Merge branch 'master' (early part) into medusa

This commit is contained in:
Vicki Pfau 2019-09-28 15:28:21 -07:00
commit e7be40e80c
30 changed files with 438 additions and 276 deletions

70
CHANGES
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@ -37,50 +37,19 @@ Emulation fixes:
- GB Video: Delay LYC STAT check (fixes mgba.io/i/1331)
- GB Video: Fix window being enabled mid-scanline (fixes mgba.io/i/1328)
- GB I/O: Filter IE top bits properly (fixes mgba.io/i/1329)
- GBA Video: Fix scanline cache with scale factor change edge cases
- GBA DMA: Fix DMA0-2 lengths (fixes mgba.io/i/1344)
- GB Video: Fix window y changing mid-window (fixes mgba.io/i/1345)
- GB Video: Fix more window edge cases (fixes mgba.io/i/1346)
- GB Timer: Fix timing adjustments when writing to TAC (fixes mgba.io/i/1340)
- GBA Memory: Fix writing to OBJ memory in modes 3 and 5
- GBA: Fix RTC on non-standard sized ROMs (fixes mgba.io/i/1400)
- GBA Memory: Prevent writing to mirrored BG VRAM (fixes mgba.io/i/743)
- GBA Video: Fix sprite mosaic clamping (fixes mgba.io/i/1008)
- GB: Fix HALT when IE and IF unused bits are set (fixes mgba.io/i/1349)
- GBA Video: Implement mosaic on transformed sprites (fixes mgba.io/b/9)
Other fixes:
- Qt: More app metadata fixes
- Qt: Fix load recent from archive (fixes mgba.io/i/1325)
- LR35902: Fix disassembly of several CB-prefix instructions
- Qt: Fix overrides getting discarded (fixes mgba.io/i/1354)
- Qt: Fix saved scale not getting set on resize (fixes mgba.io/i/1074)
- CMake: Fix .deb imagemagick dependencies
- Qt: Fix crash in sprite viewer magnification (fixes mgba.io/i/1362)
- 3DS: Ensure core 2 can be used for threaded renderer (fixes mgba.io/i/1371)
- GB Core: Fix toggling WIN and OBJ being swapped
- All: Fix several memory leaks
- LR35902: Fix trailing whitespace in disassembly
- Qt: Fix adjusting magnification in tile viewer when not fitting to window
- FFmpeg: Improve initialization reliability and cleanup
- Wii: Fix aspect ratio (fixes mgba.io/i/500)
- Qt: Fix some Qt display driver race conditions
- FFmpeg: Fix audio conversion producing gaps
- Core: Improved lockstep driver reliability (Le Hoang Quyen)
- GBA: Fix skipping BIOS on irregularly sized ROMs
- Qt: Fix bounded fast forward with Qt Multimedia
- Qt: Fix saving settings with native FPS target
- Switch: Fix threading-related crash on second launch
Misc:
- GBA Savedata: EEPROM performance fixes
- GBA Savedata: Automatically map 1Mbit Flash files as 1Mbit Flash
- GB Memory: Support running from blocked memory
- Qt: Don't unload ROM immediately if it crashes
- Debugger: Add breakpoint and watchpoint listing
- Qt: Add missing HEVC NVENC option (fixes mgba.io/i/1323)
- LR35902: Support PC-relative opcode decoding
- Qt: Improve camera initialization
- Qt: Support switching webcams
- Core: Add keysRead callback
- Vita: Improved frame drawing speed
- Qt: Cap window size on start to monitor size
- GBA BIOS: Add timings for HLE BIOS math functions (fixes mgba.io/i/1396)
- Debugger: Make tracing compatible with breakpoints/watchpoints
@ -92,6 +61,43 @@ Misc:
- Qt: Add native FPS button to settings view
- Qt: Improve sync code
0.7.2: (2019-05-25)
Emulation fixes:
- GB: Fix HALT when IE and IF unused bits are set (fixes mgba.io/i/1349)
- GB Timer: Fix timing adjustments when writing to TAC (fixes mgba.io/i/1340)
- GB Video: Fix window y changing mid-window (fixes mgba.io/i/1345)
- GB Video: Fix more window edge cases (fixes mgba.io/i/1346)
- GBA: Fix RTC on non-standard sized ROMs (fixes mgba.io/i/1400)
- GBA DMA: Fix DMA0-2 lengths (fixes mgba.io/i/1344)
- GBA Memory: Fix writing to OBJ memory in modes 3 and 5
- GBA Memory: Prevent writing to mirrored BG VRAM (fixes mgba.io/i/743)
- GBA Video: Fix scanline cache with scale factor change edge cases
- GBA Video: Fix sprite mosaic clamping (fixes mgba.io/i/1008)
- GBA Video: Implement mosaic on transformed sprites (fixes mgba.io/b/9)
Other fixes:
- 3DS: Ensure core 2 can be used for threaded renderer (fixes mgba.io/i/1371)
- All: Fix several memory leaks
- GB Core: Fix toggling WIN and OBJ being swapped
- GBA: Fix skipping BIOS on irregularly sized ROMs
- CMake: Fix .deb imagemagick dependencies
- FFmpeg: Improve initialization reliability and cleanup
- FFmpeg: Fix audio conversion producing gaps
- LR35902: Fix disassembly of several CB-prefix instructions
- LR35902: Fix trailing whitespace in disassembly
- Qt: More app metadata fixes
- Qt: Fix load recent from archive (fixes mgba.io/i/1325)
- Qt: Fix overrides getting discarded (fixes mgba.io/i/1354)
- Qt: Fix saved scale not getting set on resize (fixes mgba.io/i/1074)
- Qt: Fix crash in sprite viewer magnification (fixes mgba.io/i/1362)
- Qt: Fix adjusting magnification in tile viewer when not fitting to window
- Qt: Fix bounded fast forward with Qt Multimedia
- Qt: Fix saving settings with native FPS target
- Wii: Fix aspect ratio (fixes mgba.io/i/500)
Misc:
- Qt: Add missing HEVC NVENC option (fixes mgba.io/i/1323)
- Qt: Improve camera initialization
- Vita: Improved frame drawing speed
0.7.1: (2019-02-24)
Bugfixes:
- 3DS: Work around menu freezing (fixes mgba.io/i/1294)

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@ -98,8 +98,8 @@ static inline int ThreadCreate(Thread* thread, ThreadEntry entry, void* context)
return !*thread;
}
static inline int ThreadJoin(Thread thread) {
return threadJoin(thread, U64_MAX);
static inline int ThreadJoin(Thread* thread) {
return threadJoin(*thread, U64_MAX);
}
static inline void ThreadSetName(const char* name) {

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@ -80,8 +80,8 @@ static inline int ThreadCreate(Thread* thread, ThreadEntry entry, void* context)
return pthread_create(thread, 0, entry, context);
}
static inline int ThreadJoin(Thread thread) {
return pthread_join(thread, 0);
static inline int ThreadJoin(Thread* thread) {
return pthread_join(*thread, 0);
}
static inline int ThreadSetName(const char* name) {

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@ -131,12 +131,12 @@ static inline int ThreadCreate(Thread* thread, ThreadEntry entry, void* context)
return 0;
}
static inline int ThreadJoin(Thread thread) {
int res = sceKernelWaitThreadEnd(thread, 0, 0);
static inline int ThreadJoin(Thread* thread) {
int res = sceKernelWaitThreadEnd(*thread, 0, 0);
if (res < 0) {
return res;
}
return sceKernelDeleteThread(thread);
return sceKernelDeleteThread(*thread);
}
static inline int ThreadSetName(const char* name) {

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@ -71,12 +71,12 @@ static inline int ThreadCreate(Thread* thread, ThreadEntry entry, void* context)
return threadStart(thread);
}
static inline int ThreadJoin(Thread thread) {
int res = threadWaitForExit(&thread);
static inline int ThreadJoin(Thread* thread) {
int res = threadWaitForExit(thread);
if(R_FAILED(res)) {
return res;
}
return threadClose(&thread);
return threadClose(thread);
}
static inline void ThreadSetName(const char* name) {

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@ -75,8 +75,8 @@ static inline int ThreadCreate(Thread* thread, ThreadEntry entry, void* context)
return GetLastError();
}
static inline int ThreadJoin(Thread thread) {
DWORD error = WaitForSingleObject(thread, INFINITE);
static inline int ThreadJoin(Thread* thread) {
DWORD error = WaitForSingleObject(*thread, INFINITE);
if (error == WAIT_FAILED) {
return GetLastError();
}

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@ -29,10 +29,16 @@ CXX_GUARD_START
#ifdef _3DS
// ctrulib already has a type called Thread
#include <3ds/thread.h>
#elif defined(__SWITCH__)
#include <switch/kernel/thread.h>
#else
typedef void* Thread;
#endif
#ifdef __SWITCH__
#include <switch/kernel/mutex.h>
#else
typedef void* Mutex;
#endif
typedef void* Condition;
static inline int MutexInit(Mutex* mutex) {

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@ -76,6 +76,7 @@ enum {
enum {
GBA_GL_TEX_OBJ_COLOR = 0,
GBA_GL_TEX_OBJ_FLAGS,
GBA_GL_TEX_OBJ_DEPTH,
GBA_GL_TEX_BACKDROP_COLOR,
GBA_GL_TEX_BACKDROP_FLAGS,
GBA_GL_TEX_WINDOW,

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@ -53,7 +53,7 @@ void mCoreRewindContextDeinit(struct mCoreRewindContext* context) {
context->onThread = false;
MutexUnlock(&context->mutex);
ConditionWake(&context->cond);
ThreadJoin(context->thread);
ThreadJoin(&context->thread);
MutexDeinit(&context->mutex);
ConditionDeinit(&context->cond);
}

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@ -413,7 +413,7 @@ void mCoreThreadJoin(struct mCoreThread* threadContext) {
if (!threadContext->impl) {
return;
}
ThreadJoin(threadContext->impl->thread);
ThreadJoin(&threadContext->impl->thread);
MutexDeinit(&threadContext->impl->stateMutex);
ConditionDeinit(&threadContext->impl->stateCond);

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@ -233,7 +233,7 @@ void mGUIDeinit(struct mGUIRunner* runner) {
ConditionWake(&runner->autosave.cond);
MutexUnlock(&runner->autosave.mutex);
ThreadJoin(runner->autosave.thread);
ThreadJoin(&runner->autosave.thread);
ConditionDeinit(&runner->autosave.cond);
MutexDeinit(&runner->autosave.mutex);

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@ -78,7 +78,7 @@ void mVideoThreadProxyDeinit(struct mVideoLogger* logger) {
}
MutexUnlock(&proxyRenderer->mutex);
if (waiting) {
ThreadJoin(proxyRenderer->thread);
ThreadJoin(&proxyRenderer->thread);
}
RingFIFODeinit(&proxyRenderer->dirtyQueue);
ConditionDeinit(&proxyRenderer->fromThreadCond);
@ -94,7 +94,7 @@ void _proxyThreadRecover(struct mVideoThreadProxy* proxyRenderer) {
}
RingFIFOClear(&proxyRenderer->dirtyQueue);
MutexUnlock(&proxyRenderer->mutex);
ThreadJoin(proxyRenderer->thread);
ThreadJoin(&proxyRenderer->thread);
proxyRenderer->threadState = PROXY_THREAD_IDLE;
ThreadCreate(&proxyRenderer->thread, _proxyThread, proxyRenderer);
}

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@ -13,8 +13,6 @@
#include <mgba/internal/gba/renderers/cache-set.h>
#include <mgba-util/memory.h>
#define FLAG_CONST "const vec4 flagCoeff = vec4(64., 32., 16., 1.);\n"
static void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer);
static void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer);
static void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer);
@ -55,10 +53,17 @@ struct GBAVideoGLUniform {
};
static const GLchar* const _gles3Header =
"#version 300\n";
"#version 300 es\n"
"#define OUT(n) layout(location = n)\n"
"precision highp float;\n"
"precision highp int;\n"
"precision highp sampler2D;\n"
"precision highp isampler2D;\n";
static const GLchar* const _gl3Header =
"#version 130\n";
"#version 130\n"
"#define OUT(n)\n"
"precision highp float;\n";
static const char* const _vertexShader =
"in vec2 position;\n"
@ -67,9 +72,9 @@ static const char* const _vertexShader =
"out vec2 texCoord;\n"
"void main() {\n"
" vec2 local = vec2(position.x, float(position.y * loc.x + loc.y) / abs(maxPos.y));\n"
" gl_Position = vec4((local * 2. - 1.) * sign(maxPos), 0., 1.);\n"
" texCoord = local * abs(maxPos);\n"
" vec2 local = vec2(position.x, float(position.y * float(loc.x) + float(loc.y)) / float(maxPos.y));\n"
" gl_Position = vec4((local * 2. - 1.) * vec2(sign(maxPos)), 0., 1.);\n"
" texCoord = local * vec2(abs(maxPos));\n"
"}";
static const char* const _renderTile16 =
@ -81,7 +86,7 @@ static const char* const _renderTile16 =
" if (entry == 0) {\n"
" discard;\n"
" }\n"
" color.a = 1;\n"
" color.a = 1.;\n"
" return color;\n"
"}";
@ -123,19 +128,18 @@ static const char* const _renderMode0 =
"uniform ivec2 offset;\n"
"uniform ivec4 inflags;\n"
"uniform ivec2 mosaic;\n"
"out vec4 color;\n"
"out vec4 flags;\n"
FLAG_CONST
"OUT(0) out vec4 color;\n"
"OUT(1) out ivec4 flags;\n"
"vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
"void main() {\n"
" ivec2 coord = ivec2(texCoord);\n"
" if (mosaic.x > 1) {\n"
" coord.x -= int(mod(coord.x, mosaic.x));\n"
" coord.x -= coord.x % mosaic.x;\n"
" }\n"
" if (mosaic.y > 1) {\n"
" coord.y -= int(mod(coord.y, mosaic.y));\n"
" coord.y -= coord.y % mosaic.y;\n"
" }\n"
" coord += offset;\n"
" if ((size & 1) == 1) {\n"
@ -153,7 +157,7 @@ static const char* const _renderMode0 =
" }\n"
" int tile = int(map.a * 15.9) + int(map.b * 15.9) * 16 + (tileFlags & 0x3) * 256;\n"
" color = renderTile(tile, int(map.r * 15.9), coord & 7);\n"
" flags = inflags / flagCoeff;\n"
" flags = inflags;\n"
"}";
static const char* const _fetchTileOverflow =
@ -192,10 +196,10 @@ static const struct GBAVideoGLUniform _uniformsMode2[] = {
static const char* const _interpolate =
"vec2 interpolate(ivec2 arr[4], float x) {\n"
" float x1m = 1. - x;\n"
" return x1m * x1m * x1m * arr[0] +"
" 3 * x1m * x1m * x * arr[1] +"
" 3 * x1m * x * x * arr[2] +"
" x * x * x * arr[3];\n"
" return x1m * x1m * x1m * vec2(arr[0]) +"
" 3. * x1m * x1m * x * vec2(arr[1]) +"
" 3. * x1m * x * x * vec2(arr[2]) +"
" x * x * x * vec2(arr[3]);\n"
"}\n"
"void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]) {\n"
@ -268,11 +272,8 @@ static const char* const _renderMode2 =
"uniform isampler2D transform;\n"
"uniform ivec2 range;\n"
"uniform ivec2 mosaic;\n"
"out vec4 color;\n"
"out vec4 flags;\n"
FLAG_CONST
"precision highp float;\n"
"precision highp int;\n"
"OUT(0) out vec4 color;\n"
"OUT(1) out ivec4 flags;\n"
"vec4 fetchTile(ivec2 coord);\n"
"vec2 interpolate(ivec2 arr[4], float x);\n"
@ -298,20 +299,20 @@ static const char* const _renderMode2 =
"void main() {\n"
" ivec2 mat[4];\n"
" ivec2 offset[4];\n"
" loadAffine(int(texCoord.y), mat, offset);\n"
" vec2 coord = texCoord;\n"
" vec2 incoord = texCoord;\n"
" if (mosaic.x > 1) {\n"
" coord.x -= mod(coord.x, mosaic.x);\n"
" incoord.x = float(int(incoord.x) % mosaic.x);\n"
" }\n"
" if (mosaic.y > 1) {\n"
" coord.y -= mod(coord.y, mosaic.y);\n"
" incoord.y = float(int(incoord.y) % mosaic.y);\n"
" }\n"
" float y = fract(coord.y);\n"
" loadAffine(int(incoord.y), mat, offset);\n"
" float y = fract(incoord.y);\n"
" float lin = 0.75 + y * 0.25;\n"
" vec2 mixedTransform = interpolate(mat, lin);\n"
" vec2 mixedOffset = interpolate(offset, lin);\n"
" color = fetchTile(ivec2(mixedTransform * coord.x + mixedOffset));\n"
" flags = inflags / flagCoeff;\n"
" color = fetchTile(ivec2(mixedTransform * incoord.x + mixedOffset));\n"
" flags = inflags;\n"
"}";
static const struct GBAVideoGLUniform _uniformsMode35[] = {
@ -337,11 +338,8 @@ static const char* const _renderMode35 =
"uniform isampler2D transform;\n"
"uniform ivec2 range;\n"
"uniform ivec2 mosaic;\n"
"out vec4 color;\n"
"out vec4 flags;\n"
FLAG_CONST
"precision highp float;\n"
"precision highp int;\n"
"OUT(0) out vec4 color;\n"
"OUT(1) out ivec4 flags;\n"
"vec2 interpolate(ivec2 arr[4], float x);\n"
"void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
@ -349,14 +347,14 @@ static const char* const _renderMode35 =
"void main() {\n"
" ivec2 mat[4];\n"
" ivec2 offset[4];\n"
" loadAffine(int(texCoord.y), mat, offset);\n"
" vec2 incoord = texCoord;\n"
" if (mosaic.x > 1) {\n"
" incoord.x -= mod(incoord.x, mosaic.x);\n"
" incoord.x = float(int(incoord.x) % mosaic.x);\n"
" }\n"
" if (mosaic.y > 1) {\n"
" incoord.y -= mod(incoord.y, mosaic.y);\n"
" incoord.y = float(int(incoord.y) % mosaic.y);\n"
" }\n"
" loadAffine(int(incoord.y), mat, offset);\n"
" float y = fract(incoord.y);\n"
" float lin = 0.75 + y * 0.25;\n"
" vec2 mixedTransform = interpolate(mat, lin);\n"
@ -371,8 +369,8 @@ static const char* const _renderMode35 =
" int address = charBase + (coord.x >> 8) + (coord.y >> 8) * size.x;\n"
" ivec4 entry = ivec4(texelFetch(vram, ivec2(address & 255, address >> 8), 0) * 15.9);\n"
" int sixteen = (entry.x << 12) | (entry.y << 8) | (entry.z << 4) | entry.w;\n"
" color = vec4((sixteen & 0x1F) / 31., ((sixteen >> 5) & 0x1F) / 31., ((sixteen >> 10) & 0x1F) / 31., 1.);\n"
" flags = inflags / flagCoeff;\n"
" color = vec4(float(sixteen & 0x1F) / 31., float((sixteen >> 5) & 0x1F) / 31., float((sixteen >> 10) & 0x1F) / 31., 1.);\n"
" flags = inflags;\n"
"}";
static const struct GBAVideoGLUniform _uniformsMode4[] = {
@ -400,11 +398,8 @@ static const char* const _renderMode4 =
"uniform isampler2D transform;\n"
"uniform ivec2 range;\n"
"uniform ivec2 mosaic;\n"
"out vec4 color;\n"
"out vec4 flags;\n"
FLAG_CONST
"precision highp float;\n"
"precision highp int;\n"
"OUT(0) out vec4 color;\n"
"OUT(1) out ivec4 flags;\n"
"vec2 interpolate(ivec2 arr[4], float x);\n"
"void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
@ -412,14 +407,14 @@ static const char* const _renderMode4 =
"void main() {\n"
" ivec2 mat[4];\n"
" ivec2 offset[4];\n"
" loadAffine(int(texCoord.y), mat, offset);\n"
" vec2 incoord = texCoord;\n"
" if (mosaic.x > 1) {\n"
" incoord.x -= mod(incoord.x, mosaic.x);\n"
" incoord.x = float(int(incoord.x) % mosaic.x);\n"
" }\n"
" if (mosaic.y > 1) {\n"
" incoord.y -= mod(incoord.y, mosaic.y);\n"
" incoord.y = float(int(incoord.y) % mosaic.y);\n"
" }\n"
" loadAffine(int(incoord.y), mat, offset);\n"
" float y = fract(incoord.y);\n"
" float lin = 0.75 + y * 0.25;\n"
" vec2 mixedTransform = interpolate(mat, lin);\n"
@ -435,8 +430,8 @@ static const char* const _renderMode4 =
" vec4 twoEntries = texelFetch(vram, ivec2((address >> 1) & 255, address >> 9), 0);\n"
" ivec2 entry = ivec2(twoEntries[3 - 2 * (address & 1)] * 15.9, twoEntries[2 - 2 * (address & 1)] * 15.9);\n"
" color = texelFetch(palette, entry, 0);\n"
" color.a = 1;\n"
" flags = inflags / flagCoeff;\n"
" color.a = 1.;\n"
" flags = inflags;\n"
"}";
static const struct GBAVideoGLUniform _uniformsObj[] = {
@ -465,12 +460,11 @@ static const char* const _renderObj =
"uniform ivec4 inflags;\n"
"uniform mat2x2 transform;\n"
"uniform ivec4 dims;\n"
"uniform vec4 objwin;\n"
"uniform ivec4 objwin;\n"
"uniform ivec4 mosaic;\n"
"out vec4 color;\n"
"out vec4 flags;\n"
"out vec3 window;\n"
FLAG_CONST
"OUT(0) out vec4 color;\n"
"OUT(1) out ivec4 flags;\n"
"OUT(2) out ivec3 window;\n"
"vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
@ -478,25 +472,26 @@ static const char* const _renderObj =
" vec2 incoord = texCoord;\n"
" if (mosaic.x > 1) {\n"
" int x = int(incoord.x);\n"
" incoord.x = clamp(x - int(mod(mosaic.z + x, mosaic.x)), 0, dims.z - 1);\n"
" incoord.x = float(clamp(x - (mosaic.z + x) % mosaic.x, 0, dims.z - 1));\n"
" } else if (mosaic.x < -1) {\n"
" int x = dims.z - int(incoord.x) - 1;\n"
" incoord.x = clamp(dims.z - x + int(mod(mosaic.z + x, -mosaic.x)) - 1, 0, dims.z - 1);\n"
" incoord.x = float(clamp(dims.z - x + (mosaic.z + x) % -mosaic.x - 1, 0, dims.z - 1));\n"
" }\n"
" if (mosaic.y > 1) {\n"
" int y = int(incoord.y);\n"
" incoord.y = clamp(y - int(mod(mosaic.w + y, mosaic.y)), 0, dims.w - 1);\n"
" incoord.y = float(clamp(y - (mosaic.w + y) % mosaic.y, 0, dims.w - 1));\n"
" }\n"
" ivec2 coord = ivec2(transform * (incoord - dims.zw / 2) + dims.xy / 2);\n"
" ivec2 coord = ivec2(transform * (incoord - vec2(dims.zw) / 2.) + vec2(dims.xy) / 2.);\n"
" if ((coord & ~(dims.xy - 1)) != ivec2(0, 0)) {\n"
" discard;\n"
" }\n"
" vec4 pix = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, 16 + localPalette, coord & 7);\n"
" if (objwin.x > 0) {\n"
" pix.a = 0;\n"
" pix.a = 0.;\n"
" }\n"
" color = pix;\n"
" flags = inflags / flagCoeff;\n"
" flags = inflags;\n"
" gl_FragDepth = float(flags.x) / 16.;\n"
" window = objwin.yzw;\n"
"}";
@ -516,15 +511,14 @@ static const char* const _finalize =
"in vec2 texCoord;\n"
"uniform int scale;\n"
"uniform sampler2D layers[5];\n"
"uniform sampler2D flags[5];\n"
"uniform sampler2D window;\n"
"uniform isampler2D flags[5];\n"
"uniform isampler2D window;\n"
"uniform sampler2D backdrop;\n"
"uniform sampler2D backdropFlags;\n"
FLAG_CONST
"uniform isampler2D backdropFlags;\n"
"out vec4 color;\n"
"void composite(vec4 pixel, ivec4 flags, inout vec4 topPixel, inout ivec4 topFlags, inout vec4 bottomPixel, inout ivec4 bottomFlags) {\n"
" if (pixel.a == 0) {\n"
" if (pixel.a == 0.) {\n"
" return;\n"
" }\n"
" if (flags.x >= topFlags.x) {\n"
@ -544,45 +538,45 @@ static const char* const _finalize =
"void main() {\n"
" vec4 topPixel = texelFetch(backdrop, ivec2(0, texCoord.y), 0);\n"
" vec4 bottomPixel = topPixel;\n"
" ivec4 topFlags = ivec4(texelFetch(backdropFlags, ivec2(0, texCoord.y), 0) * flagCoeff);\n"
" ivec4 topFlags = ivec4(texelFetch(backdropFlags, ivec2(0, texCoord.y), 0));\n"
" ivec4 bottomFlags = topFlags;\n"
" vec4 windowFlags = texelFetch(window, ivec2(texCoord * scale), 0);\n"
" int layerWindow = int(windowFlags.x * 128);\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).xyz * flagCoeff.xyz, 0);\n"
" ivec4 windowFlags = texelFetch(window, ivec2(texCoord * float(scale)), 0);\n"
" int layerWindow = windowFlags.x;\n"
" if ((layerWindow & 16) != 0) {\n"
" vec4 pix = texelFetch(layers[4], ivec2(texCoord * float(scale)), 0);\n"
" ivec4 inflags = ivec4(texelFetch(flags[4], ivec2(texCoord * float(scale)), 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).xyz * flagCoeff.xyz, 0);\n"
" if ((layerWindow & 1) != 0) {\n"
" vec4 pix = texelFetch(layers[0], ivec2(texCoord * float(scale)), 0);\n"
" ivec4 inflags = ivec4(texelFetch(flags[0], ivec2(texCoord * float(scale)), 0).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).xyz * flagCoeff.xyz, 0);\n"
" if ((layerWindow & 2) != 0) {\n"
" vec4 pix = texelFetch(layers[1], ivec2(texCoord * float(scale)), 0);\n"
" ivec4 inflags = ivec4(texelFetch(flags[1], ivec2(texCoord * float(scale)), 0).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).xyz * flagCoeff.xyz, 0);\n"
" if ((layerWindow & 4) != 0) {\n"
" vec4 pix = texelFetch(layers[2], ivec2(texCoord * float(scale)), 0);\n"
" ivec4 inflags = ivec4(texelFetch(flags[2], ivec2(texCoord * float(scale)), 0).xyz.xyz, 0);\n"
" composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\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"
" if ((layerWindow & 8) != 0) {\n"
" vec4 pix = texelFetch(layers[3], ivec2(texCoord * float(scale)), 0);\n"
" ivec4 inflags = ivec4(texelFetch(flags[3], ivec2(texCoord * float(scale)), 0).xyz, 0);\n"
" composite(pix, inflags, topPixel, topFlags, bottomPixel, bottomFlags);\n"
" }\n"
" if ((layerWindow & 32) != 0) {\n"
" if ((layerWindow & 32) == 0) {\n"
" topFlags.y &= ~1;\n"
" }\n"
" if (((topFlags.y & 13) == 5 || topFlags.w > 0) && (bottomFlags.y & 2) == 2) {\n"
" topPixel *= topFlags.z / 16.;\n"
" topPixel += bottomPixel * windowFlags.y;\n"
" topPixel *= float(topFlags.z) / 16.;\n"
" topPixel += bottomPixel * float(windowFlags.y) / 16.;\n"
" } else if ((topFlags.y & 13) == 9) {\n"
" topPixel += (1. - topPixel) * windowFlags.z;\n"
" topPixel += (1. - topPixel) * float(windowFlags.z) / 16.;\n"
" } else if ((topFlags.y & 13) == 13) {\n"
" topPixel -= topPixel * windowFlags.z;\n"
" topPixel -= topPixel * float(windowFlags.z) / 16.;\n"
" }\n"
" color = topPixel;\n"
"}";
@ -625,12 +619,12 @@ static void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVide
glAttachShader(program, fs);
glShaderSource(fs, shaderBufferLines, shaderBuffer, 0);
glCompileShader(fs);
glGetShaderInfoLog(fs, 1024, 0, log);
glGetShaderInfoLog(fs, 2048, 0, log);
if (log[0]) {
mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
}
glLinkProgram(program);
glGetProgramInfoLog(program, 1024, 0, log);
glGetProgramInfoLog(program, 2048, 0, log);
if (log[0]) {
mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
}
@ -658,16 +652,20 @@ static void _deleteShader(struct GBAVideoGLShader* shader) {
glDeleteVertexArrays(1, &shader->vao);
}
static void _initFramebufferTexture(GLuint tex, GLenum format, GLenum attachment, int scale) {
static void _initFramebufferTextureEx(GLuint tex, GLenum internalFormat, GLenum format, GLenum type, GLenum attachment, int scale) {
glBindTexture(GL_TEXTURE_2D, 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, format, scale > 0 ? GBA_VIDEO_HORIZONTAL_PIXELS * scale : 1, GBA_VIDEO_VERTICAL_PIXELS * (scale > 0 ? scale : 1), 0, format, GL_UNSIGNED_BYTE, 0);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, scale > 0 ? GBA_VIDEO_HORIZONTAL_PIXELS * scale : 1, GBA_VIDEO_VERTICAL_PIXELS * (scale > 0 ? scale : 1), 0, format, type, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);
}
static void _initFramebufferTexture(GLuint tex, GLenum format, GLenum attachment, int scale) {
_initFramebufferTextureEx(tex, format, format, GL_UNSIGNED_BYTE, attachment, scale);
}
void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
glRenderer->temporaryBuffer = NULL;
@ -701,15 +699,16 @@ void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_COLOR], GL_RGBA, GL_COLOR_ATTACHMENT0, glRenderer->scale);
_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, glRenderer->scale);
_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA, GL_COLOR_ATTACHMENT2, glRenderer->scale);
_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT2, glRenderer->scale);
_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_DEPTH], GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, GL_DEPTH_ATTACHMENT, glRenderer->scale);
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_COLOR], GL_RGB, GL_COLOR_ATTACHMENT0, 0);
_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_FLAGS], GL_RGBA, GL_COLOR_ATTACHMENT1, 0);
_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_BACKDROP_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT0, glRenderer->scale);
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OUTPUT]);
_initFramebufferTexture(glRenderer->outputTex, GL_RGB, GL_COLOR_ATTACHMENT0, glRenderer->scale);
@ -749,11 +748,11 @@ 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_RGB, GL_COLOR_ATTACHMENT1, glRenderer->scale);
_initFramebufferTextureEx(bg->flags, GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, glRenderer->scale);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
char log[1024];
char log[2048];
const GLchar* shaderBuffer[4];
const GLubyte* version = glGetString(GL_VERSION);
if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES "))) {
@ -766,7 +765,7 @@ void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
shaderBuffer[1] = _vertexShader;
glShaderSource(vs, 2, shaderBuffer, 0);
glCompileShader(vs);
glGetShaderInfoLog(vs, 1024, 0, log);
glGetShaderInfoLog(vs, 2048, 0, log);
if (log[0]) {
mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
}
@ -828,6 +827,7 @@ void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers);
glDeleteTextures(1, &glRenderer->paletteTex);
glDeleteTextures(1, &glRenderer->vramTex);
glDeleteBuffers(1, &glRenderer->vbo);
_deleteShader(&glRenderer->bgShader[0]);
_deleteShader(&glRenderer->bgShader[1]);
@ -849,12 +849,21 @@ void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
#ifdef BUILD_GLES3
int i;
for (i = 0; i < 512; ++i) {
renderer->writePalette(renderer, i << 1, renderer->palette[i]);
}
#else
glRenderer->paletteDirty = true;
#endif
glRenderer->vramDirty = 0xFFFFFF;
glRenderer->firstAffine = -1;
glRenderer->firstY = -1;
glRenderer->dispcnt = 0;
glRenderer->dispcnt = 0x0080;
glRenderer->mosaic = 0;
memset(glRenderer->shadowRegs, 0, sizeof(glRenderer->shadowRegs));
glRenderer->regsDirty = 0xFFFFFFFFFFFEULL;
}
void GBAVideoGLRendererWriteVRAM(struct GBAVideoRenderer* renderer, uint32_t address) {
@ -871,7 +880,7 @@ void GBAVideoGLRendererWriteOAM(struct GBAVideoRenderer* renderer, uint32_t oam)
void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
#ifdef BUILD_GLES3
glRenderer->shadowPalette[address >> 1] = (value & 0x3F) | ((value & 0x7FE0) << 1);
glRenderer->shadowPalette[address >> 1] = ((value & 0x1F) << 11) | ((value & 0x3E0) << 1) | ((value & 0x7C00) >> 10);
#else
UNUSED(address);
UNUSED(value);
@ -1125,6 +1134,108 @@ void _cleanRegister(struct GBAVideoGLRenderer* glRenderer, int address, uint16_t
}
}
static bool _dirtyMode0(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
UNUSED(y);
if (!background->enabled) {
return false;
}
unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
unsigned screenMask = (7 << screenBase) & 0xFFFF; // Technically overzealous
if (renderer->vramDirty & screenMask) {
return true;
}
unsigned charBase = background->charBase >> 11;
unsigned charMask = (0xFFFF << charBase) & 0xFFFF;
if (renderer->vramDirty & charMask) {
return true;
}
return false;
}
static bool _dirtyMode2(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
UNUSED(y);
if (!background->enabled) {
return false;
}
unsigned screenBase = background->screenBase >> 11; // Lops off one extra bit
unsigned screenMask = (0xF << screenBase) & 0xFFFF;
if (renderer->vramDirty & screenMask) {
return true;
}
unsigned charBase = background->charBase >> 11;
unsigned charMask = (0x3FFF << charBase) & 0xFFFF;
if (renderer->vramDirty & charMask) {
return true;
}
return false;
}
static bool _dirtyMode3(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
UNUSED(y);
if (!background->enabled) {
return false;
}
if (renderer->vramDirty & 0xFFFFF) {
return true;
}
return false;
}
static bool _dirtyMode45(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBackground* background, int y) {
UNUSED(y);
if (!background->enabled) {
return false;
}
int start = GBARegisterDISPCNTIsFrameSelect(renderer->dispcnt) ? 5 : 0;
int mask = 0x3FF << start;
if (renderer->vramDirty & mask) {
return true;
}
return false;
}
static bool _needsVramUpload(struct GBAVideoGLRenderer* renderer, int y) {
if (!renderer->vramDirty) {
return false;
}
if (y == 0) {
return true;
}
if (GBARegisterDISPCNTIsObjEnable(renderer->dispcnt) && renderer->vramDirty & 0xFF0000) {
return true;
}
bool dirty = false;
switch (GBARegisterDISPCNTGetMode(renderer->dispcnt)) {
case 0:
dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
dirty = dirty || _dirtyMode0(renderer, &renderer->bg[2], y);
dirty = dirty || _dirtyMode0(renderer, &renderer->bg[3], y);
break;
case 1:
dirty = dirty || _dirtyMode0(renderer, &renderer->bg[0], y);
dirty = dirty || _dirtyMode0(renderer, &renderer->bg[1], y);
dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
break;
case 2:
dirty = dirty || _dirtyMode2(renderer, &renderer->bg[2], y);
dirty = dirty || _dirtyMode2(renderer, &renderer->bg[3], y);
break;
case 3:
dirty = _dirtyMode3(renderer, &renderer->bg[2], y);
break;
case 4:
dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
break;
case 5:
dirty = _dirtyMode45(renderer, &renderer->bg[2], y);
break;
}
return dirty;
}
void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
@ -1138,9 +1249,10 @@ void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
glRenderer->firstAffine = -1;
}
if (glRenderer->paletteDirty || glRenderer->vramDirty || glRenderer->oamDirty || glRenderer->regsDirty) {
if (glRenderer->paletteDirty || _needsVramUpload(glRenderer, y) || glRenderer->oamDirty || glRenderer->regsDirty) {
if (glRenderer->firstY >= 0) {
_drawScanlines(glRenderer, y - 1);
glBindVertexArray(0);
}
}
if (glRenderer->firstY < 0) {
@ -1162,26 +1274,28 @@ void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
if (glRenderer->paletteDirty) {
glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
#ifdef BUILD_GLES3
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, 16, 32, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_6_5, glRenderer->shadowPalette);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, 16, 32, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glRenderer->shadowPalette);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 16, 32, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, glRenderer->d.palette);
#endif
glRenderer->paletteDirty = false;
}
int first = -1;
glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
for (i = 0; i < 25; ++i) {
if (!(glRenderer->vramDirty & (1 << i))) {
if (first >= 0) {
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 8 * first, 256, 8 * (i - first), GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &glRenderer->d.vramBG[2048 * first]);
first = -1;
if (_needsVramUpload(glRenderer, y)) {
int first = -1;
glBindTexture(GL_TEXTURE_2D, glRenderer->vramTex);
for (i = 0; i < 25; ++i) {
if (!(glRenderer->vramDirty & (1 << i))) {
if (first >= 0) {
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 8 * first, 256, 8 * (i - first), GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &glRenderer->d.vramBG[2048 * first]);
first = -1;
}
} else if (first < 0) {
first = i;
}
} else if (first < 0) {
first = i;
}
glRenderer->vramDirty = 0;
}
glRenderer->vramDirty = 0;
if (glRenderer->oamDirty) {
glRenderer->oamMax = GBAVideoRendererCleanOAM(glRenderer->d.oam->obj, glRenderer->sprites, 0, GBA_VIDEO_VERTICAL_PIXELS, false);
@ -1192,11 +1306,16 @@ void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
memcpy(&glRenderer->winN[0].h[1], &glRenderer->winN[0].h[0], sizeof(struct GBAVideoWindowRegion));
memcpy(&glRenderer->winN[1].h[1], &glRenderer->winN[1].h[0], sizeof(struct GBAVideoWindowRegion));
glDisable(GL_SCISSOR_TEST);
glDisable(GL_SCISSOR_TEST);
glClearColor(0, 0, 0, 0);
#ifdef BUILD_GLES3
glClearDepthf(1.f);
#else
glClearDepth(1);
#endif
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_OBJ]);
glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for (i = 0; i < 4; ++i) {
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->bg[i].fbo);
@ -1226,18 +1345,17 @@ void _drawScanlines(struct GBAVideoGLRenderer* glRenderer, int y) {
glViewport(0, 0, 1, GBA_VIDEO_VERTICAL_PIXELS);
glScissor(0, glRenderer->firstY, 1, y - glRenderer->firstY + 1);
glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
glClearColor(((backdrop >> 16) & 0xFF) / 256., ((backdrop >> 8) & 0xFF) / 256., (backdrop & 0xFF) / 256., 0.f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT1 });
glClearColor(1, (glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4)) / 32.f, glRenderer->blda / 16.f, 0);
glClear(GL_COLOR_BUFFER_BIT);
glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
glClearBufferfv(GL_COLOR, 0, (GLfloat[]) { ((backdrop >> 16) & 0xFF) / 256., ((backdrop >> 8) & 0xFF) / 256., (backdrop & 0xFF) / 256., 0.f });
glClearBufferiv(GL_COLOR, 1, (GLint[]) { 32, glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4), glRenderer->blda, 0 });
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
GBAVideoGLRendererDrawWindow(glRenderer, y);
if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
int i;
for (i = glRenderer->oamMax; i--;) {
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
for (i = 0; i < glRenderer->oamMax; ++i) {
struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
if ((y < sprite->y && (sprite->endY - 256 < 0 || glRenderer->firstY >= sprite->endY - 256)) || glRenderer->firstY >= sprite->endY) {
continue;
@ -1245,6 +1363,7 @@ void _drawScanlines(struct GBAVideoGLRenderer* glRenderer, int y) {
GBAVideoGLRendererDrawSprite(glRenderer, &sprite->obj, y, sprite->y);
}
glDisable(GL_DEPTH_TEST);
}
if (TEST_LAYER_ENABLED(0) && GBARegisterDISPCNTGetMode(glRenderer->dispcnt) < 2) {
@ -1290,6 +1409,7 @@ void GBAVideoGLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;
_drawScanlines(glRenderer, GBA_VIDEO_VERTICAL_PIXELS - 1);
_finalizeLayers(glRenderer);
glDisable(GL_SCISSOR_TEST);
glBindVertexArray(0);
glRenderer->firstAffine = -1;
glRenderer->firstY = -1;
@ -1395,45 +1515,50 @@ void _finalizeLayers(struct GBAVideoGLRenderer* renderer) {
glBindFramebuffer(GL_FRAMEBUFFER, renderer->fbo[GBA_GL_FBO_OUTPUT]);
glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
glScissor(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
glUseProgram(renderer->finalizeShader.program);
glBindVertexArray(renderer->finalizeShader.vao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_COLOR]);
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_FLAGS]);
glActiveTexture(GL_TEXTURE0 + 3);
glBindTexture(GL_TEXTURE_2D, renderer->bg[0].tex);
glActiveTexture(GL_TEXTURE0 + 4);
glBindTexture(GL_TEXTURE_2D, renderer->bg[0].flags);
glActiveTexture(GL_TEXTURE0 + 5);
glBindTexture(GL_TEXTURE_2D, renderer->bg[1].tex);
glActiveTexture(GL_TEXTURE0 + 6);
glBindTexture(GL_TEXTURE_2D, renderer->bg[1].flags);
glActiveTexture(GL_TEXTURE0 + 7);
glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex);
glActiveTexture(GL_TEXTURE0 + 8);
glBindTexture(GL_TEXTURE_2D, renderer->bg[2].flags);
glActiveTexture(GL_TEXTURE0 + 9);
glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex);
glActiveTexture(GL_TEXTURE0 + 10);
glBindTexture(GL_TEXTURE_2D, renderer->bg[3].flags);
glActiveTexture(GL_TEXTURE0 + 11);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_COLOR]);
glActiveTexture(GL_TEXTURE0 + 12);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_FLAGS]);
if (GBARegisterDISPCNTIsForcedBlank(renderer->dispcnt)) {
glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
} else {
glUseProgram(renderer->finalizeShader.program);
glBindVertexArray(renderer->finalizeShader.vao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_WINDOW]);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_COLOR]);
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_OBJ_FLAGS]);
glActiveTexture(GL_TEXTURE0 + 3);
glBindTexture(GL_TEXTURE_2D, renderer->bg[0].tex);
glActiveTexture(GL_TEXTURE0 + 4);
glBindTexture(GL_TEXTURE_2D, renderer->bg[0].flags);
glActiveTexture(GL_TEXTURE0 + 5);
glBindTexture(GL_TEXTURE_2D, renderer->bg[1].tex);
glActiveTexture(GL_TEXTURE0 + 6);
glBindTexture(GL_TEXTURE_2D, renderer->bg[1].flags);
glActiveTexture(GL_TEXTURE0 + 7);
glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex);
glActiveTexture(GL_TEXTURE0 + 8);
glBindTexture(GL_TEXTURE_2D, renderer->bg[2].flags);
glActiveTexture(GL_TEXTURE0 + 9);
glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex);
glActiveTexture(GL_TEXTURE0 + 10);
glBindTexture(GL_TEXTURE_2D, renderer->bg[3].flags);
glActiveTexture(GL_TEXTURE0 + 11);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_COLOR]);
glActiveTexture(GL_TEXTURE0 + 12);
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_FLAGS]);
glUniform2i(uniforms[GBA_GL_VS_LOC], GBA_VIDEO_VERTICAL_PIXELS, 0);
glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);
glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 5, 7, 9, 1 });
glUniform1iv(uniforms[GBA_GL_FINALIZE_FLAGS], 5, (GLint[]) { 4, 6, 8, 10, 2 });
glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 11);
glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 12);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glUniform2i(uniforms[GBA_GL_VS_LOC], GBA_VIDEO_VERTICAL_PIXELS, 0);
glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);
glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 5, 7, 9, 1 });
glUniform1iv(uniforms[GBA_GL_FINALIZE_FLAGS], 5, (GLint[]) { 4, 6, 8, 10, 2 });
glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 11);
glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 12);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
@ -1476,7 +1601,7 @@ void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GB
glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c) << 3,
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);
if (GBAObjAttributesAIsTransformed(sprite->a)) {
@ -1500,11 +1625,11 @@ 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, renderer->bldb / 16.f, renderer->bldy / 16.f);
int window = renderer->objwin & 0x3F;
glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 1, window, renderer->bldb, renderer->bldy);
glDrawBuffers(3, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 });
} else {
glUniform4f(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0, 0);
glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0, 0);
glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
}
if (GBAObjAttributesAIsMosaic(sprite->a) && GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN) {
@ -1535,7 +1660,7 @@ void _prepareBackground(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBa
} else {
glUniform2i(uniforms[GBA_GL_BG_MOSAIC], 0, 0);
}
glUniform4i(uniforms[GBA_GL_BG_INFLAGS], (background->priority << 3) + (background->index << 1) + 1,
glUniform4i(uniforms[GBA_GL_BG_INFLAGS], background->priority,
background->target1 | (background->target2 * 2) | (renderer->blendEffect * 4),
renderer->blda, 0);
glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
@ -1655,19 +1780,19 @@ void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer,
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
}
static void _scissorWindow(int start, int end, int y, int lines, int scale) {
static void _scissorWindow(struct GBAVideoGLRenderer* renderer, int window, int start, int end, int y, int lines) {
if (start > end) {
_scissorWindow(start, GBA_VIDEO_HORIZONTAL_PIXELS * scale, y, lines, scale);
_scissorWindow(0, end, y, lines, scale);
_scissorWindow(renderer, window, start, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, y, lines);
_scissorWindow(renderer, window, 0, end, y, lines);
return;
}
glScissor(start, y, end - start, lines);
glClear(GL_COLOR_BUFFER_BIT);
glClearBufferiv(GL_COLOR, 0, (GLint[]) { window, renderer->bldb, renderer->bldy, 0 });
}
static void _scissorWindowN(const struct GBAVideoWindowRegion* region, const struct GBAVideoWindowRegion* v, const struct GBAVideoWindowRegion* y, int scale) {
int sdelta = region[0].start - region[1].start;
int edelta = region[0].end - region[1].end;
static void _scissorWindowN(struct GBAVideoGLRenderer* renderer, const struct GBAVideoGLWindowN* window, const struct GBAVideoWindowRegion* y, int dispcnt) {
int sdelta = window->h[0].start - window->h[1].start;
int edelta = window->h[0].end - window->h[1].end;
int maxDelta = 0;
if (sdelta > maxDelta) {
maxDelta = sdelta;
@ -1681,49 +1806,40 @@ static void _scissorWindowN(const struct GBAVideoWindowRegion* region, const str
}
int startY = y->start;
int endY = y->end;
if (startY < v->start) {
startY = v->start;
if (startY < window->v.start) {
startY = window->v.start;
}
if (endY >= v->end) {
endY = v->end - 1;
if (endY >= window->v.end) {
endY = window->v.end - 1;
}
if (!(sdelta | edelta) || maxDelta >= GBA_VIDEO_VERTICAL_PIXELS / 2) {
_scissorWindow(region[0].start * scale, region[0].end * scale, startY * scale, (endY - startY + 1) * scale, scale);
_scissorWindow(renderer, window->control & dispcnt, window->h[0].start * renderer->scale, window->h[0].end * renderer->scale, startY * renderer->scale, (endY - startY + 1) * renderer->scale);
} else {
int i;
for (i = 0; i < scale * (endY - startY + 1); ++i) {
int start = region[1].start * scale + sdelta * i;
int end = region[1].end * scale + edelta * i;
_scissorWindow(start, end, startY * scale + i, 1, scale);
for (i = 0; i < renderer->scale * (endY - startY + 1); ++i) {
int start = window->h[1].start * renderer->scale + sdelta * i;
int end = window->h[1].end * renderer->scale + edelta * i;
_scissorWindow(renderer, window->control & dispcnt, start, end, startY * renderer->scale + i, 1);
}
}
}
static void _clearWindow(GBAWindowControl window, int bldb, int bldy) {
window = ~window & 0x3F;
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->bldb, renderer->bldy);
_scissorWindow(0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->firstY * renderer->scale, (y - renderer->firstY + 1) * renderer->scale, renderer->scale);
_scissorWindow(renderer, dispcnt, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->firstY * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
} else {
_clearWindow(renderer->winout & dispcnt, renderer->bldb, renderer->bldy);
_scissorWindow(0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->firstY * renderer->scale, (y - renderer->firstY + 1) * renderer->scale, renderer->scale);
_scissorWindow(renderer, renderer->winout & dispcnt, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, renderer->firstY * renderer->scale, (y - renderer->firstY + 1) * renderer->scale);
struct GBAVideoWindowRegion yRegion = {
y,
renderer->firstY
};
if (GBARegisterDISPCNTIsWin1Enable(renderer->dispcnt) && y >= renderer->winN[1].v.start && renderer->firstY < renderer->winN[1].v.end) {
_clearWindow(renderer->winN[1].control & dispcnt, renderer->bldb, renderer->bldy);
_scissorWindowN(renderer->winN[1].h, &renderer->winN[1].v, &yRegion, renderer->scale);
_scissorWindowN(renderer, &renderer->winN[1], &yRegion, dispcnt);
}
if (GBARegisterDISPCNTIsWin0Enable(renderer->dispcnt) && y >= renderer->winN[0].v.start && renderer->firstY < renderer->winN[0].v.end) {
_clearWindow(renderer->winN[0].control & dispcnt, renderer->bldb, renderer->bldy);
_scissorWindowN(renderer->winN[0].h, &renderer->winN[0].v, &yRegion, renderer->scale);
_scissorWindowN(renderer, &renderer->winN[0], &yRegion, dispcnt);
}
}
}

View File

@ -85,7 +85,7 @@
LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
current = renderer->spriteLayer[outX]; \
if ((current & FLAG_UNWRITTEN) == FLAG_UNWRITTEN && tileData) { \
if ((current & FLAG_ORDER_MASK) > flags && tileData) { \
renderer->spriteLayer[outX] = palette[tileData] | flags; \
}
@ -98,7 +98,7 @@
LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
current = renderer->spriteLayer[outX]; \
if ((current & FLAG_UNWRITTEN) == FLAG_UNWRITTEN && tileData) { \
if ((current & FLAG_ORDER_MASK) > flags && tileData) { \
unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
renderer->spriteLayer[outX] = color | flags; \
}
@ -127,7 +127,7 @@
LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
current = renderer->spriteLayer[outX]; \
if ((current & FLAG_UNWRITTEN) == FLAG_UNWRITTEN && tileData) { \
if ((current & FLAG_ORDER_MASK) > flags && tileData) { \
renderer->spriteLayer[outX] = palette[tileData] | flags; \
}
@ -140,7 +140,7 @@
LOAD_16(tileData, spriteBase & VRAM_BLOCK_MASK, vramBase); \
tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
current = renderer->spriteLayer[outX]; \
if ((current & FLAG_UNWRITTEN) == FLAG_UNWRITTEN && tileData) { \
if ((current & FLAG_ORDER_MASK) > flags && tileData) { \
unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
renderer->spriteLayer[outX] = color | flags; \
}

View File

@ -959,7 +959,7 @@ int main() {
Thread thread2;
if (ThreadCreate(&thread2, _core2Test, NULL) == 0) {
core2 = true;
ThreadJoin(thread2);
ThreadJoin(&thread2);
}
mGUIInit(&runner, "3ds");

View File

@ -134,15 +134,17 @@ static void mGLES2ContextInit(struct VideoBackend* v, WHandle handle) {
mGLES2ShaderInit(&context->initialShader, _vertexShader, _fragmentShader, -1, -1, false, uniforms, 4);
mGLES2ShaderInit(&context->finalShader, 0, 0, 0, 0, false, 0, 0);
glBindVertexArray(context->initialShader.vao);
glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
glEnableVertexAttribArray(context->initialShader.positionLocation);
glVertexAttribPointer(context->initialShader.positionLocation, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glBindVertexArray(context->finalShader.vao);
glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
glEnableVertexAttribArray(context->finalShader.positionLocation);
glVertexAttribPointer(context->finalShader.positionLocation, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glBindVertexArray(0);
if (context->initialShader.vao != (GLuint) -1) {
glBindVertexArray(context->initialShader.vao);
glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
glEnableVertexAttribArray(context->initialShader.positionLocation);
glVertexAttribPointer(context->initialShader.positionLocation, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glBindVertexArray(context->finalShader.vao);
glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
glEnableVertexAttribArray(context->finalShader.positionLocation);
glVertexAttribPointer(context->finalShader.positionLocation, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glBindVertexArray(0);
}
glDeleteFramebuffers(1, &context->finalShader.fbo);
glDeleteTextures(1, &context->finalShader.tex);
@ -253,7 +255,13 @@ void _drawShader(struct mGLES2Context* context, struct mGLES2Shader* shader) {
glUseProgram(shader->program);
glUniform1i(shader->texLocation, 0);
glUniform2f(shader->texSizeLocation, context->d.width - padW, context->d.height - padH);
glBindVertexArray(shader->vao);
if (shader->vao != (GLuint) -1) {
glBindVertexArray(shader->vao);
} else {
glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
glEnableVertexAttribArray(shader->positionLocation);
glVertexAttribPointer(shader->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, NULL);
}
size_t u;
for (u = 0; u < shader->nUniforms; ++u) {
struct mGLES2Uniform* uniform = &shader->uniforms[u];
@ -328,7 +336,9 @@ void mGLES2ContextDrawFrame(struct VideoBackend* v) {
_drawShader(context, &context->finalShader);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(0);
glBindVertexArray(0);
if (context->finalShader.vao != (GLuint) -1) {
glBindVertexArray(0);
}
}
void mGLES2ContextPostFrame(struct VideoBackend* v, const void* frame) {
@ -435,7 +445,12 @@ void mGLES2ShaderInit(struct mGLES2Shader* shader, const char* vs, const char* f
shader->uniforms[i].location = glGetUniformLocation(shader->program, shader->uniforms[i].name);
}
glGenVertexArrays(1, &shader->vao);
const GLubyte* extensions = glGetString(GL_EXTENSIONS);
if (shaderBuffer[0] == _gles2Header || version[0] >= '3' || (extensions && strstr((const char*) extensions, "_vertex_array_object") != NULL)) {
glGenVertexArrays(1, &shader->vao);
} else {
shader->vao = -1;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
@ -445,7 +460,9 @@ void mGLES2ShaderDeinit(struct mGLES2Shader* shader) {
glDeleteShader(shader->fragmentShader);
glDeleteProgram(shader->program);
glDeleteFramebuffers(1, &shader->fbo);
glDeleteVertexArrays(1, &shader->vao);
if (shader->vao != (GLuint) -1) {
glDeleteVertexArrays(1, &shader->vao);
}
}
void mGLES2ShaderAttach(struct mGLES2Context* context, struct mGLES2Shader* shaders, size_t nShaders) {
@ -463,12 +480,16 @@ void mGLES2ShaderAttach(struct mGLES2Context* context, struct mGLES2Shader* shad
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(context->shaders[i].vao);
glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
glEnableVertexAttribArray(context->shaders[i].positionLocation);
glVertexAttribPointer(context->shaders[i].positionLocation, 2, GL_FLOAT, GL_FALSE, 0, NULL);
if (context->shaders[i].vao != (GLuint) -1) {
glBindVertexArray(context->shaders[i].vao);
glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
glEnableVertexAttribArray(context->shaders[i].positionLocation);
glVertexAttribPointer(context->shaders[i].positionLocation, 2, GL_FLOAT, GL_FALSE, 0, NULL);
}
}
if (context->initialShader.vao != (GLuint) -1) {
glBindVertexArray(0);
}
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}

View File

@ -420,7 +420,7 @@ void mPSP2UnloadROM(struct mGUIRunner* runner) {
break;
}
audioContext.running = false;
ThreadJoin(audioThread);
ThreadJoin(&audioThread);
}
void mPSP2Paused(struct mGUIRunner* runner) {

View File

@ -24,6 +24,7 @@ set(CMAKE_INCLUDE_CURRENT_DIR ON)
include_directories(${CMAKE_CURRENT_SOURCE_DIR}/input)
find_package(Qt5Multimedia)
find_package(Qt5Network)
find_package(Qt5OpenGL)
find_package(Qt5Widgets)
@ -282,7 +283,7 @@ qt5_wrap_ui(UI_SRC ${UI_FILES})
add_executable(${BINARY_NAME}-qt WIN32 MACOSX_BUNDLE main.cpp ${CMAKE_SOURCE_DIR}/res/${BINARY_NAME}.icns ${SOURCE_FILES} ${PLATFORM_SRC} ${UI_SRC} ${AUDIO_SRC} ${RESOURCES})
set_target_properties(${BINARY_NAME}-qt PROPERTIES MACOSX_BUNDLE_INFO_PLIST ${CMAKE_SOURCE_DIR}/res/info.plist.in COMPILE_DEFINITIONS "${FEATURE_DEFINES};${FUNCTION_DEFINES};${OS_DEFINES};${QT_DEFINES}" COMPILE_OPTIONS "${FEATURE_FLAGS}")
list(APPEND QT_LIBRARIES Qt5::Widgets)
list(APPEND QT_LIBRARIES Qt5::Widgets Qt5::Network)
if(BUILD_GL OR BUILD_GLES2 OR BUILD_EPOXY)
list(APPEND QT_LIBRARIES Qt5::OpenGL ${OPENGL_LIBRARY} ${OPENGLES2_LIBRARY})
endif()

View File

@ -197,6 +197,9 @@ CoreController::~CoreController() {
mCacheSetDeinit(m_cacheSet.get());
m_cacheSet.reset();
}
mCoreConfigDeinit(&m_threadContext.core->config);
m_threadContext.core->deinit(m_threadContext.core);
}
const color_t* CoreController::drawContext() {

View File

@ -47,11 +47,11 @@ DisplayGL::DisplayGL(const QSurfaceFormat& format, QWidget* parent)
#if defined(_WIN32) && defined(USE_EPOXY)
epoxy_handle_external_wglMakeCurrent();
#endif
int majorVersion = m_gl->format().majorVersion();
auto version = m_gl->format().version();
QStringList extensions = QString(reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS))).split(' ');
m_gl->doneCurrent();
if (majorVersion == 2 && !extensions.contains("GL_ARB_framebuffer_object")) {
if ((version == qMakePair(2, 1) && !extensions.contains("GL_ARB_framebuffer_object")) || version == qMakePair(2, 0)) {
QSurfaceFormat newFormat(format);
newFormat.setVersion(1, 4);
m_gl->setFormat(newFormat);
@ -242,12 +242,11 @@ PainterGL::PainterGL(VideoProxy* proxy, QWindow* surface, QOpenGLContext* parent
#if defined(_WIN32) && defined(USE_EPOXY)
epoxy_handle_external_wglMakeCurrent();
#endif
int majorVersion = m_gl->format().majorVersion();
QStringList extensions = QString(reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS))).split(' ');
#ifdef BUILD_GLES2
if ((majorVersion == 2 && extensions.contains("GL_ARB_framebuffer_object")) || majorVersion > 2) {
auto version = m_gl->format().version();
QStringList extensions = QString(reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS))).split(' ');
if ((version == qMakePair(2, 1) && extensions.contains("GL_ARB_framebuffer_object")) || version.first > 2) {
gl2Backend = static_cast<mGLES2Context*>(malloc(sizeof(mGLES2Context)));
mGLES2ContextCreate(gl2Backend);
m_backend = &gl2Backend->d;
@ -408,6 +407,10 @@ void PainterGL::stop() {
dequeueAll();
m_backend->clear(m_backend);
m_backend->swap(m_backend);
if (m_swapTimer.isActive()) {
swap();
m_swapTimer.stop();
}
if (m_videoProxy) {
m_videoProxy->reset();
}

View File

@ -883,6 +883,11 @@ void Window::gameStopped() {
m_audioProcessor->stop();
m_audioProcessor.reset();
}
m_display->stopDrawing();
if (m_pendingClose) {
m_display.reset();
close();
}
#ifdef USE_DISCORD_RPC
DiscordCoordinator::gameStopped();

View File

@ -7,7 +7,7 @@ else()
endif()
set(cross_prefix aarch64-none-elf-)
set(arch_flags "-mtune=cortex-a57 -ffunction-sections -march=armv8-a -mtp=soft -fPIC -ftls-model=local-exec")
set(arch_flags "-mtune=cortex-a57 -ffunction-sections -march=armv8-a+crc+crypto -mtp=soft -fPIE")
set(inc_flags "-I${LIBNX}/include ${arch_flags}")
set(link_flags "-L${LIBNX}/lib -lnx -specs=${LIBNX}/switch.specs ${arch_flags}")