mirror of https://github.com/mgba-emu/mgba.git
GBA Video: Massively simplify compositing
This commit is contained in:
parent
505d63fab5
commit
25f0bc7f2b
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@ -67,19 +67,14 @@ struct GBAVideoGLBackground {
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enum {
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GBA_GL_FBO_OBJ = 0,
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GBA_GL_FBO_COMPOSITE = 1,
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GBA_GL_FBO_WINDOW = 2,
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GBA_GL_FBO_OUTPUT = 3,
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GBA_GL_FBO_WINDOW = 1,
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GBA_GL_FBO_OUTPUT = 2,
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GBA_GL_FBO_MAX
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};
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enum {
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GBA_GL_TEX_OBJ_COLOR = 0,
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GBA_GL_TEX_OBJ_FLAGS = 1,
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GBA_GL_TEX_COMPOSITE_COLOR = 2,
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GBA_GL_TEX_COMPOSITE_FLAGS = 3,
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GBA_GL_TEX_COMPOSITE_OLD_COLOR = 4,
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GBA_GL_TEX_COMPOSITE_OLD_FLAGS = 5,
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GBA_GL_TEX_WINDOW = 6,
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GBA_GL_TEX_MAX
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};
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@ -107,20 +102,12 @@ enum {
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GBA_GL_OBJ_DIMS,
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GBA_GL_OBJ_OBJWIN,
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GBA_GL_COMPOSITE_SCALE = 2,
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GBA_GL_COMPOSITE_LAYERID,
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GBA_GL_COMPOSITE_LAYER,
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GBA_GL_COMPOSITE_LAYERFLAGS,
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GBA_GL_COMPOSITE_OLDLAYER,
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GBA_GL_COMPOSITE_OLDLAYERFLAGS,
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GBA_GL_COMPOSITE_OLDOLDFLAGS,
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GBA_GL_COMPOSITE_WINDOW,
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GBA_GL_FINALIZE_SCALE = 2,
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GBA_GL_FINALIZE_LAYER,
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GBA_GL_FINALIZE_LAYERFLAGS,
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GBA_GL_FINALIZE_OLDLAYER,
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GBA_GL_FINALIZE_OLDFLAGS,
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GBA_GL_FINALIZE_LAYERS,
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GBA_GL_FINALIZE_FLAGS,
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GBA_GL_FINALIZE_WINDOW,
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GBA_GL_FINALIZE_BACKDROP,
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GBA_GL_FINALIZE_BACKDROPFLAGS,
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GBA_GL_UNIFORM_MAX = 12
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};
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@ -157,7 +144,6 @@ struct GBAVideoGLRenderer {
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struct GBAVideoGLShader bgShader[6];
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struct GBAVideoGLShader objShader[2];
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struct GBAVideoGLShader compositeShader;
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struct GBAVideoGLShader finalizeShader;
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GBARegisterDISPCNT dispcnt;
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@ -40,10 +40,9 @@ static void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* ren
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static void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
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static void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y);
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static void _compositeLayer(struct GBAVideoGLRenderer* renderer, GLuint tex, GLuint flags, int id, int y);
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static void _finalizeLayers(struct GBAVideoGLRenderer* renderer, int y);
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#define TEST_LAYER_ENABLED(X) !renderer->disableBG[X] && glRenderer->bg[X].enabled == 4 && glRenderer->bg[X].priority == priority
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#define TEST_LAYER_ENABLED(X) !renderer->disableBG[X] && glRenderer->bg[X].enabled == 4
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struct GBAVideoGLUniform {
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const char* name;
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@ -270,104 +269,93 @@ static const char* const _renderObj =
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" window = objwin.yz;\n"
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"}";
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static const struct GBAVideoGLUniform _uniformsComposite[] = {
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{ "loc", GBA_GL_VS_LOC, },
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{ "maxPos", GBA_GL_VS_MAXPOS, },
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{ "scale", GBA_GL_COMPOSITE_SCALE, },
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{ "layerId", GBA_GL_COMPOSITE_LAYERID, },
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{ "layer", GBA_GL_COMPOSITE_LAYER, },
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{ "layerFlags", GBA_GL_COMPOSITE_LAYERFLAGS, },
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{ "oldLayer", GBA_GL_COMPOSITE_OLDLAYER, },
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{ "oldLayerFlags", GBA_GL_COMPOSITE_OLDLAYERFLAGS, },
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{ "oldOldFlags", GBA_GL_COMPOSITE_OLDOLDFLAGS, },
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{ "window", GBA_GL_COMPOSITE_WINDOW, },
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{ 0 }
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};
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static const char* const _composite =
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"in vec2 texCoord;\n"
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"uniform int scale;\n"
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"uniform int layerId\n;"
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"uniform sampler2D layer;\n"
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"uniform sampler2D layerFlags;\n"
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"uniform sampler2D oldLayer;\n"
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"uniform sampler2D oldLayerFlags;\n"
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"uniform sampler2D oldOldFlags;\n"
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"uniform sampler2D window;\n"
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"out vec4 color;\n"
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"out vec4 flags;\n"
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"out vec4 oldColor;\n"
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"out vec4 oldFlags;\n"
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"const vec4 flagCoeff = vec4(32., 32., 16., 16.);\n"
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"void main() {\n"
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" vec4 pix = texelFetch(layer, ivec2(texCoord * scale), 0);\n"
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" if (pix.a == 0) {\n"
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" discard;\n"
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" }\n"
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" ivec2 windowFlags = ivec2(texelFetch(window, ivec2(texCoord * scale), 0).xy * 32.);\n"
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" if (((windowFlags.x | (windowFlags.y << 4)) & layerId) != 0) {\n"
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" discard;\n"
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" }\n"
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" ivec4 inflags = ivec4(texelFetch(layerFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n"
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" ivec4 oflags = ivec4(texelFetch(oldLayerFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n"
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" if ((windowFlags.y & 2) != 0) {\n"
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" inflags.y = 0;\n"
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" }\n"
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" if (inflags.x >= oflags.x) {\n"
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" ivec4 ooflags = ivec4(texelFetch(oldOldFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n"
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" if (inflags.x >= ooflags.x) {\n"
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" discard;\n"
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" }\n"
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" oldFlags = inflags / flagCoeff;\n"
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" flags = oflags / flagCoeff;\n"
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" oldColor = pix;\n"
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" color = texelFetch(oldLayer, ivec2(texCoord * scale), 0);\n"
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" } else {\n"
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" color = pix;\n"
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" oldColor = texelFetch(oldLayer, ivec2(texCoord * scale), 0);\n"
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" flags = inflags / flagCoeff;\n"
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" oldFlags = oflags / flagCoeff;\n"
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" }\n"
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"}";
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static const struct GBAVideoGLUniform _uniformsFinalize[] = {
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{ "loc", GBA_GL_VS_LOC, },
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{ "maxPos", GBA_GL_VS_MAXPOS, },
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{ "scale", GBA_GL_FINALIZE_SCALE, },
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{ "layer", GBA_GL_FINALIZE_LAYER, },
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{ "layerFlags", GBA_GL_FINALIZE_LAYERFLAGS, },
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{ "oldLayer", GBA_GL_FINALIZE_OLDLAYER, },
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{ "oldFlags", GBA_GL_FINALIZE_OLDFLAGS, },
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{ "layers", GBA_GL_FINALIZE_LAYERS, },
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{ "flags", GBA_GL_FINALIZE_FLAGS, },
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{ "window", GBA_GL_FINALIZE_WINDOW, },
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{ "backdrop", GBA_GL_FINALIZE_BACKDROP, },
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{ "backdropFlags", GBA_GL_FINALIZE_BACKDROPFLAGS, },
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{ 0 }
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};
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static const char* const _finalize =
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"in vec2 texCoord;\n"
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"uniform int scale;\n"
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"uniform sampler2D layer;\n"
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"uniform sampler2D layerFlags;\n"
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"uniform sampler2D oldLayer;\n"
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"uniform sampler2D oldFlags;\n"
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"uniform sampler2D layers[5];\n"
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"uniform sampler2D flags[5];\n"
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"uniform sampler2D window;\n"
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"uniform vec4 backdrop;\n"
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"uniform vec4 backdropFlags;\n"
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"const vec4 flagCoeff = vec4(32., 32., 16., 16.);\n"
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"out vec4 color;\n"
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"void main() {\n"
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" vec4 pix = texelFetch(layer, ivec2(texCoord * scale), 0);\n"
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" ivec4 inflags = ivec4(texelFetch(layerFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n"
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" if ((inflags.y & 13) == 5) {\n"
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" ivec4 oflags = ivec4(texelFetch(oldFlags, ivec2(texCoord * scale), 0) * flagCoeff);\n"
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" if ((oflags.y & 2) == 2) {\n"
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" vec4 oldpix = texelFetch(oldLayer, ivec2(texCoord * scale), 0);\n"
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" pix *= inflags.z / 16.;\n"
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" pix += oldpix * oflags.w / 16.;\n"
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" }\n"
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" } else if ((inflags.y & 13) == 9) {\n"
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" pix += (1. - pix) * inflags.z / 16.;\n"
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" } else if ((inflags.y & 13) == 13) {\n"
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" pix -= pix * inflags.z / 16.;\n"
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"void composite(vec4 pixel, ivec4 flags, inout vec4 topPixel, inout ivec4 topFlags, inout vec4 bottomPixel, inout ivec4 bottomFlags) {\n"
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" if (pixel.a == 0) {\n"
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" return;\n"
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" }\n"
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" color = pix;\n"
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" if (flags.x >= topFlags.x) {\n"
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" if (flags.x >= bottomFlags.x) {\n"
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" return;\n"
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" }\n"
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" bottomFlags = flags;\n"
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" bottomPixel = pixel;\n"
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" } else {\n"
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" bottomFlags = topFlags;\n"
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" topFlags = flags;\n"
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" bottomPixel = topPixel;\n"
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" topPixel = pixel;\n"
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" }\n"
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"}\n"
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"void main() {\n"
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" ivec2 windowFlags = ivec2(texelFetch(window, ivec2(texCoord * scale), 0).xy * 32);\n"
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" int layerWindow = windowFlags.x | (windowFlags.y << 4);\n"
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" vec4 topPixel = backdrop;\n"
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" vec4 bottomPixel = backdrop;\n"
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" ivec4 topFlags = ivec4(backdropFlags * flagCoeff);\n"
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" ivec4 bottomFlags = ivec4(backdropFlags * flagCoeff);\n"
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" if ((layerWindow & 16) == 0) {\n"
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" vec4 pix = texelFetch(layers[4], ivec2(texCoord * scale), 0);\n"
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" ivec4 inflags = ivec4(texelFetch(flags[4], ivec2(texCoord * scale), 0) * flagCoeff);\n"
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" composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
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" }\n"
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" if ((layerWindow & 1) == 0) {\n"
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" vec4 pix = texelFetch(layers[0], ivec2(texCoord * scale), 0);\n"
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" ivec4 inflags = ivec4(texelFetch(flags[0], ivec2(texCoord * scale), 0) * flagCoeff);\n"
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" composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
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" }\n"
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" if ((layerWindow & 2) == 0) {\n"
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" vec4 pix = texelFetch(layers[1], ivec2(texCoord * scale), 0);\n"
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" ivec4 inflags = ivec4(texelFetch(flags[1], ivec2(texCoord * scale), 0) * flagCoeff);\n"
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" composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
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" }\n"
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" if ((layerWindow & 4) == 0) {\n"
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" vec4 pix = texelFetch(layers[2], ivec2(texCoord * scale), 0);\n"
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" ivec4 inflags = ivec4(texelFetch(flags[2], ivec2(texCoord * scale), 0) * flagCoeff);\n"
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" composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
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" }\n"
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" if ((layerWindow & 8) == 0) {\n"
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" vec4 pix = texelFetch(layers[3], ivec2(texCoord * scale), 0);\n"
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" ivec4 inflags = ivec4(texelFetch(flags[3], ivec2(texCoord * scale), 0) * flagCoeff);\n"
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" composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
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" }\n"
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" if ((layerWindow & 32) != 0) {\n"
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" topFlags.y = 0;\n"
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" }\n"
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" if ((topFlags.y & 13) == 5) {\n"
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" if ((bottomFlags.y & 2) == 2) {\n"
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" topPixel *= topFlags.z / 16.;\n"
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" topPixel += bottomPixel * bottomFlags.w / 16.;\n"
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" }\n"
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" } else if ((topFlags.y & 13) == 9) {\n"
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" topPixel += (1. - topPixel) * topFlags.z / 16.;\n"
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" } else if ((topFlags.y & 13) == 13) {\n"
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" topPixel -= topPixel * topFlags.z / 16.;\n"
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" }\n"
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" color = topPixel;\n"
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"}";
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static const GLint _vertices[] = {
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@ -465,12 +453,6 @@ void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
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_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
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_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, glRenderer->scale);
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glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_COMPOSITE]);
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_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_COMPOSITE_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
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_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_COMPOSITE_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, glRenderer->scale);
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_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_COMPOSITE_OLD_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT2, glRenderer->scale);
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_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_COMPOSITE_OLD_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT3, glRenderer->scale);
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glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
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_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RG, GL_COLOR_ATTACHMENT0, glRenderer->scale);
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@ -559,13 +541,6 @@ void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
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glBindFragDataLocation(glRenderer->objShader[1].program, 2, "window");
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#endif
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shaderBuffer[1] = _composite;
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_compileShader(glRenderer, &glRenderer->compositeShader, shaderBuffer, 2, vs, _uniformsComposite, log);
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#ifndef BUILD_GLES3
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glBindFragDataLocation(glRenderer->compositeShader.program, 2, "oldColor");
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glBindFragDataLocation(glRenderer->compositeShader.program, 3, "oldFlags");
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#endif
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shaderBuffer[1] = _finalize;
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_compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, log);
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@ -836,20 +811,8 @@ void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
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}
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glRenderer->vramDirty = 0;
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uint32_t backdrop = M_RGB5_TO_RGB8(renderer->palette[0]);
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glClearColor(((backdrop >> 16) & 0xFF) / 256., ((backdrop >> 8) & 0xFF) / 256., (backdrop & 0xFF) / 256., 0.f);
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glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_COMPOSITE]);
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glEnable(GL_SCISSOR_TEST);
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glScissor(0, y * glRenderer->scale, GBA_VIDEO_HORIZONTAL_PIXELS * glRenderer->scale, glRenderer->scale);
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glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
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glClear(GL_COLOR_BUFFER_BIT);
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if (y == 0) {
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glDisable(GL_SCISSOR_TEST);
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glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT1 });
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glClearColor(1, (glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4)) / 32.f,
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(glRenderer->blendEffect == BLEND_ALPHA ? glRenderer->blda : glRenderer->bldy) / 16.f, glRenderer->bldb / 16.f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDisable(GL_SCISSOR_TEST);
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glClearColor(0, 0, 0, 0);
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glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT3 });
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glClear(GL_COLOR_BUFFER_BIT);
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@ -902,44 +865,40 @@ void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
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}
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}
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_compositeLayer(glRenderer, glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], 4, y);
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unsigned priority;
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for (priority = 4; priority--;) {
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if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
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GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
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if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
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GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
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}
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if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
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GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
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}
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if (TEST_LAYER_ENABLED(2)) {
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switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
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case 0:
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GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
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break;
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case 1:
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case 2:
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GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
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break;
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case 3:
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//GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
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break;
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case 4:
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//GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
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break;
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case 5:
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//GBAVideoGLRendererDrawBackgroundMode5(glRenderer, &glRenderer->bg[2], y);
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break;
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}
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if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
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GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
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}
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if (TEST_LAYER_ENABLED(2)) {
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switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
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case 0:
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GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
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break;
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case 1:
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case 2:
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GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
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break;
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case 3:
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//GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
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break;
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case 4:
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//GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
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break;
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case 5:
|
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//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;
|
||||
}
|
||||
}
|
||||
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;
|
||||
}
|
||||
}
|
||||
_finalizeLayers(glRenderer, y);
|
||||
|
@ -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
|
||||
|
|
Loading…
Reference in New Issue