mirror of https://github.com/mgba-emu/mgba.git
GBA Video: Remove stale renderers
This commit is contained in:
parent
9c1ec8c96d
commit
9bd5b02644
|
@ -1,280 +0,0 @@
|
|||
#include "video-glsl.h"
|
||||
|
||||
#include "gba-io.h"
|
||||
|
||||
#include <string.h>
|
||||
|
||||
#define UNIFORM_LOCATION(UNIFORM) (glGetUniformLocation(glslRenderer->program, UNIFORM))
|
||||
|
||||
static const GLfloat _vertices[4] = {
|
||||
-1, 0,
|
||||
1, 0
|
||||
};
|
||||
|
||||
static const GLchar* _fragmentShader =
|
||||
"varying float x;\n"
|
||||
"uniform float y;\n"
|
||||
"uniform sampler2D vram;\n"
|
||||
"uniform float dispcnt;\n"
|
||||
"uniform float bg0cnt;\n"
|
||||
"uniform float bg1cnt;\n"
|
||||
"uniform float bg2cnt;\n"
|
||||
"uniform float bg3cnt;\n"
|
||||
"uniform float bg0hofs;\n"
|
||||
"uniform float bg0vofs;\n"
|
||||
"uniform float bg1hofs;\n"
|
||||
"uniform float bg1vofs;\n"
|
||||
"uniform float bg2hofs;\n"
|
||||
"uniform float bg2vofs;\n"
|
||||
"uniform float bg3hofs;\n"
|
||||
"uniform float bg3vofs;\n"
|
||||
"#define PALETTE_INDEX(i) texture2D(vram, (vec2(mod(i + 1.0, 512.0) / 512.0 - 1.0 / 1024.0, (floor(i / 512.0) + 1.0) / 256.0 - 1.0 / 1024.0)))\n"
|
||||
"#define VRAM_INDEX(i) texture2D(vram, (vec2(mod(i + 1.0, 512.0) / 512.0 - 1.0 / 1024.0, (floor(i / 512.0) + 161.0) / 256.0 - 1.0 / 1024.0)))\n"
|
||||
"#define DESERIALIZE(vec) dot(vec4(63488.0, 1984.0, 62.0, 1.0), vec)\n"
|
||||
"#define IMOD(a, b) mod(floor(a), b)\n"
|
||||
"#define BIT_CHECK(a, b) (IMOD(a / b, 2.0) > 0.0)\n"
|
||||
"#define DEBUG(fl) return vec4(fract(fl / 256.0), fract(floor(fl / 256.0) / 256.0), fract(floor(fl / 65536.0) / 256.0), 1.0)\n"
|
||||
|
||||
"vec4 backgroundMode0(float bgcnt, float hofs, float vofs) {\n"
|
||||
" float charBase = IMOD(bgcnt / 4.0, 4.0) * 8192.0;\n"
|
||||
" float screenBase = IMOD(bgcnt / 256.0, 32.0) * 1024.0;\n"
|
||||
" float size = IMOD(bgcnt / 16384.0, 4.0);\n"
|
||||
" vec2 local = vec2(hofs + x, vofs + y);\n"
|
||||
" vec2 base = IMOD(local, 256.0);\n"
|
||||
" base -= IMOD(local, 8.0);\n"
|
||||
" if (size == 1.0) {\n"
|
||||
" base.x += IMOD(local.x / 256.0, 2.0) * 8192.0;\n"
|
||||
" } else if (size == 2.0) {\n"
|
||||
" base.y += IMOD(local.y / 256.0, 2.0) * 256.0;\n"
|
||||
" } else if (size == 3.0) {\n"
|
||||
" base += IMOD(local / 256.0, 2.0) * vec2(8192.0, 512.0);\n"
|
||||
" }\n"
|
||||
" screenBase += dot(base, vec2(1.0 / 8.0, 4.0));\n"
|
||||
" float mapData = DESERIALIZE(VRAM_INDEX(screenBase));\n"
|
||||
" charBase += IMOD(mapData, 1024.0) * 16.0 + dot(IMOD(local * vec2(1.0 / 4.0, 1.0), vec2(2.0, 8.0)), vec2(1.0, 2.0));\n"
|
||||
" float tileData = DESERIALIZE(VRAM_INDEX(charBase));\n"
|
||||
" tileData *= pow(0.5, IMOD(local.x, 4.0) * 4.0);\n"
|
||||
" tileData = IMOD(tileData, 16.0);\n"
|
||||
" if (tileData == 0.0) {\n"
|
||||
" return vec4(0, 0, 0, 0);\n"
|
||||
" }\n"
|
||||
" return PALETTE_INDEX(tileData + floor(mapData / 4096.0) * 16.0);\n"
|
||||
"}\n"
|
||||
|
||||
"void runPriority(float priority, inout vec4 color) {\n"
|
||||
" if (color.a > 0.0) {\n"
|
||||
" return;\n"
|
||||
" }\n"
|
||||
" if (BIT_CHECK(dispcnt, 256.0) && IMOD(bg0cnt, 4.0) == priority) {\n"
|
||||
" color = backgroundMode0(bg0cnt, bg0hofs, bg0vofs);\n"
|
||||
" }\n"
|
||||
" if (color.a > 0.0) {\n"
|
||||
" return;\n"
|
||||
" }\n"
|
||||
" if (BIT_CHECK(dispcnt, 512.0) && IMOD(bg1cnt, 4.0) == priority) {\n"
|
||||
" color = backgroundMode0(bg1cnt, bg1hofs, bg1vofs);\n"
|
||||
" }\n"
|
||||
" if (color.a > 0.0) {\n"
|
||||
" return;\n"
|
||||
" }\n"
|
||||
" if (BIT_CHECK(dispcnt, 1024.0) && IMOD(bg2cnt, 4.0) == priority) {\n"
|
||||
" color = backgroundMode0(bg2cnt, bg2hofs, bg2vofs);\n"
|
||||
" }\n"
|
||||
" if (color.a > 0.0) {\n"
|
||||
" return;\n"
|
||||
" }\n"
|
||||
" if (BIT_CHECK(dispcnt, 2048.0) && IMOD(bg3cnt, 4.0) == priority) {\n"
|
||||
" color = backgroundMode0(bg3cnt, bg3hofs, bg3vofs);\n"
|
||||
" }\n"
|
||||
"}\n"
|
||||
|
||||
"void main() {\n"
|
||||
" vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
|
||||
" runPriority(0.0, color);\n"
|
||||
" runPriority(1.0, color);\n"
|
||||
" runPriority(2.0, color);\n"
|
||||
" runPriority(3.0, color);\n"
|
||||
" if (color.a == 0.0) {\n"
|
||||
" color = texture2D(vram, vec2(0.0, y / 256.0));\n"
|
||||
" }\n"
|
||||
" gl_FragColor = color;\n"
|
||||
"}\n";
|
||||
|
||||
static const GLchar* _vertexShader[] = {
|
||||
"varying float x;",
|
||||
"attribute vec2 vert;",
|
||||
"uniform float y;",
|
||||
|
||||
"void main() {",
|
||||
" x = vert.x * 120.0 + 120.0;",
|
||||
" gl_Position = vec4(vert.x, 1.0 - (y + 1.0) / 80.0, 0, 1.0);",
|
||||
"}"
|
||||
};
|
||||
|
||||
static void GBAVideoGLSLRendererInit(struct GBAVideoRenderer* renderer);
|
||||
static void GBAVideoGLSLRendererDeinit(struct GBAVideoRenderer* renderer);
|
||||
static void GBAVideoGLSLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
|
||||
static uint16_t GBAVideoGLSLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
|
||||
static void GBAVideoGLSLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y);
|
||||
static void GBAVideoGLSLRendererFinishFrame(struct GBAVideoRenderer* renderer);
|
||||
|
||||
void GBAVideoGLSLRendererCreate(struct GBAVideoGLSLRenderer* glslRenderer) {
|
||||
glslRenderer->d.init = GBAVideoGLSLRendererInit;
|
||||
glslRenderer->d.deinit = GBAVideoGLSLRendererDeinit;
|
||||
glslRenderer->d.writeVideoRegister = GBAVideoGLSLRendererWriteVideoRegister;
|
||||
glslRenderer->d.writePalette = GBAVideoGLSLRendererWritePalette;
|
||||
glslRenderer->d.drawScanline = GBAVideoGLSLRendererDrawScanline;
|
||||
glslRenderer->d.finishFrame = GBAVideoGLSLRendererFinishFrame;
|
||||
|
||||
glslRenderer->d.turbo = 0;
|
||||
glslRenderer->d.framesPending = 0;
|
||||
glslRenderer->d.frameskip = 0;
|
||||
|
||||
glslRenderer->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glslRenderer->vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||
glslRenderer->program = glCreateProgram();
|
||||
|
||||
glShaderSource(glslRenderer->fragmentShader, 1, (const GLchar**) &_fragmentShader, 0);
|
||||
glShaderSource(glslRenderer->vertexShader, 7, _vertexShader, 0);
|
||||
|
||||
glAttachShader(glslRenderer->program, glslRenderer->vertexShader);
|
||||
glAttachShader(glslRenderer->program, glslRenderer->fragmentShader);
|
||||
char log[1024];
|
||||
glCompileShader(glslRenderer->fragmentShader);
|
||||
glCompileShader(glslRenderer->vertexShader);
|
||||
glGetShaderInfoLog(glslRenderer->fragmentShader, 1024, 0, log);
|
||||
glGetShaderInfoLog(glslRenderer->vertexShader, 1024, 0, log);
|
||||
glLinkProgram(glslRenderer->program);
|
||||
|
||||
glGenTextures(1, &glslRenderer->vramTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, glslRenderer->vramTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
|
||||
memset(glslRenderer->vram, 0, sizeof (glslRenderer->vram));
|
||||
|
||||
{
|
||||
pthread_mutex_t mutex = PTHREAD_MUTEX_INITIALIZER;
|
||||
glslRenderer->mutex = mutex;
|
||||
pthread_cond_t cond = PTHREAD_COND_INITIALIZER;
|
||||
glslRenderer->upCond = cond;
|
||||
glslRenderer->downCond = cond;
|
||||
}
|
||||
}
|
||||
|
||||
void GBAVideoGLSLRendererProcessEvents(struct GBAVideoGLSLRenderer* glslRenderer) {
|
||||
glUseProgram(glslRenderer->program);
|
||||
glUniform1i(UNIFORM_LOCATION("vram"), 0);
|
||||
glUniform1f(UNIFORM_LOCATION("dispcnt"), glslRenderer->io[0][REG_DISPCNT >> 1]);
|
||||
glUniform1f(UNIFORM_LOCATION("bg0cnt"), glslRenderer->io[0][REG_BG0CNT >> 1]);
|
||||
glUniform1f(UNIFORM_LOCATION("bg1cnt"), glslRenderer->io[0][REG_BG1CNT >> 1]);
|
||||
glUniform1f(UNIFORM_LOCATION("bg2cnt"), glslRenderer->io[0][REG_BG2CNT >> 1]);
|
||||
glUniform1f(UNIFORM_LOCATION("bg3cnt"), glslRenderer->io[0][REG_BG3CNT >> 1]);
|
||||
glUniform1f(UNIFORM_LOCATION("bg0hofs"), glslRenderer->io[0][REG_BG0HOFS >> 1]);
|
||||
glUniform1f(UNIFORM_LOCATION("bg0vofs"), glslRenderer->io[0][REG_BG0VOFS >> 1]);
|
||||
glUniform1f(UNIFORM_LOCATION("bg1hofs"), glslRenderer->io[0][REG_BG1HOFS >> 1]);
|
||||
glUniform1f(UNIFORM_LOCATION("bg1vofs"), glslRenderer->io[0][REG_BG1VOFS >> 1]);
|
||||
glUniform1f(UNIFORM_LOCATION("bg2hofs"), glslRenderer->io[0][REG_BG2HOFS >> 1]);
|
||||
glUniform1f(UNIFORM_LOCATION("bg2vofs"), glslRenderer->io[0][REG_BG2VOFS >> 1]);
|
||||
glUniform1f(UNIFORM_LOCATION("bg3hofs"), glslRenderer->io[0][REG_BG3HOFS >> 1]);
|
||||
glUniform1f(UNIFORM_LOCATION("bg3vofs"), glslRenderer->io[0][REG_BG3VOFS >> 1]);
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, glslRenderer->vramTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, glslRenderer->vram);
|
||||
|
||||
GLuint location = glGetAttribLocation(glslRenderer->program, "vert");
|
||||
glEnableVertexAttribArray(location);
|
||||
glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
|
||||
int y;
|
||||
for (y = 0; y < VIDEO_VERTICAL_PIXELS; ++y) {
|
||||
glUniform1f(UNIFORM_LOCATION("y"), y);
|
||||
glDrawArrays(GL_LINES, 0, 2);
|
||||
}
|
||||
glDisableVertexAttribArray(location);
|
||||
glFlush();
|
||||
}
|
||||
|
||||
static void GBAVideoGLSLRendererInit(struct GBAVideoRenderer* renderer) {
|
||||
struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
|
||||
|
||||
glslRenderer->state = GLSL_NONE;
|
||||
glslRenderer->y = 0;
|
||||
|
||||
glslRenderer->oldVram = renderer->vram;
|
||||
renderer->vram = &glslRenderer->vram[512 * 160];
|
||||
|
||||
pthread_mutex_init(&glslRenderer->mutex, 0);
|
||||
pthread_cond_init(&glslRenderer->upCond, 0);
|
||||
pthread_cond_init(&glslRenderer->downCond, 0);
|
||||
}
|
||||
|
||||
static void GBAVideoGLSLRendererDeinit(struct GBAVideoRenderer* renderer) {
|
||||
struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
|
||||
|
||||
/*glDeleteShader(glslRenderer->fragmentShader);
|
||||
glDeleteShader(glslRenderer->vertexShader);
|
||||
glDeleteProgram(glslRenderer->program);
|
||||
|
||||
glDeleteTextures(1, &glslRenderer->paletteTexture);*/
|
||||
|
||||
renderer->vram = glslRenderer->oldVram;
|
||||
|
||||
pthread_mutex_lock(&glslRenderer->mutex);
|
||||
pthread_cond_broadcast(&glslRenderer->upCond);
|
||||
pthread_mutex_unlock(&glslRenderer->mutex);
|
||||
|
||||
pthread_mutex_destroy(&glslRenderer->mutex);
|
||||
pthread_cond_destroy(&glslRenderer->upCond);
|
||||
pthread_cond_destroy(&glslRenderer->downCond);
|
||||
}
|
||||
|
||||
static void GBAVideoGLSLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
|
||||
struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
|
||||
GLshort color = 1;
|
||||
color |= (value & 0x001F) << 11;
|
||||
color |= (value & 0x03E0) << 1;
|
||||
color |= (value & 0x7C00) >> 9;
|
||||
glslRenderer->vram[(address >> 1) + glslRenderer->y * 512] = color;
|
||||
}
|
||||
|
||||
static uint16_t GBAVideoGLSLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
|
||||
struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
|
||||
glslRenderer->io[glslRenderer->y][address >> 1] = value;
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
static void GBAVideoGLSLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
|
||||
struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
|
||||
|
||||
glslRenderer->y = y + 1;
|
||||
if (y + 1 < VIDEO_VERTICAL_PIXELS) {
|
||||
memcpy(&glslRenderer->vram[(y + 1) * 512], &glslRenderer->vram[y * 512], 1024);
|
||||
memcpy(glslRenderer->io[y + 1], glslRenderer->io[y], sizeof(*glslRenderer->io));
|
||||
} else {
|
||||
glslRenderer->y = 0;
|
||||
memcpy(&glslRenderer->vram[0], &glslRenderer->vram[y * 512], 1024);
|
||||
memcpy(glslRenderer->io[0], glslRenderer->io[y], sizeof(*glslRenderer->io));
|
||||
}
|
||||
}
|
||||
|
||||
static void GBAVideoGLSLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
|
||||
struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
|
||||
|
||||
pthread_mutex_lock(&glslRenderer->mutex);
|
||||
glslRenderer->state = GLSL_NONE;
|
||||
if (renderer->frameskip > 0) {
|
||||
--renderer->frameskip;
|
||||
} else {
|
||||
renderer->framesPending++;
|
||||
pthread_cond_broadcast(&glslRenderer->upCond);
|
||||
if (!renderer->turbo) {
|
||||
pthread_cond_wait(&glslRenderer->downCond, &glslRenderer->mutex);
|
||||
}
|
||||
}
|
||||
pthread_mutex_unlock(&glslRenderer->mutex);
|
||||
}
|
|
@ -1,44 +0,0 @@
|
|||
#ifndef VIDEO_GLSL_H
|
||||
#define VIDEO_GLSL_H
|
||||
|
||||
#include "util/common.h"
|
||||
|
||||
#include "gba-video.h"
|
||||
|
||||
#include <pthread.h>
|
||||
|
||||
#ifdef __APPLE__
|
||||
#include <OpenGL/gl.h>
|
||||
#else
|
||||
#include <GL/gl.h>
|
||||
#endif
|
||||
|
||||
struct GBAVideoGLSLRenderer {
|
||||
struct GBAVideoRenderer d;
|
||||
|
||||
int y;
|
||||
enum {
|
||||
GLSL_NONE,
|
||||
GLSL_DRAW_SCANLINE,
|
||||
GLSL_FINISH_FRAME
|
||||
} state;
|
||||
|
||||
GLuint fragmentShader;
|
||||
GLuint vertexShader;
|
||||
GLuint program;
|
||||
|
||||
GLuint vramTexture;
|
||||
GLushort vram[512 * 256];
|
||||
GLushort io[160][0x30];
|
||||
|
||||
uint16_t* oldVram;
|
||||
|
||||
pthread_mutex_t mutex;
|
||||
pthread_cond_t upCond;
|
||||
pthread_cond_t downCond;
|
||||
};
|
||||
|
||||
void GBAVideoGLSLRendererCreate(struct GBAVideoGLSLRenderer* renderer);
|
||||
void GBAVideoGLSLRendererProcessEvents(struct GBAVideoGLSLRenderer* renderer);
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue