GBA Video: Start mode 0 GL renderer

This commit is contained in:
Vicki Pfau 2019-05-09 15:15:16 -07:00
parent e99cd34b66
commit bb997f9b46
2 changed files with 482 additions and 32 deletions

View File

@ -0,0 +1,103 @@
/* Copyright (c) 2013-2019 Jeffrey Pfau
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef VIDEO_GL_H
#define VIDEO_GL_H
#include <mgba-util/common.h>
CXX_GUARD_START
#include <mgba/core/core.h>
#include <mgba/gba/interface.h>
#include <mgba/internal/gba/io.h>
#include <mgba/internal/gba/video.h>
#ifdef USE_EPOXY
#include <epoxy/gl.h>
#elif defined(BUILD_GL)
#ifdef __APPLE__
#include <OpenGL/gl3.h>
#else
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>
#endif
#else
#include <GLES2/gl2.h>
#endif
struct GBAVideoGLBackground {
GLuint fbo;
GLuint tex;
GLuint program;
unsigned index;
int enabled;
unsigned priority;
uint32_t charBase;
int mosaic;
int multipalette;
uint32_t screenBase;
int overflow;
int size;
int target1;
int target2;
uint16_t x;
uint16_t y;
int32_t refx;
int32_t refy;
int16_t dx;
int16_t dmx;
int16_t dy;
int16_t dmy;
int32_t sx;
int32_t sy;
};
struct GBAVideoGLRenderer {
struct GBAVideoRenderer d;
struct GBAVideoGLBackground bg[4];
GLuint fbo[2];
GLuint layers[2];
color_t* outputBuffer;
int outputBufferStride;
GLuint paletteTex;
bool paletteDirty;
GLuint oamTex;
bool oamDirty;
GLuint vramTex;
unsigned vramDirty;
GLuint bgPrograms[6];
GLuint objProgram;
GLuint compositeProgram;
GBARegisterDISPCNT dispcnt;
unsigned target1Obj;
unsigned target1Bd;
unsigned target2Obj;
unsigned target2Bd;
enum GBAVideoBlendEffect blendEffect;
uint16_t blda;
uint16_t bldb;
uint16_t bldy;
GBAMosaicControl mosaic;
};
void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer);
CXX_GUARD_END
#endif

View File

@ -22,33 +22,73 @@ static void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer);
static void GBAVideoGLRendererGetPixels(struct GBAVideoRenderer* renderer, size_t* stride, const void** pixels);
static void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t stride, const void* pixels);
static void GBAVideoGLRendererUpdateDISPCNT(struct GBAVideoGLRenderer* renderer);
static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value);
static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value);
static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value);
static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value);
static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value);
static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value);
static const GLchar* const _gl3Header =
"#version 120\n";
"#version 130\n";
static const char* const _vertexShader =
"attribute vec4 position;\n"
"attribute vec2 position;\n"
"uniform int y;\n"
"const ivec2 maxPos = ivec2(240, 160);\n"
"varying vec2 texCoord;\n"
"void main() {\n"
" gl_Position = position;\n"
" texCoord = (position.st + vec2(1.0, -1.0)) * vec2(0.5, 0.5);\n"
" vec2 local = (position + vec2(0, y)) / vec2(1., maxPos.y);\n"
" gl_Position = vec4(local * 2. - 1., 0., 1.);\n"
" texCoord = local * maxPos;\n"
"}";
static const char* const _fragmentShader =
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"
" vec4 color = texelFetch(palette, ivec2(entry, paletteId), 0);\n"
" if (entry > 0) {\n"
" color.a = 1.;\n"
" } else {\n"
" color.a = 0.;\n"
" }\n"
" return color;\n"
"}";
static const char* const _renderMode0 =
"varying vec2 texCoord;\n"
"uniform sampler2D tex;\n"
"uniform sampler2D vram;\n"
"uniform sampler2D palette;\n"
"uniform int screenBase;\n"
"uniform int charBase;\n"
"uniform ivec2 offset;\n"
"vec4 renderTile(int tile, int tileBase, int paletteId, ivec2 localCoord);\n"
"void main() {\n"
" vec4 color = texture2D(tex, texCoord);\n"
" color.a = 1.;\n"
" gl_FragColor = color;\n"
" ivec2 coord = ivec2(texCoord) + offset;\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"
" if ((flags & 4) == 4) {\n"
" coord.x ^= 7;\n"
" }\n"
" if ((flags & 8) == 8) {\n"
" coord.y ^= 7;\n"
" }\n"
" int tile = int(map.a * 15.9) + int(map.b * 15.9) * 16 + (flags & 0x3) * 256;\n"
" gl_FragColor = renderTile(tile, charBase, int(map.r * 15.9), coord & 7);\n"
"}";
static const GLfloat _vertices[] = {
-1.f, -1.f,
-1.f, 1.f,
1.f, 1.f,
1.f, -1.f,
static const GLint _vertices[] = {
0, 0,
0, 1,
1, 1,
1, 0,
};
void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
@ -73,8 +113,8 @@ void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
glGenFramebuffers(6, glRenderer->fbo);
glGenTextures(6, glRenderer->layers);
glGenFramebuffers(2, glRenderer->fbo);
glGenTextures(2, glRenderer->layers);
glGenTextures(1, &glRenderer->paletteTex);
@ -82,39 +122,48 @@ void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
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);
GBAVideoGLRendererReset(renderer);
}
void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
glDeleteFramebuffers(6, glRenderer->fbo);
glDeleteTextures(6, glRenderer->layers);
glDeleteFramebuffers(2, glRenderer->fbo);
glDeleteTextures(2, glRenderer->layers);
glDeleteTextures(1, &glRenderer->paletteTex);
glDeleteTextures(1, &glRenderer->vramTex);
glDeleteTextures(1, &glRenderer->oamTex);
}
void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[5]);
glBindTexture(GL_TEXTURE_2D, glRenderer->layers[5]);
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[5], 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[2];
const GLchar* shaderBuffer[3];
const GLubyte* version = glGetString(GL_VERSION);
shaderBuffer[0] = _gl3Header;
shaderBuffer[1] = _vertexShader;
glShaderSource(vs, 2, shaderBuffer, 0);
shaderBuffer[1] = _fragmentShader;
glShaderSource(fs, 2, shaderBuffer, 0);
shaderBuffer[1] = _renderMode0;
shaderBuffer[2] = _renderTile16;
glShaderSource(fs, 3, shaderBuffer, 0);
glAttachShader(glRenderer->compositeProgram, vs);
glAttachShader(glRenderer->compositeProgram, fs);
@ -122,46 +171,294 @@ void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
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 = false;
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) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
glRenderer->vramDirty |= 1 << (address >> 12);
}
void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam) {
UNUSED(oam);
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
glRenderer->oamDirty = true;
}
void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
UNUSED(address);
UNUSED(value);
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
glRenderer->paletteDirty = true;
}
uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
if (renderer->cache) {
GBAVideoCacheWriteVideoRegister(renderer->cache, address, value);
}
switch (address) {
case REG_DISPCNT:
value &= 0xFFF7;
glRenderer->dispcnt = value;
//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;
glRenderer->bg[0].x = value;
break;
case REG_BG0VOFS:
value &= 0x01FF;
glRenderer->bg[0].y = value;
break;
case REG_BG1HOFS:
value &= 0x01FF;
glRenderer->bg[1].x = value;
break;
case REG_BG1VOFS:
value &= 0x01FF;
glRenderer->bg[1].y = value;
break;
case REG_BG2HOFS:
value &= 0x01FF;
glRenderer->bg[2].x = value;
break;
case REG_BG2VOFS:
value &= 0x01FF;
glRenderer->bg[2].y = value;
break;
case REG_BG3HOFS:
value &= 0x01FF;
glRenderer->bg[3].x = value;
break;
case REG_BG3VOFS:
value &= 0x01FF;
glRenderer->bg[3].y = value;
break;
case REG_BG2PA:
glRenderer->bg[2].dx = value;
break;
case REG_BG2PB:
glRenderer->bg[2].dmx = value;
break;
case REG_BG2PC:
glRenderer->bg[2].dy = value;
break;
case REG_BG2PD:
glRenderer->bg[2].dmy = value;
break;
case REG_BG2X_LO:
GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[2], value);
break;
case REG_BG2X_HI:
GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[2], value);
break;
case REG_BG2Y_LO:
GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[2], value);
break;
case REG_BG2Y_HI:
GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[2], value);
break;
case REG_BG3PA:
glRenderer->bg[3].dx = value;
break;
case REG_BG3PB:
glRenderer->bg[3].dmx = value;
break;
case REG_BG3PC:
glRenderer->bg[3].dy = value;
break;
case REG_BG3PD:
glRenderer->bg[3].dmy = value;
break;
case REG_BG3X_LO:
GBAVideoGLRendererWriteBGX_LO(&glRenderer->bg[3], value);
break;
case REG_BG3X_HI:
GBAVideoGLRendererWriteBGX_HI(&glRenderer->bg[3], value);
break;
case REG_BG3Y_LO:
GBAVideoGLRendererWriteBGY_LO(&glRenderer->bg[3], value);
break;
case REG_BG3Y_HI:
GBAVideoGLRendererWriteBGY_HI(&glRenderer->bg[3], value);
break;
case REG_BLDCNT:
GBAVideoGLRendererWriteBLDCNT(glRenderer, value);
value &= 0x3FFF;
break;
case REG_BLDALPHA:
glRenderer->blda = value & 0x1F;
if (glRenderer->blda > 0x10) {
glRenderer->blda = 0x10;
}
glRenderer->bldb = (value >> 8) & 0x1F;
if (glRenderer->bldb > 0x10) {
glRenderer->bldb = 0x10;
}
value &= 0x1F1F;
break;
case REG_BLDY:
value &= 0x1F;
if (value > 0x10) {
value = 0x10;
}
if (glRenderer->bldy != value) {
glRenderer->bldy = value;
}
break;
case REG_WIN0H:
/*glRenderer->winN[0].h.end = value;
glRenderer->winN[0].h.start = value >> 8;
if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[0].h.start > glRenderer->winN[0].h.end) {
glRenderer->winN[0].h.start = 0;
}
if (glRenderer->winN[0].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
glRenderer->winN[0].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
if (glRenderer->winN[0].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
glRenderer->winN[0].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
}
}*/
break;
case REG_WIN1H:
/*glRenderer->winN[1].h.end = value;
glRenderer->winN[1].h.start = value >> 8;
if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS && glRenderer->winN[1].h.start > glRenderer->winN[1].h.end) {
glRenderer->winN[1].h.start = 0;
}
if (glRenderer->winN[1].h.end > GBA_VIDEO_HORIZONTAL_PIXELS) {
glRenderer->winN[1].h.end = GBA_VIDEO_HORIZONTAL_PIXELS;
if (glRenderer->winN[1].h.start > GBA_VIDEO_HORIZONTAL_PIXELS) {
glRenderer->winN[1].h.start = GBA_VIDEO_HORIZONTAL_PIXELS;
}
}*/
break;
case REG_WIN0V:
/*glRenderer->winN[0].v.end = value;
glRenderer->winN[0].v.start = value >> 8;
if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[0].v.start > glRenderer->winN[0].v.end) {
glRenderer->winN[0].v.start = 0;
}
if (glRenderer->winN[0].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
glRenderer->winN[0].v.end = GBA_VIDEO_VERTICAL_PIXELS;
if (glRenderer->winN[0].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
glRenderer->winN[0].v.start = GBA_VIDEO_VERTICAL_PIXELS;
}
}*/
break;
case REG_WIN1V:
/*glRenderer->winN[1].v.end = value;
glRenderer->winN[1].v.start = value >> 8;
if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS && glRenderer->winN[1].v.start > glRenderer->winN[1].v.end) {
glRenderer->winN[1].v.start = 0;
}
if (glRenderer->winN[1].v.end > GBA_VIDEO_VERTICAL_PIXELS) {
glRenderer->winN[1].v.end = GBA_VIDEO_VERTICAL_PIXELS;
if (glRenderer->winN[1].v.start > GBA_VIDEO_VERTICAL_PIXELS) {
glRenderer->winN[1].v.start = GBA_VIDEO_VERTICAL_PIXELS;
}
}*/
break;
case REG_WININ:
value &= 0x3F3F;
//glRenderer->winN[0].control.packed = value;
//glRenderer->winN[1].control.packed = value >> 8;
break;
case REG_WINOUT:
value &= 0x3F3F;
//glRenderer->winout.packed = value;
//glRenderer->objwin.packed = value >> 8;
break;
case REG_MOSAIC:
glRenderer->mosaic = value;
break;
case REG_GREENSWP:
mLOG(GBA_VIDEO, STUB, "Stub video register write: 0x%03X", address);
break;
default:
mLOG(GBA_VIDEO, GAME_ERROR, "Invalid video register: 0x%03X", address);
}
return value;
}
void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
if (glRenderer->paletteDirty) {
glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 256, 2, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, glRenderer->d.palette);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 16, 32, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, glRenderer->d.palette);
glRenderer->paletteDirty = false;
}
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[5]);
if (glRenderer->oamDirty) {
glBindTexture(GL_TEXTURE_2D, glRenderer->oamTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16UI, 4, 128, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, glRenderer->d.oam);
glRenderer->oamDirty = false;
}
int i;
for (i = 0; i < 24; ++i) {
if (!(glRenderer->vramDirty & (1 << i))) {
continue;
}
// TODO: PBOs
glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 8 * i, 256, 8, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &glRenderer->d.vram[2048 * i]);
}
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, 0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
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);
@ -171,7 +468,7 @@ void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
glFinish();
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[5]);
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);
@ -187,3 +484,53 @@ void GBAVideoGLRendererPutPixels(struct GBAVideoRenderer* renderer, size_t strid
}
static void GBAVideoGLRendererWriteBGCNT(struct GBAVideoGLBackground* bg, uint16_t value) {
bg->priority = GBARegisterBGCNTGetPriority(value);
bg->charBase = GBARegisterBGCNTGetCharBase(value) << 13;
bg->mosaic = GBARegisterBGCNTGetMosaic(value);
bg->multipalette = GBARegisterBGCNTGet256Color(value);
bg->screenBase = GBARegisterBGCNTGetScreenBase(value) << 10;
bg->overflow = GBARegisterBGCNTGetOverflow(value);
bg->size = GBARegisterBGCNTGetSize(value);
}
static void GBAVideoGLRendererWriteBGX_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
bg->refx = (bg->refx & 0xFFFF0000) | value;
bg->sx = bg->refx;
}
static void GBAVideoGLRendererWriteBGX_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
bg->refx = (bg->refx & 0x0000FFFF) | (value << 16);
bg->refx <<= 4;
bg->refx >>= 4;
bg->sx = bg->refx;
}
static void GBAVideoGLRendererWriteBGY_LO(struct GBAVideoGLBackground* bg, uint16_t value) {
bg->refy = (bg->refy & 0xFFFF0000) | value;
bg->sy = bg->refy;
}
static void GBAVideoGLRendererWriteBGY_HI(struct GBAVideoGLBackground* bg, uint16_t value) {
bg->refy = (bg->refy & 0x0000FFFF) | (value << 16);
bg->refy <<= 4;
bg->refy >>= 4;
bg->sy = bg->refy;
}
static void GBAVideoGLRendererWriteBLDCNT(struct GBAVideoGLRenderer* renderer, uint16_t value) {
renderer->bg[0].target1 = GBARegisterBLDCNTGetTarget1Bg0(value);
renderer->bg[1].target1 = GBARegisterBLDCNTGetTarget1Bg1(value);
renderer->bg[2].target1 = GBARegisterBLDCNTGetTarget1Bg2(value);
renderer->bg[3].target1 = GBARegisterBLDCNTGetTarget1Bg3(value);
renderer->bg[0].target2 = GBARegisterBLDCNTGetTarget2Bg0(value);
renderer->bg[1].target2 = GBARegisterBLDCNTGetTarget2Bg1(value);
renderer->bg[2].target2 = GBARegisterBLDCNTGetTarget2Bg2(value);
renderer->bg[3].target2 = GBARegisterBLDCNTGetTarget2Bg3(value);
renderer->blendEffect = GBARegisterBLDCNTGetEffect(value);
renderer->target1Obj = GBARegisterBLDCNTGetTarget1Obj(value);
renderer->target1Bd = GBARegisterBLDCNTGetTarget1Bd(value);
renderer->target2Obj = GBARegisterBLDCNTGetTarget2Obj(value);
renderer->target2Bd = GBARegisterBLDCNTGetTarget2Bd(value);
}