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-rw-r--r--src/GPU2D.cpp17
-rw-r--r--src/GPU2D_Soft.cpp37
-rw-r--r--src/GPU3D.cpp46
-rw-r--r--src/GPU3D.h4
-rw-r--r--src/GPU_OpenGL.cpp5
-rw-r--r--src/GPU_OpenGL_shaders.h9
6 files changed, 81 insertions, 37 deletions
diff --git a/src/GPU2D.cpp b/src/GPU2D.cpp
index d2a8b34..eb160d8 100644
--- a/src/GPU2D.cpp
+++ b/src/GPU2D.cpp
@@ -303,8 +303,14 @@ void GPU2D::Write8(u32 addr, u8 val)
case 0x00E: BGCnt[3] = (BGCnt[3] & 0xFF00) | val; return;
case 0x00F: BGCnt[3] = (BGCnt[3] & 0x00FF) | (val << 8); return;
- case 0x010: BGXPos[0] = (BGXPos[0] & 0xFF00) | val; return;
- case 0x011: BGXPos[0] = (BGXPos[0] & 0x00FF) | (val << 8); return;
+ case 0x010:
+ BGXPos[0] = (BGXPos[0] & 0xFF00) | val;
+ if (Num == 0) GPU3D::SetRenderXPos(BGXPos[0]);
+ return;
+ case 0x011:
+ BGXPos[0] = (BGXPos[0] & 0x00FF) | (val << 8);
+ if (Num == 0) GPU3D::SetRenderXPos(BGXPos[0]);
+ return;
case 0x012: BGYPos[0] = (BGYPos[0] & 0xFF00) | val; return;
case 0x013: BGYPos[0] = (BGYPos[0] & 0x00FF) | (val << 8); return;
case 0x014: BGXPos[1] = (BGXPos[1] & 0xFF00) | val; return;
@@ -401,7 +407,10 @@ void GPU2D::Write16(u32 addr, u16 val)
case 0x00C: BGCnt[2] = val; return;
case 0x00E: BGCnt[3] = val; return;
- case 0x010: BGXPos[0] = val; return;
+ case 0x010:
+ BGXPos[0] = val;
+ if (Num == 0) GPU3D::SetRenderXPos(BGXPos[0]);
+ return;
case 0x012: BGYPos[0] = val; return;
case 0x014: BGXPos[1] = val; return;
case 0x016: BGYPos[1] = val; return;
@@ -716,4 +725,4 @@ void GPU2D::GetOBJVRAM(u8*& data, u32& mask)
data = GPU::VRAMFlat_BOBJ;
mask = 0x1FFFF;
}
-} \ No newline at end of file
+}
diff --git a/src/GPU2D_Soft.cpp b/src/GPU2D_Soft.cpp
index 7345af9..c686bad 100644
--- a/src/GPU2D_Soft.cpp
+++ b/src/GPU2D_Soft.cpp
@@ -403,7 +403,7 @@ void GPU2D_Soft::DoCapture(u32 line, u32 width)
{
// 3D on top, blending
- u32 _3dval = _3DLine[val3 & 0xFF];
+ u32 _3dval = _3DLine[i];
if ((_3dval >> 24) > 0)
val1 = ColorBlend5(_3dval, val1);
else
@@ -413,7 +413,7 @@ void GPU2D_Soft::DoCapture(u32 line, u32 width)
{
// 3D on bottom, blending
- u32 _3dval = _3DLine[val3 & 0xFF];
+ u32 _3dval = _3DLine[i];
if ((_3dval >> 24) > 0)
{
u32 eva = (val3 >> 8) & 0x1F;
@@ -428,7 +428,7 @@ void GPU2D_Soft::DoCapture(u32 line, u32 width)
{
// 3D on top, normal/fade
- u32 _3dval = _3DLine[val3 & 0xFF];
+ u32 _3dval = _3DLine[i];
if ((_3dval >> 24) > 0)
{
u32 evy = (val3 >> 8) & 0x1F;
@@ -807,7 +807,7 @@ void GPU2D_Soft::DrawScanline_BGOBJ(u32 line)
BGOBJLine[i] = val2;
BGOBJLine[256+i] = ColorComposite(i, val2, val3);
- BGOBJLine[512+i] = 0x04000000 | (val1 & 0xFF);
+ BGOBJLine[512+i] = 0x04000000;
}
else if ((flag1 & 0xC0) == 0x40)
{
@@ -819,7 +819,7 @@ void GPU2D_Soft::DrawScanline_BGOBJ(u32 line)
BGOBJLine[i] = val2;
BGOBJLine[256+i] = ColorComposite(i, val2, val3);
- BGOBJLine[512+i] = (bldcnteffect << 24) | (EVY << 8) | (val1 & 0xFF);
+ BGOBJLine[512+i] = (bldcnteffect << 24) | (EVY << 8);
}
else if (((flag2 & 0xC0) == 0x40) && ((BlendCnt & 0x01C0) == 0x0140))
{
@@ -842,7 +842,7 @@ void GPU2D_Soft::DrawScanline_BGOBJ(u32 line)
BGOBJLine[i] = val1;
BGOBJLine[256+i] = ColorComposite(i, val1, val3);
- BGOBJLine[512+i] = (bldcnteffect << 24) | (EVB << 16) | (EVA << 8) | (val2 & 0xFF);
+ BGOBJLine[512+i] = (bldcnteffect << 24) | (EVB << 16) | (EVA << 8);
}
else
{
@@ -910,39 +910,24 @@ void GPU2D_Soft::DrawPixel_Accel(u32* dst, u16 color, u32 flag)
void GPU2D_Soft::DrawBG_3D()
{
- u16 xoff = BGXPos[0];
int i = 0;
- int iend = 256;
-
- if (xoff & 0x100)
- {
- i = (0x100 - (xoff & 0xFF));
- xoff += i;
- }
- if ((xoff - i + iend - 1) & 0x100)
- {
- iend -= (xoff & 0xFF);
- }
if (Accelerated)
{
- for (; i < iend; i++)
+ for (i = 0; i < 256; i++)
{
- int pos = xoff++;
-
if (!(WindowMask[i] & 0x01)) continue;
BGOBJLine[i+512] = BGOBJLine[i+256];
BGOBJLine[i+256] = BGOBJLine[i];
- BGOBJLine[i] = 0x40000000 | pos; // 3D-layer placeholder
+ BGOBJLine[i] = 0x40000000; // 3D-layer placeholder
}
}
else
{
- for (; i < iend; i++)
+ for (i = 0; i < 256; i++)
{
- u32 c = _3DLine[xoff];
- xoff++;
+ u32 c = _3DLine[i];
if ((c >> 24) == 0) continue;
if (!(WindowMask[i] & 0x01)) continue;
@@ -2227,4 +2212,4 @@ void GPU2D_Soft::MosaicXSizeChanged()
{
CurBGXMosaicTable = MosaicTable[BGMosaicSize[0]];
CurOBJXMosaicTable = MosaicTable[OBJMosaicSize[1]];
-} \ No newline at end of file
+}
diff --git a/src/GPU3D.cpp b/src/GPU3D.cpp
index fd8d320..a02e286 100644
--- a/src/GPU3D.cpp
+++ b/src/GPU3D.cpp
@@ -181,6 +181,8 @@ u32 RenderClearAttr1, RenderClearAttr2;
bool RenderFrameIdentical;
+u16 RenderXPos;
+
u32 ZeroDotWLimit;
u32 GXStat;
@@ -385,6 +387,8 @@ void Reset()
FlushAttributes = 0;
ResetRenderingState();
+
+ RenderXPos = 0;
}
void DoSavestate(Savestate* file)
@@ -430,6 +434,8 @@ void DoSavestate(Savestate* file)
file->Var32(&RenderClearAttr1);
file->Var32(&RenderClearAttr2);
+ file->Var16(&RenderXPos);
+
file->Var32(&ZeroDotWLimit);
file->Var32(&GXStat);
@@ -587,8 +593,6 @@ void DoSavestate(Savestate* file)
}
}
- // probably not worth storing the vblank-latched Renderxxxxxx variables
-
CmdStallQueue->DoSavestate(file);
file->Var32((u32*)&VertexPipeline);
file->Var32((u32*)&NormalPipeline);
@@ -2564,14 +2568,48 @@ void VCount215()
#endif
}
+void SetRenderXPos(u16 xpos)
+{
+ if (!RenderingEnabled) return;
+
+ RenderXPos = xpos & 0x01FF;
+}
+
+u32 ScrolledLine[256];
+
u32* GetLine(int line)
{
- if (GPU::Renderer == 0) return SoftRenderer::GetLine(line);
+ u32* rawline;
+
+ if (GPU::Renderer == 0) rawline = SoftRenderer::GetLine(line);
#ifdef OGLRENDERER_ENABLED
- else return GLRenderer::GetLine(line);
+ else rawline = GLRenderer::GetLine(line);
#else
return NULL;
#endif
+
+ if (RenderXPos == 0) return rawline;
+
+ // apply X scroll
+
+ if (RenderXPos & 0x100)
+ {
+ int i = 0, j = RenderXPos;
+ for (; j < 512; i++, j++)
+ ScrolledLine[i] = 0;
+ for (j = 0; i < 256; i++, j++)
+ ScrolledLine[i] = rawline[j];
+ }
+ else
+ {
+ int i = 0, j = RenderXPos;
+ for (; j < 256; i++, j++)
+ ScrolledLine[i] = rawline[j];
+ for (; i < 256; i++)
+ ScrolledLine[i] = 0;
+ }
+
+ return ScrolledLine;
}
diff --git a/src/GPU3D.h b/src/GPU3D.h
index 0477c4f..69b67fa 100644
--- a/src/GPU3D.h
+++ b/src/GPU3D.h
@@ -89,6 +89,8 @@ extern u32 RenderClearAttr1, RenderClearAttr2;
extern bool RenderFrameIdentical;
+extern u16 RenderXPos;
+
extern std::array<Polygon*,2048> RenderPolygonRAM;
extern u32 RenderNumPolygons;
@@ -114,6 +116,8 @@ void CheckFIFODMA();
void VCount144();
void VBlank();
void VCount215();
+
+void SetRenderXPos(u16 xpos);
u32* GetLine(int line);
void WriteToGXFIFO(u32 val);
diff --git a/src/GPU_OpenGL.cpp b/src/GPU_OpenGL.cpp
index 359e9cd..0c6cf00 100644
--- a/src/GPU_OpenGL.cpp
+++ b/src/GPU_OpenGL.cpp
@@ -36,6 +36,7 @@ int ScreenH, ScreenW;
GLuint CompShader[1][3];
GLuint CompScaleLoc[1];
+GLuint Comp3DXPosLoc[1];
GLuint CompVertexBufferID;
GLuint CompVertexArrayID;
@@ -64,6 +65,7 @@ bool Init()
return false;
CompScaleLoc[i] = glGetUniformLocation(CompShader[i][2], "u3DScale");
+ Comp3DXPosLoc[i] = glGetUniformLocation(CompShader[i][2], "u3DXPos");
glUseProgram(CompShader[i][2]);
uni_id = glGetUniformLocation(CompShader[i][2], "ScreenTex");
@@ -180,6 +182,9 @@ void RenderFrame()
OpenGL::UseShaderProgram(CompShader[0]);
glUniform1ui(CompScaleLoc[0], Scale);
+ // TODO: support setting this midframe, if ever needed
+ glUniform1i(Comp3DXPosLoc[0], ((int)GPU3D::RenderXPos << 23) >> 23);
+
int frontbuf = GPU::FrontBuffer;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, CompScreenInputTex);
diff --git a/src/GPU_OpenGL_shaders.h b/src/GPU_OpenGL_shaders.h
index 20ac767..03ddb7a 100644
--- a/src/GPU_OpenGL_shaders.h
+++ b/src/GPU_OpenGL_shaders.h
@@ -40,6 +40,7 @@ void main()
const char* kCompositorFS_Nearest = R"(#version 140
uniform uint u3DScale;
+uniform int u3DXPos;
uniform usampler2D ScreenTex;
uniform sampler2D _3DTex;
@@ -52,6 +53,8 @@ void main()
{
ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
+ float _3dxpos = float(u3DXPos);
+
ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0));
int dispmode = mbright.b & 0x3;
@@ -68,7 +71,7 @@ void main()
{
// 3D on top, blending
- float xpos = val3.r + fract(fTexcoord.x);
+ float xpos = fTexcoord.x + _3dxpos;
float ypos = mod(fTexcoord.y, 192);
ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
* vec4(63,63,63,31));
@@ -89,7 +92,7 @@ void main()
{
// 3D on bottom, blending
- float xpos = val3.r + fract(fTexcoord.x);
+ float xpos = fTexcoord.x + _3dxpos;
float ypos = mod(fTexcoord.y, 192);
ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
* vec4(63,63,63,31));
@@ -109,7 +112,7 @@ void main()
{
// 3D on top, normal/fade
- float xpos = val3.r + fract(fTexcoord.x);
+ float xpos = fTexcoord.x + _3dxpos;
float ypos = mod(fTexcoord.y, 192);
ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
* vec4(63,63,63,31));