parent
c81bcccadc
commit
c1746f0c60
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@ -254,7 +254,7 @@ void SetDisplaySettings(int topscale, int bottomscale, bool accel)
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FBScale[0] = accel ? 0 : topscale;
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int fbsize;
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if (accel) fbsize = 256*3 * 192;
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if (accel) fbsize = (256*3 + 1) * 192;
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else fbsize = (256 * 192) << (FBScale[0] * 2);
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if (Framebuffer[0][0]) delete[] Framebuffer[0][0];
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if (Framebuffer[1][0]) delete[] Framebuffer[1][0];
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@ -283,7 +283,7 @@ void SetDisplaySettings(int topscale, int bottomscale, bool accel)
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FBScale[1] = accel ? 0 : bottomscale;
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int fbsize;
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if (accel) fbsize = 256*3 * 192;
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if (accel) fbsize = (256*3 + 1) * 192;
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else fbsize = (256 * 192) << (FBScale[1] * 2);
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if (Framebuffer[0][1]) delete[] Framebuffer[0][1];
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if (Framebuffer[1][1]) delete[] Framebuffer[1][1];
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@ -626,7 +626,7 @@ u32 GPU2D::ColorBrightnessDown(u32 val, u32 factor)
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void GPU2D::DrawScanline(u32 line)
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{
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int stride = Accelerated ? (256*3) : LineStride;
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int stride = Accelerated ? (256*3 + 1) : LineStride;
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u32* dst = &Framebuffer[stride * line];
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int n3dline = line;
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@ -787,7 +787,17 @@ void GPU2D::DrawScanline(u32 line)
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DoCapture(line, capwidth);
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}
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if (Accelerated) return;
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if (Accelerated)
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{
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u32 ctl = (BlendCnt & 0x3FFF);
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ctl |= ((DispCnt & 0x30000) >> 2);
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ctl |= (EVA << 16);
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ctl |= (EVB << 21);
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ctl |= (EVY << 26);
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dst[256*3] = ctl;
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return;
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}
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// master brightness
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if (dispmode != 0)
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@ -1367,6 +1377,13 @@ void GPU2D::DrawScanline_Mode1(u32 line)
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}
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}
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}
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else
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{
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for (int i = 0; i < 256; i++)
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{
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BGOBJLine[i] |= ((WindowMask[i] & 0x20) << 18);
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}
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}
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if (BGMosaicY >= BGMosaicYMax)
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{
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@ -1471,11 +1488,13 @@ void GPU2D::DrawBG_3D()
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{
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for (; i < iend; i++)
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{
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int pos = xoff++;
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if (!(WindowMask[i] & 0x01)) continue;
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BGOBJLine[i+512] = BGOBJLine[i+256];
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BGOBJLine[i+256] = BGOBJLine[i];
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BGOBJLine[i] = 0x40000000; // 3D-layer placeholder
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BGOBJLine[i] = 0x40000000 | pos; // 3D-layer placeholder
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}
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}
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else if (LineScale == 1)
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@ -612,6 +612,11 @@ void SetDisplaySettings(int scale, bool accel)
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GLRenderer43::SetDisplaySettings(scale, accel);
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}
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int GetScale()
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{
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return GLRenderer43::GetScale();
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}
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void MatrixLoadIdentity(s32* m)
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@ -2441,6 +2446,11 @@ u32* GetLine(int line)
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return GLRenderer43::GetLine(line);
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}
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void SetupAccelFrame()
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{
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GLRenderer43::SetupAccelFrame();
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}
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void WriteToGXFIFO(u32 val)
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{
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@ -98,6 +98,7 @@ void DoSavestate(Savestate* file);
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void SetEnabled(bool geometry, bool rendering);
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void SetDisplaySettings(int scale, bool accel);
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int GetScale();
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void ExecuteCommand();
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@ -129,6 +130,7 @@ void DeInit();
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void Reset();
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void SetDisplaySettings(int scale, bool accel);
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int GetScale();
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void SetupRenderThread();
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@ -147,6 +149,7 @@ void DeInit();
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void Reset();
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void SetDisplaySettings(int scale, bool accel);
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int GetScale();
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void VCount144();
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void RenderFrame();
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@ -100,7 +100,8 @@ int ScaleFactor;
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bool Accelerated;
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int ScreenW, ScreenH;
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GLuint FramebufferTex[4];
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GLuint FramebufferTex[6];
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int FrontBuffer;
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GLuint FramebufferID[2], PixelbufferID;
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u32* Framebuffer = NULL;
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@ -262,8 +263,10 @@ bool Init()
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glGenFramebuffers(2, &FramebufferID[0]);
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
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// color buffer
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glGenTextures(4, &FramebufferTex[0]);
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glGenTextures(6, &FramebufferTex[0]);
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FrontBuffer = 0;
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// color buffers
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[0]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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@ -271,33 +274,39 @@ bool Init()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[0], 0);
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// depth/stencil buffer
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[1], 0);
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// depth/stencil buffer
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[4], 0);
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// attribute buffer
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// R: opaque polyID (for edgemarking)
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// G: opaque polyID (for shadows, suppressed when rendering translucent polygons)
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// B: stencil flag
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[5], 0);
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// downscale framebuffer, for antialiased mode
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[1]);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[2], 0);
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// downscale framebuffer, for antialiased mode
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[1]);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[3]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[3], 0);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[2], 0);
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
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@ -330,7 +339,7 @@ bool Init()
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 1024, 48, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, NULL);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]); // opaque polyID / shadow bits
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]); // opaque polyID / shadow bits
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return true;
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}
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@ -357,11 +366,13 @@ void SetDisplaySettings(int scale, bool accel)
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[0]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[3]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW/2, ScreenH/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
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if (accel) glBufferData(GL_PIXEL_PACK_BUFFER, ScreenW*ScreenH*4, NULL, GL_DYNAMIC_READ);
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@ -372,6 +383,11 @@ void SetDisplaySettings(int scale, bool accel)
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else Framebuffer = new u32[ScreenW*ScreenH];
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}
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int GetScale()
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{
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return ScaleFactor;
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}
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void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
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{
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@ -756,6 +772,12 @@ void RenderFrame()
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glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glColorMaski(1, GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
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if (Accelerated)
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{
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int backbuf = FrontBuffer ? 0 : 1;
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[backbuf], 0);
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}
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// clear buffers
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// TODO: clear bitmap
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// TODO: check whether 'clear polygon ID' affects translucent polyID
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@ -818,15 +840,7 @@ void RenderFrame()
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glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
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glBufferSubData(GL_ARRAY_BUFFER, 0, NumVertices*7*4, VertexBuffer);
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if (!ChunkedRendering)
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{
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RenderSceneChunk(0, 192);
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}
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else
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{
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glEnable(GL_SCISSOR_TEST);
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RenderSceneChunk(0, 48);
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}
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RenderSceneChunk(0, 192);
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}
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if (false)
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@ -842,63 +856,24 @@ void RenderFrame()
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
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}
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
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if (!Accelerated)
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{
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
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if (!ChunkedRendering)
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glReadPixels(0, 0, 256<<ScaleFactor, 192<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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else
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glReadPixels(0, 0, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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}
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}
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u32* GetLine(int line)
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{
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int stride = 256 << (ScaleFactor*2);
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if (!ChunkedRendering)
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if (line == 0)
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{
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if (line == 0)
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{
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u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
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if (data) memcpy(&Framebuffer[stride*0], data, 4*stride*192);
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glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
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}
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}
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else
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{
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if (line == 0)
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{
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u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
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if (data) memcpy(&Framebuffer[stride*0], data, 4*stride*48);
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glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
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if (RenderNumPolygons) RenderSceneChunk(48, 48);
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glReadPixels(0, 48<<ScaleFactor, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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}
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else if (line == 48)
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{
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u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
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if (data) memcpy(&Framebuffer[stride*48], data, 4*stride*48);
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glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
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if (RenderNumPolygons) RenderSceneChunk(96, 48);
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glReadPixels(0, 96<<ScaleFactor, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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}
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else if (line == 96)
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{
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u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
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if (data) memcpy(&Framebuffer[stride*96], data, 4*stride*48);
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glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
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if (RenderNumPolygons) RenderSceneChunk(144, 48);
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glReadPixels(0, 144<<ScaleFactor, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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}
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else if (line == 144)
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{
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u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
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if (data) memcpy(&Framebuffer[stride*144], data, 4*stride*48);
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glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
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}
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u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
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if (data) memcpy(&Framebuffer[stride*0], data, 4*stride*192);
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glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
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}
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u64* ptr = (u64*)&Framebuffer[stride * line];
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void SetupAccelFrame()
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{
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//
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[FrontBuffer]);
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FrontBuffer = FrontBuffer ? 0 : 1;
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}
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}
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@ -143,6 +143,11 @@ void SetDisplaySettings(int scale, bool accel)
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printf("SOFT RENDERER SCALE FACTOR: TODO!!!\n");
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}
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int GetScale()
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{
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return 0;
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}
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// Notes on the interpolator:
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@ -104,6 +104,7 @@ GLuint GL_ScreenShader[3];
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struct
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{
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float uScreenSize[2];
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u32 u3DScale;
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u32 uFilterMode;
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} GL_ShaderConfig;
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@ -217,6 +218,7 @@ void GLDrawing_DrawScreen()
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GL_ShaderConfig.uScreenSize[0] = WindowWidth;
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GL_ShaderConfig.uScreenSize[1] = WindowHeight;
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GL_ShaderConfig.u3DScale = 1 << GPU3D::GetScale();
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glBindBuffer(GL_UNIFORM_BUFFER, GL_ShaderConfigUBO);
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void* unibuf = glMapBuffer(GL_UNIFORM_BUFFER, GL_WRITE_ONLY);
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OpenGL_UseShaderProgram(GL_ScreenShader);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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@ -353,11 +355,14 @@ void GLDrawing_DrawScreen()
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GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 768, 256<<ScreenScale[1], 192<<ScreenScale[1], GL_RGBA_INTEGER,
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GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);*/
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3, 192, GL_RGBA_INTEGER,
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 1, 192, GL_RGBA_INTEGER,
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GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 768, 256*3, 192, GL_RGBA_INTEGER,
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 768, 256*3 + 1, 192, GL_RGBA_INTEGER,
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GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
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||||
glActiveTexture(GL_TEXTURE1);
|
||||
GPU3D::SetupAccelFrame();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, GL_ScreenVertexBufferID);
|
||||
glBindVertexArray(GL_ScreenVertexArrayID);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 4*3);
|
||||
|
|
|
@ -24,6 +24,7 @@ const char* kScreenVS = R"(#version 420
|
|||
layout(std140, binding=0) uniform uConfig
|
||||
{
|
||||
vec2 uScreenSize;
|
||||
uint u3DScale;
|
||||
uint uFilterMode;
|
||||
};
|
||||
|
||||
|
@ -50,10 +51,12 @@ const char* kScreenFS = R"(#version 420
|
|||
layout(std140, binding=0) uniform uConfig
|
||||
{
|
||||
vec2 uScreenSize;
|
||||
uint u3DScale;
|
||||
uint uFilterMode;
|
||||
};
|
||||
|
||||
layout(binding=0) uniform usampler2D ScreenTex;
|
||||
layout(binding=1) uniform sampler2D _3DTex;
|
||||
|
||||
smooth in vec2 fTexcoord;
|
||||
|
||||
|
@ -63,9 +66,127 @@ void main()
|
|||
{
|
||||
uvec4 pixel = texelFetch(ScreenTex, ivec2(fTexcoord), 0);
|
||||
|
||||
// bit0-13: BLDCNT
|
||||
// bit14-15: DISPCNT display mode
|
||||
// bit16-20: EVA
|
||||
// bit21-25: EVB
|
||||
// bit26-30: EVY
|
||||
uvec4 ctl = texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0);
|
||||
uint dispmode = (ctl.g >> 6) & 0x3;
|
||||
|
||||
if (dispmode == 1)
|
||||
{
|
||||
uint eva = ctl.b & 0x1F;
|
||||
uint evb = (ctl.b >> 5) | ((ctl.a & 0x03) << 3);
|
||||
uint evy = ctl.a >> 2;
|
||||
|
||||
uvec4 top = pixel;
|
||||
uvec4 mid = texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0);
|
||||
uvec4 bot = texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0);
|
||||
|
||||
uint winmask = top.b >> 7;
|
||||
|
||||
if ((top.a & 0x40) != 0)
|
||||
{
|
||||
float xpos = top.r + fract(fTexcoord.x);
|
||||
uvec4 _3dpix = uvec4(texelFetch(_3DTex, ivec2(vec2(xpos, fTexcoord.y)*u3DScale), 0).bgra
|
||||
* vec4(63,63,63,31));
|
||||
|
||||
if (_3dpix.a > 0) { top = _3dpix; top.a |= 0x40; bot = mid; }
|
||||
else top = mid;
|
||||
}
|
||||
else if ((mid.a & 0x40) != 0)
|
||||
{
|
||||
float xpos = mid.r + fract(fTexcoord.x);
|
||||
uvec4 _3dpix = uvec4(texelFetch(_3DTex, ivec2(vec2(xpos, fTexcoord.y)*u3DScale), 0).bgra
|
||||
* vec4(63,63,63,31));
|
||||
|
||||
if (_3dpix.a > 0) { bot = _3dpix; bot.a |= 0x40; }
|
||||
}
|
||||
else
|
||||
{
|
||||
// conditional texture fetch no good for performance, apparently
|
||||
//texelFetch(_3DTex, ivec2(0, fTexcoord.y*2), 0);
|
||||
bot = mid;
|
||||
}
|
||||
|
||||
top.b &= 0x3F;
|
||||
bot.b &= 0x3F;
|
||||
|
||||
uint target2;
|
||||
if ((bot.a & 0x80) != 0) target2 = 0x10;
|
||||
else if ((bot.a & 0x40) != 0) target2 = 0x01;
|
||||
else target2 = bot.a;
|
||||
bool t2pass = ((ctl.g & target2) != 0);
|
||||
|
||||
uint coloreffect = 0;
|
||||
|
||||
if ((top.a & 0x80) != 0 && t2pass)
|
||||
{
|
||||
// sprite blending
|
||||
|
||||
coloreffect = 1;
|
||||
|
||||
if ((top.a & 0x40) != 0)
|
||||
{
|
||||
eva = top.a & 0x1F;
|
||||
evb = 16 - eva;
|
||||
}
|
||||
}
|
||||
else if ((top.a & 0x40) != 0 && t2pass)
|
||||
{
|
||||
// 3D layer blending
|
||||
|
||||
coloreffect = 4;
|
||||
eva = (top.a & 0x1F) + 1;
|
||||
evb = 32 - eva;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((top.a & 0x80) != 0) top.a = 0x10;
|
||||
else if ((top.a & 0x40) != 0) top.a = 0x01;
|
||||
|
||||
if ((ctl.r & top.a) != 0 && winmask != 0)
|
||||
{
|
||||
uint effect = ctl.r >> 6;
|
||||
if ((effect != 1) || t2pass) coloreffect = effect;
|
||||
}
|
||||
}
|
||||
|
||||
if (coloreffect == 0)
|
||||
{
|
||||
pixel = top;
|
||||
}
|
||||
else if (coloreffect == 1)
|
||||
{
|
||||
pixel = ((top * eva) + (bot * evb)) >> 4;
|
||||
pixel = min(pixel, 0x3F);
|
||||
}
|
||||
else if (coloreffect == 2)
|
||||
{
|
||||
pixel = top;
|
||||
pixel += ((uvec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4;
|
||||
}
|
||||
else if (coloreffect == 3)
|
||||
{
|
||||
pixel = top;
|
||||
pixel -= (pixel * evy) >> 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
pixel = ((top * eva) + (bot * evb)) >> 5;
|
||||
if (eva <= 16) pixel += uvec4(1,1,1,0);
|
||||
pixel = min(pixel, 0x3F);
|
||||
}
|
||||
}
|
||||
|
||||
pixel.rgb <<= 2;
|
||||
pixel.rgb |= (pixel.rgb >> 6);
|
||||
|
||||
// TODO: filters
|
||||
|
||||
oColor = vec4(vec3(pixel.bgr) / 255.0, 1.0);
|
||||
oColor = vec4(vec3(pixel.rgb) / 255.0, 1.0);
|
||||
//oColor = texelFetch(_3DTex, ivec2(fTexcoord*4), 0).bgra;
|
||||
}
|
||||
)";
|
||||
|
||||
|
|
Loading…
Reference in New Issue