GBA Video: Emulate sprite cycle limits in OpenGL renderer (fixes #1635)

This commit is contained in:
Vicki Pfau 2020-09-26 02:30:54 -07:00
parent e83a371e50
commit e11dc3fad0
3 changed files with 35 additions and 3 deletions

View File

@ -46,6 +46,7 @@ Emulation fixes:
- GBA Video: Don't draw sprites using unmapped VRAM in GL renderer (fixes mgba.io/i/1865)
- GBA Video: Implement green swap (fixes mgba.io/i/1609)
- GBA Video: Fix rare regression blending semitransparent sprites (fixes mgba.io/i/1876)
- GBA Video: Emulate sprite cycle limits in OpenGL renderer (fixes mgba.io/i/1635)
- SM83: Emulate HALT bug
Other fixes:
- 3DS: Redo video sync to be more precise

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@ -109,6 +109,7 @@ enum {
GBA_GL_OBJ_DIMS,
GBA_GL_OBJ_OBJWIN,
GBA_GL_OBJ_MOSAIC,
GBA_GL_OBJ_CYCLES,
GBA_GL_WIN_DISPCNT = 2,
GBA_GL_WIN_BLEND,
@ -123,7 +124,7 @@ enum {
GBA_GL_FINALIZE_BACKDROP,
GBA_GL_FINALIZE_BACKDROPFLAGS,
GBA_GL_UNIFORM_MAX = 12
GBA_GL_UNIFORM_MAX = 14
};
struct GBAVideoGLShader {
@ -183,6 +184,7 @@ struct GBAVideoGLRenderer {
} winN[2];
GLint winNHistory[2][GBA_VIDEO_VERTICAL_PIXELS * 4];
GLint spriteCycles[GBA_VIDEO_VERTICAL_PIXELS];
GBAWindowControl winout;
GBAWindowControl objwin;

View File

@ -413,6 +413,7 @@ static const struct GBAVideoGLUniform _uniformsObj[] = {
{ "dims", GBA_GL_OBJ_DIMS, },
{ "objwin", GBA_GL_OBJ_OBJWIN, },
{ "mosaic", GBA_GL_OBJ_MOSAIC, },
{ "cyclesRemaining", GBA_GL_OBJ_CYCLES, },
{ 0 }
};
@ -428,6 +429,7 @@ static const char* const _renderObj =
"uniform ivec4 dims;\n"
"uniform ivec4 objwin;\n"
"uniform ivec4 mosaic;\n"
"uniform int cyclesRemaining[160];\n"
"OUT(0) out vec4 color;\n"
"OUT(1) out ivec4 flags;\n"
"OUT(2) out ivec4 window;\n"
@ -443,6 +445,9 @@ static const char* const _renderObj =
" int x = dims.z - int(incoord.x) - 1;\n"
" incoord.x = float(clamp(dims.z - x + (mosaic.z + x) % -mosaic.x - 1, 0, dims.z - 1));\n"
" }\n"
" if (cyclesRemaining[int(incoord.y) + mosaic.w] <= 0) {\n"
" discard;\n"
" }\n"
" if (mosaic.y > 1) {\n"
" int y = int(incoord.y);\n"
" incoord.y = float(clamp(y - (mosaic.w + y) % mosaic.y, 0, dims.w - 1));\n"
@ -1383,6 +1388,11 @@ void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
glClear(GL_COLOR_BUFFER_BIT);
}
int spriteCyclesRemaining = GBARegisterDISPCNTIsHblankIntervalFree(glRenderer->dispcnt) ? OBJ_HBLANK_FREE_LENGTH : OBJ_LENGTH;
for (i = 0; i < GBA_VIDEO_VERTICAL_PIXELS; ++i) {
glRenderer->spriteCycles[i] = spriteCyclesRemaining;
}
}
if (GBARegisterDISPCNTGetMode(glRenderer->dispcnt) != 0) {
@ -1428,6 +1438,24 @@ void _drawScanlines(struct GBAVideoGLRenderer* glRenderer, int y) {
}
GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);
int startY = sprite->y;
int endY = sprite->endY;
if (endY >= 256) {
startY -= 256;
endY -= 256;
}
if (startY < glRenderer->firstY) {
startY = glRenderer->firstY;
}
if (endY > y) {
endY = y;
}
int j;
for (j = startY; j <= endY; ++j) {
glRenderer->spriteCycles[j] -= sprite->cycles;
}
}
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
@ -1668,6 +1696,7 @@ void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GB
glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c),
(renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) | (renderer->target2Obj * 2) | (renderer->blendEffect * 4),
renderer->blda, GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
glUniform1iv(uniforms[GBA_GL_OBJ_CYCLES], GBA_VIDEO_VERTICAL_PIXELS, renderer->spriteCycles);
if (GBAObjAttributesAIsTransformed(sprite->a)) {
struct GBAOAMMatrix mat;
LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
@ -1705,7 +1734,7 @@ void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GB
}
glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], mosaicH, GBAMosaicControlGetObjV(renderer->mosaic) + 1, x, spriteY);
} else {
glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], 0, 0, 0, 0);
glUniform4i(uniforms[GBA_GL_OBJ_MOSAIC], 0, 0, x, spriteY);
}
glStencilFunc(GL_ALWAYS, 1, 1);
if (GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN || GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt)) {