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-rw-r--r--src/CMakeLists.txt2
-rw-r--r--src/GPU.cpp2
-rw-r--r--src/GPU.h14
-rw-r--r--src/GPU2D.cpp2
-rw-r--r--src/GPU3D.cpp2
-rw-r--r--src/GPU3D_OpenGL.cpp31
-rw-r--r--src/GPU_OpenGL.cpp207
-rw-r--r--src/GPU_OpenGL_shaders.h867
-rw-r--r--src/OpenGLSupport.cpp14
-rw-r--r--src/OpenGLSupport.h30
-rw-r--r--src/frontend/qt_sdl/Platform.cpp3
-rw-r--r--src/frontend/qt_sdl/main.cpp96
-rw-r--r--src/frontend/qt_sdl/main.h11
13 files changed, 1240 insertions, 41 deletions
diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt
index 245e6a2..56bb3cb 100644
--- a/src/CMakeLists.txt
+++ b/src/CMakeLists.txt
@@ -16,6 +16,8 @@ add_library(core STATIC
FIFO.h
GBACart.cpp
GPU.cpp
+ GPU_OpenGL.cpp
+ GPU_OpenGL_shaders.h
GPU2D.cpp
GPU3D.cpp
GPU3D_OpenGL.cpp
diff --git a/src/GPU.cpp b/src/GPU.cpp
index 42bfc56..993086e 100644
--- a/src/GPU.cpp
+++ b/src/GPU.cpp
@@ -985,6 +985,8 @@ void StartScanline(u32 line)
GPU2D_A->VBlank();
GPU2D_B->VBlank();
GPU3D::VBlank();
+
+ if (Accelerated) GLCompositor::RenderFrame();
}
else if (VCount == 144)
{
diff --git a/src/GPU.h b/src/GPU.h
index 661a7d9..e85a5b4 100644
--- a/src/GPU.h
+++ b/src/GPU.h
@@ -422,6 +422,20 @@ void SetDispStat(u32 cpu, u16 val);
void SetVCount(u16 val);
+namespace GLCompositor
+{
+
+bool Init();
+void DeInit();
+void Reset();
+
+void UpdateDisplaySettings();
+
+void RenderFrame();
+void BindOutputTexture();
+
+}
+
}
#endif
diff --git a/src/GPU2D.cpp b/src/GPU2D.cpp
index 1c6cf0c..6f950b7 100644
--- a/src/GPU2D.cpp
+++ b/src/GPU2D.cpp
@@ -728,6 +728,8 @@ u32 GPU2D::ColorComposite(int i, u32 val1, u32 val2)
case 3: return ColorBrightnessDown(val1, EVY);
case 4: return ColorBlend5(val1, val2);
}
+
+ return val1;
}
diff --git a/src/GPU3D.cpp b/src/GPU3D.cpp
index 4f146ae..e687e37 100644
--- a/src/GPU3D.cpp
+++ b/src/GPU3D.cpp
@@ -616,7 +616,7 @@ int InitRenderer(bool hasGL)
if (!GLRenderer::Init())
renderer = 0;
}
-
+printf("renderer: %d\n", renderer);
if (renderer == 0) SoftRenderer::Init();
Renderer = renderer;
diff --git a/src/GPU3D_OpenGL.cpp b/src/GPU3D_OpenGL.cpp
index b1bcaa1..dcc4b6b 100644
--- a/src/GPU3D_OpenGL.cpp
+++ b/src/GPU3D_OpenGL.cpp
@@ -29,6 +29,8 @@ namespace GPU3D
namespace GLRenderer
{
+using namespace OpenGL;
+
// GL version requirements
// * texelFetch: 3.0 (GLSL 1.30) (3.2/1.50 for MS)
// * UBO: 3.1
@@ -142,7 +144,7 @@ bool BuildRenderShader(u32 flags, const char* vs, const char* fs)
strcpy(&fsbuf[headerlen], kRenderFSCommon);
strcpy(&fsbuf[headerlen + fsclen], fs);
- bool ret = OpenGL_BuildShaderProgram(vsbuf, fsbuf, RenderShader[flags], shadername);
+ bool ret = OpenGL::BuildShaderProgram(vsbuf, fsbuf, RenderShader[flags], shadername);
delete[] vsbuf;
delete[] fsbuf;
@@ -158,7 +160,7 @@ bool BuildRenderShader(u32 flags, const char* vs, const char* fs)
glBindFragDataLocation(prog, 0, "oColor");
glBindFragDataLocation(prog, 1, "oAttr");
- if (!OpenGL_LinkShaderProgram(RenderShader[flags]))
+ if (!OpenGL::LinkShaderProgram(RenderShader[flags]))
return false;
GLint uni_id = glGetUniformBlockIndex(prog, "uConfig");
@@ -202,14 +204,14 @@ bool Init()
glClearDepth(1.0);
- if (!OpenGL_BuildShaderProgram(kClearVS, kClearFS, ClearShaderPlain, "ClearShader"))
+ if (!OpenGL::BuildShaderProgram(kClearVS, kClearFS, ClearShaderPlain, "ClearShader"))
return false;
glBindAttribLocation(ClearShaderPlain[2], 0, "vPosition");
glBindFragDataLocation(ClearShaderPlain[2], 0, "oColor");
glBindFragDataLocation(ClearShaderPlain[2], 1, "oAttr");
- if (!OpenGL_LinkShaderProgram(ClearShaderPlain))
+ if (!OpenGL::LinkShaderProgram(ClearShaderPlain))
return false;
ClearUniformLoc[0] = glGetUniformLocation(ClearShaderPlain[2], "uColor");
@@ -237,15 +239,15 @@ bool Init()
kRenderVS_W, kRenderFS_WSM)) return false;
- if (!OpenGL_BuildShaderProgram(kFinalPassVS, kFinalPassEdgeFS, FinalPassEdgeShader, "FinalPassEdgeShader"))
+ if (!OpenGL::BuildShaderProgram(kFinalPassVS, kFinalPassEdgeFS, FinalPassEdgeShader, "FinalPassEdgeShader"))
return false;
- if (!OpenGL_BuildShaderProgram(kFinalPassVS, kFinalPassFogFS, FinalPassFogShader, "FinalPassFogShader"))
+ if (!OpenGL::BuildShaderProgram(kFinalPassVS, kFinalPassFogFS, FinalPassFogShader, "FinalPassFogShader"))
return false;
glBindAttribLocation(FinalPassEdgeShader[2], 0, "vPosition");
glBindFragDataLocation(FinalPassEdgeShader[2], 0, "oColor");
- if (!OpenGL_LinkShaderProgram(FinalPassEdgeShader))
+ if (!OpenGL::LinkShaderProgram(FinalPassEdgeShader))
return false;
uni_id = glGetUniformBlockIndex(FinalPassEdgeShader[2], "uConfig");
@@ -261,7 +263,7 @@ bool Init()
glBindAttribLocation(FinalPassFogShader[2], 0, "vPosition");
glBindFragDataLocation(FinalPassFogShader[2], 0, "oColor");
- if (!OpenGL_LinkShaderProgram(FinalPassFogShader))
+ if (!OpenGL::LinkShaderProgram(FinalPassFogShader))
return false;
uni_id = glGetUniformBlockIndex(FinalPassFogShader[2], "uConfig");
@@ -371,11 +373,19 @@ bool Init()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 1024, 48, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, NULL);
+ if (!GPU::GLCompositor::Init())
+ {
+ // TODO: clean up things? fail more gracefully??
+ return false;
+ }
+
return true;
}
void DeInit()
{
+ GPU::GLCompositor::DeInit();
+
glDeleteTextures(1, &TexMemID);
glDeleteTextures(1, &TexPalMemID);
@@ -392,12 +402,13 @@ void DeInit()
for (int i = 0; i < 16; i++)
{
if (!RenderShader[i][2]) continue;
- OpenGL_DeleteShaderProgram(RenderShader[i]);
+ OpenGL::DeleteShaderProgram(RenderShader[i]);
}
}
void Reset()
{
+ GPU::GLCompositor::Reset();
}
void UpdateDisplaySettings()
@@ -480,6 +491,8 @@ void UpdateDisplaySettings()
//glLineWidth(scale);
//glLineWidth(1.5);
+
+ GPU::GLCompositor::UpdateDisplaySettings();
}
diff --git a/src/GPU_OpenGL.cpp b/src/GPU_OpenGL.cpp
new file mode 100644
index 0000000..c9d31f1
--- /dev/null
+++ b/src/GPU_OpenGL.cpp
@@ -0,0 +1,207 @@
+/*
+ Copyright 2016-2020 Arisotura
+
+ This file is part of melonDS.
+
+ melonDS is free software: you can redistribute it and/or modify it under
+ the terms of the GNU General Public License as published by the Free
+ Software Foundation, either version 3 of the License, or (at your option)
+ any later version.
+
+ melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
+ WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+ FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License along
+ with melonDS. If not, see http://www.gnu.org/licenses/.
+*/
+
+#include <stdio.h>
+#include <string.h>
+#include "NDS.h"
+#include "GPU.h"
+#include "Config.h"
+#include "OpenGLSupport.h"
+#include "GPU_OpenGL_shaders.h"
+
+namespace GPU
+{
+namespace GLCompositor
+{
+
+using namespace OpenGL;
+
+int Scale;
+int ScreenH, ScreenW;
+
+GLuint CompShader[1][3];
+GLuint CompScaleLoc[1];
+
+GLuint CompVertexBufferID;
+GLuint CompVertexArrayID;
+float CompVertices[2 * 3*2 * 2]; // position
+
+GLuint CompScreenInputTex;
+GLuint CompScreenOutputTex;
+GLuint CompScreenOutputFB;
+
+
+bool Init()
+{
+ if (!OpenGL::BuildShaderProgram(kCompositorVS, kCompositorFS_Nearest, CompShader[0], "CompositorShader"))
+ //if (!OpenGL::BuildShaderProgram(kCompositorVS, kCompositorFS_Linear, CompShader[0], "CompositorShader"))
+ //if (!OpenGL::BuildShaderProgram(kCompositorVS_xBRZ, kCompositorFS_xBRZ, CompShader[0], "CompositorShader"))
+ return false;
+
+ for (int i = 0; i < 1; i++)
+ {
+ GLint uni_id;
+
+ glBindAttribLocation(CompShader[i][2], 0, "vPosition");
+ glBindFragDataLocation(CompShader[i][2], 0, "oColor");
+
+ if (!OpenGL::LinkShaderProgram(CompShader[i]))
+ return false;
+
+ CompScaleLoc[i] = glGetUniformLocation(CompShader[i][2], "u3DScale");
+
+ glUseProgram(CompShader[i][2]);
+ uni_id = glGetUniformLocation(CompShader[i][2], "ScreenTex");
+ glUniform1i(uni_id, 0);
+ uni_id = glGetUniformLocation(CompShader[i][2], "_3DTex");
+ glUniform1i(uni_id, 1);
+ }
+
+#define SETVERTEX(i, x, y) \
+ CompVertices[2*(i) + 0] = x; \
+ CompVertices[2*(i) + 1] = y;
+
+ // top screen
+ SETVERTEX(0, -1, 1);
+ SETVERTEX(1, 1, 0);
+ SETVERTEX(2, 1, 1);
+ SETVERTEX(3, -1, 1);
+ SETVERTEX(4, -1, 0);
+ SETVERTEX(5, 1, 0);
+
+ // bottom screen
+ SETVERTEX(6, -1, 0);
+ SETVERTEX(7, 1, -1);
+ SETVERTEX(8, 1, 0);
+ SETVERTEX(9, -1, 0);
+ SETVERTEX(10, -1, -1);
+ SETVERTEX(11, 1, -1);
+
+#undef SETVERTEX
+
+ glGenBuffers(1, &CompVertexBufferID);
+ glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(CompVertices), CompVertices, GL_STATIC_DRAW);
+
+ glGenVertexArrays(1, &CompVertexArrayID);
+ glBindVertexArray(CompVertexArrayID);
+ glEnableVertexAttribArray(0); // position
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2*4, (void*)(0));
+
+ glGenFramebuffers(1, &CompScreenOutputFB);
+
+ glGenTextures(1, &CompScreenInputTex);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, CompScreenInputTex);
+ 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);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 256*3 + 1, 192*2, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, NULL);
+
+ glGenTextures(1, &CompScreenOutputTex);
+ glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex);
+ 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);
+
+ return true;
+}
+
+void DeInit()
+{
+ glDeleteFramebuffers(1, &CompScreenOutputFB);
+ glDeleteTextures(1, &CompScreenInputTex);
+ glDeleteTextures(1, &CompScreenOutputTex);
+
+ glDeleteVertexArrays(1, &CompVertexArrayID);
+ glDeleteBuffers(1, &CompVertexBufferID);
+
+ for (int i = 0; i < 1; i++)
+ OpenGL::DeleteShaderProgram(CompShader[i]);
+}
+
+void Reset()
+{
+}
+
+
+void UpdateDisplaySettings()
+{
+ int scale = Config::GL_ScaleFactor;
+
+ Scale = scale;
+ ScreenW = 256 * scale;
+ ScreenH = 384 * scale;
+
+ glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ GLenum fbassign[] = {GL_COLOR_ATTACHMENT0};
+ glBindFramebuffer(GL_FRAMEBUFFER, CompScreenOutputFB);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, CompScreenOutputTex, 0);
+ glDrawBuffers(1, fbassign);
+}
+
+
+void RenderFrame()
+{
+ glBindFramebuffer(GL_FRAMEBUFFER, CompScreenOutputFB);
+
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_BLEND);
+ glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+ glViewport(0, 0, ScreenW, ScreenH);
+
+ // TODO: select more shaders (filtering, etc)
+ OpenGL::UseShaderProgram(CompShader[0]);
+ glUniform1ui(CompScaleLoc[0], Scale);
+
+ //if (RunningSomething)
+ {
+ int frontbuf = GPU::FrontBuffer;
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, CompScreenInputTex);
+
+ if (GPU::Framebuffer[frontbuf][0] && GPU::Framebuffer[frontbuf][1])
+ {
+ 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, 192, 256*3 + 1, 192, GL_RGBA_INTEGER,
+ GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
+ }
+
+ glActiveTexture(GL_TEXTURE1);
+ GPU3D::GLRenderer::SetupAccelFrame();
+
+ glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
+ glBindVertexArray(CompVertexArrayID);
+ glDrawArrays(GL_TRIANGLES, 0, 4*3);
+ }
+}
+
+void BindOutputTexture()
+{
+ glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex);
+}
+
+}
+}
diff --git a/src/GPU_OpenGL_shaders.h b/src/GPU_OpenGL_shaders.h
new file mode 100644
index 0000000..ec975ed
--- /dev/null
+++ b/src/GPU_OpenGL_shaders.h
@@ -0,0 +1,867 @@
+/*
+ Copyright 2016-2020 Arisotura
+
+ This file is part of melonDS.
+
+ melonDS is free software: you can redistribute it and/or modify it under
+ the terms of the GNU General Public License as published by the Free
+ Software Foundation, either version 3 of the License, or (at your option)
+ any later version.
+
+ melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
+ WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+ FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License along
+ with melonDS. If not, see http://www.gnu.org/licenses/.
+*/
+
+#ifndef GPU_OPENGL_SHADERS_H
+#define GPU_OPENGL_SHADERS_H
+
+const char* kCompositorVS = R"(#version 140
+
+in vec2 vPosition;
+
+smooth out vec2 fTexcoord;
+
+void main()
+{
+ vec4 fpos;
+ fpos.xy = vPosition;
+ fpos.z = 0.0;
+ fpos.w = 1.0;
+
+ gl_Position = fpos;
+ fTexcoord = (vPosition + vec2(1.0, 1.0)) * (vec2(256.0, 384.0) / 2.0);
+}
+)";
+
+const char* kCompositorFS_Nearest = R"(#version 140
+
+uniform uint u3DScale;
+
+uniform usampler2D ScreenTex;
+uniform sampler2D _3DTex;
+
+smooth in vec2 fTexcoord;
+
+out vec4 oColor;
+
+void main()
+{
+ ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
+
+ ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0));
+ int dispmode = mbright.b & 0x3;
+
+ if (dispmode == 1)
+ {
+ ivec4 val1 = pixel;
+ ivec4 val2 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0));
+ ivec4 val3 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0));
+
+ int compmode = val3.a & 0xF;
+ int eva, evb, evy;
+
+ if (compmode == 4)
+ {
+ // 3D on top, blending
+
+ float xpos = val3.r + fract(fTexcoord.x);
+ float ypos = mod(fTexcoord.y, 192);
+ ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
+ * vec4(63,63,63,31));
+
+ if (_3dpix.a > 0)
+ {
+ eva = (_3dpix.a & 0x1F) + 1;
+ evb = 32 - eva;
+
+ val1 = ((_3dpix * eva) + (val1 * evb)) >> 5;
+ if (eva <= 16) val1 += ivec4(1,1,1,0);
+ val1 = min(val1, 0x3F);
+ }
+ else
+ val1 = val2;
+ }
+ else if (compmode == 1)
+ {
+ // 3D on bottom, blending
+
+ float xpos = val3.r + fract(fTexcoord.x);
+ float ypos = mod(fTexcoord.y, 192);
+ ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
+ * vec4(63,63,63,31));
+
+ if (_3dpix.a > 0)
+ {
+ eva = val3.g;
+ evb = val3.b;
+
+ val1 = ((val1 * eva) + (_3dpix * evb)) >> 4;
+ val1 = min(val1, 0x3F);
+ }
+ else
+ val1 = val2;
+ }
+ else if (compmode <= 3)
+ {
+ // 3D on top, normal/fade
+
+ float xpos = val3.r + fract(fTexcoord.x);
+ float ypos = mod(fTexcoord.y, 192);
+ ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
+ * vec4(63,63,63,31));
+
+ if (_3dpix.a > 0)
+ {
+ evy = val3.g;
+
+ val1 = _3dpix;
+ if (compmode == 2) val1 += ((ivec4(0x3F,0x3F,0x3F,0) - val1) * evy) >> 4;
+ else if (compmode == 3) val1 -= (val1 * evy) >> 4;
+ }
+ else
+ val1 = val2;
+ }
+
+ pixel = val1;
+ }
+
+ if (dispmode != 0)
+ {
+ int brightmode = mbright.g >> 6;
+ if (brightmode == 1)
+ {
+ // up
+ int evy = mbright.r & 0x1F;
+ if (evy > 16) evy = 16;
+
+ pixel += ((ivec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4;
+ }
+ else if (brightmode == 2)
+ {
+ // down
+ int evy = mbright.r & 0x1F;
+ if (evy > 16) evy = 16;
+
+ pixel -= (pixel * evy) >> 4;
+ }
+ }
+
+ pixel.rgb <<= 2;
+ pixel.rgb |= (pixel.rgb >> 6);
+
+ // TODO: filters
+
+ oColor = vec4(vec3(pixel.rgb) / 255.0, 1.0);
+}
+)";
+
+
+
+const char* kCompositorFS_Linear = R"(#version 140
+
+uniform uint u3DScale;
+
+uniform usampler2D ScreenTex;
+uniform sampler2D _3DTex;
+
+smooth in vec2 fTexcoord;
+
+out vec4 oColor;
+
+ivec4 Get3DPixel(vec2 pos)
+{
+ return ivec4(texelFetch(_3DTex, ivec2(pos*u3DScale), 0).bgra
+ * vec4(63,63,63,31));
+}
+
+ivec4 GetFullPixel(ivec4 val1, ivec4 val2, ivec4 val3, ivec4 _3dpix)
+{
+ int compmode = val3.a & 0xF;
+ int eva, evb, evy;
+
+ if (compmode == 4)
+ {
+ // 3D on top, blending
+
+ if (_3dpix.a > 0)
+ {
+ eva = (_3dpix.a & 0x1F) + 1;
+ evb = 32 - eva;
+
+ val1 = ((_3dpix * eva) + (val1 * evb)) >> 5;
+ if (eva <= 16) val1 += ivec4(1,1,1,0);
+ val1 = min(val1, 0x3F);
+ }
+ else
+ val1 = val2;
+ }
+ else if (compmode == 1)
+ {
+ // 3D on bottom, blending
+
+ if (_3dpix.a > 0)
+ {
+ eva = val3.g;
+ evb = val3.b;
+
+ val1 = ((val1 * eva) + (_3dpix * evb)) >> 4;
+ val1 = min(val1, 0x3F);
+ }
+ else
+ val1 = val2;
+ }
+ else if (compmode <= 3)
+ {
+ // 3D on top, normal/fade
+
+ if (_3dpix.a > 0)
+ {
+ evy = val3.g;
+
+ val1 = _3dpix;
+ if (compmode == 2) val1 += ((ivec4(0x3F,0x3F,0x3F,0) - val1) * evy) >> 4;
+ else if (compmode == 3) val1 -= (val1 * evy) >> 4;
+ }
+ else
+ val1 = val2;
+ }
+
+ return val1;
+}
+
+ivec4 imix(ivec4 a, ivec4 b, float x)
+{
+ return ivec4(vec4(a)*(1-x) + vec4(b)*x);
+}
+
+void main()
+{
+ ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
+
+ ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0));
+ int dispmode = mbright.b & 0x3;
+
+ if (dispmode == 1)
+ {
+ ivec4 val1 = pixel;
+ ivec4 val2 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0));
+ ivec4 val3 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0));
+
+ float xfract = fract(fTexcoord.x);
+ float yfract = fract(fTexcoord.y);
+
+ float xpos = val3.r + xfract;
+ float ypos = mod(fTexcoord.y, 192);
+ ivec4 _3dpix = Get3DPixel(vec2(xpos,ypos));
+
+ ivec4 p00 = GetFullPixel(val1, val2, val3, _3dpix);
+
+ int xdisp = 1 - int(step(255, fTexcoord.x));
+ int ydisp = 1 - int(step(191, ypos));
+
+ ivec4 p01 = GetFullPixel(ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(xdisp+0 ,0), 0)),
+ ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(xdisp+256,0), 0)),
+ ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(xdisp+512,0), 0)),
+ _3dpix);
+
+ ivec4 p10 = GetFullPixel(ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(0+0 ,ydisp), 0)),
+ ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(0+256,ydisp), 0)),
+ ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(0+512,ydisp), 0)),
+ _3dpix);
+
+ ivec4 p11 = GetFullPixel(ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(xdisp+0 ,ydisp), 0)),
+ ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(xdisp+256,ydisp), 0)),
+ ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(xdisp+512,ydisp), 0)),
+ _3dpix);
+
+ ivec4 pa = imix(p00, p01, xfract);
+ ivec4 pb = imix(p10, p11, xfract);
+
+ pixel = imix(pa, pb, yfract);
+ }
+
+ if (dispmode != 0)
+ {
+ int brightmode = mbright.g >> 6;
+ if (brightmode == 1)
+ {
+ // up
+ int evy = mbright.r & 0x1F;
+ if (evy > 16) evy = 16;
+
+ pixel += ((ivec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4;
+ }
+ else if (brightmode == 2)
+ {
+ // down
+ int evy = mbright.r & 0x1F;
+ if (evy > 16) evy = 16;
+
+ pixel -= (pixel * evy) >> 4;
+ }
+ }
+
+ pixel.rgb <<= 2;
+ pixel.rgb |= (pixel.rgb >> 6);
+
+ // TODO: filters
+
+ oColor = vec4(vec3(pixel.rgb) / 255.0, 1.0);
+}
+)";
+
+
+
+
+
+
+// HUGE TEST ZONE ARRLGD
+
+const char* kCompositorVS_xBRZ = R"(#version 140
+
+#define BLEND_NONE 0
+#define BLEND_NORMAL 1
+#define BLEND_DOMINANT 2
+#define LUMINANCE_WEIGHT 1.0
+#define EQUAL_COLOR_TOLERANCE 30.0/255.0
+#define STEEP_DIRECTION_THRESHOLD 2.2
+#define DOMINANT_DIRECTION_THRESHOLD 3.6
+
+#if __VERSION__ >= 130
+#define COMPAT_VARYING out
+#define COMPAT_ATTRIBUTE in
+#define COMPAT_TEXTURE texture
+#else
+#define COMPAT_VARYING varying
+#define COMPAT_ATTRIBUTE attribute
+#define COMPAT_TEXTURE texture2D
+#endif
+
+#ifdef GL_ES
+#define COMPAT_PRECISION mediump
+#else
+#define COMPAT_PRECISION
+#endif
+
+COMPAT_ATTRIBUTE vec2 vPosition;
+COMPAT_VARYING vec4 TEX0;
+COMPAT_VARYING vec4 t1;
+COMPAT_VARYING vec4 t2;
+COMPAT_VARYING vec4 t3;
+COMPAT_VARYING vec4 t4;
+COMPAT_VARYING vec4 t5;
+COMPAT_VARYING vec4 t6;
+COMPAT_VARYING vec4 t7;
+
+uniform COMPAT_PRECISION int FrameDirection;
+uniform COMPAT_PRECISION int FrameCount;
+uniform COMPAT_PRECISION vec2 OutputSize;
+uniform COMPAT_PRECISION vec2 TextureSize;
+uniform COMPAT_PRECISION vec2 InputSize;
+
+// vertex compatibility #defines
+#define vTexCoord TEX0.xy
+#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
+#define outsize vec4(OutputSize, 1.0 / OutputSize)
+
+void main()
+{
+ vec4 fpos;
+ fpos.xy = vPosition;
+ fpos.z = 0.0;
+ fpos.w = 1.0;
+
+ gl_Position = fpos;
+ vec2 TexCoord = (vPosition + vec2(1.0, 1.0)) * (vec2(256.0, 384.0) / 2.0);
+
+
+ //gl_Position = MVPMatrix * VertexCoord;
+ //COL0 = COLOR;
+ TEX0.xy = TexCoord.xy;
+ vec2 ps = vec2(1,1);//vec2(SourceSize.z, SourceSize.w);
+ float dx = ps.x;
+ float dy = ps.y;
+
+ // A1 B1 C1
+ // A0 A B C C4
+ // D0 D E F F4
+ // G0 G H I I4
+ // G5 H5 I5
+
+ t1 = vTexCoord.xxxy + vec4( -dx, 0.0, dx,-2.0*dy); // A1 B1 C1
+ t2 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, -dy); // A B C
+ t3 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, 0.0); // D E F
+ t4 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, dy); // G H I
+ t5 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, 2.0*dy); // G5 H5 I5
+ t6 = vTexCoord.xyyy + vec4(-2.0*dx,-dy, 0.0, dy); // A0 D0 G0
+ t7 = vTexCoord.xyyy + vec4( 2.0*dx,-dy, 0.0, dy); // C4 F4 I4
+}
+)";
+
+const char* kCompositorFS_xBRZ = R"(#version 140
+
+#define BLEND_NONE 0
+#define BLEND_NORMAL 1
+#define BLEND_DOMINANT 2
+#define LUMINANCE_WEIGHT 1.0
+#define EQUAL_COLOR_TOLERANCE 30.0/255.0
+#define STEEP_DIRECTION_THRESHOLD 2.2
+#define DOMINANT_DIRECTION_THRESHOLD 3.6
+
+#if __VERSION__ >= 130
+#define COMPAT_VARYING in
+//#define COMPAT_TEXTURE texture
+#define FragColor oColor
+#else
+#define COMPAT_VARYING varying
+#define FragColor gl_FragColor
+//#define COMPAT_TEXTURE texture2D
+#endif
+
+#ifdef GL_ES
+#ifdef GL_FRAGMENT_PRECISION_HIGH
+precision highp float;
+#else
+precision mediump float;
+#endif
+#define COMPAT_PRECISION mediump
+#else
+#define COMPAT_PRECISION
+#endif
+
+uniform uint u3DScale;
+
+uniform usampler2D ScreenTex;
+uniform sampler2D _3DTex;
+
+smooth in vec2 fTexcoord;
+
+out vec4 oColor;
+
+//uniform COMPAT_PRECISION vec2 OutputSize;
+//uniform COMPAT_PRECISION vec2 TextureSize;
+#define TextureSize vec2(256,384)
+//uniform COMPAT_PRECISION vec2 InputSize;
+//uniform sampler2D Texture;
+#define Texture 1312
+COMPAT_VARYING vec4 TEX0;
+COMPAT_VARYING vec4 t1;
+COMPAT_VARYING vec4 t2;
+COMPAT_VARYING vec4 t3;
+COMPAT_VARYING vec4 t4;
+COMPAT_VARYING vec4 t5;
+COMPAT_VARYING vec4 t6;
+COMPAT_VARYING vec4 t7;
+
+// fragment compatibility #defines
+#define Source Texture
+#define vTexCoord TEX0.xy
+
+#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
+#define outsize vec4(OutputSize, 1.0 / OutputSize)
+
+ const float one_sixth = 1.0 / 6.0;
+ const float two_sixth = 2.0 / 6.0;
+ const float four_sixth = 4.0 / 6.0;
+ const float five_sixth = 5.0 / 6.0;
+
+vec4 Get2DPixel(vec2 texcoord, int level)
+{
+ ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(texcoord) + ivec2(level*256,0), 0));
+
+ return vec4(pixel) / vec4(63.0, 63.0, 63.0, 31.0);
+}
+
+ivec4 Get3DPixel(vec2 pos)
+{
+ return ivec4(texelFetch(_3DTex, ivec2(pos*u3DScale), 0).bgra
+ * vec4(63,63,63,31));
+}
+
+float reduce(const vec3 color)
+{
+ return dot(color, vec3(65536.0, 256.0, 1.0));
+}
+
+float DistYCbCr(const vec3 pixA, const vec3 pixB)
+{
+ const vec3 w = vec3(0.2627, 0.6780, 0.0593);
+ const float scaleB = 0.5 / (1.0 - w.b);
+ const float scaleR = 0.5 / (1.0 - w.r);
+ vec3 diff = pixA - pixB;
+ float Y = dot(diff, w);
+ float Cb = scaleB * (diff.b - Y);
+ float Cr = scaleR * (diff.r - Y);
+
+ return sqrt( ((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr) );
+}
+
+bool IsPixEqual(const vec3 pixA, const vec3 pixB)
+{
+ return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
+}
+
+bool IsBlendingNeeded(const ivec4 blend)
+{
+ return any(notEqual(blend, ivec4(BLEND_NONE)));
+}
+
+//---------------------------------------
+// Input Pixel Mapping: --|21|22|23|--
+// 19|06|07|08|09
+// 18|05|00|01|10
+// 17|04|03|02|11
+// --|15|14|13|--
+//
+// Output Pixel Mapping: 20|21|22|23|24|25
+// 19|06|07|08|09|26
+// 18|05|00|01|10|27
+// 17|04|03|02|11|28
+// 16|15|14|13|12|29
+// 35|34|33|32|31|30
+
+ivec4 GetFiltered2DPixel(int level)
+{
+ vec2 f = fract(vTexCoord.xy);// * SourceSize.xy);
+
+ //---------------------------------------
+ // Input Pixel Mapping: 20|21|22|23|24
+ // 19|06|07|08|09
+ // 18|05|00|01|10
+ // 17|04|03|02|11
+ // 16|15|14|13|12
+
+ vec3 src[25];
+
+ src[21] = Get2DPixel(t1.xw, level).rgb;
+ src[22] = Get2DPixel(t1.yw, level).rgb;
+ src[23] = Get2DPixel(t1.zw, level).rgb;
+ src[ 6] = Get2DPixel(t2.xw, level).rgb;
+ src[ 7] = Get2DPixel(t2.yw, level).rgb;
+ src[ 8] = Get2DPixel(t2.zw, level).rgb;
+ src[ 5] = Get2DPixel(t3.xw, level).rgb;
+ src[ 0] = Get2DPixel(t3.yw, level).rgb;
+ src[ 1] = Get2DPixel(t3.zw, level).rgb;
+ src[ 4] = Get2DPixel(t4.xw, level).rgb;
+ src[ 3] = Get2DPixel(t4.yw, level).rgb;
+ src[ 2] = Get2DPixel(t4.zw, level).rgb;
+ src[15] = Get2DPixel(t5.xw, level).rgb;
+ src[14] = Get2DPixel(t5.yw, level).rgb;
+ src[13] = Get2DPixel(t5.zw, level).rgb;
+ src[19] = Get2DPixel(t6.xy, level).rgb;
+ src[18] = Get2DPixel(t6.xz, level).rgb;
+ src[17] = Get2DPixel(t6.xw, level).rgb;
+ src[ 9] = Get2DPixel(t7.xy, level).rgb;
+ src[10] = Get2DPixel(t7.xz, level).rgb;
+ src[11] = Get2DPixel(t7.xw, level).rgb;
+
+ float v[9];
+ v[0] = reduce(src[0]);
+ v[1] = reduce(src[1]);
+ v[2] = reduce(src[2]);
+ v[3] = reduce(src[3]);
+ v[4] = reduce(src[4]);
+ v[5] = reduce(src[5]);
+ v[6] = reduce(src[6]);
+ v[7] = reduce(src[7]);
+ v[8] = reduce(src[8]);
+
+ ivec4 blendResult = ivec4(BLEND_NONE);
+
+ // Preprocess corners
+ // Pixel Tap Mapping: --|--|--|--|--
+ // --|--|07|08|--
+ // --|05|00|01|10
+ // --|04|03|02|11
+ // --|--|14|13|--
+ // Corner (1, 1)
+ if ( ((v[0] == v[1] && v[3] == v[2]) || (v[0] == v[3] && v[1] == v[2])) == false)
+ {
+ float dist_03_01 = DistYCbCr(src[ 4], src[ 0]) + DistYCbCr(src[ 0], src[ 8]) + DistYCbCr(src[14], src[ 2]) + DistYCbCr(src[ 2], src[10]) + (4.0 * DistYCbCr(src[ 3], src[ 1]));
+ float dist_00_02 = DistYCbCr(src[ 5], src[ 3]) + DistYCbCr(src[ 3], src[13]) + DistYCbCr(src[ 7], src[ 1]) + DistYCbCr(src[ 1], src[11]) + (4.0 * DistYCbCr(src[ 0], src[ 2]));
+ bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_03_01) < dist_00_02;
+ blendResult[2] = ((dist_03_01 < dist_00_02) && (v[0] != v[1]) && (v[0] != v[3])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
+ }
+
+ // Pixel Tap Mapping: --|--|--|--|--
+ // --|06|07|--|--
+ // 18|05|00|01|--
+ // 17|04|03|02|--
+ // --|15|14|--|--
+ // Corner (0, 1)
+ if ( ((v[5] == v[0] && v[4] == v[3]) || (v[5] == v[4] && v[0] == v[3])) == false)
+ {
+ float dist_04_00 = DistYCbCr(src[17], src[ 5]) + DistYCbCr(src[ 5], src[ 7]) + DistYCbCr(src[15], src[ 3]) + DistYCbCr(src[ 3], src[ 1]) + (4.0 * DistYCbCr(src[ 4], src[ 0]));
+ float dist_05_03 = DistYCbCr(src[18], src[ 4]) + DistYCbCr(src[ 4], src[14]) + DistYCbCr(src[ 6], src[ 0]) + DistYCbCr(src[ 0], src[ 2]) + (4.0 * DistYCbCr(src[ 5], src[ 3]));
+ bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_05_03) < dist_04_00;
+ blendResult[3] = ((dist_04_00 > dist_05_03) && (v[0] != v[5]) && (v[0] != v[3])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
+ }
+
+ // Pixel Tap Mapping: --|--|22|23|--
+ // --|06|07|08|09
+ // --|05|00|01|10
+ // --|--|03|02|--
+ // --|--|--|--|--
+ // Corner (1, 0)
+ if ( ((v[7] == v[8] && v[0] == v[1]) || (v[7] == v[0] && v[8] == v[1])) == false)
+ {
+ float dist_00_08 = DistYCbCr(src[ 5], src[ 7]) + DistYCbCr(src[ 7], src[23]) + DistYCbCr(src[ 3], src[ 1]) + DistYCbCr(src[ 1], src[ 9]) + (4.0 * DistYCbCr(src[ 0], src[ 8]));
+ float dist_07_01 = DistYCbCr(src[ 6], src[ 0]) + DistYCbCr(src[ 0], src[ 2]) + DistYCbCr(src[22], src[ 8]) + DistYCbCr(src[ 8], src[10]) + (4.0 * DistYCbCr(src[ 7], src[ 1]));
+ bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_07_01) < dist_00_08;
+ blendResult[1] = ((dist_00_08 > dist_07_01) && (v[0] != v[7]) && (v[0] != v[1])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
+ }
+
+ // Pixel Tap Mapping: --|21|22|--|--
+ // 19|06|07|08|--
+ // 18|05|00|01|--
+ // --|04|03|--|--
+ // --|--|--|--|--
+ // Corner (0, 0)
+ if ( ((v[6] == v[7] && v[5] == v[0]) || (v[6] == v[5] && v[7] == v[0])) == false)
+ {
+ float dist_05_07 = DistYCbCr(src[18], src[ 6]) + DistYCbCr(src[ 6], src[22]) + DistYCbCr(src[ 4], src[ 0]) + DistYCbCr(src[ 0], src[ 8]) + (4.0 * DistYCbCr(src[ 5], src[ 7]));
+ float dist_06_00 = DistYCbCr(src[19], src[ 5]) + DistYCbCr(src[ 5], src[ 3]) + DistYCbCr(src[21], src[ 7]) + DistYCbCr(src[ 7], src[ 1]) + (4.0 * DistYCbCr(src[ 6], src[ 0]));
+ bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_05_07) < dist_06_00;
+ blendResult[0] = ((dist_05_07 < dist_06_00) && (v[0] != v[5]) && (v[0] != v[7])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
+ }
+
+ vec3 dst[16];
+ dst[ 0] = src[0];
+ dst[ 1] = src[0];
+ dst[ 2] = src[0];
+ dst[ 3] = src[0];
+ dst[ 4] = src[0];
+ dst[ 5] = src[0];
+ dst[ 6] = src[0];
+ dst[ 7] = src[0];
+ dst[ 8] = src[0];
+ dst[ 9] = src[0];
+ dst[10] = src[0];
+ dst[11] = src[0];
+ dst[12] = src[0];
+ dst[13] = src[0];
+ dst[14] = src[0];
+ dst[15] = src[0];
+
+ // Scale pixel
+ if (IsBlendingNeeded(blendResult) == true)
+ {
+ float dist_01_04 = DistYCbCr(src[1], src[4]);
+ float dist_03_08 = DistYCbCr(src[3], src[8]);
+ bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v[0] != v[4]) && (v[5] != v[4]);
+ bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <= dist_01_04) && (v[0] != v[8]) && (v[7] != v[8]);
+ bool needBlend = (blendResult[2] != BLEND_NONE);
+ bool doLineBlend = ( blendResult[2] >= BLEND_DOMINANT ||
+ ((blendResult[1] != BLEND_NONE && !IsPixEqual(src[0], src[4])) ||
+ (blendResult[3] != BLEND_NONE && !IsPixEqual(src[0], src[8])) ||
+ (IsPixEqual(src[4], src[3]) && IsPixEqual(src[3], src[2]) && IsPixEqual(src[2], src[1]) && IsPixEqual(src[1], src[8]) && IsPixEqual(src[0], src[2]) == false) ) == false );
+
+ vec3 blendPix = ( DistYCbCr(src[0], src[1]) <= DistYCbCr(src[0], src[3]) ) ? src[1] : src[3];
+ dst[ 2] = mix(dst[ 2], blendPix, (needBlend && doLineBlend) ? ((haveShallowLine) ? ((haveSteepLine) ? 1.0/3.0 : 0.25) : ((haveSteepLine) ? 0.25 : 0.00)) : 0.00);
+ dst[ 9] = mix(dst[ 9], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 0.00);
+ dst[10] = mix(dst[10], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.75 : 0.00);
+ dst[11] = mix(dst[11], blendPix, (needBlend) ? ((doLineBlend) ? ((haveSteepLine) ? 1.00 : ((haveShallowLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
+ dst[12] = mix(dst[12], blendPix, (needBlend) ? ((doLineBlend) ? 1.00 : 0.6848532563) : 0.00);
+ dst[13] = mix(dst[13], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? 1.00 : ((haveSteepLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
+ dst[14] = mix(dst[14], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.75 : 0.00);
+ dst[15] = mix(dst[15], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 : 0.00);
+
+ dist_01_04 = DistYCbCr(src[7], src[2]);
+ dist_03_08 = DistYCbCr(src[1], src[6]);
+ haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v[0] != v[2]) && (v[3] != v[2]);
+ haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <= dist_01_04) && (v[0] != v[6]) && (v[5] != v[6]);
+ needBlend = (blendResult[1] != BLEND_NONE);
+ doLineBlend = ( blendResult[1] >= BLEND_DOMINANT ||
+ !((blendResult[0] != BLEND_NONE && !IsPixEqual(src[0], src[2])) ||
+ (blendResult[2] != BLEND_NONE && !IsPixEqual(src[0], src[6])) ||
+ (IsPixEqual(src[2], src[1]) && IsPixEqual(src[1], src[8]) && IsPixEqual(src[8], src[7]) && IsPixEqual(src[7], src[6]) && !IsPixEqual(src[0], src[8])) ) );
+
+ blendPix = ( DistYCbCr(src[0], src[7]) <= DistYCbCr(src[0], src[1]) ) ? src[7] : src[1];
+ dst[ 1] = mix(dst[ 1], blendPix, (needBlend && doLineBlend) ? ((haveShallowLine) ? ((haveSteepLine) ? 1.0/3.0 : 0.25) : ((haveSteepLine) ? 0.25 : 0.00)) : 0.00);
+ dst[ 6] = mix(dst[ 6], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 0.00);
+ dst[ 7] = mix(dst[ 7], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.75 : 0.00);
+ dst[ 8] = mix(dst[ 8], blendPix, (needBlend) ? ((doLineBlend) ? ((haveSteepLine) ? 1.00 : ((haveShallowLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
+ dst[ 9] = mix(dst[ 9], blendPix, (needBlend) ? ((doLineBlend) ? 1.00 : 0.6848532563) : 0.00);
+ dst[10] = mix(dst[10], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? 1.00 : ((haveSteepLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
+ dst[11] = mix(dst[11], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.75 : 0.00);
+ dst[12] = mix(dst[12], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 : 0.00);
+
+ dist_01_04 = DistYCbCr(src[5], src[8]);
+ dist_03_08 = DistYCbCr(src[7], src[4]);
+ haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v[0] != v[8]) && (v[1] != v[8]);
+ haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <= dist_01_04) && (v[0] != v[4]) && (v[3] != v[4]);
+ needBlend = (blendResult[0] != BLEND_NONE);
+ doLineBlend = ( blendResult[0] >= BLEND_DOMINANT ||
+ !((blendResult[3] != BLEND_NONE && !IsPixEqual(src[0], src[8])) ||
+ (blendResult[1] != BLEND_NONE && !IsPixEqual(src[0], src[4])) ||
+ (IsPixEqual(src[8], src[7]) && IsPixEqual(src[7], src[6]) && IsPixEqual(src[6], src[5]) && IsPixEqual(src[5], src[4]) && !IsPixEqual(src[0], src[6])) ) );
+
+ blendPix = ( DistYCbCr(src[0], src[5]) <= DistYCbCr(src[0], src[7]) ) ? src[5] : src[7];
+ dst[ 0] = mix(dst[ 0], blendPix, (needBlend && doLineBlend) ? ((haveShallowLine) ? ((haveSteepLine) ? 1.0/3.0 : 0.25) : ((haveSteepLine) ? 0.25 : 0.00)) : 0.00);
+ dst[15] = mix(dst[15], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 0.00);
+ dst[ 4] = mix(dst[ 4], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.75 : 0.00);
+ dst[ 5] = mix(dst[ 5], blendPix, (needBlend) ? ((doLineBlend) ? ((haveSteepLine) ? 1.00 : ((haveShallowLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
+ dst[ 6] = mix(dst[ 6], blendPix, (needBlend) ? ((doLineBlend) ? 1.00 : 0.6848532563) : 0.00);
+ dst[ 7] = mix(dst[ 7], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? 1.00 : ((haveSteepLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
+ dst[ 8] = mix(dst[ 8], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.75 : 0.00);
+ dst[ 9] = mix(dst[ 9], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 : 0.00);
+
+
+ dist_01_04 = DistYCbCr(src[3], src[6]);
+ dist_03_08 = DistYCbCr(src[5], src[2]);
+ haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v[0] != v[6]) && (v[7] != v[6]);
+ haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <= dist_01_04) && (v[0] != v[2]) && (v[1] != v[2]);
+ needBlend = (blendResult[3] != BLEND_NONE);
+ doLineBlend = ( blendResult[3] >= BLEND_DOMINANT ||
+ !((blendResult[2] != BLEND_NONE && !IsPixEqual(src[0], src[6])) ||
+ (blendResult[0] != BLEND_NONE && !IsPixEqual(src[0], src[2])) ||
+ (IsPixEqual(src[6], src[5]) && IsPixEqual(src[5], src[4]) && IsPixEqual(src[4], src[3]) && IsPixEqual(src[3], src[2]) && !IsPixEqual(src[0], src[4])) ) );
+
+ blendPix = ( DistYCbCr(src[0], src[3]) <= DistYCbCr(src[0], src[5]) ) ? src[3] : src[5];
+ dst[ 3] = mix(dst[ 3], blendPix, (needBlend && doLineBlend) ? ((haveShallowLine) ? ((haveSteepLine) ? 1.0/3.0 : 0.25) : ((haveSteepLine) ? 0.25 : 0.00)) : 0.00);
+ dst[12] = mix(dst[12], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 0.00);
+ dst[13] = mix(dst[13], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.75 : 0.00);
+ dst[14] = mix(dst[14], blendPix, (needBlend) ? ((doLineBlend) ? ((haveSteepLine) ? 1.00 : ((haveShallowLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
+ dst[15] = mix(dst[15], blendPix, (needBlend) ? ((doLineBlend) ? 1.00 : 0.6848532563) : 0.00);
+ dst[ 4] = mix(dst[ 4], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? 1.00 : ((haveSteepLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
+ dst[ 5] = mix(dst[ 5], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.75 : 0.00);
+ dst[ 6] = mix(dst[ 6], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 : 0.00);
+ }
+
+ vec3 res = mix( mix( mix( mix(dst[ 6], dst[ 7], step(0.25, f.x)), mix(dst[ 8], dst[ 9], step(0.75, f.x)), step(0.50, f.x)),
+ mix( mix(dst[ 5], dst[ 0], step(0.25, f.x)), mix(dst[ 1], dst[10], step(0.75, f.x)), step(0.50, f.x)), step(0.25, f.y)),
+ mix( mix( mix(dst[ 4], dst[ 3], step(0.25, f.x)), mix(dst[ 2], dst[11], step(0.75, f.x)), step(0.50, f.x)),
+ mix( mix(dst[15], dst[14], step(0.25, f.x)), mix(dst[13], dst[12], step(0.75, f.x)), step(0.50, f.x)), step(0.75, f.y)),
+ step(0.50, f.y));
+
+ return ivec4(res * vec3(63,63,63), 0);
+}
+
+
+void main()
+{
+ vec2 fTexcoord = vTexCoord.xy;
+
+ ivec4 pixel;// = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
+
+ ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0));
+ int dispmode = mbright.b & 0x3;
+
+ if (dispmode == 1)
+ {
+ ivec4 val1;// = pixel;
+ //ivec4 val2 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0));
+ ivec4 val3 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0));
+
+ int compmode = val3.a & 0xF;
+ int eva, evb, evy;
+
+ float xpos = val3.r + fract(fTexcoord.x);
+ float ypos = mod(fTexcoord.y, 192);
+ ivec4 _3dpix = Get3DPixel(vec2(xpos, ypos));
+
+ if (compmode == 4)
+ {
+ // 3D on top, blending
+
+ if (_3dpix.a > 0)
+ {
+ eva = (_3dpix.a & 0x1F) + 1;
+ if (eva == 32)
+ {
+ val1 = _3dpix;
+ }
+ else
+ {
+ evb = 32 - eva;
+
+ val1 = GetFiltered2DPixel(0);
+
+ val1 = ((_3dpix * eva) + (val1 * evb)) >> 5;
+ if (eva <= 16) val1 += ivec4(1,1,1,0);
+ val1 = min(val1, 0x3F);
+ }
+ }
+ else
+ val1 = GetFiltered2DPixel(1);
+ }
+ else if (compmode == 1)
+ {
+ // 3D on bottom, blending
+
+ if (_3dpix.a > 0)
+ {
+ eva = val3.g;
+ evb = val3.b;
+
+ val1 = GetFiltered2DPixel(0);
+
+ val1 = ((val1 * eva) + (_3dpix * evb)) >> 4;
+ val1 = min(val1, 0x3F);
+ }
+ else
+ val1 = GetFiltered2DPixel(1);
+ }
+ else if (compmode <= 3)
+ {
+ // 3D on top, normal/fade
+
+ if (_3dpix.a > 0)
+ {
+ evy = val3.g;
+
+ val1 = _3dpix;
+ if (compmode == 2) val1 += ((ivec4(0x3F,0x3F,0x3F,0) - val1) * evy) >> 4;
+ else if (compmode == 3) val1 -= (val1 * evy) >> 4;
+ }
+ else
+ val1 = GetFiltered2DPixel(1);
+ }
+ else
+ val1 = GetFiltered2DPixel(0);
+
+ pixel = val1;
+ }
+ else
+ {
+ pixel = GetFiltered2DPixel(0);
+ }
+
+ if (dispmode != 0)
+ {
+ int brightmode = mbright.g >> 6;
+ if (brightmode == 1)
+ {
+ // up
+ int evy = mbright.r & 0x1F;
+ if (evy > 16) evy = 16;
+
+ pixel += ((ivec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4;
+ }
+ else if (brightmode == 2)
+ {
+ // down
+ int evy = mbright.r & 0x1F;
+ if (evy > 16) evy = 16;
+
+ pixel -= (pixel * evy) >> 4;
+ }
+ }
+
+ pixel.rgb <<= 2;
+ pixel.rgb |= (pixel.rgb >> 6);
+
+ FragColor = vec4(vec3(pixel.rgb) / 255.0, 1.0);
+}
+)";
+
+
+
+
+
+
+#endif // GPU_OPENGL_SHADERS_H
diff --git a/src/OpenGLSupport.cpp b/src/OpenGLSupport.cpp
index f91af9b..27b1480 100644
--- a/src/OpenGLSupport.cpp
+++ b/src/OpenGLSupport.cpp
@@ -19,18 +19,20 @@
#include "OpenGLSupport.h"
+namespace OpenGL
+{
DO_PROCLIST(DECLPROC);
-bool OpenGL_Init()
+bool Init()
{
DO_PROCLIST(LOADPROC);
return true;
}
-bool OpenGL_BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name)
+bool BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name)
{
int len;
int res;
@@ -89,7 +91,7 @@ bool OpenGL_BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, cons
return true;
}
-bool OpenGL_LinkShaderProgram(GLuint* ids)
+bool LinkShaderProgram(GLuint* ids)
{
int res;
@@ -115,14 +117,16 @@ bool OpenGL_LinkShaderProgram(GLuint* ids)
return true;
}
-void OpenGL_DeleteShaderProgram(GLuint* ids)
+void DeleteShaderProgram(GLuint* ids)
{
glDeleteShader(ids[0]);
glDeleteShader(ids[1]);
glDeleteProgram(ids[2]);
}
-void OpenGL_UseShaderProgram(GLuint* ids)
+void UseShaderProgram(GLuint* ids)
{
glUseProgram(ids[2]);
}
+
+}
diff --git a/src/OpenGLSupport.h b/src/OpenGLSupport.h
index 5f92580..360d215 100644
--- a/src/OpenGLSupport.h
+++ b/src/OpenGLSupport.h
@@ -21,6 +21,8 @@
#include <stdio.h>
#include <string.h>
+
+// TODO: different includes for each platform
#include <GL/gl.h>
#include <GL/glext.h>
@@ -45,23 +47,11 @@
// if you need more OpenGL functions, add them to the macronator here
-// TODO: handle conditionally loading certain functions for different GL versions
-
-#ifndef __WIN32__
-
-#define DO_PROCLIST_1_3(func)
-#else
-#define DO_PROCLIST_1_3(func) \
+#define DO_PROCLIST(func) \
func(GLACTIVETEXTURE, glActiveTexture); \
func(GLBLENDCOLOR, glBlendColor); \
-
-#endif
-
-
-#define DO_PROCLIST(func) \
- DO_PROCLIST_1_3(func) \
\
func(GLGENFRAMEBUFFERS, glGenFramebuffers); \
func(GLDELETEFRAMEBUFFERS, glDeleteFramebuffers); \
@@ -122,14 +112,18 @@
func(GLGETSTRINGI, glGetStringi); \
+namespace OpenGL
+{
+
DO_PROCLIST(DECLPROC_EXT);
+bool Init();
-bool OpenGL_Init();
+bool BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name);
+bool LinkShaderProgram(GLuint* ids);
+void DeleteShaderProgram(GLuint* ids);
+void UseShaderProgram(GLuint* ids);
-bool OpenGL_BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name);
-bool OpenGL_LinkShaderProgram(GLuint* ids);
-void OpenGL_DeleteShaderProgram(GLuint* ids);
-void OpenGL_UseShaderProgram(GLuint* ids);
+}
#endif // OPENGLSUPPORT_H
diff --git a/src/frontend/qt_sdl/Platform.cpp b/src/frontend/qt_sdl/Platform.cpp
index dd838d7..6b256e0 100644
--- a/src/frontend/qt_sdl/Platform.cpp
+++ b/src/frontend/qt_sdl/Platform.cpp
@@ -56,6 +56,7 @@
char* EmuDirectory;
void emuStop();
+void* oglGetProcAddress(const char* proc);
namespace Platform
@@ -418,7 +419,7 @@ void Semaphore_Post(void* sema)
void* GL_GetProcAddress(const char* proc)
{
- return NULL;//uiGLGetProcAddress(proc);
+ return oglGetProcAddress(proc);
}
diff --git a/src/frontend/qt_sdl/main.cpp b/src/frontend/qt_sdl/main.cpp
index bb08a87..096b91c 100644
--- a/src/frontend/qt_sdl/main.cpp
+++ b/src/frontend/qt_sdl/main.cpp
@@ -45,6 +45,7 @@
#include "NDS.h"
#include "GBACart.h"
+#include "OpenGLSupport.h"
#include "GPU.h"
#include "SPU.h"
#include "Wifi.h"
@@ -258,6 +259,54 @@ EmuThread::EmuThread(QObject* parent) : QThread(parent)
connect(this, SIGNAL(windowEmuPause()), mainWindow->actPause, SLOT(trigger()));
connect(this, SIGNAL(windowEmuReset()), mainWindow->actReset, SLOT(trigger()));
connect(this, SIGNAL(screenLayoutChange()), mainWindow->panel, SLOT(onScreenLayoutChanged()));
+
+ initOpenGL();
+}
+
+void EmuThread::initOpenGL()
+{
+ QOpenGLContext* windowctx = mainWindow->getOGLContext();
+ QSurfaceFormat format = windowctx->format();
+
+ oglSurface = new QOffscreenSurface();
+ oglSurface->setFormat(format);
+ oglSurface->create();
+ if (!oglSurface->isValid())
+ {
+ // TODO handle this!
+ printf("oglSurface shat itself :(\n");
+ delete oglSurface;
+ return;
+ }
+
+ oglContext = new QOpenGLContext();//oglSurface);
+ oglContext->setFormat(oglSurface->format());
+ oglContext->setShareContext(windowctx);
+ if (!oglContext->create())
+ {
+ // TODO handle this!
+ printf("oglContext shat itself :(\n");
+ delete oglContext;
+ delete oglSurface;
+ return;
+ }
+
+ oglContext->moveToThread(this);
+}
+
+void deinitOpenGL()
+{
+ // TODO!!
+}
+
+void* oglGetProcAddress(const char* proc)
+{
+ return emuThread->oglGetProcAddress(proc);
+}
+
+void* EmuThread::oglGetProcAddress(const char* proc)
+{
+ return (void*)oglContext->getProcAddress(proc);
}
void EmuThread::run()
@@ -279,7 +328,11 @@ void EmuThread::run()
}
else*/
{
- GPU3D::InitRenderer(false);
+ //GPU3D::InitRenderer(false);
+ bool res = oglContext->makeCurrent(oglSurface);
+ printf("good? %d\n", res);
+ OpenGL::Init();
+ GPU3D::InitRenderer(res);
}
Input::Init();
@@ -755,6 +808,11 @@ void ScreenPanelGL::initializeGL()
{
initializeOpenGLFunctions();
+ const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string
+ const GLubyte* version = glGetString(GL_VERSION); // version as a string
+ printf("OpenGL: renderer: %s\n", renderer);
+ printf("OpenGL: version: %s\n", version);
+
glClearColor(0, 0, 0, 1);
screenShader = new QOpenGLShaderProgram(this);
@@ -828,14 +886,24 @@ void ScreenPanelGL::paintGL()
int frontbuf = GPU::FrontBuffer;
glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, screenTexture);
- if (GPU::Framebuffer[frontbuf][0] && GPU::Framebuffer[frontbuf][1])
+ if (true)
+ {
+ // hardware-accelerated render
+ GPU::GLCompositor::BindOutputTexture();
+ }
+ else
{
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 192, GL_RGBA,
- GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256, 192, GL_RGBA,
- GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
+ // regular render
+ glBindTexture(GL_TEXTURE_2D, screenTexture);
+
+ if (GPU::Framebuffer[frontbuf][0] && GPU::Framebuffer[frontbuf][1])
+ {
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 192, GL_RGBA,
+ GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256, 192, GL_RGBA,
+ GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
+ }
}
GLint filter = Config::ScreenFilter ? GL_LINEAR : GL_NEAREST;
@@ -1141,6 +1209,13 @@ MainWindow::~MainWindow()
{
}
+QOpenGLContext* MainWindow::getOGLContext()
+{
+ // TODO: check whether we can actually pull this!
+ QOpenGLWidget* glpanel = (QOpenGLWidget*)panel;
+ return glpanel->context();
+}
+
void MainWindow::resizeEvent(QResizeEvent* event)
{
int w = event->size().width();
@@ -1755,6 +1830,13 @@ int main(int argc, char** argv)
}
#endif
+ QSurfaceFormat format;
+ format.setDepthBufferSize(24);
+ format.setStencilBufferSize(8);
+ format.setVersion(3, 2);
+ format.setProfile(QSurfaceFormat::CoreProfile);
+ QSurfaceFormat::setDefaultFormat(format);
+
audioSync = SDL_CreateCond();
audioSyncLock = SDL_CreateMutex();
diff --git a/src/frontend/qt_sdl/main.h b/src/frontend/qt_sdl/main.h
index 8a8c041..67c93d0 100644
--- a/src/frontend/qt_sdl/main.h
+++ b/src/frontend/qt_sdl/main.h
@@ -25,6 +25,7 @@
#include <QImage>
#include <QActionGroup>
+#include <QOffscreenSurface>
#include <QOpenGLWidget>
#include <QOpenGLContext>
#include <QOpenGLFunctions>
@@ -40,6 +41,11 @@ class EmuThread : public QThread
public:
explicit EmuThread(QObject* parent = nullptr);
+ void initOpenGL();
+ void deinitOpenGL();
+
+ void* oglGetProcAddress(const char* proc);
+
void changeWindowTitle(char* title);
// to be called from the UI thread
@@ -67,6 +73,9 @@ private:
volatile int EmuStatus;
int PrevEmuStatus;
int EmuRunning;
+
+ QOffscreenSurface* oglSurface;
+ QOpenGLContext* oglContext;
};
@@ -161,6 +170,8 @@ public:
explicit MainWindow(QWidget* parent = nullptr);
~MainWindow();
+ QOpenGLContext* getOGLContext();
+
protected:
void resizeEvent(QResizeEvent* event) override;