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authorArisotura <thetotalworm@gmail.com>2019-05-16 20:58:07 +0200
committerArisotura <thetotalworm@gmail.com>2019-05-16 20:58:07 +0200
commitc1746f0c6082afd64834e89ce92591743f238f66 (patch)
tree96fb312345e4fd05404f2af736c3e60107522c9e /src
parentc81bcccadc9ac8394ba8d4a836d7c954dd528751 (diff)
BAHAHAHHHH
HARK HARK HARK
Diffstat (limited to 'src')
-rw-r--r--src/GPU.cpp4
-rw-r--r--src/GPU2D.cpp25
-rw-r--r--src/GPU3D.cpp10
-rw-r--r--src/GPU3D.h3
-rw-r--r--src/GPU3D_OpenGL43.cpp118
-rw-r--r--src/GPU3D_Soft.cpp5
-rw-r--r--src/libui_sdl/main.cpp11
-rw-r--r--src/libui_sdl/main_shaders.h123
8 files changed, 219 insertions, 80 deletions
diff --git a/src/GPU.cpp b/src/GPU.cpp
index 1d073f5..8142e47 100644
--- a/src/GPU.cpp
+++ b/src/GPU.cpp
@@ -254,7 +254,7 @@ void SetDisplaySettings(int topscale, int bottomscale, bool accel)
FBScale[0] = accel ? 0 : topscale;
int fbsize;
- if (accel) fbsize = 256*3 * 192;
+ if (accel) fbsize = (256*3 + 1) * 192;
else fbsize = (256 * 192) << (FBScale[0] * 2);
if (Framebuffer[0][0]) delete[] Framebuffer[0][0];
if (Framebuffer[1][0]) delete[] Framebuffer[1][0];
@@ -283,7 +283,7 @@ void SetDisplaySettings(int topscale, int bottomscale, bool accel)
FBScale[1] = accel ? 0 : bottomscale;
int fbsize;
- if (accel) fbsize = 256*3 * 192;
+ if (accel) fbsize = (256*3 + 1) * 192;
else fbsize = (256 * 192) << (FBScale[1] * 2);
if (Framebuffer[0][1]) delete[] Framebuffer[0][1];
if (Framebuffer[1][1]) delete[] Framebuffer[1][1];
diff --git a/src/GPU2D.cpp b/src/GPU2D.cpp
index 34c17ff..f80eb85 100644
--- a/src/GPU2D.cpp
+++ b/src/GPU2D.cpp
@@ -626,7 +626,7 @@ u32 GPU2D::ColorBrightnessDown(u32 val, u32 factor)
void GPU2D::DrawScanline(u32 line)
{
- int stride = Accelerated ? (256*3) : LineStride;
+ int stride = Accelerated ? (256*3 + 1) : LineStride;
u32* dst = &Framebuffer[stride * line];
int n3dline = line;
@@ -787,7 +787,17 @@ void GPU2D::DrawScanline(u32 line)
DoCapture(line, capwidth);
}
- if (Accelerated) return;
+ if (Accelerated)
+ {
+ u32 ctl = (BlendCnt & 0x3FFF);
+ ctl |= ((DispCnt & 0x30000) >> 2);
+ ctl |= (EVA << 16);
+ ctl |= (EVB << 21);
+ ctl |= (EVY << 26);
+
+ dst[256*3] = ctl;
+ return;
+ }
// master brightness
if (dispmode != 0)
@@ -1367,6 +1377,13 @@ void GPU2D::DrawScanline_Mode1(u32 line)
}
}
}
+ else
+ {
+ for (int i = 0; i < 256; i++)
+ {
+ BGOBJLine[i] |= ((WindowMask[i] & 0x20) << 18);
+ }
+ }
if (BGMosaicY >= BGMosaicYMax)
{
@@ -1471,11 +1488,13 @@ void GPU2D::DrawBG_3D()
{
for (; i < iend; i++)
{
+ int pos = xoff++;
+
if (!(WindowMask[i] & 0x01)) continue;
BGOBJLine[i+512] = BGOBJLine[i+256];
BGOBJLine[i+256] = BGOBJLine[i];
- BGOBJLine[i] = 0x40000000; // 3D-layer placeholder
+ BGOBJLine[i] = 0x40000000 | pos; // 3D-layer placeholder
}
}
else if (LineScale == 1)
diff --git a/src/GPU3D.cpp b/src/GPU3D.cpp
index 61629a7..ec395ad 100644
--- a/src/GPU3D.cpp
+++ b/src/GPU3D.cpp
@@ -612,6 +612,11 @@ void SetDisplaySettings(int scale, bool accel)
GLRenderer43::SetDisplaySettings(scale, accel);
}
+int GetScale()
+{
+ return GLRenderer43::GetScale();
+}
+
void MatrixLoadIdentity(s32* m)
@@ -2441,6 +2446,11 @@ u32* GetLine(int line)
return GLRenderer43::GetLine(line);
}
+void SetupAccelFrame()
+{
+ GLRenderer43::SetupAccelFrame();
+}
+
void WriteToGXFIFO(u32 val)
{
diff --git a/src/GPU3D.h b/src/GPU3D.h
index 2fe5bee..10c8966 100644
--- a/src/GPU3D.h
+++ b/src/GPU3D.h
@@ -98,6 +98,7 @@ void DoSavestate(Savestate* file);
void SetEnabled(bool geometry, bool rendering);
void SetDisplaySettings(int scale, bool accel);
+int GetScale();
void ExecuteCommand();
@@ -129,6 +130,7 @@ void DeInit();
void Reset();
void SetDisplaySettings(int scale, bool accel);
+int GetScale();
void SetupRenderThread();
@@ -147,6 +149,7 @@ void DeInit();
void Reset();
void SetDisplaySettings(int scale, bool accel);
+int GetScale();
void VCount144();
void RenderFrame();
diff --git a/src/GPU3D_OpenGL43.cpp b/src/GPU3D_OpenGL43.cpp
index 6db9a18..0181192 100644
--- a/src/GPU3D_OpenGL43.cpp
+++ b/src/GPU3D_OpenGL43.cpp
@@ -100,7 +100,8 @@ int ScaleFactor;
bool Accelerated;
int ScreenW, ScreenH;
-GLuint FramebufferTex[4];
+GLuint FramebufferTex[6];
+int FrontBuffer;
GLuint FramebufferID[2], PixelbufferID;
u32* Framebuffer = NULL;
@@ -262,8 +263,10 @@ bool Init()
glGenFramebuffers(2, &FramebufferID[0]);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
- // color buffer
- glGenTextures(4, &FramebufferTex[0]);
+ glGenTextures(6, &FramebufferTex[0]);
+ FrontBuffer = 0;
+
+ // color buffers
glBindTexture(GL_TEXTURE_2D, FramebufferTex[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
@@ -271,33 +274,39 @@ bool Init()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[0], 0);
- // depth/stencil buffer
glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[1], 0);
+
+ // depth/stencil buffer
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[4], 0);
// attribute buffer
// R: opaque polyID (for edgemarking)
// G: opaque polyID (for shadows, suppressed when rendering translucent polygons)
// B: stencil flag
- glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[2], 0);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[5], 0);
// downscale framebuffer, for antialiased mode
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[1]);
- glBindTexture(GL_TEXTURE_2D, FramebufferTex[3]);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[3], 0);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[2], 0);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
@@ -330,7 +339,7 @@ bool Init()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 1024, 48, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, NULL);
glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]); // opaque polyID / shadow bits
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]); // opaque polyID / shadow bits
return true;
}
@@ -357,11 +366,13 @@ void SetDisplaySettings(int scale, bool accel)
glBindTexture(GL_TEXTURE_2D, FramebufferTex[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
- glBindTexture(GL_TEXTURE_2D, FramebufferTex[3]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW/2, ScreenH/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
if (accel) glBufferData(GL_PIXEL_PACK_BUFFER, ScreenW*ScreenH*4, NULL, GL_DYNAMIC_READ);
@@ -372,6 +383,11 @@ void SetDisplaySettings(int scale, bool accel)
else Framebuffer = new u32[ScreenW*ScreenH];
}
+int GetScale()
+{
+ return ScaleFactor;
+}
+
void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
{
@@ -756,6 +772,12 @@ void RenderFrame()
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
+ if (Accelerated)
+ {
+ int backbuf = FrontBuffer ? 0 : 1;
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[backbuf], 0);
+ }
+
// clear buffers
// TODO: clear bitmap
// TODO: check whether 'clear polygon ID' affects translucent polyID
@@ -818,15 +840,7 @@ void RenderFrame()
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
glBufferSubData(GL_ARRAY_BUFFER, 0, NumVertices*7*4, VertexBuffer);
- if (!ChunkedRendering)
- {
- RenderSceneChunk(0, 192);
- }
- else
- {
- glEnable(GL_SCISSOR_TEST);
- RenderSceneChunk(0, 48);
- }
+ RenderSceneChunk(0, 192);
}
if (false)
@@ -842,63 +856,24 @@ void RenderFrame()
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
}
- glReadBuffer(GL_COLOR_ATTACHMENT0);
- glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
+ if (!Accelerated)
+ {
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
- if (!ChunkedRendering)
glReadPixels(0, 0, 256<<ScaleFactor, 192<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
- else
- glReadPixels(0, 0, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
+ }
}
u32* GetLine(int line)
{
int stride = 256 << (ScaleFactor*2);
- if (!ChunkedRendering)
+ if (line == 0)
{
- if (line == 0)
- {
- u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
- if (data) memcpy(&Framebuffer[stride*0], data, 4*stride*192);
- glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
- }
- }
- else
- {
- if (line == 0)
- {
- u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
- if (data) memcpy(&Framebuffer[stride*0], data, 4*stride*48);
- glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
-
- if (RenderNumPolygons) RenderSceneChunk(48, 48);
- glReadPixels(0, 48<<ScaleFactor, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
- }
- else if (line == 48)
- {
- u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
- if (data) memcpy(&Framebuffer[stride*48], data, 4*stride*48);
- glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
-
- if (RenderNumPolygons) RenderSceneChunk(96, 48);
- glReadPixels(0, 96<<ScaleFactor, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
- }
- else if (line == 96)
- {
- u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
- if (data) memcpy(&Framebuffer[stride*96], data, 4*stride*48);
- glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
-
- if (RenderNumPolygons) RenderSceneChunk(144, 48);
- glReadPixels(0, 144<<ScaleFactor, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
- }
- else if (line == 144)
- {
- u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
- if (data) memcpy(&Framebuffer[stride*144], data, 4*stride*48);
- glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
- }
+ u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
+ if (data) memcpy(&Framebuffer[stride*0], data, 4*stride*192);
+ glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
}
u64* ptr = (u64*)&Framebuffer[stride * line];
@@ -915,7 +890,8 @@ u32* GetLine(int line)
void SetupAccelFrame()
{
- //
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[FrontBuffer]);
+ FrontBuffer = FrontBuffer ? 0 : 1;
}
}
diff --git a/src/GPU3D_Soft.cpp b/src/GPU3D_Soft.cpp
index 20283d3..23e45c2 100644
--- a/src/GPU3D_Soft.cpp
+++ b/src/GPU3D_Soft.cpp
@@ -143,6 +143,11 @@ void SetDisplaySettings(int scale, bool accel)
printf("SOFT RENDERER SCALE FACTOR: TODO!!!\n");
}
+int GetScale()
+{
+ return 0;
+}
+
// Notes on the interpolator:
diff --git a/src/libui_sdl/main.cpp b/src/libui_sdl/main.cpp
index b77d67f..9cdb610 100644
--- a/src/libui_sdl/main.cpp
+++ b/src/libui_sdl/main.cpp
@@ -104,6 +104,7 @@ GLuint GL_ScreenShader[3];
struct
{
float uScreenSize[2];
+ u32 u3DScale;
u32 uFilterMode;
} GL_ShaderConfig;
@@ -217,6 +218,7 @@ void GLDrawing_DrawScreen()
GL_ShaderConfig.uScreenSize[0] = WindowWidth;
GL_ShaderConfig.uScreenSize[1] = WindowHeight;
+ GL_ShaderConfig.u3DScale = 1 << GPU3D::GetScale();
glBindBuffer(GL_UNIFORM_BUFFER, GL_ShaderConfigUBO);
void* unibuf = glMapBuffer(GL_UNIFORM_BUFFER, GL_WRITE_ONLY);
@@ -342,7 +344,7 @@ void GLDrawing_DrawScreen()
OpenGL_UseShaderProgram(GL_ScreenShader);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
@@ -353,11 +355,14 @@ void GLDrawing_DrawScreen()
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 768, 256<<ScreenScale[1], 192<<ScreenScale[1], GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);*/
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3, 192, GL_RGBA_INTEGER,
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 768, 256*3, 192, GL_RGBA_INTEGER,
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 768, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
+ glActiveTexture(GL_TEXTURE1);
+ GPU3D::SetupAccelFrame();
+
glBindBuffer(GL_ARRAY_BUFFER, GL_ScreenVertexBufferID);
glBindVertexArray(GL_ScreenVertexArrayID);
glDrawArrays(GL_TRIANGLES, 0, 4*3);
diff --git a/src/libui_sdl/main_shaders.h b/src/libui_sdl/main_shaders.h
index dcf79d9..b602013 100644
--- a/src/libui_sdl/main_shaders.h
+++ b/src/libui_sdl/main_shaders.h
@@ -24,6 +24,7 @@ const char* kScreenVS = R"(#version 420
layout(std140, binding=0) uniform uConfig
{
vec2 uScreenSize;
+ uint u3DScale;
uint uFilterMode;
};
@@ -50,10 +51,12 @@ const char* kScreenFS = R"(#version 420
layout(std140, binding=0) uniform uConfig
{
vec2 uScreenSize;
+ uint u3DScale;
uint uFilterMode;
};
layout(binding=0) uniform usampler2D ScreenTex;
+layout(binding=1) uniform sampler2D _3DTex;
smooth in vec2 fTexcoord;
@@ -63,9 +66,127 @@ void main()
{
uvec4 pixel = texelFetch(ScreenTex, ivec2(fTexcoord), 0);
+ // bit0-13: BLDCNT
+ // bit14-15: DISPCNT display mode
+ // bit16-20: EVA
+ // bit21-25: EVB
+ // bit26-30: EVY
+ uvec4 ctl = texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0);
+ uint dispmode = (ctl.g >> 6) & 0x3;
+
+ if (dispmode == 1)
+ {
+ uint eva = ctl.b & 0x1F;
+ uint evb = (ctl.b >> 5) | ((ctl.a & 0x03) << 3);
+ uint evy = ctl.a >> 2;
+
+ uvec4 top = pixel;
+ uvec4 mid = texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0);
+ uvec4 bot = texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0);
+
+ uint winmask = top.b >> 7;
+
+ if ((top.a & 0x40) != 0)
+ {
+ float xpos = top.r + fract(fTexcoord.x);
+ uvec4 _3dpix = uvec4(texelFetch(_3DTex, ivec2(vec2(xpos, fTexcoord.y)*u3DScale), 0).bgra
+ * vec4(63,63,63,31));
+
+ if (_3dpix.a > 0) { top = _3dpix; top.a |= 0x40; bot = mid; }
+ else top = mid;
+ }
+ else if ((mid.a & 0x40) != 0)
+ {
+ float xpos = mid.r + fract(fTexcoord.x);
+ uvec4 _3dpix = uvec4(texelFetch(_3DTex, ivec2(vec2(xpos, fTexcoord.y)*u3DScale), 0).bgra
+ * vec4(63,63,63,31));
+
+ if (_3dpix.a > 0) { bot = _3dpix; bot.a |= 0x40; }
+ }
+ else
+ {
+ // conditional texture fetch no good for performance, apparently
+ //texelFetch(_3DTex, ivec2(0, fTexcoord.y*2), 0);
+ bot = mid;
+ }
+
+ top.b &= 0x3F;
+ bot.b &= 0x3F;
+
+ uint target2;
+ if ((bot.a & 0x80) != 0) target2 = 0x10;
+ else if ((bot.a & 0x40) != 0) target2 = 0x01;
+ else target2 = bot.a;
+ bool t2pass = ((ctl.g & target2) != 0);
+
+ uint coloreffect = 0;
+
+ if ((top.a & 0x80) != 0 && t2pass)
+ {
+ // sprite blending
+
+ coloreffect = 1;
+
+ if ((top.a & 0x40) != 0)
+ {
+ eva = top.a & 0x1F;
+ evb = 16 - eva;
+ }
+ }
+ else if ((top.a & 0x40) != 0 && t2pass)
+ {
+ // 3D layer blending
+
+ coloreffect = 4;
+ eva = (top.a & 0x1F) + 1;
+ evb = 32 - eva;
+ }
+ else
+ {
+ if ((top.a & 0x80) != 0) top.a = 0x10;
+ else if ((top.a & 0x40) != 0) top.a = 0x01;
+
+ if ((ctl.r & top.a) != 0 && winmask != 0)
+ {
+ uint effect = ctl.r >> 6;
+ if ((effect != 1) || t2pass) coloreffect = effect;
+ }
+ }
+
+ if (coloreffect == 0)
+ {
+ pixel = top;
+ }
+ else if (coloreffect == 1)
+ {
+ pixel = ((top * eva) + (bot * evb)) >> 4;
+ pixel = min(pixel, 0x3F);
+ }
+ else if (coloreffect == 2)
+ {
+ pixel = top;
+ pixel += ((uvec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4;
+ }
+ else if (coloreffect == 3)
+ {
+ pixel = top;
+ pixel -= (pixel * evy) >> 4;
+ }
+ else
+ {
+ pixel = ((top * eva) + (bot * evb)) >> 5;
+ if (eva <= 16) pixel += uvec4(1,1,1,0);
+ pixel = min(pixel, 0x3F);
+ }
+ }
+
+ pixel.rgb <<= 2;
+ pixel.rgb |= (pixel.rgb >> 6);
+
// TODO: filters
- oColor = vec4(vec3(pixel.bgr) / 255.0, 1.0);
+ oColor = vec4(vec3(pixel.rgb) / 255.0, 1.0);
+ //oColor = texelFetch(_3DTex, ivec2(fTexcoord*4), 0).bgra;
}
)";