GBA Video: Move bldb to window w

This commit is contained in:
Vicki Pfau 2019-05-18 14:20:08 -07:00
parent c5ae273a3a
commit 28bd97310d
1 changed files with 22 additions and 22 deletions

View File

@ -13,7 +13,7 @@
#include <mgba/internal/gba/renderers/cache-set.h>
#include <mgba-util/memory.h>
#define FLAG_CONST "const vec4 flagCoeff = vec4(64., 32., 16., 16.);\n"
#define FLAG_CONST "const vec4 flagCoeff = vec4(64., 32., 16., 1.);\n"
static void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer);
static void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer);
@ -324,36 +324,36 @@ static const char* const _finalize =
" ivec4 bottomFlags = ivec4(backdropFlags * flagCoeff);\n"
" if ((layerWindow & 1) == 0) {\n"
" vec4 pix = texelFetch(layers[0], ivec2(texCoord * scale), 0);\n"
" ivec4 inflags = ivec4(texelFetch(flags[0], ivec2(texCoord * scale), 0) * flagCoeff);\n"
" ivec4 inflags = ivec4(texelFetch(flags[0], ivec2(texCoord * scale), 0).xyz * flagCoeff.xyz, 0);\n"
" composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
" }\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"
" ivec4 inflags = ivec4(texelFetch(flags[1], ivec2(texCoord * scale), 0).xyz * flagCoeff.xyz, 0);\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"
" ivec4 inflags = ivec4(texelFetch(flags[2], ivec2(texCoord * scale), 0).xyz * flagCoeff.xyz, 0);\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"
" ivec4 inflags = ivec4(texelFetch(flags[3], ivec2(texCoord * scale), 0).xyz * flagCoeff.xyz, 0);\n"
" composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
" }\n"
" if ((layerWindow & 32) != 0) {\n"
" topFlags.y &= ~1;\n"
" }\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"
" if ((topFlags.y & 13) == 5) {\n"
" if ((layerWindow & 32) != 0) {\n"
" topFlags.y &= ~1;\n"
" }\n"
" if ((topFlags.y & 13) == 5 || topFlags.w > 0) {\n"
" if ((bottomFlags.y & 2) == 2) {\n"
" topPixel *= topFlags.z / 16.;\n"
" topPixel += bottomPixel * bottomFlags.w / 16.;\n"
" topPixel += bottomPixel * windowFlags.y;\n"
" }\n"
" } else if ((topFlags.y & 13) == 9) {\n"
" topPixel += (1. - topPixel) * windowFlags.z;\n"
@ -507,7 +507,7 @@ void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
glGenTextures(1, &bg->flags);
glBindFramebuffer(GL_FRAMEBUFFER, bg->fbo);
_initFramebufferTexture(bg->tex, GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
_initFramebufferTexture(bg->flags, GL_RGBA, GL_COLOR_ATTACHMENT1, glRenderer->scale);
_initFramebufferTexture(bg->flags, GL_RGB, GL_COLOR_ATTACHMENT1, glRenderer->scale);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
@ -1087,7 +1087,7 @@ void _finalizeLayers(struct GBAVideoGLRenderer* renderer) {
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)) / 64.f, renderer->blda / 16.f, renderer->bldb / 16.f);
glUniform4f(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 1, (renderer->target1Bd | (renderer->target2Bd * 2) | (renderer->blendEffect * 4)) / 64.f, renderer->blda / 16.f, 0);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
@ -1140,7 +1140,7 @@ void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GB
glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c) << 3,
(renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (blendEffect * 4),
renderer->blda, renderer->bldb);
renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
if (GBAObjAttributesAIsTransformed(sprite->a)) {
struct GBAOAMMatrix mat;
LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
@ -1155,7 +1155,7 @@ void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GB
glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
int window = ~renderer->objwin & 0x3F;
glUniform4f(uniforms[GBA_GL_OBJ_OBJWIN], 1, window / 128.f, 0, renderer->bldy / 16.f);
glUniform4f(uniforms[GBA_GL_OBJ_OBJWIN], 1, window / 128.f, renderer->bldb / 16.f, renderer->bldy / 16.f);
glDrawBuffers(3, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 });
} else {
glUniform4f(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0, 0);
@ -1196,7 +1196,7 @@ void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer,
glUniform2i(uniforms[GBA_GL_BG_OFFSET], background->x, yBase - y);
glUniform4i(uniforms[GBA_GL_BG_INFLAGS], (background->priority << 3) + (background->index << 1) + 1,
background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4),
renderer->blda, renderer->bldb);
renderer->blda, 0);
glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
@ -1253,7 +1253,7 @@ void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer,
glUniform2f(uniforms[GBA_GL_BG_RANGE], y, 1);
glUniform4i(uniforms[GBA_GL_BG_INFLAGS], (background->priority << 3) + (background->index << 1) + 1,
background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4),
renderer->blda, renderer->bldb);
renderer->blda, 0);
if (renderer->scale > 1) {
glUniform2iv(uniforms[GBA_GL_BG_OFFSET], 4, (GLint[]) {
background->affine[0].sx, background->affine[0].sy,
@ -1323,26 +1323,26 @@ static void _scissorWindowN(struct GBAVideoWindowRegion* region, int y, int scal
}
}
static void _clearWindow(GBAWindowControl window, int bldy) {
static void _clearWindow(GBAWindowControl window, int bldb, int bldy) {
window = ~window & 0x3F;
glClearColor(window / 128.f, 0, bldy / 16.f, 0);
glClearColor(window / 128.f, bldb / 16.f, bldy / 16.f, 0);
}
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(dispcnt, renderer->bldy);
_clearWindow(dispcnt, renderer->bldb, renderer->bldy);
_scissorWindow(0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, renderer->scale, renderer->scale);
} else {
_clearWindow(renderer->winout & dispcnt, renderer->bldy);
_clearWindow(renderer->winout & dispcnt, renderer->bldb, renderer->bldy);
_scissorWindow(0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y * renderer->scale, 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 & dispcnt, renderer->bldy);
_clearWindow(renderer->winN[1].control & dispcnt, renderer->bldb, renderer->bldy);
_scissorWindowN(renderer->winN[1].h, 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 & dispcnt, renderer->bldy);
_clearWindow(renderer->winN[0].control & dispcnt, renderer->bldb, renderer->bldy);
_scissorWindowN(renderer->winN[0].h, y * renderer->scale, renderer->scale);
}
}