GBA Video: GL mode 4, cleanup
Vicki Pfau vi@endrift.com
Sat, 18 May 2019 15:40:32 -0700
1 files changed,
118 insertions(+),
48 deletions(-)
jump to
M
src/gba/renderers/gl.c
→
src/gba/renderers/gl.c
@@ -174,6 +174,15 @@ { "range", GBA_GL_BG_RANGE, },
{ 0 } }; +static const char* const _interpolate = + "vec2 interpolate(ivec2 arr[4], float x) {\n" + " float x1m = 1. - x;\n" + " return x1m * x1m * x1m * arr[0] +" + " 3 * x1m * x1m * x * arr[1] +" + " 3 * x1m * x * x * arr[2] +" + " x * x * x * arr[3];\n" + "}\n"; + static const char* const _renderMode2 = "in vec2 texCoord;\n" "uniform sampler2D vram;\n"@@ -192,6 +201,7 @@ "precision highp float;\n"
"precision highp int;\n" "vec4 fetchTile(ivec2 coord);\n" + "vec2 interpolate(ivec2 arr[4], float x);\n" "vec4 renderTile(ivec2 coord) {\n" " int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n"@@ -210,20 +220,64 @@ " color.a = 1.;\n"
" return color;\n" "}\n" - "vec2 interpolate(ivec2 arr[4], float x) {\n" - " float x1m = 1. - x;\n" - " return x1m * x1m * x1m * arr[0] +" - " 3 * x1m * x1m * x * arr[1] +" - " 3 * x1m * x * x * arr[2] +" - " x * x * x * arr[3];\n" - "}\n" + "void main() {\n" + " float y = texCoord.y - range.x;\n" + " float lin = 0.5 - y / range.y * 0.25;\n" + " vec2 mixedTransform = interpolate(transform, lin);\n" + " vec2 mixedOffset = interpolate(offset, lin);\n" + " color = fetchTile(ivec2(mixedTransform * texCoord.x + mixedOffset));\n" + " flags = inflags / flagCoeff;\n" + "}"; + +static const struct GBAVideoGLUniform _uniformsMode4[] = { + { "loc", GBA_GL_VS_LOC, }, + { "maxPos", GBA_GL_VS_MAXPOS, }, + { "vram", GBA_GL_BG_VRAM, }, + { "palette", GBA_GL_BG_PALETTE, }, + { "charBase", GBA_GL_BG_CHARBASE, }, + { "size", GBA_GL_BG_SIZE, }, + { "inflags", GBA_GL_BG_INFLAGS, }, + { "offset", GBA_GL_BG_OFFSET, }, + { "transform", GBA_GL_BG_TRANSFORM, }, + { "range", GBA_GL_BG_RANGE, }, + { 0 } +}; + +static const char* const _renderMode4 = + "in vec2 texCoord;\n" + "uniform sampler2D vram;\n" + "uniform sampler2D palette;\n" + "uniform int charBase;\n" + "uniform ivec2 size;\n" + "uniform ivec4 inflags;\n" + "uniform ivec2[4] offset;\n" + "uniform ivec2[4] transform;\n" + "uniform vec2 range;\n" + "out vec4 color;\n" + "out vec4 flags;\n" + FLAG_CONST + "precision highp float;\n" + "precision highp int;\n" + + "vec2 interpolate(ivec2 arr[4], float x);\n" "void main() {\n" " float y = texCoord.y - range.x;\n" " float lin = 0.5 - y / range.y * 0.25;\n" " vec2 mixedTransform = interpolate(transform, lin);\n" " vec2 mixedOffset = interpolate(offset, lin);\n" - " color = fetchTile(ivec2(mixedTransform * (texCoord.x - 1) + mixedOffset));\n" + " ivec2 coord = ivec2(mixedTransform * texCoord.x + mixedOffset);\n" + " if (coord.x < 0 || coord.x >= (size.x << 8)) {\n" + " discard;\n" + " }\n" + " if (coord.y < 0 || coord.y >= (size.y << 8)) {\n" + " discard;\n" + " }\n" + " int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n" + " vec4 twoEntries = texelFetch(vram, ivec2((address >> 1) & 255, address >> 9), 0);\n" + " ivec2 entry = ivec2(twoEntries[3 - 2 * (address & 1)] * 15.9, twoEntries[2 - 2 * (address & 1)] * 15.9);\n" + " color = texelFetch(palette, entry, 0);\n" + " color.a = 1;\n" " flags = inflags / flagCoeff;\n" "}";@@ -533,12 +587,17 @@ shaderBuffer[2] = _renderTile256;
_compileShader(glRenderer, &glRenderer->bgShader[1], shaderBuffer, 3, vs, _uniformsMode0, log); shaderBuffer[1] = _renderMode2; + shaderBuffer[2] = _interpolate; + + shaderBuffer[3] = _fetchTileOverflow; + _compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 4, vs, _uniformsMode2, log); - shaderBuffer[2] = _fetchTileOverflow; - _compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 3, vs, _uniformsMode2, log); + shaderBuffer[3] = _fetchTileNoOverflow; + _compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 4, vs, _uniformsMode2, log); - shaderBuffer[2] = _fetchTileNoOverflow; - _compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 3, vs, _uniformsMode2, log); + shaderBuffer[1] = _renderMode4; + shaderBuffer[2] = _interpolate; + _compileShader(glRenderer, &glRenderer->bgShader[4], shaderBuffer, 3, vs, _uniformsMode4, log); shaderBuffer[1] = _renderObj;@@ -912,7 +971,7 @@ case 3:
//GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y); break; case 4: - //GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y); + GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y); break; case 5: //GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y);@@ -1166,6 +1225,22 @@ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 }); } +void _prepareBackground(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms, int y) { + glBindFramebuffer(GL_FRAMEBUFFER, background->fbo); + glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, renderer->vramTex); + glActiveTexture(GL_TEXTURE0 + 1); + glBindTexture(GL_TEXTURE_2D, renderer->paletteTex); + glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS); + glUniform1i(uniforms[GBA_GL_BG_VRAM], 0); + glUniform1i(uniforms[GBA_GL_BG_PALETTE], 1); + glUniform4i(uniforms[GBA_GL_BG_INFLAGS], (background->priority << 3) + (background->index << 1) + 1, + background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4), + renderer->blda, 0); + glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }); +} + void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) { int inY = y + background->y; int yBase = inY & 0xFF;@@ -1177,33 +1252,21 @@ }
const struct GBAVideoGLShader* shader = &renderer->bgShader[background->multipalette ? 1 : 0]; const GLuint* uniforms = shader->uniforms; - glBindFramebuffer(GL_FRAMEBUFFER, background->fbo); - glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale); glScissor(0, y * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale); glUseProgram(shader->program); glBindVertexArray(shader->vao); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, renderer->vramTex); - glActiveTexture(GL_TEXTURE0 + 1); - glBindTexture(GL_TEXTURE_2D, renderer->paletteTex); + _prepareBackground(renderer, background, uniforms, y); glUniform2i(uniforms[GBA_GL_VS_LOC], 1, y); - glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS); - glUniform1i(uniforms[GBA_GL_BG_VRAM], 0); - glUniform1i(uniforms[GBA_GL_BG_PALETTE], 1); glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase); glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase); glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size); glUniform2i(uniforms[GBA_GL_BG_OFFSET], background->x, yBase - y); - glUniform4i(uniforms[GBA_GL_BG_INFLAGS], (background->priority << 3) + (background->index << 1) + 1, - background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4), - renderer->blda, 0); - glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }); glEnableVertexAttribArray(0); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 }); } -void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) { +void _prepareTransform(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms, int y) { int reverse = 0; int forward = 1; if (renderer->scale > 1) {@@ -1232,28 +1295,9 @@ break;
} } - const struct GBAVideoGLShader* shader = &renderer->bgShader[background->overflow ? 2 : 3]; - const GLuint* uniforms = shader->uniforms; - glBindFramebuffer(GL_FRAMEBUFFER, background->fbo); - glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale); glScissor(0, (y - reverse) * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * forward); - glUseProgram(shader->program); - glBindVertexArray(shader->vao); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, renderer->vramTex); - glActiveTexture(GL_TEXTURE0 + 1); - glBindTexture(GL_TEXTURE_2D, renderer->paletteTex); glUniform2i(uniforms[GBA_GL_VS_LOC], forward, y - reverse); - glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS); - glUniform1i(uniforms[GBA_GL_BG_VRAM], 0); - glUniform1i(uniforms[GBA_GL_BG_PALETTE], 1); - glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase); - glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase); - glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size); - glUniform2f(uniforms[GBA_GL_BG_RANGE], y, 1); - glUniform4i(uniforms[GBA_GL_BG_INFLAGS], (background->priority << 3) + (background->index << 1) + 1, - background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4), - renderer->blda, 0); + glUniform2f(uniforms[GBA_GL_BG_RANGE], y - 1, 1); if (renderer->scale > 1) { glUniform2iv(uniforms[GBA_GL_BG_OFFSET], 4, (GLint[]) { background->affine[0].sx, background->affine[0].sy,@@ -1281,7 +1325,33 @@ background->affine[0].dx, background->affine[0].dy,
background->affine[0].dx, background->affine[0].dy, }); } - glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }); + _prepareBackground(renderer, background, uniforms, y); +} + +void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) { + const struct GBAVideoGLShader* shader = &renderer->bgShader[background->overflow ? 2 : 3]; + const GLuint* uniforms = shader->uniforms; + glUseProgram(shader->program); + glBindVertexArray(shader->vao); + _prepareTransform(renderer, background, uniforms, y); + glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase); + glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase); + glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size); + glEnableVertexAttribArray(0); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 }); +} + +void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) { + const struct GBAVideoGLShader* shader = &renderer->bgShader[4]; + const GLuint* uniforms = shader->uniforms; + glBindFramebuffer(GL_FRAMEBUFFER, background->fbo); + glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale); + glUseProgram(shader->program); + _prepareTransform(renderer, background, uniforms, y); + glBindVertexArray(shader->vao); + glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0xA000 : 0); + glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS); glEnableVertexAttribArray(0); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });