GBA Video: Mostly functional mode 0 GL renderer

This commit is contained in:
Vicki Pfau 2019-05-10 00:32:48 -07:00
parent bb997f9b46
commit b86857696a
2 changed files with 252 additions and 83 deletions

View File

@ -32,7 +32,6 @@ CXX_GUARD_START
struct GBAVideoGLBackground {
GLuint fbo;
GLuint tex;
GLuint program;
unsigned index;
int enabled;
@ -63,7 +62,7 @@ struct GBAVideoGLRenderer {
struct GBAVideoGLBackground bg[4];
GLuint fbo[2];
GLuint layers[2];
GLuint layers[4];
color_t* outputBuffer;
int outputBufferStride;
@ -77,7 +76,7 @@ struct GBAVideoGLRenderer {
GLuint vramTex;
unsigned vramDirty;
GLuint bgPrograms[6];
GLuint bgProgram[6];
GLuint objProgram;
GLuint compositeProgram;

View File

@ -30,17 +30,25 @@ static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint1
static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value);
static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value);
static void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
static void GBAVideoGLRendererDrawBackgroundMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
static void GBAVideoGLRendererDrawBackgroundMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
static void GBAVideoGLRendererDrawBackgroundMode4(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
static void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y);
#define TEST_LAYER_ENABLED(X) !renderer->disableBG[X] && glRenderer->bg[X].enabled == 4 && glRenderer->bg[X].priority == priority
static const GLchar* const _gl3Header =
"#version 130\n";
static const char* const _vertexShader =
"attribute vec2 position;\n"
"uniform int y;\n"
"uniform ivec2 loc;\n"
"const ivec2 maxPos = ivec2(240, 160);\n"
"varying vec2 texCoord;\n"
"void main() {\n"
" vec2 local = (position + vec2(0, y)) / vec2(1., maxPos.y);\n"
" vec2 local = (position + vec2(0, loc.y)) / vec2(1., maxPos.y);\n"
" gl_Position = vec4(local * 2. - 1., 0., 1.);\n"
" texCoord = local * maxPos;\n"
"}";
@ -49,9 +57,24 @@ static const char* const _renderTile16 =
"vec4 renderTile(int tile, int tileBase, int paletteId, ivec2 localCoord) {\n"
" int address = tileBase + tile * 16 + (localCoord.x >> 2) + (localCoord.y << 1);\n"
" vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
" int entry = int(halfrow[3 - (localCoord.x & 3)] * 16.);\n"
" int entry = int(halfrow[3 - (localCoord.x & 3)] * 15.9);\n"
" vec4 color = texelFetch(palette, ivec2(entry, paletteId), 0);\n"
" if (entry > 0) {\n"
" if (entry == 0) {\n"
" color.a = 0;\n"
" } else {\n"
" color.a = 1;\n"
" }\n"
" return color;\n"
"}";
static const char* const _renderTile256 =
"vec4 renderTile(int tile, int tileBase, int paletteId, ivec2 localCoord) {\n"
" int address = tileBase + tile * 32 + (localCoord.x >> 1) + (localCoord.y << 2);\n"
" vec4 halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0);\n"
" int entry = int(halfrow[3 - 2 * (localCoord.x & 1)] * 15.9);\n"
" int pal2 = int(halfrow[2 - 2 * (localCoord.x & 1)] * 15.9);\n"
" vec4 color = texelFetch(palette, ivec2(entry, pal2 + (paletteId & 16)), 0);\n"
" if (pal2 > 0 || entry > 0) {\n"
" color.a = 1.;\n"
" } else {\n"
" color.a = 0.;\n"
@ -70,7 +93,7 @@ static const char* const _renderMode0 =
"vec4 renderTile(int tile, int tileBase, int paletteId, ivec2 localCoord);\n"
"void main() {\n"
" ivec2 coord = ivec2(texCoord) + offset;\n"
" ivec2 coord = (ivec2(texCoord) + offset) & 255;\n"
" int mapAddress = screenBase + (coord.x >> 3) + (coord.y >> 3) * 32;\n"
" vec4 map = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n"
" int flags = int(map.g * 15.9);\n"
@ -84,6 +107,18 @@ static const char* const _renderMode0 =
" gl_FragColor = renderTile(tile, charBase, int(map.r * 15.9), coord & 7);\n"
"}";
static const char* const _composite =
"varying vec2 texCoord;\n"
"uniform sampler2D layer;\n"
"void main() {\n"
" vec4 color = texelFetch(layer, ivec2(texCoord), 0);\n"
" if (color.a == 0) {\n"
" discard;\n"
" }\n"
" gl_FragColor = color;\n"
"}";
static const GLint _vertices[] = {
0, 0,
0, 1,
@ -111,22 +146,114 @@ void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
renderer->d.disableOBJ = false;
}
void _compileBackground(struct GBAVideoGLRenderer* glRenderer, GLuint program, const char** shaderBuffer, int shaderBufferLines, GLuint vs, char* log) {
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glAttachShader(program, vs);
glAttachShader(program, fs);
glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
glCompileShader(fs);
glGetShaderInfoLog(fs, 1024, 0, log);
if (log[0]) {
mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
}
glLinkProgram(program);
glGetProgramInfoLog(program, 1024, 0, log);
if (log[0]) {
mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
}
glDeleteShader(fs);
}
void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
glGenFramebuffers(2, glRenderer->fbo);
glGenTextures(2, glRenderer->layers);
glGenTextures(4, glRenderer->layers);
glGenTextures(1, &glRenderer->paletteTex);
glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenTextures(1, &glRenderer->vramTex);
glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 256, 192, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, 0);
glGenTextures(1, &glRenderer->oamTex);
glBindTexture(GL_TEXTURE_2D, glRenderer->oamTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[1]);
glBindTexture(GL_TEXTURE_2D, glRenderer->layers[2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glRenderer->layers[2], 0);
glBindTexture(GL_TEXTURE_2D, glRenderer->layers[3]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, glRenderer->layers[3], 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
int i;
for (i = 0; i < 4; ++i) {
glRenderer->bg[i].index = i;
glGenFramebuffers(1, &glRenderer->bg[i].fbo);
glGenTextures(1, &glRenderer->bg[i].tex);
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);
glBindTexture(GL_TEXTURE_2D, glRenderer->bg[i].tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glRenderer->bg[i].tex, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
glRenderer->compositeProgram = glCreateProgram();
glRenderer->objProgram = glCreateProgram();
glRenderer->bgProgram[0] = glCreateProgram();
glRenderer->bgProgram[1] = glCreateProgram();
glRenderer->bgProgram[2] = glCreateProgram();
glRenderer->bgProgram[3] = glCreateProgram();
glRenderer->bgProgram[4] = glCreateProgram();
glRenderer->bgProgram[5] = glCreateProgram();
char log[1024];
const GLchar* shaderBuffer[8];
shaderBuffer[0] = _gl3Header;
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
shaderBuffer[1] = _vertexShader;
glShaderSource(vs, 2, shaderBuffer, 0);
glCompileShader(vs);
glGetShaderInfoLog(vs, 1024, 0, log);
if (log[0]) {
mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
}
shaderBuffer[1] = _renderMode0;
shaderBuffer[2] = _renderTile16;
_compileBackground(glRenderer, glRenderer->bgProgram[0], shaderBuffer, 3, vs, log);
shaderBuffer[2] = _renderTile256;
_compileBackground(glRenderer, glRenderer->bgProgram[1], shaderBuffer, 3, vs, log);
shaderBuffer[1] = _composite;
_compileBackground(glRenderer, glRenderer->compositeProgram, shaderBuffer, 2, vs, log);
glDeleteShader(vs);
GBAVideoGLRendererReset(renderer);
}
@ -134,7 +261,7 @@ void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
glDeleteFramebuffers(2, glRenderer->fbo);
glDeleteTextures(2, glRenderer->layers);
glDeleteTextures(4, glRenderer->layers);
glDeleteTextures(1, &glRenderer->paletteTex);
glDeleteTextures(1, &glRenderer->vramTex);
glDeleteTextures(1, &glRenderer->oamTex);
@ -142,56 +269,9 @@ void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[1]);
glBindTexture(GL_TEXTURE_2D, glRenderer->layers[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glRenderer->layers[1], 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glRenderer->compositeProgram = glCreateProgram();
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
const GLchar* shaderBuffer[3];
const GLubyte* version = glGetString(GL_VERSION);
shaderBuffer[0] = _gl3Header;
shaderBuffer[1] = _vertexShader;
glShaderSource(vs, 2, shaderBuffer, 0);
shaderBuffer[1] = _renderMode0;
shaderBuffer[2] = _renderTile16;
glShaderSource(fs, 3, shaderBuffer, 0);
glAttachShader(glRenderer->compositeProgram, vs);
glAttachShader(glRenderer->compositeProgram, fs);
char log[1024];
glCompileShader(fs);
glGetShaderInfoLog(fs, 1024, 0, log);
if (log[0]) {
mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
}
glCompileShader(vs);
glGetShaderInfoLog(vs, 1024, 0, log);
if (log[0]) {
mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
}
glLinkProgram(glRenderer->compositeProgram);
glGetProgramInfoLog(glRenderer->compositeProgram, 1024, 0, log);
if (log[0]) {
mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
}
glRenderer->paletteDirty = true;
glRenderer->vramDirty = 0xFFFFFF;
glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 256, 192, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, 0);
}
void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
@ -222,27 +302,23 @@ uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer,
case REG_DISPCNT:
value &= 0xFFF7;
glRenderer->dispcnt = value;
//GBAVideoGLRendererUpdateDISPCNT(glRenderer);
GBAVideoGLRendererUpdateDISPCNT(glRenderer);
break;
case REG_BG0CNT:
value &= 0xDFFF;
GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[0], value);
//GBAVideoGLRendererUpdateDISPCNT(glRenderer);
break;
case REG_BG1CNT:
value &= 0xDFFF;
GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[1], value);
//GBAVideoGLRendererUpdateDISPCNT(glRenderer);
break;
case REG_BG2CNT:
value &= 0xFFFF;
GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[2], value);
//GBAVideoGLRendererUpdateDISPCNT(glRenderer);
break;
case REG_BG3CNT:
value &= 0xFFFF;
GBAVideoGLRendererWriteBGCNT(&glRenderer->bg[3], value);
//GBAVideoGLRendererUpdateDISPCNT(glRenderer);
break;
case REG_BG0HOFS:
value &= 0x01FF;
@ -445,24 +521,51 @@ void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
}
glRenderer->vramDirty = 0;
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[1]);
glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
glUseProgram(glRenderer->compositeProgram);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
glUniform1i(0, y);
glUniform1i(1, 0);
glUniform1i(2, 1);
glUniform1i(3, glRenderer->bg[0].screenBase);
glUniform1i(4, glRenderer->bg[0].charBase);
glUniform2i(5, glRenderer->bg[0].x, glRenderer->bg[0].y);
glVertexAttribPointer(0, 2, GL_INT, GL_FALSE, 0, _vertices);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
unsigned priority;
for (priority = 0; priority < 4; ++priority) {
if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[0], y);
}
if (TEST_LAYER_ENABLED(1) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[1], y);
}
if (TEST_LAYER_ENABLED(2)) {
switch (GBARegisterDISPCNTGetMode(glRenderer->dispcnt)) {
case 0:
GBAVideoGLRendererDrawBackgroundMode0(glRenderer, &glRenderer->bg[2], y);
break;
case 1:
case 2:
//GBAVideoGLRendererDrawBackgroundMode2(glRenderer, &glRenderer->bg[2], y);
break;
case 3:
//GBAVideoGLRendererDrawBackgroundMode3(glRenderer, &glRenderer->bg[2], y);
break;
case 4:
//GBAVideoGLRendererDrawBackgroundMode4(glRenderer, &glRenderer->bg[2], y);
break;
case 5:
//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 (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
glRenderer->bg[2].sx += glRenderer->bg[2].dmx;
glRenderer->bg[2].sy += glRenderer->bg[2].dmy;
glRenderer->bg[3].sx += glRenderer->bg[3].dmx;
glRenderer->bg[3].sy += glRenderer->bg[3].dmy;
}
}
void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
@ -471,7 +574,15 @@ void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[1]);
glPixelStorei(GL_PACK_ROW_LENGTH, glRenderer->outputBufferStride);
glReadPixels(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS, GL_RGBA, GL_UNSIGNED_BYTE, glRenderer->outputBuffer);
glClearColor(1.f, 1.f, 0.f, 1.f);
glClearColor(1.f, 1.f, 1.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[0].fbo);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[1].fbo);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[2].fbo);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[3].fbo);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
@ -484,6 +595,28 @@ void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t strid
}
static void _enableBg(struct GBAVideoGLRenderer* renderer, int bg, bool active) {
int wasActive = renderer->bg[bg].enabled;
if (!active) {
renderer->bg[bg].enabled = 0;
} else if (!wasActive && active) {
/*if (renderer->nextY == 0 || GBARegisterDISPCNTGetMode(renderer->dispcnt) > 2) {
// TODO: Investigate in more depth how switching background works in different modes
renderer->bg[bg].enabled = 4;
} else {
renderer->bg[bg].enabled = 1;
}*/
renderer->bg[bg].enabled = 4;
}
}
static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer) {
_enableBg(renderer, 0, GBARegisterDISPCNTGetBg0Enable(renderer->dispcnt));
_enableBg(renderer, 1, GBARegisterDISPCNTGetBg1Enable(renderer->dispcnt));
_enableBg(renderer, 2, GBARegisterDISPCNTGetBg2Enable(renderer->dispcnt));
_enableBg(renderer, 3, GBARegisterDISPCNTGetBg3Enable(renderer->dispcnt));
}
static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
bg->priority = GBARegisterBGCNTGetPriority(value);
bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
@ -533,4 +666,41 @@ static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, u
renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
}
void GBAVideoGLRendererDrawBackgroundMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);
glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
glScissor(0, 1, GBA_VIDEO_HORIZONTAL_PIXELS, 1);
glUseProgram(renderer->bgProgram[background->multipalette ? 1 : 0]);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
glUniform2i(0, 0, y);
glUniform1i(1, 0);
glUniform1i(2, 1);
glUniform1i(3, background->screenBase);
glUniform1i(4, background->charBase);
glUniform2i(5, background->x, background->y);
glVertexAttribPointer(0, 2, GL_INT, GL_FALSE, 0, _vertices);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[1]);
glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
glScissor(0, 1, GBA_VIDEO_HORIZONTAL_PIXELS, 1);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glUseProgram(renderer->compositeProgram);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, background->tex);
glUniform2i(0, (background->priority << 3) + (background->index << 1) + 1, y);
glUniform1i(1, 0);
glVertexAttribPointer(0, 2, GL_INT, GL_FALSE, 0, _vertices);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisable(GL_DEPTH_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}