
1710
1711	glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
1712	glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1713	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1714
1715	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1716}
1717
1718void _prepareTransform(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms, int y) {
1719	glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
1720	glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1721	glUniform2i(uniforms[GBA_GL_BG_RANGE], renderer->firstAffine, y);
1722
1723	glUniform4iv(uniforms[GBA_GL_BG_TRANSFORM], GBA_VIDEO_VERTICAL_PIXELS, background->scanlineAffine);
1724	_prepareBackground(renderer, background, uniforms);
1725}
1726
1727void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1728	const struct GBAVideoGLShader* shader = &renderer->bgShader[background->overflow ? 2 : 3];
1729	const GLuint* uniforms = shader->uniforms;
1730	glUseProgram(shader->program);
1731	glBindVertexArray(shader->vao);
1732	_prepareTransform(renderer, background, uniforms, y);
1733	glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
1734	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
1735	glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
1736	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1737	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1738}
1739
1740void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1741	const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1742	const GLuint* uniforms = shader->uniforms;
1743	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1744	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1745	glUseProgram(shader->program);
1746	glBindVertexArray(shader->vao);
1747	_prepareTransform(renderer, background, uniforms, y);
1748	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], 0);
1749	glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1750	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1751	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1752}
1753
1754void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1755	const struct GBAVideoGLShader* shader = &renderer->bgShader[4];
1756	const GLuint* uniforms = shader->uniforms;
1757	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1758	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1759	glUseProgram(shader->program);
1760	glBindVertexArray(shader->vao);
1761	_prepareTransform(renderer, background, uniforms, y);
1762	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0xA000 : 0);
1763	glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1764	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1765	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1766}
1767
1768void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
1769	const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
1770	const GLuint* uniforms = shader->uniforms;
1771	glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
1772	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1773	glUseProgram(shader->program);
1774	glBindVertexArray(shader->vao);
1775	_prepareTransform(renderer, background, uniforms, y);
1776	glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0x5000 : 0);
1777	glUniform2i(uniforms[GBA_GL_BG_SIZE], 160, 128);
1778	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1779	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1780}
1781
1782void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
1783	const struct GBAVideoGLShader* shader = &renderer->windowShader;
1784	const GLuint* uniforms = shader->uniforms;
1785	glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_WINDOW]);
1786	glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
1787	glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
1788	glUseProgram(shader->program);
1789	glBindVertexArray(shader->vao);
1790	glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
1791	glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
1792	glUniform1i(uniforms[GBA_GL_WIN_DISPCNT], renderer->dispcnt >> 8);
1793	glUniform2i(uniforms[GBA_GL_WIN_BLEND], renderer->bldb, renderer->bldy);
1794	glUniform3i(uniforms[GBA_GL_WIN_FLAGS], renderer->winN[0].control, renderer->winN[1].control, renderer->winout);
1795	glUniform4iv(uniforms[GBA_GL_WIN_WIN0], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[0]);
1796	glUniform4iv(uniforms[GBA_GL_WIN_WIN1], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[1]);
1797	glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
1798	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1799}
1800
1801#endif