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-rw-r--r--src/libui_sdl/main.cpp44
-rw-r--r--src/libui_sdl/main_shaders.h142
2 files changed, 74 insertions, 112 deletions
diff --git a/src/libui_sdl/main.cpp b/src/libui_sdl/main.cpp
index 3a99d95..2e0c271 100644
--- a/src/libui_sdl/main.cpp
+++ b/src/libui_sdl/main.cpp
@@ -216,7 +216,7 @@ bool GLScreen_Init()
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, 1024, 1536, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 256*3 + 1, 192*2, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, NULL);
GL_ScreenSizeDirty = true;
@@ -317,31 +317,31 @@ void GLScreen_DrawScreen()
switch (ScreenRotation)
{
case 0:
- s0 = 0; t0 = 768;
- s1 = scwidth; t1 = 768;
- s2 = 0; t2 = 768+scheight;
- s3 = scwidth; t3 = 768+scheight;
+ s0 = 0; t0 = 192;
+ s1 = scwidth; t1 = 192;
+ s2 = 0; t2 = 192+scheight;
+ s3 = scwidth; t3 = 192+scheight;
break;
case 1:
- s0 = 0; t0 = 768+scheight;
- s1 = 0; t1 = 768;
- s2 = scwidth; t2 = 768+scheight;
- s3 = scwidth; t3 = 768;
+ s0 = 0; t0 = 192+scheight;
+ s1 = 0; t1 = 192;
+ s2 = scwidth; t2 = 192+scheight;
+ s3 = scwidth; t3 = 192;
break;
case 2:
- s0 = scwidth; t0 = 768+scheight;
- s1 = 0; t1 = 768+scheight;
- s2 = scwidth; t2 = 768;
- s3 = 0; t3 = 768;
+ s0 = scwidth; t0 = 192+scheight;
+ s1 = 0; t1 = 192+scheight;
+ s2 = scwidth; t2 = 192;
+ s3 = 0; t3 = 192;
break;
case 3:
- s0 = scwidth; t0 = 768;
- s1 = scwidth; t1 = 768+scheight;
- s2 = 0; t2 = 768;
- s3 = 0; t3 = 768+scheight;
+ s0 = scwidth; t0 = 192;
+ s1 = scwidth; t1 = 192+scheight;
+ s2 = 0; t2 = 192;
+ s3 = 0; t3 = 192+scheight;
break;
}
@@ -381,14 +381,14 @@ void GLScreen_DrawScreen()
{
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 768, 256, 192, GL_RGBA_INTEGER,
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
}
else
{
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 2, 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 + 2, 192, GL_RGBA_INTEGER,
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
}
}
@@ -2241,11 +2241,13 @@ void DestroyMainWindow()
void RecreateMainWindow(bool opengl)
{
- int winX, winY;
+ int winX, winY, maxi;
uiWindowPosition(MainWindow, &winX, &winY);
+ maxi = uiWindowMaximized(MainWindow);
DestroyMainWindow();
CreateMainWindow(opengl);
uiWindowSetPosition(MainWindow, winX, winY);
+ uiWindowSetMaximized(MainWindow, maxi);
}
diff --git a/src/libui_sdl/main_shaders.h b/src/libui_sdl/main_shaders.h
index d6d898d..a855f1b 100644
--- a/src/libui_sdl/main_shaders.h
+++ b/src/libui_sdl/main_shaders.h
@@ -66,121 +66,81 @@ void main()
{
ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
- // bit0-13: BLDCNT
- // bit14-15: DISPCNT display mode
- // bit16-20: EVA
- // bit21-25: EVB
- // bit26-30: EVY
- ivec4 ctl = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0));
- ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3 + 1, int(fTexcoord.y)), 0));
- int dispmode = (ctl.g >> 6) & 0x3;
+ ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0));
+ int dispmode = mbright.b & 0x3;
if (dispmode == 1)
{
- int eva = ctl.b & 0x1F;
- int evb = (ctl.b >> 5) | ((ctl.a & 0x03) << 3);
- int evy = ctl.a >> 2;
+ 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));
- ivec4 top = pixel;
- ivec4 mid = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0));
- ivec4 bot = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0));
+ int compmode = val3.a & 0xF;
+ int eva, evb, evy;
- int winmask = top.b >> 7;
-
- if ((top.a & 0xC0) == 0x40)
+ if (compmode == 4)
{
- float xpos = top.r + fract(fTexcoord.x);
- float ypos = mod(fTexcoord.y, 768);
- ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
- * vec4(63,63,63,31));
+ // 3D on top, blending
- if (_3dpix.a > 0) { top = _3dpix; top.a |= 0x40; bot = mid; }
- else top = mid;
- }
- else if ((mid.a & 0xC0) == 0x40)
- {
- float xpos = mid.r + fract(fTexcoord.x);
- float ypos = mod(fTexcoord.y, 768);
+ 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) { 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;
-
- int 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);
-
- int coloreffect = 0;
+ if (_3dpix.a > 0)
+ {
+ eva = (_3dpix.a & 0x1F) + 1;
+ evb = 32 - eva;
- if ((top.a & 0x80) != 0 && t2pass)
+ 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)
{
- // sprite blending
+ // 3D on bottom, blending
- coloreffect = 1;
+ 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 ((top.a & 0x40) != 0)
+ if (_3dpix.a > 0)
{
- eva = top.a & 0x1F;
- evb = 16 - eva;
+ eva = val3.g;
+ evb = val3.b;
+
+ val1 = ((val1 * eva) + (_3dpix * evb)) >> 4;
+ val1 = min(val1, 0x3F);
}
+ else
+ val1 = val2;
}
- else if ((top.a & 0x40) != 0 && t2pass)
+ else if (compmode <= 3)
{
- // 3D layer blending
+ // 3D on top, normal/fade
- 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;
+ 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 ((ctl.r & top.a) != 0 && winmask != 0)
+ if (_3dpix.a > 0)
{
- int effect = ctl.r >> 6;
- if ((effect != 1) || t2pass) coloreffect = effect;
+ 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;
}
- 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 += ((ivec4(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 += ivec4(1,1,1,0);
- pixel = min(pixel, 0x3F);
- }
+ pixel = val1;
}
if (dispmode != 0)