all repos — mgba @ 442a0794be6ebe81568c6579f4b36996c4dcb8e1

mGBA Game Boy Advance Emulator

GBA Video: Add transparent sprite priority updating for GL
Vicki Pfau vi@endrift.com
Tue, 11 Jun 2019 13:44:52 -0700
commit

442a0794be6ebe81568c6579f4b36996c4dcb8e1

parent

a39741056ece1da3db99710ac7c079ce81306952

2 files changed, 44 insertions(+), 3 deletions(-)

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

@@ -161,7 +161,7 @@ uint16_t shadowRegs[0x30];

uint64_t regsDirty; struct GBAVideoGLShader bgShader[6]; - struct GBAVideoGLShader objShader[2]; + struct GBAVideoGLShader objShader[3]; struct GBAVideoGLShader windowShader; struct GBAVideoGLShader finalizeShader;
M src/gba/renderers/gl.csrc/gba/renderers/gl.c

@@ -474,6 +474,25 @@ " gl_FragDepth = float(flags.x) / 16.;\n"

" window = ivec4(objwin.yzw, 0);\n" "}"; +static const struct GBAVideoGLUniform _uniformsObjPriority[] = { + { "loc", GBA_GL_VS_LOC, }, + { "maxPos", GBA_GL_VS_MAXPOS, }, + { "inflags", GBA_GL_OBJ_INFLAGS, }, + { 0 } +}; + +static const char* const _renderObjPriority = + "in vec2 texCoord;\n" + "uniform ivec4 inflags;\n" + "OUT(0) out vec4 color;\n" + "OUT(1) out ivec4 flags;\n" + + "void main() {\n" + " flags = inflags;\n" + " gl_FragDepth = float(flags.x) / 16.;\n" + " color = vec4(0., 0., 0., 0.);" + "}"; + static const struct GBAVideoGLUniform _uniformsWindow[] = { { "loc", GBA_GL_VS_LOC, }, { "maxPos", GBA_GL_VS_MAXPOS, },

@@ -742,7 +761,7 @@ glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);

_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale); _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale); _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT2, glRenderer->scale); - _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_DEPTH], GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, GL_DEPTH_ATTACHMENT, glRenderer->scale); + _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_DEPTH], GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, GL_DEPTH_STENCIL_ATTACHMENT, glRenderer->scale); glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]); _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_COLOR], GL_RGB, GL_COLOR_ATTACHMENT0, 0);

@@ -850,6 +869,9 @@ #ifndef BUILD_GLES3

glBindFragDataLocation(glRenderer->objShader[1].program, 2, "window"); #endif + shaderBuffer[1] = _renderObjPriority; + _compileShader(glRenderer, &glRenderer->objShader[2], shaderBuffer, 2, vs, _uniformsObjPriority, log); + shaderBuffer[1] = _renderWindow; _compileShader(glRenderer, &glRenderer->windowShader, shaderBuffer, 2, vs, _uniformsWindow, log); #ifndef BUILD_GLES3

@@ -1357,9 +1379,10 @@ glClearDepthf(1.f);

#else glClearDepth(1); #endif + glClearStencil(0); glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]); glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); for (i = 0; i < 4; ++i) { glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);

@@ -1391,6 +1414,8 @@

GBAVideoGLRendererDrawWindow(glRenderer, y); if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) { int i; + glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + glEnable(GL_STENCIL_TEST); glDepthFunc(GL_LESS); for (i = 0; i < glRenderer->oamMax; ++i) { struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];

@@ -1401,6 +1426,7 @@

GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y); } glDisable(GL_DEPTH_TEST); + glDisable(GL_STENCIL_TEST); } if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {

@@ -1678,7 +1704,22 @@ glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], mosaicH, GBAMosaicControlGetObjV(renderer->mosaic) + 1, x, spriteY);

} else { glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], 0, 0, 0, 0); } + glStencilFunc(GL_ALWAYS, 1, 1); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + shader = &renderer->objShader[2]; + uniforms = shader->uniforms; + glStencilFunc(GL_EQUAL, 1, 1); + glUseProgram(shader->program); + glDrawBuffers(2, (GLenum[]) { GL_NONE, GL_COLOR_ATTACHMENT1 }); + glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE); + glBindVertexArray(shader->vao); + glUniform2i(uniforms[GBA_GL_VS_LOC], totalHeight, 0); + glUniform2i(uniforms[GBA_GL_VS_MAXPOS], totalWidth, totalHeight); + glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c), 0, 0, 0); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 }); }