all repos — mgba @ 1a04532d4b00a33fa6adef638290a2f9632badfb

mGBA Game Boy Advance Emulator

GBA Video: Finish GL mode 0 renderer
Vicki Pfau vi@endrift.com
Fri, 10 May 2019 11:10:21 -0700
commit

1a04532d4b00a33fa6adef638290a2f9632badfb

parent

b86857696a32a0c28fc542d6fda7071836b4cd39

1 files changed, 25 insertions(+), 14 deletions(-)

jump to
M src/gba/renderers/gl.csrc/gba/renderers/gl.c

@@ -88,12 +88,17 @@ "uniform sampler2D vram;\n"

"uniform sampler2D palette;\n" "uniform int screenBase;\n" "uniform int charBase;\n" + "uniform int size;\n" "uniform ivec2 offset;\n" "vec4 renderTile(int tile, int tileBase, int paletteId, ivec2 localCoord);\n" "void main() {\n" - " ivec2 coord = (ivec2(texCoord) + offset) & 255;\n" + " ivec2 coord = ivec2(texCoord) + offset;\n" + " if ((size & 1) == 1) {\n" + " coord.y += coord.x & 256;\n" + " }\n" + " coord.x &= 255;\n" " int mapAddress = screenBase + (coord.x >> 3) + (coord.y >> 3) * 32;\n" " vec4 map = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n" " int flags = int(map.g * 15.9);\n"

@@ -521,6 +526,14 @@ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 8 * i, 256, 8, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &glRenderer->d.vram[2048 * i]);

} glRenderer->vramDirty = 0; + uint32_t backdrop = M_RGB5_TO_RGB8(renderer->palette[0]); + glClearColor(((backdrop >> 16) & 0xFF) / 256., ((backdrop >> 8) & 0xFF) / 256., (backdrop & 0xFF) / 256., 0.f); + glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[1]); + glEnable(GL_SCISSOR_TEST); + glScissor(0, y, GBA_VIDEO_HORIZONTAL_PIXELS, 1); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + unsigned priority; for (priority = 0; priority < 4; ++priority) { if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {

@@ -574,16 +587,6 @@ glFinish();

glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[1]); glPixelStorei(GL_PACK_ROW_LENGTH, glRenderer->outputBufferStride); glReadPixels(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS, GL_RGBA, GL_UNSIGNED_BYTE, glRenderer->outputBuffer); - glClearColor(1.f, 1.f, 1.f, 0.f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[0].fbo); - glClear(GL_COLOR_BUFFER_BIT); - glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[1].fbo); - glClear(GL_COLOR_BUFFER_BIT); - glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[2].fbo); - glClear(GL_COLOR_BUFFER_BIT); - glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[3].fbo); - glClear(GL_COLOR_BUFFER_BIT); glBindFramebuffer(GL_FRAMEBUFFER, 0); }

@@ -669,9 +672,16 @@ renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);

} void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) { + int inY = y + background->y; + int yBase = inY & 0xFF; + if (background->size == 2) { + yBase += inY & 0x100; + } else if (background->size == 3) { + yBase += (inY & 0x100) << 1; + } glBindFramebuffer(GL_FRAMEBUFFER, background->fbo); glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS); - glScissor(0, 1, GBA_VIDEO_HORIZONTAL_PIXELS, 1); + glScissor(0, y, GBA_VIDEO_HORIZONTAL_PIXELS, 1); glUseProgram(renderer->bgProgram[background->multipalette ? 1 : 0]); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, renderer->vramTex);

@@ -682,14 +692,15 @@ glUniform1i(1, 0);

glUniform1i(2, 1); glUniform1i(3, background->screenBase); glUniform1i(4, background->charBase); - glUniform2i(5, background->x, background->y); + glUniform1i(5, background->size); + glUniform2i(6, background->x, yBase - y); glVertexAttribPointer(0, 2, GL_INT, GL_FALSE, 0, _vertices); glEnableVertexAttribArray(0); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[1]); glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS); - glScissor(0, 1, GBA_VIDEO_HORIZONTAL_PIXELS, 1); + glScissor(0, y, GBA_VIDEO_HORIZONTAL_PIXELS, 1); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); glUseProgram(renderer->compositeProgram);