all repos — mgba @ 25f0bc7f2be32fdff2190b563d3bf996279a64fb

mGBA Game Boy Advance Emulator

GBA Video: Massively simplify compositing
Vicki Pfau vi@endrift.com
Wed, 15 May 2019 23:43:01 -0700
commit

25f0bc7f2be32fdff2190b563d3bf996279a64fb

parent

505d63fab55ff83c7487a4162e7f932fae0e4df1

2 files changed, 144 insertions(+), 226 deletions(-)

jump to
M include/mgba/internal/gba/renderers/gl.hinclude/mgba/internal/gba/renderers/gl.h

@@ -67,19 +67,14 @@ };

enum { GBA_GL_FBO_OBJ = 0, - GBA_GL_FBO_COMPOSITE = 1, - GBA_GL_FBO_WINDOW = 2, - GBA_GL_FBO_OUTPUT = 3, + GBA_GL_FBO_WINDOW = 1, + GBA_GL_FBO_OUTPUT = 2, GBA_GL_FBO_MAX }; enum { GBA_GL_TEX_OBJ_COLOR = 0, GBA_GL_TEX_OBJ_FLAGS = 1, - GBA_GL_TEX_COMPOSITE_COLOR = 2, - GBA_GL_TEX_COMPOSITE_FLAGS = 3, - GBA_GL_TEX_COMPOSITE_OLD_COLOR = 4, - GBA_GL_TEX_COMPOSITE_OLD_FLAGS = 5, GBA_GL_TEX_WINDOW = 6, GBA_GL_TEX_MAX };

@@ -107,20 +102,12 @@ GBA_GL_OBJ_TRANSFORM,

GBA_GL_OBJ_DIMS, GBA_GL_OBJ_OBJWIN, - GBA_GL_COMPOSITE_SCALE = 2, - GBA_GL_COMPOSITE_LAYERID, - GBA_GL_COMPOSITE_LAYER, - GBA_GL_COMPOSITE_LAYERFLAGS, - GBA_GL_COMPOSITE_OLDLAYER, - GBA_GL_COMPOSITE_OLDLAYERFLAGS, - GBA_GL_COMPOSITE_OLDOLDFLAGS, - GBA_GL_COMPOSITE_WINDOW, - GBA_GL_FINALIZE_SCALE = 2, - GBA_GL_FINALIZE_LAYER, - GBA_GL_FINALIZE_LAYERFLAGS, - GBA_GL_FINALIZE_OLDLAYER, - GBA_GL_FINALIZE_OLDFLAGS, + GBA_GL_FINALIZE_LAYERS, + GBA_GL_FINALIZE_FLAGS, + GBA_GL_FINALIZE_WINDOW, + GBA_GL_FINALIZE_BACKDROP, + GBA_GL_FINALIZE_BACKDROPFLAGS, GBA_GL_UNIFORM_MAX = 12 };

@@ -157,7 +144,6 @@ unsigned vramDirty;

struct GBAVideoGLShader bgShader[6]; struct GBAVideoGLShader objShader[2]; - struct GBAVideoGLShader compositeShader; struct GBAVideoGLShader finalizeShader; GBARegisterDISPCNT dispcnt;
M src/gba/renderers/gl.csrc/gba/renderers/gl.c

@@ -40,10 +40,9 @@ static void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);

static void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y); static void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y); -static void _compositeLayer(struct GBAVideoGLRenderer* renderer, GLuint tex, GLuint flags, int id, int y); static void _finalizeLayers(struct GBAVideoGLRenderer* renderer, int y); -#define TEST_LAYER_ENABLED(X) !renderer->disableBG[X] && glRenderer->bg[X].enabled == 4 && glRenderer->bg[X].priority == priority +#define TEST_LAYER_ENABLED(X) !renderer->disableBG[X] && glRenderer->bg[X].enabled == 4 struct GBAVideoGLUniform { const char* name;

@@ -270,104 +269,93 @@ " flags = inflags / flagCoeff;\n"

" window = objwin.yz;\n" "}"; -static const struct GBAVideoGLUniform _uniformsComposite[] = { +static const struct GBAVideoGLUniform _uniformsFinalize[] = { { "loc", GBA_GL_VS_LOC, }, { "maxPos", GBA_GL_VS_MAXPOS, }, - { "scale", GBA_GL_COMPOSITE_SCALE, }, - { "layerId", GBA_GL_COMPOSITE_LAYERID, }, - { "layer", GBA_GL_COMPOSITE_LAYER, }, - { "layerFlags", GBA_GL_COMPOSITE_LAYERFLAGS, }, - { "oldLayer", GBA_GL_COMPOSITE_OLDLAYER, }, - { "oldLayerFlags", GBA_GL_COMPOSITE_OLDLAYERFLAGS, }, - { "oldOldFlags", GBA_GL_COMPOSITE_OLDOLDFLAGS, }, - { "window", GBA_GL_COMPOSITE_WINDOW, }, + { "scale", GBA_GL_FINALIZE_SCALE, }, + { "layers", GBA_GL_FINALIZE_LAYERS, }, + { "flags", GBA_GL_FINALIZE_FLAGS, }, + { "window", GBA_GL_FINALIZE_WINDOW, }, + { "backdrop", GBA_GL_FINALIZE_BACKDROP, }, + { "backdropFlags", GBA_GL_FINALIZE_BACKDROPFLAGS, }, { 0 } }; -static const char* const _composite = +static const char* const _finalize = "in vec2 texCoord;\n" "uniform int scale;\n" - "uniform int layerId\n;" - "uniform sampler2D layer;\n" - "uniform sampler2D layerFlags;\n" - "uniform sampler2D oldLayer;\n" - "uniform sampler2D oldLayerFlags;\n" - "uniform sampler2D oldOldFlags;\n" + "uniform sampler2D layers[5];\n" + "uniform sampler2D flags[5];\n" "uniform sampler2D window;\n" + "uniform vec4 backdrop;\n" + "uniform vec4 backdropFlags;\n" + "const vec4 flagCoeff = vec4(32., 32., 16., 16.);\n" "out vec4 color;\n" - "out vec4 flags;\n" - "out vec4 oldColor;\n" - "out vec4 oldFlags;\n" - "const vec4 flagCoeff = vec4(32., 32., 16., 16.);\n" - "void main() {\n" - " vec4 pix = texelFetch(layer, ivec2(texCoord * scale), 0);\n" - " if (pix.a == 0) {\n" - " discard;\n" + "void composite(vec4 pixel, ivec4 flags, inout vec4 topPixel, inout ivec4 topFlags, inout vec4 bottomPixel, inout ivec4 bottomFlags) {\n" + " if (pixel.a == 0) {\n" + " return;\n" " }\n" - " ivec2 windowFlags = ivec2(texelFetch(window, ivec2(texCoord * scale), 0).xy * 32.);\n" - " if (((windowFlags.x | (windowFlags.y << 4)) & layerId) != 0) {\n" - " discard;\n" - " }\n" - " ivec4 inflags = ivec4(texelFetch(layerFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n" - " ivec4 oflags = ivec4(texelFetch(oldLayerFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n" - " if ((windowFlags.y & 2) != 0) {\n" - " inflags.y = 0;\n" - " }\n" - " if (inflags.x >= oflags.x) {\n" - " ivec4 ooflags = ivec4(texelFetch(oldOldFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n" - " if (inflags.x >= ooflags.x) {\n" - " discard;\n" + " if (flags.x >= topFlags.x) {\n" + " if (flags.x >= bottomFlags.x) {\n" + " return;\n" " }\n" - " oldFlags = inflags / flagCoeff;\n" - " flags = oflags / flagCoeff;\n" - " oldColor = pix;\n" - " color = texelFetch(oldLayer, ivec2(texCoord * scale), 0);\n" + " bottomFlags = flags;\n" + " bottomPixel = pixel;\n" " } else {\n" - " color = pix;\n" - " oldColor = texelFetch(oldLayer, ivec2(texCoord * scale), 0);\n" - " flags = inflags / flagCoeff;\n" - " oldFlags = oflags / flagCoeff;\n" + " bottomFlags = topFlags;\n" + " topFlags = flags;\n" + " bottomPixel = topPixel;\n" + " topPixel = pixel;\n" " }\n" - "}"; - -static const struct GBAVideoGLUniform _uniformsFinalize[] = { - { "loc", GBA_GL_VS_LOC, }, - { "maxPos", GBA_GL_VS_MAXPOS, }, - { "scale", GBA_GL_FINALIZE_SCALE, }, - { "layer", GBA_GL_FINALIZE_LAYER, }, - { "layerFlags", GBA_GL_FINALIZE_LAYERFLAGS, }, - { "oldLayer", GBA_GL_FINALIZE_OLDLAYER, }, - { "oldFlags", GBA_GL_FINALIZE_OLDFLAGS, }, - { 0 } -}; - -static const char* const _finalize = - "in vec2 texCoord;\n" - "uniform int scale;\n" - "uniform sampler2D layer;\n" - "uniform sampler2D layerFlags;\n" - "uniform sampler2D oldLayer;\n" - "uniform sampler2D oldFlags;\n" - "const vec4 flagCoeff = vec4(32., 32., 16., 16.);\n" - "out vec4 color;\n" + "}\n" "void main() {\n" - " vec4 pix = texelFetch(layer, ivec2(texCoord * scale), 0);\n" - " ivec4 inflags = ivec4(texelFetch(layerFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n" - " if ((inflags.y & 13) == 5) {\n" - " ivec4 oflags = ivec4(texelFetch(oldFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n" - " if ((oflags.y & 2) == 2) {\n" - " vec4 oldpix = texelFetch(oldLayer, ivec2(texCoord * scale), 0);\n" - " pix *= inflags.z / 16.;\n" - " pix += oldpix * oflags.w / 16.;\n" + " ivec2 windowFlags = ivec2(texelFetch(window, ivec2(texCoord * scale), 0).xy * 32);\n" + " int layerWindow = windowFlags.x | (windowFlags.y << 4);\n" + " vec4 topPixel = backdrop;\n" + " vec4 bottomPixel = backdrop;\n" + " ivec4 topFlags = ivec4(backdropFlags * flagCoeff);\n" + " ivec4 bottomFlags = ivec4(backdropFlags * flagCoeff);\n" + " if ((layerWindow & 16) == 0) {\n" + " vec4 pix = texelFetch(layers[4], ivec2(texCoord * scale), 0);\n" + " ivec4 inflags = ivec4(texelFetch(flags[4], ivec2(texCoord * scale), 0) * flagCoeff);\n" + " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n" + " }\n" + " if ((layerWindow & 1) == 0) {\n" + " vec4 pix = texelFetch(layers[0], ivec2(texCoord * scale), 0);\n" + " ivec4 inflags = ivec4(texelFetch(flags[0], ivec2(texCoord * scale), 0) * flagCoeff);\n" + " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n" + " }\n" + " if ((layerWindow & 2) == 0) {\n" + " vec4 pix = texelFetch(layers[1], ivec2(texCoord * scale), 0);\n" + " ivec4 inflags = ivec4(texelFetch(flags[1], ivec2(texCoord * scale), 0) * flagCoeff);\n" + " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n" + " }\n" + " if ((layerWindow & 4) == 0) {\n" + " vec4 pix = texelFetch(layers[2], ivec2(texCoord * scale), 0);\n" + " ivec4 inflags = ivec4(texelFetch(flags[2], ivec2(texCoord * scale), 0) * flagCoeff);\n" + " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n" + " }\n" + " if ((layerWindow & 8) == 0) {\n" + " vec4 pix = texelFetch(layers[3], ivec2(texCoord * scale), 0);\n" + " ivec4 inflags = ivec4(texelFetch(flags[3], ivec2(texCoord * scale), 0) * flagCoeff);\n" + " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n" + " }\n" + " if ((layerWindow & 32) != 0) {\n" + " topFlags.y = 0;\n" + " }\n" + " if ((topFlags.y & 13) == 5) {\n" + " if ((bottomFlags.y & 2) == 2) {\n" + " topPixel *= topFlags.z / 16.;\n" + " topPixel += bottomPixel * bottomFlags.w / 16.;\n" " }\n" - " } else if ((inflags.y & 13) == 9) {\n" - " pix += (1. - pix) * inflags.z / 16.;\n" - " } else if ((inflags.y & 13) == 13) {\n" - " pix -= pix * inflags.z / 16.;\n" + " } else if ((topFlags.y & 13) == 9) {\n" + " topPixel += (1. - topPixel) * topFlags.z / 16.;\n" + " } else if ((topFlags.y & 13) == 13) {\n" + " topPixel -= topPixel * topFlags.z / 16.;\n" " }\n" - " color = pix;\n" + " color = topPixel;\n" "}"; static const GLint _vertices[] = {

@@ -465,12 +453,6 @@ glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);

_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale); _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, glRenderer->scale); - glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_COMPOSITE]); - _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_COMPOSITE_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale); - _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_COMPOSITE_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, glRenderer->scale); - _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_COMPOSITE_OLD_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT2, glRenderer->scale); - _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_COMPOSITE_OLD_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT3, glRenderer->scale); - glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]); _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RG, GL_COLOR_ATTACHMENT0, glRenderer->scale);

@@ -557,13 +539,6 @@ shaderBuffer[2] = _renderTile256;

_compileShader(glRenderer, &glRenderer->objShader[1], shaderBuffer, 3, vs, _uniformsObj, log); #ifndef BUILD_GLES3 glBindFragDataLocation(glRenderer->objShader[1].program, 2, "window"); -#endif - - shaderBuffer[1] = _composite; - _compileShader(glRenderer, &glRenderer->compositeShader, shaderBuffer, 2, vs, _uniformsComposite, log); -#ifndef BUILD_GLES3 - glBindFragDataLocation(glRenderer->compositeShader.program, 2, "oldColor"); - glBindFragDataLocation(glRenderer->compositeShader.program, 3, "oldFlags"); #endif shaderBuffer[1] = _finalize;

@@ -836,20 +811,8 @@ 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[GBA_GL_FBO_COMPOSITE]); - glEnable(GL_SCISSOR_TEST); - glScissor(0, y * glRenderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, glRenderer->scale); - glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 }); - glClear(GL_COLOR_BUFFER_BIT); if (y == 0) { - glDisable(GL_SCISSOR_TEST); - glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT1 }); - glClearColor(1, (glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4)) / 32.f, - (glRenderer->blendEffect == BLEND_ALPHA ? glRenderer->blda : glRenderer->bldy) / 16.f, glRenderer->bldb / 16.f); - glClear(GL_COLOR_BUFFER_BIT); - + glDisable(GL_SCISSOR_TEST); glClearColor(0, 0, 0, 0); glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT3 }); glClear(GL_COLOR_BUFFER_BIT);

@@ -902,44 +865,40 @@ GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);

} } - _compositeLayer(glRenderer, glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], 4, y); - unsigned priority; - for (priority = 4; priority--;) { - if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) { - GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y); - } - if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) { - GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y); - } - if (TEST_LAYER_ENABLED(2)) { - switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) { - case 0: - GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y); - break; - case 1: - case 2: - GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y); - break; - case 3: - //GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y); - break; - case 4: - //GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y); - break; - case 5: - //GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y); - break; - } + if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) { + GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y); + } + if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) { + GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y); + } + if (TEST_LAYER_ENABLED(2)) { + switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) { + case 0: + GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y); + break; + case 1: + case 2: + GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y); + break; + case 3: + //GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y); + break; + case 4: + //GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y); + break; + case 5: + //GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y); + break; } - if (TEST_LAYER_ENABLED(3)) { - switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) { - case 0: - GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[3], y); - break; - case 2: - GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[3], y); - break; - } + } + if (TEST_LAYER_ENABLED(3)) { + switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) { + case 0: + GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[3], y); + break; + case 2: + GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[3], y); + break; } } _finalizeLayers(glRenderer, y);

@@ -1050,69 +1009,46 @@ renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);

renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value); } -static void _compositeLayer(struct GBAVideoGLRenderer* renderer, GLuint tex, GLuint flags, int id, int y) { - if ((y & 0x1F) != 0x1F) { - return; - } - const GLuint* uniforms = renderer->compositeShader.uniforms; - glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_COMPOSITE]); - glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale); - glScissor(0, (y & ~0x1F) * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, 0x20 * renderer->scale); - glUseProgram(renderer->compositeShader.program); - glBindVertexArray(renderer->compositeShader.vao); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, tex); - glActiveTexture(GL_TEXTURE0 + 1); - glBindTexture(GL_TEXTURE_2D, flags); - glActiveTexture(GL_TEXTURE0 + 2); - glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_COLOR]); - glActiveTexture(GL_TEXTURE0 + 3); - glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_FLAGS]); - glActiveTexture(GL_TEXTURE0 + 4); - glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_OLD_FLAGS]); - glActiveTexture(GL_TEXTURE0 + 5); - glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]); - glUniform2i(uniforms[GBA_GL_VS_LOC], 0x20, y & ~0x1F); - glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS); - glUniform1i(uniforms[GBA_GL_COMPOSITE_SCALE], renderer->scale); - glUniform1i(uniforms[GBA_GL_COMPOSITE_LAYERID], 1 << id); - glUniform1i(uniforms[GBA_GL_COMPOSITE_LAYER], 0); - glUniform1i(uniforms[GBA_GL_COMPOSITE_LAYERFLAGS], 1); - glUniform1i(uniforms[GBA_GL_COMPOSITE_OLDLAYER], 2); - glUniform1i(uniforms[GBA_GL_COMPOSITE_OLDLAYERFLAGS], 3); - glUniform1i(uniforms[GBA_GL_COMPOSITE_OLDOLDFLAGS], 4); - glUniform1i(uniforms[GBA_GL_COMPOSITE_WINDOW], 5); - glDrawBuffers(4, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 }); - glEnableVertexAttribArray(0); - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); - glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 }); -} - void _finalizeLayers(struct GBAVideoGLRenderer* renderer, int y) { - if ((y & 0x1F) != 0x1F) { - return; - } const GLuint* uniforms = renderer->finalizeShader.uniforms; glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]); glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale); - glScissor(0, (y & ~0x1F) * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, 0x20 * renderer->scale); + glScissor(0, y * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale); glUseProgram(renderer->finalizeShader.program); glBindVertexArray(renderer->finalizeShader.vao); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_COLOR]); + glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]); glActiveTexture(GL_TEXTURE0 + 1); - glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_FLAGS]); + glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_COLOR]); glActiveTexture(GL_TEXTURE0 + 2); - glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_OLD_COLOR]); + glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_FLAGS]); glActiveTexture(GL_TEXTURE0 + 3); - glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_OLD_FLAGS]); - glUniform2i(uniforms[GBA_GL_VS_LOC], 0x20, y & ~0x1F); + glBindTexture(GL_TEXTURE_2D, renderer->bg[0].tex); + glActiveTexture(GL_TEXTURE0 + 4); + glBindTexture(GL_TEXTURE_2D, renderer->bg[0].flags); + glActiveTexture(GL_TEXTURE0 + 5); + glBindTexture(GL_TEXTURE_2D, renderer->bg[1].tex); + glActiveTexture(GL_TEXTURE0 + 6); + glBindTexture(GL_TEXTURE_2D, renderer->bg[1].flags); + glActiveTexture(GL_TEXTURE0 + 7); + glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex); + glActiveTexture(GL_TEXTURE0 + 8); + glBindTexture(GL_TEXTURE_2D, renderer->bg[2].flags); + glActiveTexture(GL_TEXTURE0 + 9); + glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex); + glActiveTexture(GL_TEXTURE0 + 10); + glBindTexture(GL_TEXTURE_2D, renderer->bg[3].flags); + + uint32_t backdrop = M_RGB5_TO_RGB8(renderer->d.palette[0]); + 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_FINALIZE_SCALE], renderer->scale); - glUniform1i(uniforms[GBA_GL_FINALIZE_LAYER], 0); - glUniform1i(uniforms[GBA_GL_FINALIZE_LAYERFLAGS], 1); - glUniform1i(uniforms[GBA_GL_FINALIZE_OLDLAYER], 2); - glUniform1i(uniforms[GBA_GL_FINALIZE_OLDFLAGS], 3); + glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 5, 7, 9, 1 }); + glUniform1iv(uniforms[GBA_GL_FINALIZE_FLAGS], 5, (GLint[]) { 4, 6, 8, 10, 2 }); + glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0); + glUniform4f(uniforms[GBA_GL_FINALIZE_BACKDROP], ((backdrop >> 16) & 0xFF) / 256., ((backdrop >> 8) & 0xFF) / 256., (backdrop & 0xFF) / 256., 0.f); + glUniform4f(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 1, (renderer->target1Bd | (renderer->target2Bd * 2) | (renderer->blendEffect * 4)) / 32.f, + (renderer->blendEffect == BLEND_ALPHA ? renderer->blda : renderer->bldy) / 16.f, renderer->bldb / 16.f); glEnableVertexAttribArray(0); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glBindFramebuffer(GL_FRAMEBUFFER, 0);

@@ -1226,8 +1162,6 @@ glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });

glEnableVertexAttribArray(0); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 }); - - _compositeLayer(renderer, background->tex, background->flags, background->index, y); } void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {

@@ -1283,8 +1217,6 @@ glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });

glEnableVertexAttribArray(0); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 }); - - _compositeLayer(renderer, background->tex, background->flags, background->index, y); } static void _clearWindow(GBAWindowControl window, int start, int end, int y, int scale) {

@@ -1296,18 +1228,18 @@ }

void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) { glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_WINDOW]); + int dispcnt = ((renderer->dispcnt >> 8) & 0x1F) | 0x20; if (!(renderer->dispcnt & 0xE000)) { - _clearWindow(0xFF, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, renderer->scale); + _clearWindow(dispcnt, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, renderer->scale); } else { - _clearWindow(renderer->winout, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, renderer->scale); + _clearWindow(renderer->winout & dispcnt, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, renderer->scale); if (GBARegisterDISPCNTIsWin1Enable(renderer->dispcnt) && y >= renderer->winN[1].v.start && y < renderer->winN[1].v.end) { - _clearWindow(renderer->winN[1].control, renderer->winN[1].h.start * renderer->scale, renderer->winN[1].h.end * renderer->scale, y * renderer->scale, renderer->scale); + _clearWindow(renderer->winN[1].control & dispcnt, renderer->winN[1].h.start * renderer->scale, renderer->winN[1].h.end * renderer->scale, y * renderer->scale, renderer->scale); } if (GBARegisterDISPCNTIsWin0Enable(renderer->dispcnt) && y >= renderer->winN[0].v.start && y < renderer->winN[0].v.end) { - _clearWindow(renderer->winN[0].control, renderer->winN[0].h.start * renderer->scale, renderer->winN[0].h.end * renderer->scale, y * renderer->scale, renderer->scale); + _clearWindow(renderer->winN[0].control & dispcnt, renderer->winN[0].h.start * renderer->scale, renderer->winN[0].h.end * renderer->scale, y * renderer->scale, renderer->scale); } } - glBindFramebuffer(GL_FRAMEBUFFER, 0); } #endif