GBA Video: Massively simplify compositing

This commit is contained in:
Vicki Pfau 2019-05-15 23:43:01 -07:00
parent 505d63fab5
commit 25f0bc7f2b
2 changed files with 148 additions and 230 deletions

View File

@ -67,19 +67,14 @@ struct GBAVideoGLBackground {
enum {
GBA_GL_FBO_OBJ = 0,
GBA_GL_FBO_COMPOSITE = 1,
GBA_GL_FBO_WINDOW = 2,
GBA_GL_FBO_OUTPUT = 3,
GBA_GL_FBO_WINDOW = 1,
GBA_GL_FBO_OUTPUT = 2,
GBA_GL_FBO_MAX
};
enum {
GBA_GL_TEX_OBJ_COLOR = 0,
GBA_GL_TEX_OBJ_FLAGS = 1,
GBA_GL_TEX_COMPOSITE_COLOR = 2,
GBA_GL_TEX_COMPOSITE_FLAGS = 3,
GBA_GL_TEX_COMPOSITE_OLD_COLOR = 4,
GBA_GL_TEX_COMPOSITE_OLD_FLAGS = 5,
GBA_GL_TEX_WINDOW = 6,
GBA_GL_TEX_MAX
};
@ -107,20 +102,12 @@ enum {
GBA_GL_OBJ_DIMS,
GBA_GL_OBJ_OBJWIN,
GBA_GL_COMPOSITE_SCALE = 2,
GBA_GL_COMPOSITE_LAYERID,
GBA_GL_COMPOSITE_LAYER,
GBA_GL_COMPOSITE_LAYERFLAGS,
GBA_GL_COMPOSITE_OLDLAYER,
GBA_GL_COMPOSITE_OLDLAYERFLAGS,
GBA_GL_COMPOSITE_OLDOLDFLAGS,
GBA_GL_COMPOSITE_WINDOW,
GBA_GL_FINALIZE_SCALE = 2,
GBA_GL_FINALIZE_LAYER,
GBA_GL_FINALIZE_LAYERFLAGS,
GBA_GL_FINALIZE_OLDLAYER,
GBA_GL_FINALIZE_OLDFLAGS,
GBA_GL_FINALIZE_LAYERS,
GBA_GL_FINALIZE_FLAGS,
GBA_GL_FINALIZE_WINDOW,
GBA_GL_FINALIZE_BACKDROP,
GBA_GL_FINALIZE_BACKDROPFLAGS,
GBA_GL_UNIFORM_MAX = 12
};
@ -157,7 +144,6 @@ struct GBAVideoGLRenderer {
struct GBAVideoGLShader bgShader[6];
struct GBAVideoGLShader objShader[2];
struct GBAVideoGLShader compositeShader;
struct GBAVideoGLShader finalizeShader;
GBARegisterDISPCNT dispcnt;

View File

@ -40,10 +40,9 @@ static void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* ren
static void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
static void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y);
static void _compositeLayer(struct GBAVideoGLRenderer* renderer, GLuint tex, GLuint flags, int id, int y);
static void _finalizeLayers(struct GBAVideoGLRenderer* renderer, int y);
#define TEST_LAYER_ENABLED(X) !renderer->disableBG[X] && glRenderer->bg[X].enabled == 4 && glRenderer->bg[X].priority == priority
#define TEST_LAYER_ENABLED(X) !renderer->disableBG[X] && glRenderer->bg[X].enabled == 4
struct GBAVideoGLUniform {
const char* name;
@ -270,104 +269,93 @@ static const char* const _renderObj =
" window = objwin.yz;\n"
"}";
static const struct GBAVideoGLUniform _uniformsComposite[] = {
{ "loc", GBA_GL_VS_LOC, },
{ "maxPos", GBA_GL_VS_MAXPOS, },
{ "scale", GBA_GL_COMPOSITE_SCALE, },
{ "layerId", GBA_GL_COMPOSITE_LAYERID, },
{ "layer", GBA_GL_COMPOSITE_LAYER, },
{ "layerFlags", GBA_GL_COMPOSITE_LAYERFLAGS, },
{ "oldLayer", GBA_GL_COMPOSITE_OLDLAYER, },
{ "oldLayerFlags", GBA_GL_COMPOSITE_OLDLAYERFLAGS, },
{ "oldOldFlags", GBA_GL_COMPOSITE_OLDOLDFLAGS, },
{ "window", GBA_GL_COMPOSITE_WINDOW, },
{ 0 }
};
static const char* const _composite =
"in vec2 texCoord;\n"
"uniform int scale;\n"
"uniform int layerId\n;"
"uniform sampler2D layer;\n"
"uniform sampler2D layerFlags;\n"
"uniform sampler2D oldLayer;\n"
"uniform sampler2D oldLayerFlags;\n"
"uniform sampler2D oldOldFlags;\n"
"uniform sampler2D window;\n"
"out vec4 color;\n"
"out vec4 flags;\n"
"out vec4 oldColor;\n"
"out vec4 oldFlags;\n"
"const vec4 flagCoeff = vec4(32., 32., 16., 16.);\n"
"void main() {\n"
" vec4 pix = texelFetch(layer, ivec2(texCoord * scale), 0);\n"
" if (pix.a == 0) {\n"
" discard;\n"
" }\n"
" ivec2 windowFlags = ivec2(texelFetch(window, ivec2(texCoord * scale), 0).xy * 32.);\n"
" if (((windowFlags.x | (windowFlags.y << 4)) & layerId) != 0) {\n"
" discard;\n"
" }\n"
" ivec4 inflags = ivec4(texelFetch(layerFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n"
" ivec4 oflags = ivec4(texelFetch(oldLayerFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n"
" if ((windowFlags.y & 2) != 0) {\n"
" inflags.y = 0;\n"
" }\n"
" if (inflags.x >= oflags.x) {\n"
" ivec4 ooflags = ivec4(texelFetch(oldOldFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n"
" if (inflags.x >= ooflags.x) {\n"
" discard;\n"
" }\n"
" oldFlags = inflags / flagCoeff;\n"
" flags = oflags / flagCoeff;\n"
" oldColor = pix;\n"
" color = texelFetch(oldLayer, ivec2(texCoord * scale), 0);\n"
" } else {\n"
" color = pix;\n"
" oldColor = texelFetch(oldLayer, ivec2(texCoord * scale), 0);\n"
" flags = inflags / flagCoeff;\n"
" oldFlags = oflags / flagCoeff;\n"
" }\n"
"}";
static const struct GBAVideoGLUniform _uniformsFinalize[] = {
{ "loc", GBA_GL_VS_LOC, },
{ "maxPos", GBA_GL_VS_MAXPOS, },
{ "scale", GBA_GL_FINALIZE_SCALE, },
{ "layer", GBA_GL_FINALIZE_LAYER, },
{ "layerFlags", GBA_GL_FINALIZE_LAYERFLAGS, },
{ "oldLayer", GBA_GL_FINALIZE_OLDLAYER, },
{ "oldFlags", GBA_GL_FINALIZE_OLDFLAGS, },
{ "layers", GBA_GL_FINALIZE_LAYERS, },
{ "flags", GBA_GL_FINALIZE_FLAGS, },
{ "window", GBA_GL_FINALIZE_WINDOW, },
{ "backdrop", GBA_GL_FINALIZE_BACKDROP, },
{ "backdropFlags", GBA_GL_FINALIZE_BACKDROPFLAGS, },
{ 0 }
};
static const char* const _finalize =
"in vec2 texCoord;\n"
"uniform int scale;\n"
"uniform sampler2D layer;\n"
"uniform sampler2D layerFlags;\n"
"uniform sampler2D oldLayer;\n"
"uniform sampler2D oldFlags;\n"
"uniform sampler2D layers[5];\n"
"uniform sampler2D flags[5];\n"
"uniform sampler2D window;\n"
"uniform vec4 backdrop;\n"
"uniform vec4 backdropFlags;\n"
"const vec4 flagCoeff = vec4(32., 32., 16., 16.);\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 (pixel.a == 0) {\n"
" return;\n"
" }\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 pix = texelFetch(layer, ivec2(texCoord * scale), 0);\n"
" ivec4 inflags = ivec4(texelFetch(layerFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n"
" if ((inflags.y & 13) == 5) {\n"
" ivec4 oflags = ivec4(texelFetch(oldFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n"
" if ((oflags.y & 2) == 2) {\n"
" vec4 oldpix = texelFetch(oldLayer, ivec2(texCoord * scale), 0);\n"
" pix *= inflags.z / 16.;\n"
" pix += oldpix * oflags.w / 16.;\n"
" ivec2 windowFlags = ivec2(texelFetch(window, ivec2(texCoord * scale), 0).xy * 32);\n"
" int layerWindow = windowFlags.x | (windowFlags.y << 4);\n"
" vec4 topPixel = backdrop;\n"
" vec4 bottomPixel = backdrop;\n"
" ivec4 topFlags = ivec4(backdropFlags * flagCoeff);\n"
" ivec4 bottomFlags = ivec4(backdropFlags * flagCoeff);\n"
" if ((layerWindow & 16) == 0) {\n"
" vec4 pix = texelFetch(layers[4], ivec2(texCoord * scale), 0);\n"
" ivec4 inflags = ivec4(texelFetch(flags[4], ivec2(texCoord * scale), 0) * flagCoeff);\n"
" composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
" }\n"
" } else if ((inflags.y & 13) == 9) {\n"
" pix += (1. - pix) * inflags.z / 16.;\n"
" } else if ((inflags.y & 13) == 13) {\n"
" pix -= pix * inflags.z / 16.;\n"
" if ((layerWindow & 1) == 0) {\n"
" vec4 pix = texelFetch(layers[0], ivec2(texCoord * scale), 0);\n"
" ivec4 inflags = ivec4(texelFetch(flags[0], ivec2(texCoord * scale), 0) * flagCoeff);\n"
" composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
" }\n"
" color = pix;\n"
" if ((layerWindow & 2) == 0) {\n"
" vec4 pix = texelFetch(layers[1], ivec2(texCoord * scale), 0);\n"
" ivec4 inflags = ivec4(texelFetch(flags[1], ivec2(texCoord * scale), 0) * flagCoeff);\n"
" composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
" }\n"
" if ((layerWindow & 4) == 0) {\n"
" vec4 pix = texelFetch(layers[2], ivec2(texCoord * scale), 0);\n"
" ivec4 inflags = ivec4(texelFetch(flags[2], ivec2(texCoord * scale), 0) * flagCoeff);\n"
" composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
" }\n"
" if ((layerWindow & 8) == 0) {\n"
" vec4 pix = texelFetch(layers[3], ivec2(texCoord * scale), 0);\n"
" ivec4 inflags = ivec4(texelFetch(flags[3], ivec2(texCoord * scale), 0) * flagCoeff);\n"
" composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
" }\n"
" if ((layerWindow & 32) != 0) {\n"
" topFlags.y = 0;\n"
" }\n"
" if ((topFlags.y & 13) == 5) {\n"
" if ((bottomFlags.y & 2) == 2) {\n"
" topPixel *= topFlags.z / 16.;\n"
" topPixel += bottomPixel * bottomFlags.w / 16.;\n"
" }\n"
" } else if ((topFlags.y & 13) == 9) {\n"
" topPixel += (1. - topPixel) * topFlags.z / 16.;\n"
" } else if ((topFlags.y & 13) == 13) {\n"
" topPixel -= topPixel * topFlags.z / 16.;\n"
" }\n"
" color = topPixel;\n"
"}";
static const GLint _vertices[] = {
@ -465,12 +453,6 @@ void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, glRenderer->scale);
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_COMPOSITE]);
_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_COMPOSITE_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_COMPOSITE_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, glRenderer->scale);
_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_COMPOSITE_OLD_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT2, glRenderer->scale);
_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_COMPOSITE_OLD_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT3, glRenderer->scale);
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RG, GL_COLOR_ATTACHMENT0, glRenderer->scale);
@ -559,13 +541,6 @@ void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
glBindFragDataLocation(glRenderer->objShader[1].program, 2, "window");
#endif
shaderBuffer[1] = _composite;
_compileShader(glRenderer, &glRenderer->compositeShader, shaderBuffer, 2, vs, _uniformsComposite, log);
#ifndef BUILD_GLES3
glBindFragDataLocation(glRenderer->compositeShader.program, 2, "oldColor");
glBindFragDataLocation(glRenderer->compositeShader.program, 3, "oldFlags");
#endif
shaderBuffer[1] = _finalize;
_compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, log);
@ -836,20 +811,8 @@ void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
}
glRenderer->vramDirty = 0;
uint32_t backdrop = M_RGB5_TO_RGB8(renderer->palette[0]);
glClearColor(((backdrop >> 16) & 0xFF) / 256., ((backdrop >> 8) & 0xFF) / 256., (backdrop & 0xFF) / 256., 0.f);
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_COMPOSITE]);
glEnable(GL_SCISSOR_TEST);
glScissor(0, y * glRenderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, glRenderer->scale);
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
glClear(GL_COLOR_BUFFER_BIT);
if (y == 0) {
glDisable(GL_SCISSOR_TEST);
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT1 });
glClearColor(1, (glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4)) / 32.f,
(glRenderer->blendEffect == BLEND_ALPHA ? glRenderer->blda : glRenderer->bldy) / 16.f, glRenderer->bldb / 16.f);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0, 0, 0, 0);
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT3 });
glClear(GL_COLOR_BUFFER_BIT);
@ -902,9 +865,6 @@ void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
}
}
_compositeLayer(glRenderer, glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], 4, y);
unsigned priority;
for (priority = 4; priority--;) {
if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
}
@ -941,7 +901,6 @@ void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
break;
}
}
}
_finalizeLayers(glRenderer, y);
if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
@ -1050,69 +1009,46 @@ static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, u
renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
}
static void _compositeLayer(struct GBAVideoGLRenderer* renderer, GLuint tex, GLuint flags, int id, int y) {
if ((y & 0x1F) != 0x1F) {
return;
}
const GLuint* uniforms = renderer->compositeShader.uniforms;
glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_COMPOSITE]);
glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
glScissor(0, (y & ~0x1F) * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, 0x20 * renderer->scale);
glUseProgram(renderer->compositeShader.program);
glBindVertexArray(renderer->compositeShader.vao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, flags);
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_COLOR]);
glActiveTexture(GL_TEXTURE0 + 3);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_FLAGS]);
glActiveTexture(GL_TEXTURE0 + 4);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_OLD_FLAGS]);
glActiveTexture(GL_TEXTURE0 + 5);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
glUniform2i(uniforms[GBA_GL_VS_LOC], 0x20, y & ~0x1F);
glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
glUniform1i(uniforms[GBA_GL_COMPOSITE_SCALE], renderer->scale);
glUniform1i(uniforms[GBA_GL_COMPOSITE_LAYERID], 1 << id);
glUniform1i(uniforms[GBA_GL_COMPOSITE_LAYER], 0);
glUniform1i(uniforms[GBA_GL_COMPOSITE_LAYERFLAGS], 1);
glUniform1i(uniforms[GBA_GL_COMPOSITE_OLDLAYER], 2);
glUniform1i(uniforms[GBA_GL_COMPOSITE_OLDLAYERFLAGS], 3);
glUniform1i(uniforms[GBA_GL_COMPOSITE_OLDOLDFLAGS], 4);
glUniform1i(uniforms[GBA_GL_COMPOSITE_WINDOW], 5);
glDrawBuffers(4, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 });
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
}
void _finalizeLayers(struct GBAVideoGLRenderer* renderer, int y) {
if ((y & 0x1F) != 0x1F) {
return;
}
const GLuint* uniforms = renderer->finalizeShader.uniforms;
glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]);
glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
glScissor(0, (y & ~0x1F) * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, 0x20 * renderer->scale);
glScissor(0, y * renderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->scale);
glUseProgram(renderer->finalizeShader.program);
glBindVertexArray(renderer->finalizeShader.vao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_COLOR]);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_FLAGS]);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_COLOR]);
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_OLD_COLOR]);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_FLAGS]);
glActiveTexture(GL_TEXTURE0 + 3);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_COMPOSITE_OLD_FLAGS]);
glUniform2i(uniforms[GBA_GL_VS_LOC], 0x20, y & ~0x1F);
glBindTexture(GL_TEXTURE_2D, renderer->bg[0].tex);
glActiveTexture(GL_TEXTURE0 + 4);
glBindTexture(GL_TEXTURE_2D, renderer->bg[0].flags);
glActiveTexture(GL_TEXTURE0 + 5);
glBindTexture(GL_TEXTURE_2D, renderer->bg[1].tex);
glActiveTexture(GL_TEXTURE0 + 6);
glBindTexture(GL_TEXTURE_2D, renderer->bg[1].flags);
glActiveTexture(GL_TEXTURE0 + 7);
glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex);
glActiveTexture(GL_TEXTURE0 + 8);
glBindTexture(GL_TEXTURE_2D, renderer->bg[2].flags);
glActiveTexture(GL_TEXTURE0 + 9);
glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex);
glActiveTexture(GL_TEXTURE0 + 10);
glBindTexture(GL_TEXTURE_2D, renderer->bg[3].flags);
uint32_t backdrop = M_RGB5_TO_RGB8(renderer->d.palette[0]);
glUniform2i(uniforms[GBA_GL_VS_LOC], 1, y);
glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);
glUniform1i(uniforms[GBA_GL_FINALIZE_LAYER], 0);
glUniform1i(uniforms[GBA_GL_FINALIZE_LAYERFLAGS], 1);
glUniform1i(uniforms[GBA_GL_FINALIZE_OLDLAYER], 2);
glUniform1i(uniforms[GBA_GL_FINALIZE_OLDFLAGS], 3);
glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 5, 7, 9, 1 });
glUniform1iv(uniforms[GBA_GL_FINALIZE_FLAGS], 5, (GLint[]) { 4, 6, 8, 10, 2 });
glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
glUniform4f(uniforms[GBA_GL_FINALIZE_BACKDROP], ((backdrop >> 16) & 0xFF) / 256., ((backdrop >> 8) & 0xFF) / 256., (backdrop & 0xFF) / 256., 0.f);
glUniform4f(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 1, (renderer->target1Bd | (renderer->target2Bd * 2) | (renderer->blendEffect * 4)) / 32.f,
(renderer->blendEffect == BLEND_ALPHA ? renderer->blda : renderer->bldy) / 16.f, renderer->bldb / 16.f);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
@ -1226,8 +1162,6 @@ void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer,
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
_compositeLayer(renderer, background->tex, background->flags, background->index, y);
}
void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
@ -1283,8 +1217,6 @@ void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer,
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
_compositeLayer(renderer, background->tex, background->flags, background->index, y);
}
static void _clearWindow(GBAWindowControl window, int start, int end, int y, int scale) {
@ -1296,18 +1228,18 @@ static void _clearWindow(GBAWindowControl window, int start, int end, int y, int
void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_WINDOW]);
int dispcnt = ((renderer->dispcnt >> 8) & 0x1F) | 0x20;
if (!(renderer->dispcnt & 0xE000)) {
_clearWindow(0xFF, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, renderer->scale);
_clearWindow(dispcnt, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, renderer->scale);
} else {
_clearWindow(renderer->winout, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, renderer->scale);
_clearWindow(renderer->winout & dispcnt, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, renderer->scale);
if (GBARegisterDISPCNTIsWin1Enable(renderer->dispcnt) && y >= renderer->winN[1].v.start && y < renderer->winN[1].v.end) {
_clearWindow(renderer->winN[1].control, renderer->winN[1].h.start * renderer->scale, renderer->winN[1].h.end * renderer->scale, y * renderer->scale, renderer->scale);
_clearWindow(renderer->winN[1].control & dispcnt, renderer->winN[1].h.start * renderer->scale, renderer->winN[1].h.end * renderer->scale, y * renderer->scale, renderer->scale);
}
if (GBARegisterDISPCNTIsWin0Enable(renderer->dispcnt) && y >= renderer->winN[0].v.start && y < renderer->winN[0].v.end) {
_clearWindow(renderer->winN[0].control, renderer->winN[0].h.start * renderer->scale, renderer->winN[0].h.end * renderer->scale, y * renderer->scale, renderer->scale);
_clearWindow(renderer->winN[0].control & dispcnt, renderer->winN[0].h.start * renderer->scale, renderer->winN[0].h.end * renderer->scale, y * renderer->scale, renderer->scale);
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
#endif