GBA Video: Remove redundant flags layers
@@ -44,7 +44,6 @@
struct GBAVideoGLBackground { GLuint fbo; GLuint tex; - GLuint flags; unsigned index; int enabled;@@ -96,7 +95,6 @@ GBA_GL_BG_SCREENBASE,
GBA_GL_BG_CHARBASE, GBA_GL_BG_SIZE, GBA_GL_BG_OFFSET, - GBA_GL_BG_INFLAGS, GBA_GL_BG_TRANSFORM, GBA_GL_BG_RANGE, GBA_GL_BG_MOSAIC,
@@ -117,7 +117,6 @@ { "screenBase", GBA_GL_BG_SCREENBASE, },
{ "charBase", GBA_GL_BG_CHARBASE, }, { "size", GBA_GL_BG_SIZE, }, { "offset", GBA_GL_BG_OFFSET, }, - { "inflags", GBA_GL_BG_INFLAGS, }, { "mosaic", GBA_GL_BG_MOSAIC, }, { 0 } };@@ -130,10 +129,8 @@ "uniform int screenBase;\n"
"uniform int charBase;\n" "uniform int size;\n" "uniform int offset[160];\n" - "uniform ivec4 inflags;\n" "uniform ivec2 mosaic;\n" "OUT(0) out vec4 color;\n" - "OUT(1) out ivec4 flags;\n" "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"@@ -171,7 +168,6 @@ " coord.y ^= 7;\n"
" }\n" " int tile = int(map.a * 15.9) + int(map.b * 15.9) * 16 + (tileFlags & 0x3) * 256;\n" " color = renderTile(tile, int(map.r * 15.9), coord & 7);\n" - " flags = inflags;\n" "}"; static const char* const _fetchTileOverflow =@@ -199,7 +195,6 @@ { "palette", GBA_GL_BG_PALETTE, },
{ "screenBase", GBA_GL_BG_SCREENBASE, }, { "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, },@@ -235,12 +230,10 @@ "uniform int palette[256];\n"
"uniform int screenBase;\n" "uniform int charBase;\n" "uniform int size;\n" - "uniform ivec4 inflags;\n" "uniform ivec4 transform[160];\n" "uniform ivec2 range;\n" "uniform ivec2 mosaic;\n" "OUT(0) out vec4 color;\n" - "OUT(1) out ivec4 flags;\n" "vec4 fetchTile(ivec2 coord);\n" "vec2 interpolate(ivec2 arr[4], float x);\n"@@ -284,7 +277,6 @@ " float lin = start + y * 0.25;\n"
" vec2 mixedTransform = interpolate(mat, lin);\n" " vec2 mixedOffset = interpolate(offset, lin);\n" " color = fetchTile(ivec2(mixedTransform * incoord.x + mixedOffset));\n" - " flags = inflags;\n" "}"; static const struct GBAVideoGLUniform _uniformsMode35[] = {@@ -293,7 +285,6 @@ { "maxPos", GBA_GL_VS_MAXPOS, },
{ "vram", GBA_GL_BG_VRAM, }, { "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, },@@ -306,12 +297,10 @@ "in vec2 texCoord;\n"
"uniform sampler2D vram;\n" "uniform int charBase;\n" "uniform ivec2 size;\n" - "uniform ivec4 inflags;\n" "uniform ivec4 transform[160];\n" "uniform ivec2 range;\n" "uniform ivec2 mosaic;\n" "OUT(0) out vec4 color;\n" - "OUT(1) out ivec4 flags;\n" "vec2 interpolate(ivec2 arr[4], float x);\n" "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"@@ -347,7 +336,6 @@ " int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
" ivec4 entry = ivec4(texelFetch(vram, ivec2(address & 255, address >> 8), 0) * 15.9);\n" " int sixteen = (entry.x << 12) | (entry.y << 8) | (entry.z << 4) | entry.w;\n" " color = vec4(float(sixteen & 0x1F) / 31., float((sixteen >> 5) & 0x1F) / 31., float((sixteen >> 10) & 0x1F) / 31., 1.);\n" - " flags = inflags;\n" "}"; static const struct GBAVideoGLUniform _uniformsMode4[] = {@@ -357,7 +345,6 @@ { "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, },@@ -371,12 +358,10 @@ "uniform sampler2D vram;\n"
"uniform int palette[256];\n" "uniform int charBase;\n" "uniform ivec2 size;\n" - "uniform ivec4 inflags;\n" "uniform ivec4 transform[160];\n" "uniform ivec2 range;\n" "uniform ivec2 mosaic;\n" "OUT(0) out vec4 color;\n" - "OUT(1) out ivec4 flags;\n" "vec2 interpolate(ivec2 arr[4], float x);\n" "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"@@ -413,7 +398,6 @@ " 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" " int paletteEntry = palette[entry.y * 16 + entry.x];\n" " color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n" - " flags = inflags;\n" "}"; static const struct GBAVideoGLUniform _uniformsObj[] = {@@ -567,7 +551,7 @@ { "loc", GBA_GL_VS_LOC, },
{ "maxPos", GBA_GL_VS_MAXPOS, }, { "scale", GBA_GL_FINALIZE_SCALE, }, { "layers", GBA_GL_FINALIZE_LAYERS, }, - { "flags", GBA_GL_FINALIZE_FLAGS, }, + { "objFlags", GBA_GL_FINALIZE_FLAGS, }, { "window", GBA_GL_FINALIZE_WINDOW, }, { "backdrop", GBA_GL_FINALIZE_BACKDROP, }, { "backdropFlags", GBA_GL_FINALIZE_BACKDROPFLAGS, },@@ -578,7 +562,7 @@ static const char* const _finalize =
"in vec2 texCoord;\n" "uniform int scale;\n" "uniform sampler2D layers[5];\n" - "uniform isampler2D flags[5];\n" + "uniform isampler2D objFlags;\n" "uniform isampler2D window;\n" "uniform sampler2D backdrop;\n" "uniform isampler2D backdropFlags;\n"@@ -610,35 +594,35 @@ " int layerWindow = windowFlags.x;\n"
" if ((layerWindow & 16) != 0) {\n" " vec4 pix = texelFetch(layers[4], coord, 0);\n" " if (pix.a != 0.) {\n" - " ivec4 inflags = ivec4(texelFetch(flags[4], coord, 0));\n" + " ivec4 inflags = ivec4(texelFetch(objFlags, coord, 0));\n" " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n" " }\n" " }\n" " if ((layerWindow & 1) != 0) {\n" " vec4 pix = texelFetch(layers[0], coord, 0);\n" " if (pix.a != 0.) {\n" - " ivec4 inflags = ivec4(texelFetch(flags[0], coord, 0).xyz, 0);\n" + " ivec4 inflags = ivec4(texelFetch(backdropFlags, ivec2(1, texCoord.y), 0));\n" " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n" " }\n" " }\n" " if ((layerWindow & 2) != 0) {\n" " vec4 pix = texelFetch(layers[1], coord, 0);\n" " if (pix.a != 0.) {\n" - " ivec4 inflags = ivec4(texelFetch(flags[1], coord, 0).xyz, 0);\n" + " ivec4 inflags = ivec4(texelFetch(backdropFlags, ivec2(2, texCoord.y), 0));\n" " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n" " }\n" " }\n" " if ((layerWindow & 4) != 0) {\n" " vec4 pix = texelFetch(layers[2], coord, 0);\n" " if (pix.a != 0.) {\n" - " ivec4 inflags = ivec4(texelFetch(flags[2], coord, 0).xyz, 0);\n" + " ivec4 inflags = ivec4(texelFetch(backdropFlags, ivec2(3, texCoord.y), 0));\n" " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n" " }\n" " }\n" " if ((layerWindow & 8) != 0) {\n" " vec4 pix = texelFetch(layers[3], coord, 0);\n" " if (pix.a != 0.) {\n" - " ivec4 inflags = ivec4(texelFetch(flags[3], coord, 0).xyz, 0);\n" + " ivec4 inflags = ivec4(texelFetch(backdropFlags, ivec2(4, texCoord.y), 0));\n" " composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n" " }\n" " }\n"@@ -747,7 +731,7 @@ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, scale > 0 ? GBA_VIDEO_HORIZONTAL_PIXELS * scale : 1, GBA_VIDEO_VERTICAL_PIXELS * (scale > 0 ? scale : 1), 0, format, type, 0); + glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, scale > 0 ? GBA_VIDEO_HORIZONTAL_PIXELS * scale : 8, GBA_VIDEO_VERTICAL_PIXELS * (scale > 0 ? scale : 1), 0, format, type, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0); }@@ -764,7 +748,7 @@ _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); - _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_BACKDROP_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale); + _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_BACKDROP_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, 0); glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]); _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT0, glRenderer->scale);@@ -777,7 +761,6 @@ for (i = 0; i < 4; ++i) {
struct GBAVideoGLBackground* bg = &glRenderer->bg[i]; glBindFramebuffer(GL_FRAMEBUFFER, bg->fbo); _initFramebufferTexture(bg->tex, GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale); - _initFramebufferTextureEx(bg->flags, GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale); } glBindFramebuffer(GL_FRAMEBUFFER, 0); }@@ -825,7 +808,6 @@ bg->affine.sx = 0;
bg->affine.sy = 0; glGenFramebuffers(1, &bg->fbo); glGenTextures(1, &bg->tex); - glGenTextures(1, &bg->flags); } _initFramebuffers(glRenderer);@@ -924,7 +906,6 @@ for (i = 0; i < 4; ++i) {
struct GBAVideoGLBackground* bg = &glRenderer->bg[i]; glDeleteFramebuffers(1, &bg->fbo); glDeleteTextures(1, &bg->tex); - glDeleteTextures(1, &bg->flags); } }@@ -1422,11 +1403,21 @@ glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }); glClearBufferfv(GL_COLOR, 0, (GLfloat[]) { ((backdrop >> 16) & 0xF8) / 248., ((backdrop >> 8) & 0xF8) / 248., (backdrop & 0xF8) / 248., 1.f }); glClearBufferiv(GL_COLOR, 1, (GLint[]) { 32, glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4), glRenderer->blda, 0 }); + + glDrawBuffers(2, (GLenum[]) { GL_NONE, GL_COLOR_ATTACHMENT1 }); + int i; + for (i = 0; i < 4; ++i) { + glScissor(i + 1, glRenderer->firstY, i + 2, y - glRenderer->firstY + 1); + glClearBufferiv(GL_COLOR, 1, (GLint[]) { glRenderer->bg[i].priority, + glRenderer->bg[i].target1 | (glRenderer->bg[i].target2 << 1) | (glRenderer->blendEffect << 2), + glRenderer->blda, 0 }); + } + + glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 }); 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);@@ -1609,33 +1600,25 @@ glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_FLAGS]);
glActiveTexture(GL_TEXTURE0 + 3); 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); + glActiveTexture(GL_TEXTURE0 + 5); glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex); - glActiveTexture(GL_TEXTURE0 + 8); - glBindTexture(GL_TEXTURE_2D, renderer->bg[2].flags); - glActiveTexture(GL_TEXTURE0 + 9); + glActiveTexture(GL_TEXTURE0 + 6); glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex); - glActiveTexture(GL_TEXTURE0 + 10); - glBindTexture(GL_TEXTURE_2D, renderer->bg[3].flags); - glActiveTexture(GL_TEXTURE0 + 11); + glActiveTexture(GL_TEXTURE0 + 7); glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_COLOR]); - glActiveTexture(GL_TEXTURE0 + 12); + glActiveTexture(GL_TEXTURE0 + 8); glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_FLAGS]); glUniform2i(uniforms[GBA_GL_VS_LOC], GBA_VIDEO_VERTICAL_PIXELS, 0); glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS); glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale); - 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 }); + glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 4, 5, 6, 1 }); + glUniform1i(uniforms[GBA_GL_FINALIZE_FLAGS], 2); glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0); glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0); - glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 11); - glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 12); + glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 7); + glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 8); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } glBindFramebuffer(GL_FRAMEBUFFER, 0);@@ -1752,10 +1735,7 @@ glUniform2i(uniforms[GBA_GL_BG_MOSAIC], GBAMosaicControlGetBgV(renderer->mosaic) + 1, GBAMosaicControlGetBgH(renderer->mosaic) + 1);
} else { glUniform2i(uniforms[GBA_GL_BG_MOSAIC], 0, 0); } - glUniform4i(uniforms[GBA_GL_BG_INFLAGS], background->priority, - background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4), - renderer->blda, 0); - glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }); + glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 }); } void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {