all repos — mgba @ f781c793f508cb4d84ececcb697f4e2bfe3abc4e

mGBA Game Boy Advance Emulator

GBA Video: Use 1d texture for backdrop bits
Vicki Pfau vi@endrift.com
Mon, 20 May 2019 12:21:10 -0700
commit

f781c793f508cb4d84ececcb697f4e2bfe3abc4e

parent

326a055b07d4e56d755090a75ad37c7ad9f39f7a

2 files changed, 37 insertions(+), 15 deletions(-)

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

@@ -67,15 +67,18 @@ };

enum { GBA_GL_FBO_OBJ = 0, - GBA_GL_FBO_WINDOW = 1, - GBA_GL_FBO_OUTPUT = 2, + GBA_GL_FBO_BACKDROP, + GBA_GL_FBO_WINDOW, + GBA_GL_FBO_OUTPUT, GBA_GL_FBO_MAX }; enum { GBA_GL_TEX_OBJ_COLOR = 0, - GBA_GL_TEX_OBJ_FLAGS = 1, - GBA_GL_TEX_WINDOW = 6, + GBA_GL_TEX_OBJ_FLAGS, + GBA_GL_TEX_BACKDROP_COLOR, + GBA_GL_TEX_BACKDROP_FLAGS, + GBA_GL_TEX_WINDOW, GBA_GL_TEX_MAX };
M src/gba/renderers/gl.csrc/gba/renderers/gl.c

@@ -440,8 +440,8 @@ "uniform int scale;\n"

"uniform sampler2D layers[5];\n" "uniform sampler2D flags[5];\n" "uniform sampler2D window;\n" - "uniform vec4 backdrop;\n" - "uniform vec4 backdropFlags;\n" + "uniform sampler2D backdrop;\n" + "uniform sampler2D backdropFlags;\n" FLAG_CONST "out vec4 color;\n"

@@ -464,12 +464,12 @@ " }\n"

"}\n" "void main() {\n" + " vec4 topPixel = texelFetch(backdrop, ivec2(0, texCoord.y), 0);\n" + " vec4 bottomPixel = topPixel;\n" + " ivec4 topFlags = ivec4(texelFetch(backdropFlags, ivec2(0, texCoord.y), 0) * flagCoeff);\n" + " ivec4 bottomFlags = topFlags;\n" " vec4 windowFlags = texelFetch(window, ivec2(texCoord * scale), 0);\n" " int layerWindow = int(windowFlags.x * 128);\n" - " vec4 topPixel = backdrop;\n" - " vec4 bottomPixel = backdrop;\n" - " ivec4 topFlags = ivec4(backdropFlags * flagCoeff);\n" - " ivec4 bottomFlags = ivec4(backdropFlags * flagCoeff);\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).xyz * flagCoeff.xyz, 0);\n"

@@ -585,7 +585,7 @@ 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, format, GBA_VIDEO_HORIZONTAL_PIXELS * scale, GBA_VIDEO_VERTICAL_PIXELS * scale, 0, format, GL_UNSIGNED_BYTE, 0); + glTexImage2D(GL_TEXTURE_2D, 0, format, scale > 0 ? GBA_VIDEO_HORIZONTAL_PIXELS * scale : 1, GBA_VIDEO_VERTICAL_PIXELS * (scale > 0 ? scale : 1), 0, format, GL_UNSIGNED_BYTE, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0); }

@@ -611,6 +611,10 @@ 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); _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA, GL_COLOR_ATTACHMENT2, 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); + _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, 0); glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]); _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);

@@ -1015,10 +1019,21 @@ glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);

glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }); glClear(GL_COLOR_BUFFER_BIT); } - glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 }); } glEnable(GL_SCISSOR_TEST); + uint32_t backdrop = M_RGB5_TO_RGB8(glRenderer->d.palette[0]); + glViewport(0, 0, 1, GBA_VIDEO_VERTICAL_PIXELS); + glScissor(0, y, 1, 1); + glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]); + glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 }); + glClearColor(((backdrop >> 16) & 0xFF) / 256., ((backdrop >> 8) & 0xFF) / 256., (backdrop & 0xFF) / 256., 0.f); + glClear(GL_COLOR_BUFFER_BIT); + glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT1 }); + glClearColor(1, (glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4)) / 32.f, glRenderer->blda / 16.f, 0); + glClear(GL_COLOR_BUFFER_BIT); + glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 }); + if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) { if (glRenderer->firstAffine < 0) { memcpy(&glRenderer->bg[2].affine[3], &glRenderer->bg[2].affine[0], sizeof(struct GBAVideoGLAffine));

@@ -1235,16 +1250,20 @@ glActiveTexture(GL_TEXTURE0 + 9);

glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex); glActiveTexture(GL_TEXTURE0 + 10); glBindTexture(GL_TEXTURE_2D, renderer->bg[3].flags); + glActiveTexture(GL_TEXTURE0 + 11); + glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_COLOR]); + glActiveTexture(GL_TEXTURE0 + 12); + glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_FLAGS]); - uint32_t backdrop = M_RGB5_TO_RGB8(renderer->d.palette[0]); 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 }); 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->blda / 16.f, 0); + glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0); + glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 11); + glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 12); glEnableVertexAttribArray(0); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glBindFramebuffer(GL_FRAMEBUFFER, 0);