all repos — mgba @ 9bd5b02644a0f645d47100142ab42ec6f54d736e

mGBA Game Boy Advance Emulator

GBA Video: Remove stale renderers
Jeffrey Pfau jeffrey@endrift.com
Tue, 16 Dec 2014 23:30:18 -0800
commit

9bd5b02644a0f645d47100142ab42ec6f54d736e

parent

9c1ec8c96d0d3b6abd775cbe3501cf9f1fb46cae

2 files changed, 0 insertions(+), 324 deletions(-)

jump to
D src/gba/renderers/video-glsl.c

@@ -1,280 +0,0 @@

-#include "video-glsl.h" - -#include "gba-io.h" - -#include <string.h> - -#define UNIFORM_LOCATION(UNIFORM) (glGetUniformLocation(glslRenderer->program, UNIFORM)) - -static const GLfloat _vertices[4] = { - -1, 0, - 1, 0 -}; - -static const GLchar* _fragmentShader = - "varying float x;\n" - "uniform float y;\n" - "uniform sampler2D vram;\n" - "uniform float dispcnt;\n" - "uniform float bg0cnt;\n" - "uniform float bg1cnt;\n" - "uniform float bg2cnt;\n" - "uniform float bg3cnt;\n" - "uniform float bg0hofs;\n" - "uniform float bg0vofs;\n" - "uniform float bg1hofs;\n" - "uniform float bg1vofs;\n" - "uniform float bg2hofs;\n" - "uniform float bg2vofs;\n" - "uniform float bg3hofs;\n" - "uniform float bg3vofs;\n" - "#define PALETTE_INDEX(i) texture2D(vram, (vec2(mod(i + 1.0, 512.0) / 512.0 - 1.0 / 1024.0, (floor(i / 512.0) + 1.0) / 256.0 - 1.0 / 1024.0)))\n" - "#define VRAM_INDEX(i) texture2D(vram, (vec2(mod(i + 1.0, 512.0) / 512.0 - 1.0 / 1024.0, (floor(i / 512.0) + 161.0) / 256.0 - 1.0 / 1024.0)))\n" - "#define DESERIALIZE(vec) dot(vec4(63488.0, 1984.0, 62.0, 1.0), vec)\n" - "#define IMOD(a, b) mod(floor(a), b)\n" - "#define BIT_CHECK(a, b) (IMOD(a / b, 2.0) > 0.0)\n" - "#define DEBUG(fl) return vec4(fract(fl / 256.0), fract(floor(fl / 256.0) / 256.0), fract(floor(fl / 65536.0) / 256.0), 1.0)\n" - - "vec4 backgroundMode0(float bgcnt, float hofs, float vofs) {\n" - " float charBase = IMOD(bgcnt / 4.0, 4.0) * 8192.0;\n" - " float screenBase = IMOD(bgcnt / 256.0, 32.0) * 1024.0;\n" - " float size = IMOD(bgcnt / 16384.0, 4.0);\n" - " vec2 local = vec2(hofs + x, vofs + y);\n" - " vec2 base = IMOD(local, 256.0);\n" - " base -= IMOD(local, 8.0);\n" - " if (size == 1.0) {\n" - " base.x += IMOD(local.x / 256.0, 2.0) * 8192.0;\n" - " } else if (size == 2.0) {\n" - " base.y += IMOD(local.y / 256.0, 2.0) * 256.0;\n" - " } else if (size == 3.0) {\n" - " base += IMOD(local / 256.0, 2.0) * vec2(8192.0, 512.0);\n" - " }\n" - " screenBase += dot(base, vec2(1.0 / 8.0, 4.0));\n" - " float mapData = DESERIALIZE(VRAM_INDEX(screenBase));\n" - " charBase += IMOD(mapData, 1024.0) * 16.0 + dot(IMOD(local * vec2(1.0 / 4.0, 1.0), vec2(2.0, 8.0)), vec2(1.0, 2.0));\n" - " float tileData = DESERIALIZE(VRAM_INDEX(charBase));\n" - " tileData *= pow(0.5, IMOD(local.x, 4.0) * 4.0);\n" - " tileData = IMOD(tileData, 16.0);\n" - " if (tileData == 0.0) {\n" - " return vec4(0, 0, 0, 0);\n" - " }\n" - " return PALETTE_INDEX(tileData + floor(mapData / 4096.0) * 16.0);\n" - "}\n" - - "void runPriority(float priority, inout vec4 color) {\n" - " if (color.a > 0.0) {\n" - " return;\n" - " }\n" - " if (BIT_CHECK(dispcnt, 256.0) && IMOD(bg0cnt, 4.0) == priority) {\n" - " color = backgroundMode0(bg0cnt, bg0hofs, bg0vofs);\n" - " }\n" - " if (color.a > 0.0) {\n" - " return;\n" - " }\n" - " if (BIT_CHECK(dispcnt, 512.0) && IMOD(bg1cnt, 4.0) == priority) {\n" - " color = backgroundMode0(bg1cnt, bg1hofs, bg1vofs);\n" - " }\n" - " if (color.a > 0.0) {\n" - " return;\n" - " }\n" - " if (BIT_CHECK(dispcnt, 1024.0) && IMOD(bg2cnt, 4.0) == priority) {\n" - " color = backgroundMode0(bg2cnt, bg2hofs, bg2vofs);\n" - " }\n" - " if (color.a > 0.0) {\n" - " return;\n" - " }\n" - " if (BIT_CHECK(dispcnt, 2048.0) && IMOD(bg3cnt, 4.0) == priority) {\n" - " color = backgroundMode0(bg3cnt, bg3hofs, bg3vofs);\n" - " }\n" - "}\n" - - "void main() {\n" - " vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n" - " runPriority(0.0, color);\n" - " runPriority(1.0, color);\n" - " runPriority(2.0, color);\n" - " runPriority(3.0, color);\n" - " if (color.a == 0.0) {\n" - " color = texture2D(vram, vec2(0.0, y / 256.0));\n" - " }\n" - " gl_FragColor = color;\n" - "}\n"; - -static const GLchar* _vertexShader[] = { - "varying float x;", - "attribute vec2 vert;", - "uniform float y;", - - "void main() {", - " x = vert.x * 120.0 + 120.0;", - " gl_Position = vec4(vert.x, 1.0 - (y + 1.0) / 80.0, 0, 1.0);", - "}" -}; - -static void GBAVideoGLSLRendererInit(struct GBAVideoRenderer* renderer); -static void GBAVideoGLSLRendererDeinit(struct GBAVideoRenderer* renderer); -static void GBAVideoGLSLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value); -static uint16_t GBAVideoGLSLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value); -static void GBAVideoGLSLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y); -static void GBAVideoGLSLRendererFinishFrame(struct GBAVideoRenderer* renderer); - -void GBAVideoGLSLRendererCreate(struct GBAVideoGLSLRenderer* glslRenderer) { - glslRenderer->d.init = GBAVideoGLSLRendererInit; - glslRenderer->d.deinit = GBAVideoGLSLRendererDeinit; - glslRenderer->d.writeVideoRegister = GBAVideoGLSLRendererWriteVideoRegister; - glslRenderer->d.writePalette = GBAVideoGLSLRendererWritePalette; - glslRenderer->d.drawScanline = GBAVideoGLSLRendererDrawScanline; - glslRenderer->d.finishFrame = GBAVideoGLSLRendererFinishFrame; - - glslRenderer->d.turbo = 0; - glslRenderer->d.framesPending = 0; - glslRenderer->d.frameskip = 0; - - glslRenderer->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); - glslRenderer->vertexShader = glCreateShader(GL_VERTEX_SHADER); - glslRenderer->program = glCreateProgram(); - - glShaderSource(glslRenderer->fragmentShader, 1, (const GLchar**) &_fragmentShader, 0); - glShaderSource(glslRenderer->vertexShader, 7, _vertexShader, 0); - - glAttachShader(glslRenderer->program, glslRenderer->vertexShader); - glAttachShader(glslRenderer->program, glslRenderer->fragmentShader); - char log[1024]; - glCompileShader(glslRenderer->fragmentShader); - glCompileShader(glslRenderer->vertexShader); - glGetShaderInfoLog(glslRenderer->fragmentShader, 1024, 0, log); - glGetShaderInfoLog(glslRenderer->vertexShader, 1024, 0, log); - glLinkProgram(glslRenderer->program); - - glGenTextures(1, &glslRenderer->vramTexture); - glBindTexture(GL_TEXTURE_2D, glslRenderer->vramTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - - memset(glslRenderer->vram, 0, sizeof (glslRenderer->vram)); - - { - pthread_mutex_t mutex = PTHREAD_MUTEX_INITIALIZER; - glslRenderer->mutex = mutex; - pthread_cond_t cond = PTHREAD_COND_INITIALIZER; - glslRenderer->upCond = cond; - glslRenderer->downCond = cond; - } -} - -void GBAVideoGLSLRendererProcessEvents(struct GBAVideoGLSLRenderer* glslRenderer) { - glUseProgram(glslRenderer->program); - glUniform1i(UNIFORM_LOCATION("vram"), 0); - glUniform1f(UNIFORM_LOCATION("dispcnt"), glslRenderer->io[0][REG_DISPCNT >> 1]); - glUniform1f(UNIFORM_LOCATION("bg0cnt"), glslRenderer->io[0][REG_BG0CNT >> 1]); - glUniform1f(UNIFORM_LOCATION("bg1cnt"), glslRenderer->io[0][REG_BG1CNT >> 1]); - glUniform1f(UNIFORM_LOCATION("bg2cnt"), glslRenderer->io[0][REG_BG2CNT >> 1]); - glUniform1f(UNIFORM_LOCATION("bg3cnt"), glslRenderer->io[0][REG_BG3CNT >> 1]); - glUniform1f(UNIFORM_LOCATION("bg0hofs"), glslRenderer->io[0][REG_BG0HOFS >> 1]); - glUniform1f(UNIFORM_LOCATION("bg0vofs"), glslRenderer->io[0][REG_BG0VOFS >> 1]); - glUniform1f(UNIFORM_LOCATION("bg1hofs"), glslRenderer->io[0][REG_BG1HOFS >> 1]); - glUniform1f(UNIFORM_LOCATION("bg1vofs"), glslRenderer->io[0][REG_BG1VOFS >> 1]); - glUniform1f(UNIFORM_LOCATION("bg2hofs"), glslRenderer->io[0][REG_BG2HOFS >> 1]); - glUniform1f(UNIFORM_LOCATION("bg2vofs"), glslRenderer->io[0][REG_BG2VOFS >> 1]); - glUniform1f(UNIFORM_LOCATION("bg3hofs"), glslRenderer->io[0][REG_BG3HOFS >> 1]); - glUniform1f(UNIFORM_LOCATION("bg3vofs"), glslRenderer->io[0][REG_BG3VOFS >> 1]); - - glEnable(GL_TEXTURE_2D); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, glslRenderer->vramTexture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, glslRenderer->vram); - - GLuint location = glGetAttribLocation(glslRenderer->program, "vert"); - glEnableVertexAttribArray(location); - glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, _vertices); - int y; - for (y = 0; y < VIDEO_VERTICAL_PIXELS; ++y) { - glUniform1f(UNIFORM_LOCATION("y"), y); - glDrawArrays(GL_LINES, 0, 2); - } - glDisableVertexAttribArray(location); - glFlush(); -} - -static void GBAVideoGLSLRendererInit(struct GBAVideoRenderer* renderer) { - struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer; - - glslRenderer->state = GLSL_NONE; - glslRenderer->y = 0; - - glslRenderer->oldVram = renderer->vram; - renderer->vram = &glslRenderer->vram[512 * 160]; - - pthread_mutex_init(&glslRenderer->mutex, 0); - pthread_cond_init(&glslRenderer->upCond, 0); - pthread_cond_init(&glslRenderer->downCond, 0); -} - -static void GBAVideoGLSLRendererDeinit(struct GBAVideoRenderer* renderer) { - struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer; - - /*glDeleteShader(glslRenderer->fragmentShader); - glDeleteShader(glslRenderer->vertexShader); - glDeleteProgram(glslRenderer->program); - - glDeleteTextures(1, &glslRenderer->paletteTexture);*/ - - renderer->vram = glslRenderer->oldVram; - - pthread_mutex_lock(&glslRenderer->mutex); - pthread_cond_broadcast(&glslRenderer->upCond); - pthread_mutex_unlock(&glslRenderer->mutex); - - pthread_mutex_destroy(&glslRenderer->mutex); - pthread_cond_destroy(&glslRenderer->upCond); - pthread_cond_destroy(&glslRenderer->downCond); -} - -static void GBAVideoGLSLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) { - struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer; - GLshort color = 1; - color |= (value & 0x001F) << 11; - color |= (value & 0x03E0) << 1; - color |= (value & 0x7C00) >> 9; - glslRenderer->vram[(address >> 1) + glslRenderer->y * 512] = color; -} - -static uint16_t GBAVideoGLSLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) { - struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer; - glslRenderer->io[glslRenderer->y][address >> 1] = value; - - return value; -} - -static void GBAVideoGLSLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) { - struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer; - - glslRenderer->y = y + 1; - if (y + 1 < VIDEO_VERTICAL_PIXELS) { - memcpy(&glslRenderer->vram[(y + 1) * 512], &glslRenderer->vram[y * 512], 1024); - memcpy(glslRenderer->io[y + 1], glslRenderer->io[y], sizeof(*glslRenderer->io)); - } else { - glslRenderer->y = 0; - memcpy(&glslRenderer->vram[0], &glslRenderer->vram[y * 512], 1024); - memcpy(glslRenderer->io[0], glslRenderer->io[y], sizeof(*glslRenderer->io)); - } -} - -static void GBAVideoGLSLRendererFinishFrame(struct GBAVideoRenderer* renderer) { - struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer; - - pthread_mutex_lock(&glslRenderer->mutex); - glslRenderer->state = GLSL_NONE; - if (renderer->frameskip > 0) { - --renderer->frameskip; - } else { - renderer->framesPending++; - pthread_cond_broadcast(&glslRenderer->upCond); - if (!renderer->turbo) { - pthread_cond_wait(&glslRenderer->downCond, &glslRenderer->mutex); - } - } - pthread_mutex_unlock(&glslRenderer->mutex); -}
D src/gba/renderers/video-glsl.h

@@ -1,44 +0,0 @@

-#ifndef VIDEO_GLSL_H -#define VIDEO_GLSL_H - -#include "util/common.h" - -#include "gba-video.h" - -#include <pthread.h> - -#ifdef __APPLE__ -#include <OpenGL/gl.h> -#else -#include <GL/gl.h> -#endif - -struct GBAVideoGLSLRenderer { - struct GBAVideoRenderer d; - - int y; - enum { - GLSL_NONE, - GLSL_DRAW_SCANLINE, - GLSL_FINISH_FRAME - } state; - - GLuint fragmentShader; - GLuint vertexShader; - GLuint program; - - GLuint vramTexture; - GLushort vram[512 * 256]; - GLushort io[160][0x30]; - - uint16_t* oldVram; - - pthread_mutex_t mutex; - pthread_cond_t upCond; - pthread_cond_t downCond; -}; - -void GBAVideoGLSLRendererCreate(struct GBAVideoGLSLRenderer* renderer); -void GBAVideoGLSLRendererProcessEvents(struct GBAVideoGLSLRenderer* renderer); - -#endif