diff options
Diffstat (limited to 'src/libui_sdl')
-rw-r--r-- | src/libui_sdl/main.cpp | 44 | ||||
-rw-r--r-- | src/libui_sdl/main_shaders.h | 142 |
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) |