2023-04-18 02:18:49 -07:00

1972 lines
72 KiB
C

/* Copyright (c) 2013-2019 Jeffrey Pfau
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include <mgba/internal/gba/renderers/gl.h>
#ifdef BUILD_GLES3
#include <mgba/core/cache-set.h>
#include <mgba/internal/arm/macros.h>
#include <mgba/internal/gba/io.h>
#include <mgba/internal/gba/renderers/cache-set.h>
#include <mgba-util/memory.h>
static void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer);
static void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer);
static void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer);
static void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address);
static void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam);
static void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
static uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
static void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y);
static void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer);
static void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels);
static void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels);
static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer);
static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value);
static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value);
static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value);
static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value);
static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value);
static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value);
static void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY);
static void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
static void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
static void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
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 _cleanRegister(struct GBAVideoGLRenderer* renderer, int address, uint16_t value);
static void _drawScanlines(struct GBAVideoGLRenderer* renderer, int lastY);
static void _finalizeLayers(struct GBAVideoGLRenderer* renderer);
#define TEST_LAYER_ENABLED(X) !glRenderer->d.disableBG[X] && glRenderer->bg[X].enabled == 4
struct GBAVideoGLUniform {
const char* name;
int type;
};
#define PALETTE_ENTRY "#define PALETTE_ENTRY(x) (vec3((ivec3(0x1F, 0x3E0, 0x7C00) & (x)) >> ivec3(0, 5, 10)) / 31.)\n"
#define MOSAIC \
"#define MOSAIC(LHS, RHS) (((int(LHS) * mosaicTable[RHS]) >> 12) * RHS)\n" \
"const int mosaicTable[17] = int[17](0, 4096, 2048, 1366, 1024, 820, 683, 586, 512, 456, 410, 373, 342, 316, 293, 274, 256);\n"
static const GLchar* const _gles3Header =
"#version 300 es\n"
"#define OUT(n) layout(location = n)\n"
PALETTE_ENTRY
"precision highp float;\n"
"precision highp int;\n"
"precision highp sampler2D;\n"
"precision highp isampler2D;\n";
static const GLchar* const _gl3Header =
"#version 330 core\n"
"#define OUT(n) layout(location = n)\n"
PALETTE_ENTRY
"precision highp float;\n";
static const char* const _vertexShader =
"in vec2 position;\n"
"uniform ivec2 loc;\n"
"uniform ivec2 maxPos;\n"
"out vec2 texCoord;\n"
"void main() {\n"
" vec2 local = vec2(position.x, float(position.y * float(loc.x) + float(loc.y)) / float(maxPos.y));\n"
" gl_Position = vec4((local * 2. - 1.) * vec2(sign(maxPos)), 0., 1.);\n"
" texCoord = local * vec2(abs(maxPos));\n"
"}";
static const char* const _renderTile16 =
"#ifndef VRAM_MASK\n"
"#define VRAM_MASK\n"
"#endif\n"
"int renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
" int address = charBase + tile * 16 + (localCoord.x >> 2) + (localCoord.y << 1);\n"
" int halfrow = texelFetch(vram, ivec2(address & 255, (address >> 8) VRAM_MASK), 0).r;\n"
" int entry = (halfrow >> (4 * (localCoord.x & 3))) & 15;\n"
" if (entry == 0) {\n"
" discard;\n"
" }\n"
" return paletteId * 16 + entry;\n"
"}\n"
"int mask(int tile) {\n"
" return tile & 31;\n"
"}";
static const char* const _renderTile256 =
"#ifndef VRAM_MASK\n"
"#define VRAM_MASK\n"
"#endif\n"
"int renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
" int address = charBase + tile * 32 + (localCoord.x >> 1) + (localCoord.y << 2);\n"
" int halfrow = texelFetch(vram, ivec2(address & 255, (address >> 8) VRAM_MASK), 0).r;\n"
" int entry = (halfrow >> (8 * (localCoord.x & 1))) & 255;\n"
" if (entry == 0) {\n"
" discard;\n"
" }\n"
" return entry;\n"
"}"
"int mask(int tile) {\n"
" return tile & 15;\n"
"}";
static const struct GBAVideoGLUniform _uniformsMode0[] = {
{ "loc", GBA_GL_VS_LOC, },
{ "maxPos", GBA_GL_VS_MAXPOS, },
{ "vram", GBA_GL_BG_VRAM, },
{ "palette", GBA_GL_BG_PALETTE, },
{ "screenBase", GBA_GL_BG_SCREENBASE, },
{ "charBase", GBA_GL_BG_CHARBASE, },
{ "size", GBA_GL_BG_SIZE, },
{ "offset", GBA_GL_BG_OFFSET, },
{ "mosaic", GBA_GL_BG_MOSAIC, },
{ 0 }
};
static const char* const _renderMode0 =
MOSAIC
"in vec2 texCoord;\n"
"uniform isampler2D vram;\n"
"uniform sampler2D palette;\n"
"uniform int screenBase;\n"
"uniform int charBase;\n"
"uniform int size;\n"
"uniform int offset[160];\n"
"uniform ivec2 mosaic;\n"
"OUT(0) out vec4 color;\n"
"int renderTile(int tile, int paletteId, ivec2 localCoord);\n"
"void main() {\n"
" ivec2 coord = ivec2(texCoord);\n"
" if (mosaic.x > 1) {\n"
" coord.x = MOSAIC(coord.x, mosaic.x);\n"
" }\n"
" if (mosaic.y > 1) {\n"
" coord.y = MOSAIC(coord.y, mosaic.y);\n"
" }\n"
" coord += (ivec2(0x1FF, 0x1FF000) & offset[int(texCoord.y)]) >> ivec2(0, 12);\n"
" ivec2 wrap = ivec2(255, 255);\n"
" int doty = 0;\n"
" if ((size & 1) == 1) {\n"
" wrap.x = 511;\n"
" ++doty;\n"
" }\n"
" if ((size & 2) == 2) {\n"
" wrap.y = 511;\n"
" ++doty;\n"
" }\n"
" coord &= wrap;\n"
" wrap = coord & 256;\n"
" coord &= 255;\n"
" coord.y += wrap.x + wrap.y * doty;\n"
" int mapAddress = screenBase + (coord.x >> 3) + (coord.y >> 3) * 32;\n"
" int map = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0).r;\n"
" if ((map & 1024) == 1024) {\n"
" coord.x ^= 7;\n"
" }\n"
" if ((map & 2048) == 2048) {\n"
" coord.y ^= 7;\n"
" }\n"
" int tile = map & 1023;\n"
" int paletteEntry = renderTile(tile, (map >> 12) & 15, coord & 7);\n"
" color = texelFetch(palette, ivec2(paletteEntry, int(texCoord.y)), 0);\n"
"}\n";
static const char* const _fetchTileOverflow =
"int fetchTile(ivec2 coord) {\n"
" int sizeAdjusted = (0x8000 << size) - 1;\n"
" coord &= sizeAdjusted;\n"
" return renderTile(coord);\n"
"}";
static const char* const _fetchTileNoOverflow =
"int fetchTile(ivec2 coord) {\n"
" int sizeAdjusted = (0x8000 << size) - 1;\n"
" ivec2 outerCoord = coord & ~sizeAdjusted;\n"
" if ((outerCoord.x | outerCoord.y) != 0) {\n"
" discard;\n"
" }\n"
" return renderTile(coord);\n"
"}";
static const struct GBAVideoGLUniform _uniformsMode2[] = {
{ "loc", GBA_GL_VS_LOC, },
{ "maxPos", GBA_GL_VS_MAXPOS, },
{ "vram", GBA_GL_BG_VRAM, },
{ "palette", GBA_GL_BG_PALETTE, },
{ "screenBase", GBA_GL_BG_SCREENBASE, },
{ "oldCharBase", GBA_GL_BG_OLDCHARBASE, },
{ "charBase", GBA_GL_BG_CHARBASE, },
{ "size", GBA_GL_BG_SIZE, },
{ "offset", GBA_GL_BG_OFFSET, },
{ "transform", GBA_GL_BG_TRANSFORM, },
{ "range", GBA_GL_BG_RANGE, },
{ "mosaic", GBA_GL_BG_MOSAIC, },
{ 0 }
};
static const char* const _interpolate =
"vec2 interpolate(ivec2 arr[4], float x) {\n"
" float x1m = 1. - x;\n"
" return x1m * x1m * x1m * vec2(arr[0]) +"
" 3. * x1m * x1m * x * vec2(arr[1]) +"
" 3. * x1m * x * x * vec2(arr[2]) +"
" x * x * x * vec2(arr[3]);\n"
"}\n"
"void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]) {\n"
" int start = max(range.x, y - 3);\n"
" mat[0] = transform[start + 0].xy;\n"
" aff[0] = transform[start + 0].zw;\n"
" mat[1] = transform[start + 1].xy;\n"
" aff[1] = transform[start + 1].zw;\n"
" mat[2] = transform[start + 2].xy;\n"
" aff[2] = transform[start + 2].zw;\n"
" mat[3] = transform[start + 3].xy;\n"
" aff[3] = transform[start + 3].zw;\n"
"}\n"
"ivec2 affineInterpolate() {\n"
" ivec2 mat[4];\n"
" ivec2 offset[4];\n"
" vec2 incoord = texCoord;\n"
" if (mosaic.x > 1) {\n"
" incoord.x = float(MOSAIC(incoord.x, mosaic.x));\n"
" }\n"
" if (mosaic.y > 1) {\n"
" incoord.y = float(MOSAIC(incoord.y, mosaic.y));\n"
" }\n"
" loadAffine(int(incoord.y), mat, offset);\n"
" float y = fract(incoord.y);\n"
" float start = 2. / 3.;\n"
" if (int(incoord.y) - range.x < 4) {\n"
" y = incoord.y - float(range.x);\n"
" start -= 1.;\n"
" }\n"
" float lin = start + y / 3.;\n"
" vec2 mixedTransform = interpolate(mat, lin);\n"
" vec2 mixedOffset = interpolate(offset, lin);\n"
" return ivec2(mixedTransform * incoord.x + mixedOffset);\n"
"}\n";
static const char* const _renderMode2 =
MOSAIC
"in vec2 texCoord;\n"
"uniform isampler2D vram;\n"
"uniform sampler2D palette;\n"
"uniform int screenBase;\n"
"uniform ivec2 oldCharBase;\n"
"uniform int charBase;\n"
"uniform int size;\n"
"uniform ivec4 transform[160];\n"
"uniform ivec2 range;\n"
"uniform ivec2 mosaic;\n"
"OUT(0) out vec4 color;\n"
"int fetchTile(ivec2 coord);\n"
"ivec2 affineInterpolate();\n"
"int renderTile(ivec2 coord) {\n"
" int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n"
" int mapAddress = screenBase + (map >> 1);\n"
" int twomaps = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0).r;\n"
" int tile = (twomaps >> (8 * (map & 1))) & 255;\n"
" int newCharBase = charBase;\n"
" if (newCharBase != oldCharBase.x) {\n"
" int y = int(texCoord.y);\n"
// If the charbase has changed (and the scale is greater than 1), we might still be drawing
// the tile associated with the pixel above us. If we're still on that tile, we want to use
// the charbase associated with it instead of the new one. Cf. https://mgba.io/i/1631
" if (y == oldCharBase.y && transform[y - 1].w >> 11 == coord.y >> 11) {\n"
" newCharBase = oldCharBase.x;\n"
" }\n"
" }\n"
" int address = newCharBase + tile * 32 + ((coord.x >> 9) & 3) + ((coord.y >> 6) & 0x1C);\n"
" int halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0).r;\n"
" int entry = (halfrow >> (8 * ((coord.x >> 8) & 1))) & 255;\n"
" if (entry == 0) {\n"
" discard;\n"
" }\n"
" return entry;\n"
"}\n"
"void main() {\n"
" int paletteEntry = fetchTile(affineInterpolate());\n"
" color = texelFetch(palette, ivec2(paletteEntry, int(texCoord.y)), 0);\n"
"}";
static const struct GBAVideoGLUniform _uniformsMode35[] = {
{ "loc", GBA_GL_VS_LOC, },
{ "maxPos", GBA_GL_VS_MAXPOS, },
{ "vram", GBA_GL_BG_VRAM, },
{ "charBase", GBA_GL_BG_CHARBASE, },
{ "size", GBA_GL_BG_SIZE, },
{ "offset", GBA_GL_BG_OFFSET, },
{ "transform", GBA_GL_BG_TRANSFORM, },
{ "range", GBA_GL_BG_RANGE, },
{ "mosaic", GBA_GL_BG_MOSAIC, },
{ 0 }
};
static const char* const _renderMode35 =
MOSAIC
"in vec2 texCoord;\n"
"uniform isampler2D vram;\n"
"uniform int charBase;\n"
"uniform ivec2 size;\n"
"uniform ivec4 transform[160];\n"
"uniform ivec2 range;\n"
"uniform ivec2 mosaic;\n"
"OUT(0) out vec4 color;\n"
"ivec2 affineInterpolate();\n"
"void main() {\n"
" ivec2 coord = affineInterpolate();\n"
" if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
" discard;\n"
" }\n"
" if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
" discard;\n"
" }\n"
" int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
" int entry = texelFetch(vram, ivec2(address & 255, address >> 8), 0).r;\n"
" color = vec4(float(entry & 0x1F) / 31., float((entry >> 5) & 0x1F) / 31., float((entry >> 10) & 0x1F) / 31., 1.);\n"
"}";
static const struct GBAVideoGLUniform _uniformsMode4[] = {
{ "loc", GBA_GL_VS_LOC, },
{ "maxPos", GBA_GL_VS_MAXPOS, },
{ "vram", GBA_GL_BG_VRAM, },
{ "palette", GBA_GL_BG_PALETTE, },
{ "charBase", GBA_GL_BG_CHARBASE, },
{ "size", GBA_GL_BG_SIZE, },
{ "offset", GBA_GL_BG_OFFSET, },
{ "transform", GBA_GL_BG_TRANSFORM, },
{ "range", GBA_GL_BG_RANGE, },
{ "mosaic", GBA_GL_BG_MOSAIC, },
{ 0 }
};
static const char* const _renderMode4 =
MOSAIC
"in vec2 texCoord;\n"
"uniform isampler2D vram;\n"
"uniform sampler2D palette;\n"
"uniform int charBase;\n"
"uniform ivec2 size;\n"
"uniform ivec4 transform[160];\n"
"uniform ivec2 range;\n"
"uniform ivec2 mosaic;\n"
"OUT(0) out vec4 color;\n"
"ivec2 affineInterpolate();\n"
"void main() {\n"
" ivec2 coord = affineInterpolate();\n"
" if (coord.x < 0 || coord.x >= (size.x << 8)) {\n"
" discard;\n"
" }\n"
" if (coord.y < 0 || coord.y >= (size.y << 8)) {\n"
" discard;\n"
" }\n"
" int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
" int twoEntries = texelFetch(vram, ivec2((address >> 1) & 255, address >> 9), 0).r;\n"
" int entry = (twoEntries >> (8 * (address & 1))) & 255;\n"
" if (entry == 0) {\n"
" discard;\n"
" }\n"
" color = texelFetch(palette, ivec2(entry, int(texCoord.y)), 0);\n"
"}";
static const struct GBAVideoGLUniform _uniformsObj[] = {
{ "loc", GBA_GL_VS_LOC, },
{ "maxPos", GBA_GL_VS_MAXPOS, },
{ "vram", GBA_GL_OBJ_VRAM, },
{ "palette", GBA_GL_OBJ_PALETTE, },
{ "charBase", GBA_GL_OBJ_CHARBASE, },
{ "stride", GBA_GL_OBJ_STRIDE, },
{ "localPalette", GBA_GL_OBJ_LOCALPALETTE, },
{ "inflags", GBA_GL_OBJ_INFLAGS, },
{ "transform", GBA_GL_OBJ_TRANSFORM, },
{ "dims", GBA_GL_OBJ_DIMS, },
{ "objwin", GBA_GL_OBJ_OBJWIN, },
{ "mosaic", GBA_GL_OBJ_MOSAIC, },
{ "cyclesRemaining", GBA_GL_OBJ_CYCLES, },
{ "tile", GBA_GL_OBJ_TILE, },
{ 0 }
};
static const char* const _renderObj =
MOSAIC
"in vec2 texCoord;\n"
"uniform isampler2D vram;\n"
"uniform sampler2D palette;\n"
"uniform int charBase;\n"
"uniform int tile;\n"
"uniform int stride;\n"
"uniform int localPalette;\n"
"uniform ivec4 inflags;\n"
"uniform mat2x2 transform;\n"
"uniform ivec4 dims;\n"
"uniform ivec3 objwin;\n"
"uniform ivec4 mosaic;\n"
"uniform int cyclesRemaining[160];\n"
"OUT(0) out vec4 color;\n"
"OUT(1) out ivec4 flags;\n"
"OUT(2) out ivec4 window;\n"
"int renderTile(int tile, int paletteId, ivec2 localCoord);\n"
"int mask(int);\n"
"#define VRAM_MASK & 191\n"
"void main() {\n"
" vec2 incoord = texCoord;\n"
" if (mosaic.x > 1) {\n"
" int x = int(incoord.x);\n"
" x = MOSAIC(mosaic.z + x, mosaic.x) - mosaic.z;\n"
" incoord.x = float(clamp(x, 0, dims.z - 1));\n"
" } else if (mosaic.x < -1) {\n"
" int x = dims.z - int(incoord.x) - 1;\n"
" x = dims.z - MOSAIC(mosaic.z + x, -mosaic.x) + mosaic.z - 1;\n"
" incoord.x = float(clamp(x, 0, dims.z - 1));\n"
" }\n"
" if (cyclesRemaining[int(incoord.y) + mosaic.w] <= 0) {\n"
" discard;\n"
" }\n"
" if (mosaic.y > 1) {\n"
" int y = int(incoord.y);\n"
" y = MOSAIC(mosaic.w + y, mosaic.y) - mosaic.w;"
" incoord.y = float(clamp(y, 0, dims.w - 1));\n"
" }\n"
" ivec2 coord = ivec2(transform * (incoord - vec2(dims.zw) / 2.) + vec2(dims.xy) / 2.);\n"
" if ((coord & ~(dims.xy - 1)) != ivec2(0, 0)) {\n"
" discard;\n"
" }\n"
" int paletteEntry = renderTile(mask((coord.x >> 3) + tile) + (coord.y >> 3) * stride, localPalette, coord & 7);\n"
" color = texelFetch(palette, ivec2(paletteEntry + 256, int(texCoord.y) + mosaic.w), 0);\n"
" flags = inflags;\n"
" gl_FragDepth = float(flags.x) / 16.;\n"
" window = ivec4(objwin, 0);\n"
"}\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, },
{ "dispcnt", GBA_GL_WIN_DISPCNT, },
{ "blend", GBA_GL_WIN_BLEND, },
{ "flags", GBA_GL_WIN_FLAGS, },
{ "win0", GBA_GL_WIN_WIN0, },
{ "win1", GBA_GL_WIN_WIN1, },
{ 0 }
};
static const char* const _renderWindow =
"in vec2 texCoord;\n"
"uniform int dispcnt;\n"
"uniform ivec2 blend;\n"
"uniform ivec3 flags;\n"
"uniform ivec4 win0[160];\n"
"uniform ivec4 win1[160];\n"
"OUT(0) out ivec4 window;\n"
"bool crop(vec4 windowParams) {\n"
" bvec4 compare = lessThan(texCoord.xxyy, windowParams);\n"
" compare = equal(compare, bvec4(true, false, true, false));\n"
" if (any(compare)) {\n"
" vec2 h = windowParams.xy;\n"
" vec2 v = windowParams.zw;\n"
" if (v.x > v.y) {\n"
" if (compare.z && compare.w) {\n"
" return false;\n"
" }\n"
" } else if (compare.z || compare.w) {\n"
" return false;\n"
" }\n"
" if (h.x > h.y) {\n"
" if (compare.x && compare.y) {\n"
" return false;\n"
" }\n"
" } else if (compare.x || compare.y) {\n"
" return false;\n"
" }\n"
" }\n"
" return true;\n"
"}\n"
"vec4 interpolate(vec4 top, vec4 bottom) {\n"
" if (distance(top, bottom) > 40.) {\n"
" return top;\n"
" }\n"
" return vec4(mix(bottom.xy, top.xy, fract(texCoord.y)), top.zw);\n"
"}\n"
"void main() {\n"
" ivec4 windowFlags = ivec4(flags.z, blend, 0);\n"
" int top = int(texCoord.y);\n"
" int bottom = max(top - 1, 0);\n"
" if ((dispcnt & 0x20) != 0 && crop(interpolate(vec4(win0[top]), vec4(win0[bottom])))) { \n"
" windowFlags.x = flags.x;\n"
" } else if ((dispcnt & 0x40) != 0 && crop(interpolate(vec4(win1[top]), vec4(win1[bottom])))) {\n"
" windowFlags.x = flags.y;\n"
" }\n"
" window = windowFlags;\n"
"}\n";
static const struct GBAVideoGLUniform _uniformsFinalize[] = {
{ "loc", GBA_GL_VS_LOC, },
{ "maxPos", GBA_GL_VS_MAXPOS, },
{ "scale", GBA_GL_FINALIZE_SCALE, },
{ "layers", GBA_GL_FINALIZE_LAYERS, },
{ "objFlags", GBA_GL_FINALIZE_FLAGS, },
{ "window", GBA_GL_FINALIZE_WINDOW, },
{ "palette", GBA_GL_FINALIZE_PALETTE, },
{ "backdropFlags", GBA_GL_FINALIZE_BACKDROP, },
{ 0 }
};
static const char* const _finalize =
"in vec2 texCoord;\n"
"uniform int scale;\n"
"uniform sampler2D layers[5];\n"
"uniform isampler2D objFlags;\n"
"uniform isampler2D window;\n"
"uniform sampler2D palette;\n"
"uniform isampler2D backdropFlags;\n"
"out vec4 color;\n"
"void composite(vec4 pixel, ivec4 flags, inout vec4 topPixel, inout ivec4 topFlags, inout vec4 bottomPixel, inout ivec4 bottomFlags) {\n"
" if (flags.x >= topFlags.x) {\n"
" if (flags.x >= bottomFlags.x) {\n"
" return;\n"
" }\n"
" bottomFlags = flags;\n"
" bottomPixel = pixel;\n"
" } else {\n"
" bottomFlags = topFlags;\n"
" topFlags = flags;\n"
" bottomPixel = topPixel;\n"
" topPixel = pixel;\n"
" }\n"
"}\n"
"void main() {\n"
" vec4 topPixel = texelFetch(palette, ivec2(0, texCoord.y), 0);\n"
" vec4 bottomPixel = topPixel;\n"
" ivec4 topFlags = ivec4(texelFetch(backdropFlags, ivec2(0, texCoord.y), 0));\n"
" ivec4 bottomFlags = topFlags;\n"
" ivec2 coord = ivec2(texCoord * float(scale));\n"
" ivec4 windowFlags = texelFetch(window, coord, 0);\n"
" 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(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(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(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(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(backdropFlags, ivec2(4, texCoord.y), 0));\n"
" composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
" }\n"
" }\n"
" if ((layerWindow & 32) == 0) {\n"
" topFlags.y &= ~1;\n"
" }\n"
" if (((topFlags.y & 13) == 5 || topFlags.w > 0) && (bottomFlags.y & 2) == 2) {\n"
" topPixel.rgb *= float(topFlags.z) / 16.;\n"
" topPixel.rgb += bottomPixel.rgb * float(windowFlags.y) / 16.;\n"
" } else if (topFlags.w == 0) { \n"
" if ((topFlags.y & 13) == 9) {\n"
" topPixel.rgb += (1. - topPixel.rgb) * float(windowFlags.z) / 16.;\n"
" } else if ((topFlags.y & 13) == 13) {\n"
" topPixel.rgb -= topPixel.rgb * float(windowFlags.z) / 16.;\n"
" }\n"
" }\n"
" color = topPixel;\n"
"}";
static const GLint _vertices[] = {
0, 0,
0, 1,
1, 1,
1, 0,
};
void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
renderer->d.init = GBAVideoGLRendererInit;
renderer->d.reset = GBAVideoGLRendererReset;
renderer->d.deinit = GBAVideoGLRendererDeinit;
renderer->d.writeVideoRegister = GBAVideoGLRendererWriteVideoRegister;
renderer->d.writeVRAM = GBAVideoGLRendererWriteVRAM;
renderer->d.writeOAM = GBAVideoGLRendererWriteOAM;
renderer->d.writePalette = GBAVideoGLRendererWritePalette;
renderer->d.drawScanline = GBAVideoGLRendererDrawScanline;
renderer->d.finishFrame = GBAVideoGLRendererFinishFrame;
renderer->d.getPixels = GBAVideoGLRendererGetPixels;
renderer->d.putPixels = GBAVideoGLRendererPutPixels;
renderer->d.disableBG[0] = false;
renderer->d.disableBG[1] = false;
renderer->d.disableBG[2] = false;
renderer->d.disableBG[3] = false;
renderer->d.disableOBJ = false;
renderer->d.highlightBG[0] = false;
renderer->d.highlightBG[1] = false;
renderer->d.highlightBG[2] = false;
renderer->d.highlightBG[3] = false;
int i;
for (i = 0; i < 128; ++i) {
renderer->d.highlightOBJ[i] = false;
}
renderer->d.highlightColor = M_COLOR_WHITE;
renderer->d.highlightAmount = 0;
renderer->scale = 1;
}
static void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVideoGLShader* shader, const char** shaderBuffer, int shaderBufferLines, GLuint vs, const struct GBAVideoGLUniform* uniforms, char* log) {
GLuint program = glCreateProgram();
shader->program = program;
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glAttachShader(program, vs);
glAttachShader(program, fs);
glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
glCompileShader(fs);
glGetShaderInfoLog(fs, 2048, 0, log);
if (log[0]) {
mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
}
glLinkProgram(program);
glGetProgramInfoLog(program, 2048, 0, log);
if (log[0]) {
mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
}
glDeleteShader(fs);
glGenVertexArrays(1, &shader->vao);
glBindVertexArray(shader->vao);
glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
GLuint positionLocation = glGetAttribLocation(program, "position");
glEnableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 2, GL_INT, GL_FALSE, 0, NULL);
size_t i;
for (i = 0; uniforms[i].name; ++i) {
shader->uniforms[uniforms[i].type] = glGetUniformLocation(program, uniforms[i].name);
}
}
static void _deleteShader(struct GBAVideoGLShader* shader) {
glDeleteProgram(shader->program);
glDeleteVertexArrays(1, &shader->vao);
}
static void _initFramebufferTextureEx(GLuint tex, GLenum internalFormat, GLenum format, GLenum type, GLenum attachment, int scale) {
glBindTexture(GL_TEXTURE_2D, tex);
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 : 8, GBA_VIDEO_VERTICAL_PIXELS * (scale > 0 ? scale : 1), 0, format, type, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);
}
static void _initFramebufferTexture(GLuint tex, GLenum format, GLenum attachment, int scale) {
_initFramebufferTextureEx(tex, format, format, GL_UNSIGNED_BYTE, attachment, scale);
}
static void _initFramebuffers(struct GBAVideoGLRenderer* glRenderer) {
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_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]);
_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_BACKDROP], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT0, 0);
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glRenderer->layers[GBA_GL_TEX_WINDOW], 0);
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
_initFramebufferTexture(glRenderer->outputTex, GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
glRenderer->outputTexDirty = false;
int i;
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);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
glRenderer->temporaryBuffer = NULL;
glGenFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
glGenTextures(GBA_GL_TEX_MAX, glRenderer->layers);
glGenTextures(1, &glRenderer->vramTex);
glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16UI, 256, 192, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0);
glGenTextures(1, &glRenderer->paletteTex);
glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0);
glGenBuffers(1, &glRenderer->vbo);
glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
int i;
for (i = 0; i < 4; ++i) {
struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
bg->index = i;
glGenFramebuffers(1, &bg->fbo);
glGenTextures(1, &bg->tex);
}
_initFramebuffers(glRenderer);
char log[2048];
const GLchar* shaderBuffer[4];
const GLubyte* version = glGetString(GL_VERSION);
if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES ")) != 0) {
shaderBuffer[0] = _gl3Header;
} else {
shaderBuffer[0] = _gles3Header;
}
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
shaderBuffer[1] = _vertexShader;
glShaderSource(vs, 2, shaderBuffer, 0);
glCompileShader(vs);
glGetShaderInfoLog(vs, 2048, 0, log);
if (log[0]) {
mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
}
shaderBuffer[1] = _renderMode0;
shaderBuffer[2] = _renderTile16;
_compileShader(glRenderer, &glRenderer->bgShader[0], shaderBuffer, 3, vs, _uniformsMode0, log);
shaderBuffer[2] = _renderTile256;
_compileShader(glRenderer, &glRenderer->bgShader[1], shaderBuffer, 3, vs, _uniformsMode0, log);
shaderBuffer[1] = _renderMode2;
shaderBuffer[2] = _interpolate;
shaderBuffer[3] = _fetchTileOverflow;
_compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 4, vs, _uniformsMode2, log);
shaderBuffer[3] = _fetchTileNoOverflow;
_compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 4, vs, _uniformsMode2, log);
shaderBuffer[1] = _renderMode4;
shaderBuffer[2] = _interpolate;
_compileShader(glRenderer, &glRenderer->bgShader[4], shaderBuffer, 3, vs, _uniformsMode4, log);
shaderBuffer[1] = _renderMode35;
shaderBuffer[2] = _interpolate;
_compileShader(glRenderer, &glRenderer->bgShader[5], shaderBuffer, 3, vs, _uniformsMode35, log);
shaderBuffer[1] = _renderObj;
shaderBuffer[2] = _renderTile16;
_compileShader(glRenderer, &glRenderer->objShader[0], shaderBuffer, 3, vs, _uniformsObj, log);
shaderBuffer[2] = _renderTile256;
_compileShader(glRenderer, &glRenderer->objShader[1], shaderBuffer, 3, vs, _uniformsObj, log);
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);
shaderBuffer[1] = _finalize;
_compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, log);
glBindVertexArray(0);
glDeleteShader(vs);
GBAVideoGLRendererReset(renderer);
}
void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
if (glRenderer->temporaryBuffer) {
mappedMemoryFree(glRenderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale);
}
glDeleteFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers);
glDeleteTextures(1, &glRenderer->vramTex);
glDeleteTextures(1, &glRenderer->paletteTex);
glDeleteBuffers(1, &glRenderer->vbo);
_deleteShader(&glRenderer->bgShader[0]);
_deleteShader(&glRenderer->bgShader[1]);
_deleteShader(&glRenderer->bgShader[2]);
_deleteShader(&glRenderer->bgShader[3]);
_deleteShader(&glRenderer->objShader[0]);
_deleteShader(&glRenderer->objShader[1]);
_deleteShader(&glRenderer->objShader[2]);
_deleteShader(&glRenderer->finalizeShader);
int i;
for (i = 0; i < 4; ++i) {
struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
glDeleteFramebuffers(1, &bg->fbo);
glDeleteTextures(1, &bg->tex);
}
}
void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
glRenderer->oamDirty = true;
glRenderer->paletteDirty = true;
glRenderer->vramDirty = 0xFFFFFF;
glRenderer->firstAffine = -1;
glRenderer->firstY = -1;
glRenderer->dispcnt = 0x0080;
glRenderer->mosaic = 0;
glRenderer->nextPalette = 0;
glRenderer->paletteDirtyScanlines = GBA_VIDEO_VERTICAL_PIXELS;
memset(glRenderer->shadowRegs, 0, sizeof(glRenderer->shadowRegs));
glRenderer->shadowRegs[REG_DISPCNT >> 1] = glRenderer->dispcnt;
glRenderer->regsDirty = 0xFFFFFFFFFFFEULL;
glRenderer->objOffsetX = 0;
glRenderer->objOffsetY = 0;
int i;
for (i = 0; i < 4; ++i) {
struct GBAVideoGLBackground* bg = &glRenderer->bg[i];
bg->index = i;
bg->enabled = 0;
bg->priority = 0;
bg->charBase = 0;
bg->mosaic = 0;
bg->multipalette = 0;
bg->screenBase = 0;
bg->overflow = 0;
bg->size = 0;
bg->target1 = 0;
bg->target2 = 0;
bg->x = 0;
bg->y = 0;
bg->refx = 0;
bg->refy = 0;
bg->affine.dx = 256;
bg->affine.dmx = 0;
bg->affine.dy = 0;
bg->affine.dmy = 256;
bg->affine.sx = 0;
bg->affine.sy = 0;
bg->offsetX = 0;
bg->offsetY = 0;
}
glRenderer->winN[0].offsetX = 0;
glRenderer->winN[0].offsetY = 0;
glRenderer->winN[1].offsetX = 0;
glRenderer->winN[1].offsetY = 0;
for (i = 0; i < 512; ++i) {
int r = M_R5(glRenderer->d.palette[i]);
int g = M_G5(glRenderer->d.palette[i]) << 1;
g |= g >> 5;
int b = M_B5(glRenderer->d.palette[i]);
glRenderer->shadowPalette[0][i] = (r << 11) | (g << 5) | b;
}
}
void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
if (renderer->cache) {
mCacheSetWriteVRAM(renderer->cache, address);
}
glRenderer->vramDirty |= 1 << (address >> 12);
}
void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam) {
UNUSED(oam);
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
glRenderer->oamDirty = true;
}
void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
if (renderer->cache) {
mCacheSetWritePalette(renderer->cache, address >> 1, mColorFrom555(value));
}
glRenderer->paletteDirty = true;
int r = M_R5(value);
int g = M_G5(value) << 1;
g |= g >> 5;
int b = M_B5(value);
glRenderer->paletteDirtyScanlines = GBA_VIDEO_VERTICAL_PIXELS;
glRenderer->shadowPalette[glRenderer->nextPalette][address >> 1] = (r << 11) | (g << 5) | b;
}
uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
if (renderer->cache) {
GBAVideoCacheWriteVideoRegister(renderer->cache, address, value);
}
bool dirty = false;
switch (address) {
case REG_DISPCNT:
value &= 0xFFF7;
dirty = true;
break;
case REG_BG0CNT:
case REG_BG1CNT:
value &= 0xDFFF;
dirty = true;
break;
case REG_BG0HOFS:
value &= 0x01FF;
glRenderer->bg[0].x = value;
break;
case REG_BG0VOFS:
value &= 0x01FF;
glRenderer->bg[0].y = value;
break;
case REG_BG1HOFS:
value &= 0x01FF;
glRenderer->bg[1].x = value;
break;
case REG_BG1VOFS:
value &= 0x01FF;
glRenderer->bg[1].y = value;
break;
case REG_BG2HOFS:
value &= 0x01FF;
glRenderer->bg[2].x = value;
break;
case REG_BG2VOFS:
value &= 0x01FF;
glRenderer->bg[2].y = value;
break;
case REG_BG3HOFS:
value &= 0x01FF;
glRenderer->bg[3].x = value;
break;
case REG_BG3VOFS:
value &= 0x01FF;
glRenderer->bg[3].y = value;
break;
case REG_BG2PA:
glRenderer->bg[2].affine.dx = value;
break;
case REG_BG2PB:
glRenderer->bg[2].affine.dmx = value;
break;
case REG_BG2PC:
glRenderer->bg[2].affine.dy = value;
break;
case REG_BG2PD:
glRenderer->bg[2].affine.dmy = value;
break;
case REG_BG2X_LO:
GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[2], value);
break;
case REG_BG2X_HI:
GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[2], value);
break;
case REG_BG2Y_LO:
GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[2], value);
break;
case REG_BG2Y_HI:
GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[2], value);
break;
case REG_BG3PA:
glRenderer->bg[3].affine.dx = value;
break;
case REG_BG3PB:
glRenderer->bg[3].affine.dmx = value;
break;
case REG_BG3PC:
glRenderer->bg[3].affine.dy = value;
break;
case REG_BG3PD:
glRenderer->bg[3].affine.dmy = value;
break;
case REG_BG3X_LO:
GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[3], value);
break;
case REG_BG3X_HI:
GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[3], value);
break;
case REG_BG3Y_LO:
GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[3], value);
break;
case REG_BG3Y_HI:
GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[3], value);
break;
case REG_BLDALPHA:
value &= 0x1F1F;
dirty = true;
break;
case REG_BLDY:
value &= 0x1F;
if (value > 0x10) {
value = 0x10;
}
dirty = true;
break;
case REG_WIN0H:
glRenderer->winN[0].h.end = value;
glRenderer->winN[0].h.start = value >> 8;
if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[0].h.start > glRenderer->winN[0].h.end) {
glRenderer->winN[0].h.start = 0;
}
if (glRenderer->winN[0].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
glRenderer->winN[0].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
glRenderer->winN[0].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
}
}
break;
case REG_WIN1H:
glRenderer->winN[1].h.end = value;
glRenderer->winN[1].h.start = value >> 8;
if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[1].h.start > glRenderer->winN[1].h.end) {
glRenderer->winN[1].h.start = 0;
}
if (glRenderer->winN[1].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
glRenderer->winN[1].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
glRenderer->winN[1].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
}
}
break;
case REG_WIN0V:
glRenderer->winN[0].v.end = value;
glRenderer->winN[0].v.start = value >> 8;
if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[0].v.start > glRenderer->winN[0].v.end) {
glRenderer->winN[0].v.start = 0;
}
if (glRenderer->winN[0].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
glRenderer->winN[0].v.end = GBA_VIDEO_VERTICAL_PIXELS;
if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
glRenderer->winN[0].v.start = GBA_VIDEO_VERTICAL_PIXELS;
}
}
break;
case REG_WIN1V:
glRenderer->winN[1].v.end = value;
glRenderer->winN[1].v.start = value >> 8;
if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[1].v.start > glRenderer->winN[1].v.end) {
glRenderer->winN[1].v.start = 0;
}
if (glRenderer->winN[1].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
glRenderer->winN[1].v.end = GBA_VIDEO_VERTICAL_PIXELS;
if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
glRenderer->winN[1].v.start = GBA_VIDEO_VERTICAL_PIXELS;
}
}
break;
case REG_WININ:
case REG_WINOUT:
value &= 0x3F3F;
dirty = true;
break;
default:
dirty = true;
break;
}
if (glRenderer->shadowRegs[address >> 1] == value) {
dirty = false;
} else {
glRenderer->shadowRegs[address >> 1] = value;
}
if (dirty) {
glRenderer->regsDirty |= 1ULL << (address >> 1);
}
return value;
}
void _cleanRegister(struct GBAVideoGLRenderer* glRenderer, int address, uint16_t value) {
switch (address) {
case REG_DISPCNT:
glRenderer->dispcnt = value;
GBAVideoGLRendererUpdateDISPCNT(glRenderer);
break;
case REG_BG0CNT:
GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[0], value);
break;
case REG_BG1CNT:
GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[1], value);
break;
case REG_BG2CNT:
GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[2], value);
break;
case REG_BG3CNT:
GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[3], value);
break;
case REG_BLDCNT:
GBAVideoGLRendererWriteBLDCNT(glRenderer, value);
break;
case REG_BLDALPHA:
glRenderer->blda = value & 0x1F;
if (glRenderer->blda > 0x10) {
glRenderer->blda = 0x10;
}
glRenderer->bldb = (value >> 8) & 0x1F;
if (glRenderer->bldb > 0x10) {
glRenderer->bldb = 0x10;
}
break;
case REG_BLDY:
glRenderer->bldy = value;
break;
case REG_WININ:
glRenderer->winN[0].control = value;
glRenderer->winN[1].control = value >> 8;
break;
case REG_WINOUT:
glRenderer->winout = value;
glRenderer->objwin = value >> 8;
break;
case REG_MOSAIC:
glRenderer->mosaic = value;
break;
default:
break;
}
}
static bool _dirtyMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
UNUSED(y);
if (!background->enabled) {
return false;
}
unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
unsigned screenMask = (7 << screenBase) & 0xFFFF; // Technically overzealous
if (renderer->vramDirty & screenMask) {
return true;
}
unsigned charBase = background->charBase >> 11;
unsigned charMask = (0xFFFF << charBase) & 0xFFFF;
if (renderer->vramDirty & charMask) {
return true;
}
return false;
}
static bool _dirtyMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
UNUSED(y);
if (!background->enabled) {
return false;
}
unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
unsigned screenMask = (0xF << screenBase) & 0xFFFF;
if (renderer->vramDirty & screenMask) {
return true;
}
unsigned charBase = background->charBase >> 11;
unsigned charMask = (0x3FFF << charBase) & 0xFFFF;
if (renderer->vramDirty & charMask) {
return true;
}
return false;
}
static bool _dirtyMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
UNUSED(y);
if (!background->enabled) {
return false;
}
if (renderer->vramDirty & 0xFFFFF) {
return true;
}
return false;
}
static bool _dirtyMode45(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
UNUSED(y);
if (!background->enabled) {
return false;
}
int start = GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 5 : 0;
int mask = 0x3FF << start;
if (renderer->vramDirty & mask) {
return true;
}
return false;
}
static bool _needsVramUpload(struct GBAVideoGLRenderer* renderer, int y) {
if (!renderer->vramDirty) {
return false;
}
if (y == 0) {
return true;
}
if (GBARegisterDISPCNTIsObjEnable(renderer->dispcnt) && renderer->vramDirty & 0xFF0000) {
return true;
}
bool dirty = false;
switch (GBARegisterDISPCNTGetMode(renderer->dispcnt)) {
case 0:
dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
dirty = dirty || _dirtyMode0(renderer, &renderer->bg[2], y);
dirty = dirty || _dirtyMode0(renderer, &renderer->bg[3], y);
break;
case 1:
dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
break;
case 2:
dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
dirty = dirty || _dirtyMode2(renderer, &renderer->bg[3], y);
break;
case 3:
dirty = _dirtyMode3(renderer, &renderer->bg[2], y);
break;
case 4:
dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
break;
case 5:
dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
break;
}
return dirty;
}
void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
if (glRenderer->firstAffine < 0) {
glRenderer->firstAffine = y;
}
} else {
glRenderer->firstAffine = -1;
}
if (_needsVramUpload(glRenderer, y) || glRenderer->oamDirty || glRenderer->regsDirty) {
if (glRenderer->firstY >= 0) {
_drawScanlines(glRenderer, y - 1);
glRenderer->firstY = y;
glBindVertexArray(0);
}
}
if (glRenderer->firstY < 0) {
glRenderer->firstY = y;
}
int i;
for (i = 0; i < 0x30; ++i) {
if (!(glRenderer->regsDirty & (1ULL << i))) {
continue;
}
_cleanRegister(glRenderer, i << 1, glRenderer->shadowRegs[i]);
}
glRenderer->regsDirty = 0;
glRenderer->winNHistory[0][y * 4 + 0] = glRenderer->winN[0].h.start + glRenderer->winN[0].offsetX;
glRenderer->winNHistory[0][y * 4 + 1] = glRenderer->winN[0].h.end + glRenderer->winN[0].offsetX;
glRenderer->winNHistory[0][y * 4 + 2] = glRenderer->winN[0].v.start + glRenderer->winN[0].offsetY;
glRenderer->winNHistory[0][y * 4 + 3] = glRenderer->winN[0].v.end + glRenderer->winN[0].offsetY;
glRenderer->winNHistory[1][y * 4 + 0] = glRenderer->winN[1].h.start + glRenderer->winN[1].offsetX;
glRenderer->winNHistory[1][y * 4 + 1] = glRenderer->winN[1].h.end + glRenderer->winN[1].offsetX;
glRenderer->winNHistory[1][y * 4 + 2] = glRenderer->winN[1].v.start + glRenderer->winN[1].offsetY;
glRenderer->winNHistory[1][y * 4 + 3] = glRenderer->winN[1].v.end + glRenderer->winN[1].offsetY;
glRenderer->bg[0].scanlineOffset[y] = (glRenderer->bg[0].x - glRenderer->bg[0].offsetX) & 0x1FF;
glRenderer->bg[0].scanlineOffset[y] |= ((glRenderer->bg[0].y - glRenderer->bg[0].offsetY) & 0x1FF) << 12;
glRenderer->bg[1].scanlineOffset[y] = (glRenderer->bg[1].x - glRenderer->bg[1].offsetX) & 0x1FF;
glRenderer->bg[1].scanlineOffset[y] |= ((glRenderer->bg[1].y - glRenderer->bg[1].offsetY) & 0x1FF) << 12;
glRenderer->bg[2].scanlineOffset[y] = (glRenderer->bg[2].x - glRenderer->bg[2].offsetX) & 0x1FF;
glRenderer->bg[2].scanlineOffset[y] |= ((glRenderer->bg[2].y - glRenderer->bg[2].offsetY) & 0x1FF) << 12;
glRenderer->bg[2].scanlineAffine[y * 4] = glRenderer->bg[2].affine.dx;
glRenderer->bg[2].scanlineAffine[y * 4 + 1] = glRenderer->bg[2].affine.dy;
glRenderer->bg[2].scanlineAffine[y * 4 + 2] = glRenderer->bg[2].affine.sx;
glRenderer->bg[2].scanlineAffine[y * 4 + 3] = glRenderer->bg[2].affine.sy;
glRenderer->bg[3].scanlineOffset[y] = (glRenderer->bg[3].x - glRenderer->bg[3].offsetX) & 0x1FF;
glRenderer->bg[3].scanlineOffset[y] |= ((glRenderer->bg[3].y - glRenderer->bg[3].offsetY) & 0x1FF) << 12;
glRenderer->bg[3].scanlineAffine[y * 4] = glRenderer->bg[3].affine.dx;
glRenderer->bg[3].scanlineAffine[y * 4 + 1] = glRenderer->bg[3].affine.dy;
glRenderer->bg[3].scanlineAffine[y * 4 + 2] = glRenderer->bg[3].affine.sx;
glRenderer->bg[3].scanlineAffine[y * 4 + 3] = glRenderer->bg[3].affine.sy;
int oldPalette = glRenderer->nextPalette;
glRenderer->nextPalette = y + 1;
if (glRenderer->nextPalette >= GBA_VIDEO_VERTICAL_PIXELS) {
glRenderer->nextPalette = 0;
}
if (glRenderer->paletteDirty) {
memcpy(glRenderer->shadowPalette[glRenderer->nextPalette], glRenderer->shadowPalette[oldPalette], sizeof(glRenderer->shadowPalette[0]));
if (glRenderer->paletteDirtyScanlines > 0) {
--glRenderer->paletteDirtyScanlines;
}
if (!glRenderer->paletteDirtyScanlines) {
glRenderer->paletteDirty = false;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glRenderer->shadowPalette);
}
}
if (_needsVramUpload(glRenderer, y)) {
int first = -1;
glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
for (i = 0; i < 25; ++i) {
if (!(glRenderer->vramDirty & (1 << i))) {
if (first >= 0) {
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 8 * first, 256, 8 * (i - first), GL_RED_INTEGER, GL_UNSIGNED_SHORT, &glRenderer->d.vram[2048 * first]);
first = -1;
}
} else if (first < 0) {
first = i;
}
}
glRenderer->vramDirty = 0;
}
if (glRenderer->oamDirty) {
glRenderer->oamMax = GBAVideoRendererCleanOAM(glRenderer->d.oam->obj, glRenderer->sprites, 0);
glRenderer->oamDirty = false;
}
if (y == 0) {
glDisable(GL_SCISSOR_TEST);
glClearColor(0, 0, 0, 0);
#ifdef GL_GLES_PROTOTYPES
glClearDepthf(1.f);
#else
glClearDepth(1);
#endif
glClearStencil(0);
glDepthMask(GL_TRUE);
glStencilMask(1);
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
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);
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
glClear(GL_COLOR_BUFFER_BIT);
}
int spriteCyclesRemaining = GBARegisterDISPCNTIsHblankIntervalFree(glRenderer->dispcnt) ? OBJ_HBLANK_FREE_LENGTH : OBJ_LENGTH;
for (i = 0; i < GBA_VIDEO_VERTICAL_PIXELS; ++i) {
glRenderer->spriteCycles[i] = spriteCyclesRemaining;
}
}
if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
if (glRenderer->bg[2].enabled == 4) {
glRenderer->bg[2].affine.sx += glRenderer->bg[2].affine.dmx;
glRenderer->bg[2].affine.sy += glRenderer->bg[2].affine.dmy;
}
if (glRenderer->bg[3].enabled == 4) {
glRenderer->bg[3].affine.sx += glRenderer->bg[3].affine.dmx;
glRenderer->bg[3].affine.sy += glRenderer->bg[3].affine.dmy;
}
}
}
void _drawScanlines(struct GBAVideoGLRenderer* glRenderer, int y) {
glEnable(GL_SCISSOR_TEST);
glViewport(0, 0, 1, GBA_VIDEO_VERTICAL_PIXELS);
glScissor(0, glRenderer->firstY, 1, y - glRenderer->firstY + 1);
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
glClearBufferiv(GL_COLOR, 0, (GLint[]) { 32, glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4), glRenderer->blda, 0 });
int i;
for (i = 0; i < 4; ++i) {
glScissor(i + 1, glRenderer->firstY, 1, y - glRenderer->firstY + 1);
glClearBufferiv(GL_COLOR, 0, (GLint[]) { glRenderer->bg[i].priority,
glRenderer->bg[i].target1 | (glRenderer->bg[i].target2 << 1) | (glRenderer->blendEffect << 2),
glRenderer->blda, 0 });
}
if (glRenderer->paletteDirty) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glRenderer->shadowPalette);
}
GBAVideoGLRendererDrawWindow(glRenderer, y);
if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glDepthFunc(GL_LESS);
for (i = 0; i < glRenderer->oamMax; ++i) {
struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
if ((y < sprite->y && (sprite->endY - 256 < 0 || glRenderer->firstY >= sprite->endY - 256)) || glRenderer->firstY >= sprite->endY) {
continue;
}
GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);
int startY = sprite->y;
int endY = sprite->endY;
if (endY >= 256) {
startY -= 256;
endY -= 256;
}
if (startY < glRenderer->firstY) {
startY = glRenderer->firstY;
}
if (endY > y) {
endY = y;
}
int j;
for (j = startY; j <= endY; ++j) {
glRenderer->spriteCycles[j] -= sprite->cycles;
}
}
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
}
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;
}
}
glRenderer->firstY = -1;
}
void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
_drawScanlines(glRenderer, GBA_VIDEO_VERTICAL_PIXELS - 1);
_finalizeLayers(glRenderer);
glDisable(GL_SCISSOR_TEST);
glBindVertexArray(0);
glRenderer->firstAffine = -1;
glRenderer->firstY = -1;
glRenderer->bg[2].affine.sx = glRenderer->bg[2].refx;
glRenderer->bg[2].affine.sy = glRenderer->bg[2].refy;
glRenderer->bg[3].affine.sx = glRenderer->bg[3].refx;
glRenderer->bg[3].affine.sy = glRenderer->bg[3].refy;
}
void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
*stride = GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale;
if (!glRenderer->temporaryBuffer) {
glRenderer->temporaryBuffer = anonymousMemoryMap(GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale * glRenderer->scale * BYTES_PER_PIXEL);
}
glFinish();
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
glPixelStorei(GL_PACK_ROW_LENGTH, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, GBA_VIDEO_VERTICAL_PIXELS * glRenderer->scale, GL_RGBA, GL_UNSIGNED_BYTE, (void*) glRenderer->temporaryBuffer);
*pixels = glRenderer->temporaryBuffer;
}
void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels) {
// TODO
UNUSED(renderer);
UNUSED(stride);
UNUSED(pixels);
}
static void _enableBg(struct GBAVideoGLRenderer* renderer, int bg, bool active) {
int wasActive = renderer->bg[bg].enabled;
if (!active) {
renderer->bg[bg].enabled = 0;
} else if (!wasActive && active) {
/*if (renderer->nextY == 0 || GBARegisterDISPCNTGetMode(renderer->dispcnt) > 2) {
// TODO: Investigate in more depth how switching background works in different modes
renderer->bg[bg].enabled = 4;
} else {
renderer->bg[bg].enabled = 1;
}*/
renderer->bg[bg].enabled = 4;
}
}
static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer) {
_enableBg(renderer, 0, GBARegisterDISPCNTGetBg0Enable(renderer->dispcnt));
_enableBg(renderer, 1, GBARegisterDISPCNTGetBg1Enable(renderer->dispcnt));
_enableBg(renderer, 2, GBARegisterDISPCNTGetBg2Enable(renderer->dispcnt));
_enableBg(renderer, 3, GBARegisterDISPCNTGetBg3Enable(renderer->dispcnt));
}
static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
bg->priority = GBARegisterBGCNTGetPriority(value);
bg->oldCharBase = bg->charBase;
bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
bg->mosaic = GBARegisterBGCNTGetMosaic(value);
bg->multipalette = GBARegisterBGCNTGet256Color(value);
bg->screenBase = GBARegisterBGCNTGetScreenBase(value) << 10;
bg->overflow = GBARegisterBGCNTGetOverflow(value);
bg->size = GBARegisterBGCNTGetSize(value);
}
static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
bg->refx = (bg->refx & 0xFFFF0000) | value;
bg->affine.sx = bg->refx;
}
static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
bg->refx = (bg->refx & 0x0000FFFF) | (value << 16);
bg->refx <<= 4;
bg->refx >>= 4;
bg->affine.sx = bg->refx;
}
static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
bg->refy = (bg->refy & 0xFFFF0000) | value;
bg->affine.sy = bg->refy;
}
static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
bg->refy = (bg->refy & 0x0000FFFF) | (value << 16);
bg->refy <<= 4;
bg->refy >>= 4;
bg->affine.sy = bg->refy;
}
static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value) {
renderer->bg[0].target1 = GBARegisterBLDCNTGetTarget1Bg0(value);
renderer->bg[1].target1 = GBARegisterBLDCNTGetTarget1Bg1(value);
renderer->bg[2].target1 = GBARegisterBLDCNTGetTarget1Bg2(value);
renderer->bg[3].target1 = GBARegisterBLDCNTGetTarget1Bg3(value);
renderer->bg[0].target2 = GBARegisterBLDCNTGetTarget2Bg0(value);
renderer->bg[1].target2 = GBARegisterBLDCNTGetTarget2Bg1(value);
renderer->bg[2].target2 = GBARegisterBLDCNTGetTarget2Bg2(value);
renderer->bg[3].target2 = GBARegisterBLDCNTGetTarget2Bg3(value);
renderer->blendEffect = GBARegisterBLDCNTGetEffect(value);
renderer->target1Obj = GBARegisterBLDCNTGetTarget1Obj(value);
renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
}
void _finalizeLayers(struct GBAVideoGLRenderer* renderer) {
const GLuint* uniforms = renderer->finalizeShader.uniforms;
glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]);
if (renderer->outputTexDirty) {
_initFramebufferTexture(renderer->outputTex, GL_RGB, GL_COLOR_ATTACHMENT0, renderer->scale);
renderer->outputTexDirty = false;
}
glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
glScissor(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
if (GBARegisterDISPCNTIsForcedBlank(renderer->dispcnt)) {
glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
} else {
glUseProgram(renderer->finalizeShader.program);
glBindVertexArray(renderer->finalizeShader.vao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_COLOR]);
glActiveTexture(GL_TEXTURE0 + 2);
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[1].tex);
glActiveTexture(GL_TEXTURE0 + 5);
glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex);
glActiveTexture(GL_TEXTURE0 + 6);
glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex);
glActiveTexture(GL_TEXTURE0 + 7);
glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
glActiveTexture(GL_TEXTURE0 + 8);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP]);
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, 4, 5, 6, 1 });
glUniform1i(uniforms[GBA_GL_FINALIZE_FLAGS], 2);
glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
glUniform1i(uniforms[GBA_GL_FINALIZE_PALETTE], 7);
glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 8);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GBAObj* sprite, int y, int spriteY) {
int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
x >>= 23;
x += renderer->objOffsetX;
if (GBARegisterDISPCNTGetMode(renderer->dispcnt) >= 3 && GBAObjAttributesCGetTile(sprite->c) < 512) {
return;
}
int align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10;
unsigned tile = 0;
if (!GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt)) {
if (GBAObjAttributesAIs256Color(sprite->a)) {
tile = (charBase >> 5) & 0xF;
} else {
tile = (charBase >> 4) & 0x1F;
}
charBase &= ~0x1FF;
}
int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> 3) : (0x20 >> GBAObjAttributesAGet256Color(sprite->a));
int totalWidth = width;
int totalHeight = height;
if (GBAObjAttributesAIsTransformed(sprite->a) && GBAObjAttributesAIsDoubleSize(sprite->a)) {
totalWidth <<= 1;
totalHeight <<= 1;
}
spriteY += renderer->objOffsetY;
if (spriteY + totalHeight >= 256) {
spriteY -= 256;
}
if (x + totalWidth <= 0 || x >= GBA_VIDEO_HORIZONTAL_PIXELS) {
// These sprites aren't displayed but affect cycle counting
return;
}
const struct GBAVideoGLShader* shader = &renderer->objShader[GBAObjAttributesAGet256Color(sprite->a)];
const GLuint* uniforms = shader->uniforms;
glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OBJ]);
glViewport(x * renderer->scale, spriteY * renderer->scale, totalWidth * renderer->scale, totalHeight * renderer->scale);
glScissor(x * renderer->scale, renderer->firstY * renderer->scale, totalWidth * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
glUseProgram(shader->program);
glBindVertexArray(shader->vao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
glUniform2i(uniforms[GBA_GL_VS_LOC], totalHeight, 0);
glUniform2i(uniforms[GBA_GL_VS_MAXPOS], totalWidth, totalHeight);
glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0);
glUniform1i(uniforms[GBA_GL_OBJ_PALETTE], 1);
glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
glUniform1i(uniforms[GBA_GL_OBJ_TILE], tile);
glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c),
(renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
glUniform1iv(uniforms[GBA_GL_OBJ_CYCLES], GBA_VIDEO_VERTICAL_PIXELS, renderer->spriteCycles);
if (GBAObjAttributesAIsTransformed(sprite->a)) {
struct GBAOAMMatrix mat;
LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { mat.a / 256.f, mat.c / 256.f, mat.b / 256.f, mat.d / 256.f });
} else {
int flipX = 1;
int flipY = 1;
if (GBAObjAttributesBIsHFlip(sprite->b)) {
flipX = -1;
}
if (GBAObjAttributesBIsVFlip(sprite->b)) {
flipY = -1;
}
glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { flipX, 0, 0, flipY });
}
glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
// OBJWIN writes do not affect pixel priority
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glStencilMask(0);
int window = renderer->objwin & 0x3F;
glUniform3i(uniforms[GBA_GL_OBJ_OBJWIN], window, renderer->bldb, renderer->bldy);
glDrawBuffers(3, (GLenum[]) { GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT2 });
} else {
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glStencilMask(1);
glStencilFunc(GL_ALWAYS, 1, 1);
glUniform3i(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0);
glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
}
if (GBAObjAttributesAIsMosaic(sprite->a) && GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN) {
int mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
if (GBAObjAttributesBIsHFlip(sprite->b)) {
mosaicH = -mosaicH;
}
glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], mosaicH, GBAMosaicControlGetObjV(renderer->mosaic) + 1, x, spriteY);
} else {
glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], 0, 0, x, spriteY);
}
if (GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN || GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt)) {
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
if (GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN) {
// Update the pixel priority for already-written pixels
shader = &renderer->objShader[2];
uniforms = shader->uniforms;
glStencilFunc(GL_EQUAL, 1, 1);
glUseProgram(shader->program);
glDrawBuffers(2, (GLenum[]) { GL_NONE, GL_COLOR_ATTACHMENT1 });
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),
(renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
}
void _prepareBackground(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms) {
glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
glUniform1i(uniforms[GBA_GL_OBJ_PALETTE], 1);
if (background->mosaic) {
glUniform2i(uniforms[GBA_GL_BG_MOSAIC], GBAMosaicControlGetBgH(renderer->mosaic) + 1, GBAMosaicControlGetBgV(renderer->mosaic) + 1);
} else {
glUniform2i(uniforms[GBA_GL_BG_MOSAIC], 0, 0);
}
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
}
void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
const struct GBAVideoGLShader* shader = &renderer->bgShader[background->multipalette ? 1 : 0];
const GLuint* uniforms = shader->uniforms;
glUseProgram(shader->program);
glBindVertexArray(shader->vao);
_prepareBackground(renderer, background, uniforms);
glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
glUniform1iv(uniforms[GBA_GL_BG_OFFSET], GBA_VIDEO_VERTICAL_PIXELS, background->scanlineOffset);
glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
}
void _prepareTransform(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, const GLuint* uniforms, int y) {
glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
glUniform2i(uniforms[GBA_GL_BG_RANGE], renderer->firstAffine, y);
glUniform4iv(uniforms[GBA_GL_BG_TRANSFORM], GBA_VIDEO_VERTICAL_PIXELS, background->scanlineAffine);
_prepareBackground(renderer, background, uniforms);
}
void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
const struct GBAVideoGLShader* shader = &renderer->bgShader[background->overflow ? 2 : 3];
const GLuint* uniforms = shader->uniforms;
glUseProgram(shader->program);
glBindVertexArray(shader->vao);
_prepareTransform(renderer, background, uniforms, y);
glUniform1i(uniforms[GBA_GL_BG_SCREENBASE], background->screenBase);
glUniform2i(uniforms[GBA_GL_BG_OLDCHARBASE], background->oldCharBase, renderer->firstY);
glUniform1i(uniforms[GBA_GL_BG_CHARBASE], background->charBase);
glUniform1i(uniforms[GBA_GL_BG_SIZE], background->size);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
background->oldCharBase = background->charBase;
}
void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
const GLuint* uniforms = shader->uniforms;
glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
glUseProgram(shader->program);
glBindVertexArray(shader->vao);
_prepareTransform(renderer, background, uniforms, y);
glUniform1i(uniforms[GBA_GL_BG_CHARBASE], 0);
glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
}
void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
const struct GBAVideoGLShader* shader = &renderer->bgShader[4];
const GLuint* uniforms = shader->uniforms;
glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
glUseProgram(shader->program);
glBindVertexArray(shader->vao);
_prepareTransform(renderer, background, uniforms, y);
glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0xA000 : 0);
glUniform2i(uniforms[GBA_GL_BG_SIZE], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
}
void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
const struct GBAVideoGLShader* shader = &renderer->bgShader[5];
const GLuint* uniforms = shader->uniforms;
glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
glUseProgram(shader->program);
glBindVertexArray(shader->vao);
_prepareTransform(renderer, background, uniforms, y);
glUniform1i(uniforms[GBA_GL_BG_CHARBASE], GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 0x5000 : 0);
glUniform2i(uniforms[GBA_GL_BG_SIZE], 160, 128);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
}
void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
const struct GBAVideoGLShader* shader = &renderer->windowShader;
const GLuint* uniforms = shader->uniforms;
glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_WINDOW]);
glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
glScissor(0, renderer->firstY * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale * (y - renderer->firstY + 1));
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
switch (renderer->dispcnt & 0xE000) {
case 0x0000:
// No windows are enabled
glClearBufferiv(GL_COLOR, 0, (GLint[]) { ((renderer->dispcnt >> 8) & 0x1F) | 0x20, renderer->bldb, renderer->bldy, 0 });
break;
case 0x8000:
// Only OBJWIN is enabled
glClearBufferiv(GL_COLOR, 0, (GLint[]) { renderer->winout, renderer->bldb, renderer->bldy, 0 });
break;
default:
glUseProgram(shader->program);
glBindVertexArray(shader->vao);
glUniform2i(uniforms[GBA_GL_VS_LOC], y - renderer->firstY + 1, renderer->firstY);
glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
glUniform1i(uniforms[GBA_GL_WIN_DISPCNT], renderer->dispcnt >> 8);
glUniform2i(uniforms[GBA_GL_WIN_BLEND], renderer->bldb, renderer->bldy);
glUniform3i(uniforms[GBA_GL_WIN_FLAGS], renderer->winN[0].control, renderer->winN[1].control, renderer->winout);
glUniform4iv(uniforms[GBA_GL_WIN_WIN0], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[0]);
glUniform4iv(uniforms[GBA_GL_WIN_WIN1], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[1]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
break;
}
}
void GBAVideoGLRendererSetScale(struct GBAVideoGLRenderer* renderer, int scale) {
if (scale == renderer->scale) {
return;
}
if (renderer->temporaryBuffer) {
mappedMemoryFree(renderer->temporaryBuffer, GBA_VIDEO_HORIZONTAL_PIXELS * GBA_VIDEO_VERTICAL_PIXELS * renderer->scale * renderer->scale * BYTES_PER_PIXEL);
renderer->temporaryBuffer = NULL;
}
renderer->scale = scale;
_initFramebuffers(renderer);
renderer->paletteDirty = true;
}
#endif