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-rw-r--r--src/ARM.cpp14
-rw-r--r--src/Config.cpp8
-rw-r--r--src/Config.h4
-rw-r--r--src/GPU.cpp101
-rw-r--r--src/GPU.h5
-rw-r--r--src/GPU2D.cpp719
-rw-r--r--src/GPU2D.h49
-rw-r--r--src/GPU3D.cpp72
-rw-r--r--src/GPU3D.h28
-rw-r--r--src/GPU3D_OpenGL.cpp1124
-rw-r--r--src/GPU3D_OpenGL_shaders.h690
-rw-r--r--src/GPU3D_Soft.cpp11
-rw-r--r--src/NDS.cpp2
-rw-r--r--src/OpenGLSupport.cpp119
-rw-r--r--src/OpenGLSupport.h123
-rw-r--r--src/Platform.h2
-rw-r--r--src/SPU.cpp4
-rw-r--r--src/libui_sdl/DlgVideoSettings.cpp309
-rw-r--r--src/libui_sdl/DlgVideoSettings.h29
-rw-r--r--src/libui_sdl/Platform.cpp7
-rw-r--r--src/libui_sdl/PlatformConfig.cpp6
-rw-r--r--src/libui_sdl/PlatformConfig.h3
-rw-r--r--src/libui_sdl/libui/ui.h19
-rw-r--r--src/libui_sdl/libui/windows/area.cpp73
-rw-r--r--src/libui_sdl/libui/windows/area.hpp11
-rw-r--r--src/libui_sdl/libui/windows/areadraw.cpp27
-rw-r--r--src/libui_sdl/libui/windows/areaevents.cpp2
-rw-r--r--src/libui_sdl/libui/windows/areautil.cpp21
-rw-r--r--src/libui_sdl/libui/windows/gl.cpp142
-rw-r--r--src/libui_sdl/libui/windows/window.cpp15
-rw-r--r--src/libui_sdl/main.cpp756
-rw-r--r--src/libui_sdl/main_shaders.h201
32 files changed, 4191 insertions, 505 deletions
diff --git a/src/ARM.cpp b/src/ARM.cpp
index f1bed5f..69755ff 100644
--- a/src/ARM.cpp
+++ b/src/ARM.cpp
@@ -159,7 +159,7 @@ void ARM::SetupCodeMem(u32 addr)
//NDS::ARM7GetMemRegion(addr, false, &CodeMem);
}
}
-
+extern u64 vbltime;
void ARMv5::JumpTo(u32 addr, bool restorecpsr)
{
if (restorecpsr)
@@ -180,6 +180,16 @@ void ARMv5::JumpTo(u32 addr, bool restorecpsr)
if (R[15]==0x0204BE5E) printf("recvfrom() ret:%d errno:%d %08X\n", R[0], NDS::ARM9Read32(0x217F398), addr);
if (R[15]==0x0205038A) printf("sgrecvfrom() ret:%d errno:%d %08X\n", R[0], NDS::ARM9Read32(0x217F398), addr);
if (addr==0x02050379 || addr==0x0205036D) printf("morp %08X->%08X, %d\n", R[15], addr, R[7]);*/
+ /*if (addr==0x020B5F14) printf("VRAM UNMAP %02X %08X\n", R[0], R[15]);
+ if (addr==0x020B5FAC) printf("VRAM MAP %2X %08X\n", R[0], R[15]);
+ if (addr==0x0209F860) printf("VRAM BLORP %02X %08X\n", R[0], R[15]);
+ if (addr==0x02005A34) printf("VAZAVAZORP %08X. VCOUNT=%d\n", R[15], NDS::ARM9Read16(0x04000006));
+ if (addr==0x0209FBEC) printf("COUILLON. %08X %08X\n", R[0], R[1]);
+ if (addr==0x02004AA8) printf("ANEBATE 1 %d\n", NDS::ARM9Read16(0x04000006));
+ if (addr==0x020058C8) printf("ANEBATE 2 %d\n", NDS::ARM9Read16(0x04000006));
+ if (addr==0x02005398) printf("ANEBATE 3 %d %d\n", NDS::ARM9Read16(0x04000006), (u32)(NDS::ARM9Timestamp-vbltime));
+ if (addr==0x02005A5C) printf("PLAFORP %d\n", NDS::ARM9Read16(0x04000006));
+ if (addr==0x209FBDC) printf("ROLOLORP\n");*/
u32 oldregion = R[15] >> 24;
u32 newregion = addr >> 24;
@@ -508,6 +518,8 @@ void ARMv5::Execute()
}
else
AddCycles_C();
+
+ //if (R[15]>=0x02005A5C && R[15]<=0x02005A84) printf("NORP %08X %d\n", R[15]-8, NDS::ARM9Read16(0x04000006));
}
// TODO optimize this shit!!!
diff --git a/src/Config.cpp b/src/Config.cpp
index 4182dba..42f18c7 100644
--- a/src/Config.cpp
+++ b/src/Config.cpp
@@ -28,12 +28,20 @@ namespace Config
const char* kConfigFile = "melonDS.ini";
+int _3DRenderer;
int Threaded3D;
+int GL_ScaleFactor;
+int GL_Antialias;
+
ConfigEntry ConfigFile[] =
{
+ {"3DRenderer", 0, &_3DRenderer, 1, NULL, 0},
{"Threaded3D", 0, &Threaded3D, 1, NULL, 0},
+ {"GL_ScaleFactor", 0, &GL_ScaleFactor, 1, NULL, 0},
+ {"GL_Antialias", 0, &GL_Antialias, 0, NULL, 0},
+
{"", -1, NULL, 0, NULL, 0}
};
diff --git a/src/Config.h b/src/Config.h
index 88eb202..642e9d5 100644
--- a/src/Config.h
+++ b/src/Config.h
@@ -40,8 +40,12 @@ bool HasConfigFile(const char* fileName);
void Load();
void Save();
+extern int _3DRenderer;
extern int Threaded3D;
+extern int GL_ScaleFactor;
+extern int GL_Antialias;
+
}
#endif // CONFIG_H
diff --git a/src/GPU.cpp b/src/GPU.cpp
index 14e562e..d1870fd 100644
--- a/src/GPU.cpp
+++ b/src/GPU.cpp
@@ -20,7 +20,7 @@
#include <string.h>
#include "NDS.h"
#include "GPU.h"
-
+u64 vbltime;
namespace GPU
{
@@ -71,7 +71,9 @@ u32 VRAMMap_TexPal[8];
u32 VRAMMap_ARM7[2];
-u32 Framebuffer[256*192*2];
+int FrontBuffer;
+u32* Framebuffer[2][2];
+bool Accelerated;
GPU2D* GPU2D_A;
GPU2D* GPU2D_B;
@@ -83,6 +85,12 @@ bool Init()
GPU2D_B = new GPU2D(1);
if (!GPU3D::Init()) return false;
+ FrontBuffer = 0;
+ Framebuffer[0][0] = NULL; Framebuffer[0][1] = NULL;
+ Framebuffer[1][0] = NULL; Framebuffer[1][1] = NULL;
+ Accelerated = false;
+ SetDisplaySettings(false);
+
return true;
}
@@ -91,6 +99,11 @@ void DeInit()
delete GPU2D_A;
delete GPU2D_B;
GPU3D::DeInit();
+
+ if (Framebuffer[0][0]) delete[] Framebuffer[0][0];
+ if (Framebuffer[0][1]) delete[] Framebuffer[0][1];
+ if (Framebuffer[1][0]) delete[] Framebuffer[1][0];
+ if (Framebuffer[1][1]) delete[] Framebuffer[1][1];
}
void Reset()
@@ -137,23 +150,39 @@ void Reset()
VRAMMap_ARM7[0] = 0;
VRAMMap_ARM7[1] = 0;
-
- for (int i = 0; i < 256*192*2; i++)
+printf("RESET: ACCEL=%d FRAMEBUFFER=%p\n", Accelerated, Framebuffer[0][0]);
+ int fbsize;
+ if (Accelerated) fbsize = (256*3 + 1) * 192;
+ else fbsize = 256 * 192;
+ for (int i = 0; i < fbsize; i++)
+ {
+ Framebuffer[0][0][i] = 0xFFFFFFFF;
+ Framebuffer[1][0][i] = 0xFFFFFFFF;
+ }
+ for (int i = 0; i < fbsize; i++)
{
- Framebuffer[i] = 0xFFFFFFFF;
+ Framebuffer[0][1][i] = 0xFFFFFFFF;
+ Framebuffer[1][1][i] = 0xFFFFFFFF;
}
GPU2D_A->Reset();
GPU2D_B->Reset();
GPU3D::Reset();
- GPU2D_A->SetFramebuffer(&Framebuffer[256*192]);
- GPU2D_B->SetFramebuffer(&Framebuffer[256*0]);
+ int backbuf = FrontBuffer ? 0 : 1;
+ GPU2D_A->SetFramebuffer(Framebuffer[backbuf][1]);
+ GPU2D_B->SetFramebuffer(Framebuffer[backbuf][0]);
}
void Stop()
{
- memset(Framebuffer, 0, 256*192*2*4);
+ int fbsize;
+ if (Accelerated) fbsize = (256*3 + 1) * 192;
+ else fbsize = 256 * 192;
+ memset(Framebuffer[0][0], 0, fbsize*4);
+ memset(Framebuffer[0][1], 0, fbsize*4);
+ memset(Framebuffer[1][0], 0, fbsize*4);
+ memset(Framebuffer[1][1], 0, fbsize*4);
}
void DoSavestate(Savestate* file)
@@ -208,6 +237,48 @@ void DoSavestate(Savestate* file)
GPU3D::DoSavestate(file);
}
+void AssignFramebuffers()
+{
+ int backbuf = FrontBuffer ? 0 : 1;
+ if (NDS::PowerControl9 & (1<<15))
+ {
+ GPU2D_A->SetFramebuffer(Framebuffer[backbuf][0]);
+ GPU2D_B->SetFramebuffer(Framebuffer[backbuf][1]);
+ }
+ else
+ {
+ GPU2D_A->SetFramebuffer(Framebuffer[backbuf][1]);
+ GPU2D_B->SetFramebuffer(Framebuffer[backbuf][0]);
+ }
+}
+
+void SetDisplaySettings(bool accel)
+{
+ int fbsize;
+ if (accel) fbsize = (256*3 + 1) * 192;
+ else fbsize = 256 * 192;
+ if (Framebuffer[0][0]) delete[] Framebuffer[0][0];
+ if (Framebuffer[1][0]) delete[] Framebuffer[1][0];
+ if (Framebuffer[0][1]) delete[] Framebuffer[0][1];
+ if (Framebuffer[1][1]) delete[] Framebuffer[1][1];
+ Framebuffer[0][0] = new u32[fbsize];
+ Framebuffer[1][0] = new u32[fbsize];
+ Framebuffer[0][1] = new u32[fbsize];
+ Framebuffer[1][1] = new u32[fbsize];
+
+ memset(Framebuffer[0][0], 0, fbsize*4);
+ memset(Framebuffer[1][0], 0, fbsize*4);
+ memset(Framebuffer[0][1], 0, fbsize*4);
+ memset(Framebuffer[1][1], 0, fbsize*4);
+
+ AssignFramebuffers();
+
+ GPU2D_A->SetDisplaySettings(accel);
+ GPU2D_B->SetDisplaySettings(accel);
+
+ Accelerated = accel;
+}
+
// VRAM mapping notes
//
@@ -666,16 +737,7 @@ void SetPowerCnt(u32 val)
GPU2D_B->SetEnabled(val & (1<<9));
GPU3D::SetEnabled(val & (1<<3), val & (1<<2));
- if (val & (1<<15))
- {
- GPU2D_A->SetFramebuffer(&Framebuffer[256*0]);
- GPU2D_B->SetFramebuffer(&Framebuffer[256*192]);
- }
- else
- {
- GPU2D_A->SetFramebuffer(&Framebuffer[256*192]);
- GPU2D_B->SetFramebuffer(&Framebuffer[256*0]);
- }
+ AssignFramebuffers();
}
@@ -746,6 +808,9 @@ void StartHBlank(u32 line)
void FinishFrame(u32 lines)
{
+ FrontBuffer = FrontBuffer ? 0 : 1;
+ AssignFramebuffers();
+
TotalScanlines = lines;
}
diff --git a/src/GPU.h b/src/GPU.h
index 50e5f55..b6f6473 100644
--- a/src/GPU.h
+++ b/src/GPU.h
@@ -61,7 +61,8 @@ extern u32 VRAMMap_Texture[4];
extern u32 VRAMMap_TexPal[8];
extern u32 VRAMMap_ARM7[2];
-extern u32 Framebuffer[256*192*2];
+extern int FrontBuffer;
+extern u32* Framebuffer[2][2];
extern GPU2D* GPU2D_A;
extern GPU2D* GPU2D_B;
@@ -74,6 +75,8 @@ void Stop();
void DoSavestate(Savestate* file);
+void SetDisplaySettings(bool accel);
+
void MapVRAM_AB(u32 bank, u8 cnt);
void MapVRAM_CD(u32 bank, u8 cnt);
diff --git a/src/GPU2D.cpp b/src/GPU2D.cpp
index b120cd8..4fe2209 100644
--- a/src/GPU2D.cpp
+++ b/src/GPU2D.cpp
@@ -215,6 +215,14 @@ void GPU2D::SetFramebuffer(u32* buf)
Framebuffer = buf;
}
+void GPU2D::SetDisplaySettings(bool accel)
+{
+ Accelerated = accel;
+
+ if (Accelerated) DrawPixel = DrawPixel_Accel;
+ else DrawPixel = DrawPixel_Normal;
+}
+
u8 GPU2D::Read8(u32 addr)
{
@@ -549,17 +557,141 @@ void GPU2D::Write32(u32 addr, u32 val)
}
-void GPU2D::DrawScanline(u32 line)
+u32 GPU2D::ColorBlend4(u32 val1, u32 val2, u32 eva, u32 evb)
{
- u32* dst = &Framebuffer[256*line];
- u32 mode1gfx[256];
+ u32 r = (((val1 & 0x00003F) * eva) + ((val2 & 0x00003F) * evb)) >> 4;
+ u32 g = ((((val1 & 0x003F00) * eva) + ((val2 & 0x003F00) * evb)) >> 4) & 0x007F00;
+ u32 b = ((((val1 & 0x3F0000) * eva) + ((val2 & 0x3F0000) * evb)) >> 4) & 0x7F0000;
- // request each 3D scanline in advance
- // this is required for the threaded mode of the software renderer
- // (alternately we could call GetLine() once and store the result somewhere)
- if (Num == 0)
- GPU3D::RequestLine(line);
+ if (r > 0x00003F) r = 0x00003F;
+ if (g > 0x003F00) g = 0x003F00;
+ if (b > 0x3F0000) b = 0x3F0000;
+
+ return r | g | b | 0xFF000000;
+}
+
+u32 GPU2D::ColorBlend5(u32 val1, u32 val2)
+{
+ u32 eva = ((val1 >> 24) & 0x1F) + 1;
+ u32 evb = 32 - eva;
+
+ if (eva == 32) return val1;
+
+ u32 r = (((val1 & 0x00003F) * eva) + ((val2 & 0x00003F) * evb)) >> 5;
+ u32 g = ((((val1 & 0x003F00) * eva) + ((val2 & 0x003F00) * evb)) >> 5) & 0x007F00;
+ u32 b = ((((val1 & 0x3F0000) * eva) + ((val2 & 0x3F0000) * evb)) >> 5) & 0x7F0000;
+
+ if (eva <= 16)
+ {
+ r += 0x000001;
+ g += 0x000100;
+ b += 0x010000;
+ }
+
+ if (r > 0x00003F) r = 0x00003F;
+ if (g > 0x003F00) g = 0x003F00;
+ if (b > 0x3F0000) b = 0x3F0000;
+
+ return r | g | b | 0xFF000000;
+}
+
+u32 GPU2D::ColorBrightnessUp(u32 val, u32 factor)
+{
+ u32 rb = val & 0x3F003F;
+ u32 g = val & 0x003F00;
+
+ rb += ((((0x3F003F - rb) * factor) >> 4) & 0x3F003F);
+ g += ((((0x003F00 - g) * factor) >> 4) & 0x003F00);
+
+ return rb | g | 0xFF000000;
+}
+
+u32 GPU2D::ColorBrightnessDown(u32 val, u32 factor)
+{
+ u32 rb = val & 0x3F003F;
+ u32 g = val & 0x003F00;
+
+ rb -= (((rb * factor) >> 4) & 0x3F003F);
+ g -= (((g * factor) >> 4) & 0x003F00);
+ return rb | g | 0xFF000000;
+}
+
+u32 GPU2D::ColorComposite(int i, u32 val1, u32 val2)
+{
+ u32 coloreffect = 0;
+ u32 eva, evb;
+
+ u32 flag1 = val1 >> 24;
+ u32 flag2 = val2 >> 24;
+
+ u32 target2;
+ if (flag2 & 0x80) target2 = 0x1000;
+ else if (flag2 & 0x40) target2 = 0x0100;
+ else target2 = flag2 << 8;
+
+ if ((flag1 & 0x80) && (BlendCnt & target2))
+ {
+ // sprite blending
+
+ coloreffect = 1;
+
+ if (flag1 & 0x40)
+ {
+ eva = flag1 & 0x1F;
+ evb = 16 - eva;
+ }
+ else
+ {
+ eva = EVA;
+ evb = EVB;
+ }
+ }
+ else if ((flag1 & 0x40) && (BlendCnt & target2))
+ {
+ // 3D layer blending
+
+ coloreffect = 4;
+ }
+ else
+ {
+ if (flag1 & 0x80) flag1 = 0x10;
+ else if (flag1 & 0x40) flag1 = 0x01;
+
+ if ((BlendCnt & flag1) && (WindowMask[i] & 0x20))
+ {
+ coloreffect = (BlendCnt >> 6) & 0x3;
+
+ if (coloreffect == 1)
+ {
+ if (BlendCnt & target2)
+ {
+ eva = EVA;
+ evb = EVB;
+ }
+ else
+ coloreffect = 0;
+ }
+ }
+ }
+
+ switch (coloreffect)
+ {
+ case 0: return val1;
+ case 1: return ColorBlend4(val1, val2, eva, evb);
+ case 2: return ColorBrightnessUp(val1, EVY);
+ case 3: return ColorBrightnessDown(val1, EVY);
+ case 4: return ColorBlend5(val1, val2);
+ }
+}
+
+
+void GPU2D::DrawScanline(u32 line)
+{
+ int stride = Accelerated ? (256*3 + 1) : 256;
+ u32* dst = &Framebuffer[stride * line];
+
+ int n3dline = line;
line = GPU::VCount;
bool forceblank = false;
@@ -580,28 +712,44 @@ void GPU2D::DrawScanline(u32 line)
{
for (int i = 0; i < 256; i++)
dst[i] = 0xFFFFFFFF;
+
+ if (Accelerated)
+ {
+ dst[256*3] = 0;
+ }
return;
}
u32 dispmode = DispCnt >> 16;
dispmode &= (Num ? 0x1 : 0x3);
+ if (Num == 0)
+ {
+ if (!Accelerated)
+ _3DLine = GPU3D::GetLine(n3dline);
+ else if ((CaptureCnt & (1<<31)) && (((CaptureCnt >> 29) & 0x3) != 1))
+ {
+ _3DLine = GPU3D::GetLine(n3dline);
+ //GPU3D::GLRenderer::PrepareCaptureFrame();
+ }
+ }
+
// always render regular graphics
- DrawScanline_Mode1(line, mode1gfx);
+ DrawScanline_BGOBJ(line);
switch (dispmode)
{
case 0: // screen off
{
for (int i = 0; i < 256; i++)
- dst[i] = 0xFF3F3F3F;
+ dst[i] = 0x003F3F3F;
}
break;
case 1: // regular display
{
- for (int i = 0; i < 256; i++)
- dst[i] = mode1gfx[i];
+ for (int i = 0; i < stride; i+=2)
+ *(u64*)&dst[i] = *(u64*)&BGOBJLine[i];
}
break;
@@ -661,7 +809,13 @@ void GPU2D::DrawScanline(u32 line)
}
if (line < capheight)
- DoCapture(line, capwidth, mode1gfx);
+ DoCapture(line, capwidth);
+ }
+
+ if (Accelerated)
+ {
+ dst[256*3] = MasterBrightness | (DispCnt & 0x30000);
+ return;
}
// master brightness
@@ -675,17 +829,7 @@ void GPU2D::DrawScanline(u32 line)
for (int i = 0; i < 256; i++)
{
- u32 val = dst[i];
-
- u32 r = val & 0x00003F;
- u32 g = val & 0x003F00;
- u32 b = val & 0x3F0000;
-
- r += (((0x00003F - r) * factor) >> 4);
- g += ((((0x003F00 - g) * factor) >> 4) & 0x003F00);
- b += ((((0x3F0000 - b) * factor) >> 4) & 0x3F0000);
-
- dst[i] = r | g | b;
+ dst[i] = ColorBrightnessUp(dst[i], factor);
}
}
else if ((MasterBrightness >> 14) == 2)
@@ -696,17 +840,7 @@ void GPU2D::DrawScanline(u32 line)
for (int i = 0; i < 256; i++)
{
- u32 val = dst[i];
-
- u32 r = val & 0x00003F;
- u32 g = val & 0x003F00;
- u32 b = val & 0x3F0000;
-
- r -= ((r * factor) >> 4);
- g -= (((g * factor) >> 4) & 0x003F00);
- b -= (((b * factor) >> 4) & 0x3F0000);
-
- dst[i] = r | g | b;
+ dst[i] = ColorBrightnessDown(dst[i], factor);
}
}
}
@@ -714,16 +848,16 @@ void GPU2D::DrawScanline(u32 line)
// convert to 32-bit BGRA
// note: 32-bit RGBA would be more straightforward, but
// BGRA seems to be more compatible (Direct2D soft, cairo...)
- for (int i = 0; i < 256; i++)
+ for (int i = 0; i < 256; i+=2)
{
- u32 c = dst[i];
+ u64 c = *(u64*)&dst[i];
- u32 r = c << 18;
- u32 g = (c << 2) & 0xFC00;
- u32 b = (c >> 14) & 0xFC;
+ u64 r = (c << 18) & 0xFC000000FC0000;
+ u64 g = (c << 2) & 0xFC000000FC00;
+ u64 b = (c >> 14) & 0xFC000000FC;
c = r | g | b;
- dst[i] = c | ((c & 0x00C0C0C0) >> 6) | 0xFF000000;
+ *(u64*)&dst[i] = c | ((c & 0x00C0C0C000C0C0C0) >> 6) | 0xFF000000FF000000;
}
}
@@ -747,10 +881,16 @@ void GPU2D::VBlankEnd()
BGMosaicYMax = BGMosaicSize[1];
OBJMosaicY = 0;
OBJMosaicYMax = OBJMosaicSize[1];
+
+ // TODO: make optional
+ if ((Num == 0) && (CaptureCnt & (1<<31)) && (((CaptureCnt >> 29) & 0x3) != 1))
+ {
+ GPU3D::GLRenderer::PrepareCaptureFrame();
+ }
}
-void GPU2D::DoCapture(u32 line, u32 width, u32* src)
+void GPU2D::DoCapture(u32 line, u32 width)
{
u32 dstvram = (CaptureCnt >> 16) & 0x3;
@@ -762,8 +902,76 @@ void GPU2D::DoCapture(u32 line, u32 width, u32* src)
u16* dst = (u16*)GPU::VRAM[dstvram];
u32 dstaddr = (((CaptureCnt >> 18) & 0x3) << 14) + (line * width);
+ // TODO: handle 3D in accelerated mode!!
+
+ u32* srcA;
if (CaptureCnt & (1<<24))
- src = (u32*)GPU3D::GetLine(line);
+ {
+ srcA = _3DLine;
+ }
+ else
+ {
+ srcA = BGOBJLine;
+ if (Accelerated)
+ {
+ // in accelerated mode, compositing is normally done on the GPU
+ // but when doing display capture, we do need the composited output
+ // so we do it here
+
+ for (int i = 0; i < 256; i++)
+ {
+ u32 val1 = BGOBJLine[i];
+ u32 val2 = BGOBJLine[256+i];
+ u32 val3 = BGOBJLine[512+i];
+
+ u32 compmode = (val3 >> 24) & 0xF;
+
+ if (compmode == 4)
+ {
+ // 3D on top, blending
+
+ u32 _3dval = _3DLine[val3 & 0xFF];
+ if ((_3dval >> 24) > 0)
+ val1 = ColorBlend5(_3dval, val1);
+ else
+ val1 = val2;
+ }
+ else if (compmode == 1)
+ {
+ // 3D on bottom, blending
+
+ u32 _3dval = _3DLine[val3 & 0xFF];
+ if ((_3dval >> 24) > 0)
+ {
+ u32 eva = (val3 >> 8) & 0x1F;
+ u32 evb = (val3 >> 16) & 0x1F;
+
+ val1 = ColorBlend4(val1, _3dval, eva, evb);
+ }
+ else
+ val1 = val2;
+ }
+ else if (compmode <= 3)
+ {
+ // 3D on top, normal/fade
+
+ u32 _3dval = _3DLine[val3 & 0xFF];
+ if ((_3dval >> 24) > 0)
+ {
+ u32 evy = (val3 >> 8) & 0x1F;
+
+ val1 = _3dval;
+ if (compmode == 2) val1 = ColorBrightnessUp(val1, evy);
+ else if (compmode == 3) val1 = ColorBrightnessDown(val1, evy);
+ }
+ else
+ val1 = val2;
+ }
+
+ BGOBJLine[i] = val1;
+ }
+ }
+ }
u16* srcB = NULL;
u32 srcBaddr = line * 256;
@@ -792,7 +1000,7 @@ void GPU2D::DoCapture(u32 line, u32 width, u32* src)
{
for (u32 i = 0; i < width; i++)
{
- u32 val = src[i];
+ u32 val = srcA[i];
// TODO: check what happens when alpha=0
@@ -843,7 +1051,7 @@ void GPU2D::DoCapture(u32 line, u32 width, u32* src)
{
for (u32 i = 0; i < width; i++)
{
- u32 val = src[i];
+ u32 val = srcA[i];
// TODO: check what happens when alpha=0
@@ -877,7 +1085,7 @@ void GPU2D::DoCapture(u32 line, u32 width, u32* src)
{
for (u32 i = 0; i < width; i++)
{
- u32 val = src[i];
+ u32 val = srcA[i];
// TODO: check what happens when alpha=0
@@ -1003,15 +1211,15 @@ void GPU2D::CheckWindows(u32 line)
else if (line == Win1Coords[2]) Win1Active |= 0x1;
}
-void GPU2D::CalculateWindowMask(u32 line, u8* mask)
+void GPU2D::CalculateWindowMask(u32 line)
{
for (u32 i = 0; i < 256; i++)
- mask[i] = WinCnt[2]; // window outside
+ WindowMask[i] = WinCnt[2]; // window outside
- if (DispCnt & ((1<<15)|(1<<12)))
+ if ((DispCnt & (1<<15)) && (DispCnt & (1<<12)))
{
// OBJ window
- DrawSpritesWindow(line, mask);
+ DrawSpritesWindow(line);
}
if (DispCnt & (1<<14))
@@ -1025,7 +1233,7 @@ void GPU2D::CalculateWindowMask(u32 line, u8* mask)
if (i == x2) Win1Active &= ~0x2;
else if (i == x1) Win1Active |= 0x2;
- if (Win1Active == 0x3) mask[i] = WinCnt[1];
+ if (Win1Active == 0x3) WindowMask[i] = WinCnt[1];
}
}
@@ -1040,14 +1248,14 @@ void GPU2D::CalculateWindowMask(u32 line, u8* mask)
if (i == x2) Win0Active &= ~0x2;
else if (i == x1) Win0Active |= 0x2;
- if (Win0Active == 0x3) mask[i] = WinCnt[0];
+ if (Win0Active == 0x3) WindowMask[i] = WinCnt[0];
}
}
}
template<u32 bgmode>
-void GPU2D::DrawScanlineBGMode(u32 line, u32 nsprites, u32* spritebuf, u32* dst)
+void GPU2D::DrawScanlineBGMode(u32 line, u32 nsprites)
{
for (int i = 3; i >= 0; i--)
{
@@ -1056,11 +1264,11 @@ void GPU2D::DrawScanlineBGMode(u32 line, u32 nsprites, u32* spritebuf, u32* dst)
if (DispCnt & 0x0800)
{
if (bgmode >= 3)
- DrawBG_Extended(line, dst, 3);
+ DrawBG_Extended(line, 3);
else if (bgmode >= 1)
- DrawBG_Affine(line, dst, 3);
+ DrawBG_Affine(line, 3);
else
- DrawBG_Text(line, dst, 3);
+ DrawBG_Text(line, 3);
}
}
if ((BGCnt[2] & 0x3) == i)
@@ -1068,18 +1276,18 @@ void GPU2D::DrawScanlineBGMode(u32 line, u32 nsprites, u32* spritebuf, u32* dst)
if (DispCnt & 0x0400)
{
if (bgmode == 5)
- DrawBG_Extended(line, dst, 2);
+ DrawBG_Extended(line, 2);
else if (bgmode == 4 || bgmode == 2)
- DrawBG_Affine(line, dst, 2);
+ DrawBG_Affine(line, 2);
else
- DrawBG_Text(line, dst, 2);
+ DrawBG_Text(line, 2);
}
}
if ((BGCnt[1] & 0x3) == i)
{
if (DispCnt & 0x0200)
{
- DrawBG_Text(line, dst, 1);
+ DrawBG_Text(line, 1);
}
}
if ((BGCnt[0] & 0x3) == i)
@@ -1087,17 +1295,17 @@ void GPU2D::DrawScanlineBGMode(u32 line, u32 nsprites, u32* spritebuf, u32* dst)
if (DispCnt & 0x0100)
{
if ((!Num) && (DispCnt & 0x8))
- DrawBG_3D(line, dst);
+ DrawBG_3D();
else
- DrawBG_Text(line, dst, 0);
+ DrawBG_Text(line, 0);
}
}
if ((DispCnt & 0x1000) && nsprites)
- InterleaveSprites(spritebuf, 0x8000 | (i<<16), dst);
+ InterleaveSprites(0x8000 | (i<<16));
}
}
-void GPU2D::DrawScanlineBGMode6(u32 line, u32 nsprites, u32* spritebuf, u32* dst)
+void GPU2D::DrawScanlineBGMode6(u32 line, u32 nsprites)
{
if (Num)
{
@@ -1111,7 +1319,7 @@ void GPU2D::DrawScanlineBGMode6(u32 line, u32 nsprites, u32* spritebuf, u32* dst
{
if (DispCnt & 0x0400)
{
- DrawBG_Large(line, dst);
+ DrawBG_Large(line);
}
}
if ((BGCnt[0] & 0x3) == i)
@@ -1119,20 +1327,17 @@ void GPU2D::DrawScanlineBGMode6(u32 line, u32 nsprites, u32* spritebuf, u32* dst
if (DispCnt & 0x0100)
{
if (DispCnt & 0x8)
- DrawBG_3D(line, dst);
+ DrawBG_3D();
}
}
if ((DispCnt & 0x1000) && nsprites)
- InterleaveSprites(spritebuf, 0x8000 | (i<<16), dst);
+ InterleaveSprites(0x8000 | (i<<16));
}
}
-void GPU2D::DrawScanline_Mode1(u32 line, u32* dst)
+void GPU2D::DrawScanline_BGOBJ(u32 line)
{
- u32 linebuf[256*2 + 64];
- u8* windowmask = (u8*)&linebuf[256*2];
-
- u32 backdrop;
+ u64 backdrop;
if (Num) backdrop = *(u16*)&GPU::Palette[0x400];
else backdrop = *(u16*)&GPU::Palette[0];
@@ -1142,165 +1347,135 @@ void GPU2D::DrawScanline_Mode1(u32 line, u32* dst)
u8 b = (backdrop & 0x7C00) >> 9;
backdrop = r | (g << 8) | (b << 16) | 0x20000000;
+ backdrop |= (backdrop << 32);
- for (int i = 0; i < 256; i++)
- linebuf[i] = backdrop;
+ for (int i = 0; i < 256; i+=2)
+ *(u64*)&BGOBJLine[i] = backdrop;
}
if (DispCnt & 0xE000)
- CalculateWindowMask(line, windowmask);
+ CalculateWindowMask(line);
else
- memset(windowmask, 0xFF, 256);
+ memset(WindowMask, 0xFF, 256);
// prerender sprites
- u32 spritebuf[256]; u32 nsprites = 0;
- memset(spritebuf, 0, 256*4);
- if (DispCnt & 0x1000) nsprites = DrawSprites(line, spritebuf);
+ u32 nsprites = 0;
+ memset(OBJLine, 0, 256*4);
+ if (DispCnt & 0x1000) nsprites = DrawSprites(line);
// TODO: what happens in mode 7? mode 6 on the sub engine?
switch (DispCnt & 0x7)
{
- case 0: DrawScanlineBGMode<0>(line, nsprites, spritebuf, linebuf); break;
- case 1: DrawScanlineBGMode<1>(line, nsprites, spritebuf, linebuf); break;
- case 2: DrawScanlineBGMode<2>(line, nsprites, spritebuf, linebuf); break;
- case 3: DrawScanlineBGMode<3>(line, nsprites, spritebuf, linebuf); break;
- case 4: DrawScanlineBGMode<4>(line, nsprites, spritebuf, linebuf); break;
- case 5: DrawScanlineBGMode<5>(line, nsprites, spritebuf, linebuf); break;
- case 6: DrawScanlineBGMode6(line, nsprites, spritebuf, linebuf); break;
+ case 0: DrawScanlineBGMode<0>(line, nsprites); break;
+ case 1: DrawScanlineBGMode<1>(line, nsprites); break;
+ case 2: DrawScanlineBGMode<2>(line, nsprites); break;
+ case 3: DrawScanlineBGMode<3>(line, nsprites); break;
+ case 4: DrawScanlineBGMode<4>(line, nsprites); break;
+ case 5: DrawScanlineBGMode<5>(line, nsprites); break;
+ case 6: DrawScanlineBGMode6(line, nsprites); break;
}
// color special effects
// can likely be optimized
- u32 bldcnteffect = (BlendCnt >> 6) & 0x3;
-
- for (int i = 0; i < 256; i++)
+ if (!Accelerated)
{
- u32 val1 = linebuf[i];
- u32 val2 = linebuf[256+i];
-
- u32 coloreffect, eva, evb;
-
- u32 flag1 = val1 >> 24;
- u32 flag2 = val2 >> 24;
-
- u32 target2;
- if (flag2 & 0x80) target2 = 0x1000;
- else if (flag2 & 0x40) target2 = 0x0100;
- else target2 = flag2 << 8;
-
- if ((flag1 & 0x80) && (BlendCnt & target2))
+ for (int i = 0; i < 256; i++)
{
- // sprite blending
-
- coloreffect = 1;
+ u32 val1 = BGOBJLine[i];
+ u32 val2 = BGOBJLine[256+i];
- if (flag1 & 0x40)
- {
- eva = flag1 & 0x1F;
- evb = 16 - eva;
- }
- else
- {
- eva = EVA;
- evb = EVB;
- }
+ BGOBJLine[i] = ColorComposite(i, val1, val2);
}
- else if ((flag1 & 0x40) && (BlendCnt & target2))
+ }
+ else
+ {
+ if (Num == 0)
{
- // 3D layer blending
-
- eva = (flag1 & 0x1F) + 1;
- evb = 32 - eva;
-
- u32 r = (((val1 & 0x00003F) * eva) + ((val2 & 0x00003F) * evb)) >> 5;
- u32 g = ((((val1 & 0x003F00) * eva) + ((val2 & 0x003F00) * evb)) >> 5) & 0x007F00;
- u32 b = ((((val1 & 0x3F0000) * eva) + ((val2 & 0x3F0000) * evb)) >> 5) & 0x7F0000;
-
- if (eva <= 16)
+ for (int i = 0; i < 256; i++)
{
- r += 0x000001;
- g += 0x000100;
- b += 0x010000;
- }
+ u32 val1 = BGOBJLine[i];
+ u32 val2 = BGOBJLine[256+i];
+ u32 val3 = BGOBJLine[512+i];
- if (r > 0x00003F) r = 0x00003F;
- if (g > 0x003F00) g = 0x003F00;
- if (b > 0x3F0000) b = 0x3F0000;
+ u32 flag1 = val1 >> 24;
+ u32 flag2 = val2 >> 24;
- dst[i] = r | g | b | 0xFF000000;
+ u32 bldcnteffect = (BlendCnt >> 6) & 0x3;
- continue;
- }
- else
- {
- if (flag1 & 0x80) flag1 = 0x10;
- else if (flag1 & 0x40) flag1 = 0x01;
+ u32 target1;
+ if (flag1 & 0x80) target1 = 0x0010;
+ else if (flag1 & 0x40) target1 = 0x0001;
+ else target1 = flag1;
- if ((BlendCnt & flag1) && (windowmask[i] & 0x20))
- {
- if ((bldcnteffect == 1) && (BlendCnt & target2))
- {
- coloreffect = 1;
- eva = EVA;
- evb = EVB;
- }
- else if (bldcnteffect >= 2)
- coloreffect = bldcnteffect;
- else
- coloreffect = 0;
- }
- else
- coloreffect = 0;
- }
+ u32 target2;
+ if (flag2 & 0x80) target2 = 0x1000;
+ else if (flag2 & 0x40) target2 = 0x0100;
+ else target2 = flag2 << 8;
- switch (coloreffect)
- {
- case 0:
- dst[i] = val1;
- break;
+ if (((flag1 & 0xC0) == 0x40) && (BlendCnt & target2))
+ {
+ // 3D on top, blending
- case 1:
- {
- u32 r = (((val1 & 0x00003F) * eva) + ((val2 & 0x00003F) * evb)) >> 4;
- u32 g = ((((val1 & 0x003F00) * eva) + ((val2 & 0x003F00) * evb)) >> 4) & 0x007F00;
- u32 b = ((((val1 & 0x3F0000) * eva) + ((val2 & 0x3F0000) * evb)) >> 4) & 0x7F0000;
+ BGOBJLine[i] = val2;
+ BGOBJLine[256+i] = ColorComposite(i, val2, val3);
+ BGOBJLine[512+i] = 0x04000000 | (val1 & 0xFF);
+ }
+ else if ((flag1 & 0xC0) == 0x40)
+ {
+ // 3D on top, normal/fade
- if (r > 0x00003F) r = 0x00003F;
- if (g > 0x003F00) g = 0x003F00;
- if (b > 0x3F0000) b = 0x3F0000;
+ if (bldcnteffect == 1) bldcnteffect = 0;
+ if (!(BlendCnt & 0x0001)) bldcnteffect = 0;
+ if (!(WindowMask[i] & 0x20)) bldcnteffect = 0;
- dst[i] = r | g | b | 0xFF000000;
- }
- break;
+ BGOBJLine[i] = val2;
+ BGOBJLine[256+i] = ColorComposite(i, val2, val3);
+ BGOBJLine[512+i] = (bldcnteffect << 24) | (EVY << 8) | (val1 & 0xFF);
+ }
+ else if (((flag2 & 0xC0) == 0x40) && ((BlendCnt & 0x01C0) == 0x0140))
+ {
+ // 3D on bottom, blending
- case 2:
- {
- u32 r = val1 & 0x00003F;
- u32 g = val1 & 0x003F00;
- u32 b = val1 & 0x3F0000;
+ u32 eva, evb;
+ if ((flag1 & 0xC0) == 0xC0)
+ {
+ eva = flag1 & 0x1F;
+ evb = 16 - eva;
+ }
+ else if ((BlendCnt & target1) && (WindowMask[i] & 0x20))
+ {
+ eva = EVA;
+ evb = EVB;
+ }
+ else
+ bldcnteffect = 7;
- r += ((0x00003F - r) * EVY) >> 4;
- g += (((0x003F00 - g) * EVY) >> 4) & 0x003F00;
- b += (((0x3F0000 - b) * EVY) >> 4) & 0x3F0000;
+ BGOBJLine[i] = val1;
+ BGOBJLine[256+i] = ColorComposite(i, val1, val3);
+ BGOBJLine[512+i] = (bldcnteffect << 24) | (EVB << 16) | (EVA << 8) | (val1 & 0xFF);
+ }
+ else
+ {
+ // no potential 3D pixel involved
- dst[i] = r | g | b | 0xFF000000;
+ BGOBJLine[i] = ColorComposite(i, val1, val2);
+ BGOBJLine[256+i] = 0;
+ BGOBJLine[512+i] = 0x07000000;
+ }
}
- break;
-
- case 3:
+ }
+ else
+ {
+ for (int i = 0; i < 256; i++)
{
- u32 r = val1 & 0x00003F;
- u32 g = val1 & 0x003F00;
- u32 b = val1 & 0x3F0000;
-
- r -= (r * EVY) >> 4;
- g -= ((g * EVY) >> 4) & 0x003F00;
- b -= ((b * EVY) >> 4) & 0x3F0000;
+ u32 val1 = BGOBJLine[i];
+ u32 val2 = BGOBJLine[256+i];
- dst[i] = r | g | b | 0xFF000000;
+ BGOBJLine[i] = ColorComposite(i, val1, val2);
+ BGOBJLine[256+i] = 0;
+ BGOBJLine[512+i] = 0x07000000;
}
- break;
}
}
@@ -1322,7 +1497,7 @@ void GPU2D::DrawScanline_Mode1(u32 line, u32* dst)
}
-void GPU2D::DrawPixel(u32* dst, u16 color, u32 flag)
+void GPU2D::DrawPixel_Normal(u32* dst, u16 color, u32 flag)
{
u8 r = (color & 0x001F) << 1;
u8 g = (color & 0x03E0) >> 4;
@@ -1332,11 +1507,19 @@ void GPU2D::DrawPixel(u32* dst, u16 color, u32 flag)
*dst = r | (g << 8) | (b << 16) | flag;
}
-void GPU2D::DrawBG_3D(u32 line, u32* dst)
+void GPU2D::DrawPixel_Accel(u32* dst, u16 color, u32 flag)
{
- u32* src = GPU3D::GetLine(line);
- u8* windowmask = (u8*)&dst[256*2];
+ u8 r = (color & 0x001F) << 1;
+ u8 g = (color & 0x03E0) >> 4;
+ u8 b = (color & 0x7C00) >> 9;
+
+ *(dst+512) = *(dst+256);
+ *(dst+256) = *dst;
+ *dst = r | (g << 8) | (b << 16) | flag;
+}
+void GPU2D::DrawBG_3D()
+{
u16 xoff = BGXPos[0];
int i = 0;
int iend = 256;
@@ -1351,22 +1534,37 @@ void GPU2D::DrawBG_3D(u32 line, u32* dst)
iend -= (xoff & 0xFF);
}
- for (; i < iend; i++)
+ if (Accelerated)
+ {
+ 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 | pos; // 3D-layer placeholder
+ }
+ }
+ else
{
- u32 c = src[xoff];
- xoff++;
+ for (; i < iend; i++)
+ {
+ u32 c = _3DLine[xoff];
+ xoff++;
- if ((c >> 24) == 0) continue;
- if (!(windowmask[i] & 0x01)) continue;
+ if ((c >> 24) == 0) continue;
+ if (!(WindowMask[i] & 0x01)) continue;
- dst[i+256] = dst[i];
- dst[i] = c | 0x40000000;
+ BGOBJLine[i+256] = BGOBJLine[i];
+ BGOBJLine[i] = c | 0x40000000;
+ }
}
}
-void GPU2D::DrawBG_Text(u32 line, u32* dst, u32 bgnum)
+void GPU2D::DrawBG_Text(u32 line, u32 bgnum)
{
- u8* windowmask = (u8*)&dst[256*2];
u16 bgcnt = BGCnt[bgnum];
u32 xmos = 0, xmossize = 0;
@@ -1451,7 +1649,7 @@ void GPU2D::DrawBG_Text(u32 line, u32* dst, u32 bgnum)
}
// draw pixel
- if (windowmask[i] & (1<<bgnum))
+ if (WindowMask[i] & (1<<bgnum))
{
if (xmos == 0)
{
@@ -1463,7 +1661,7 @@ void GPU2D::DrawBG_Text(u32 line, u32* dst, u32 bgnum)
xmos--;
if (color)
- DrawPixel(&dst[i], curpal[color], 0x01000000<<bgnum);
+ DrawPixel(&BGOBJLine[i], curpal[color], 0x01000000<<bgnum);
}
xoff++;
@@ -1496,7 +1694,7 @@ void GPU2D::DrawBG_Text(u32 line, u32* dst, u32 bgnum)
// draw pixel
// TODO: optimize VRAM access
- if (windowmask[i] & (1<<bgnum))
+ if (WindowMask[i] & (1<<bgnum))
{
if (xmos == 0)
{
@@ -1515,7 +1713,7 @@ void GPU2D::DrawBG_Text(u32 line, u32* dst, u32 bgnum)
xmos--;
if (color)
- DrawPixel(&dst[i], curpal[color], 0x01000000<<bgnum);
+ DrawPixel(&BGOBJLine[i], curpal[color], 0x01000000<<bgnum);
}
xoff++;
@@ -1523,9 +1721,8 @@ void GPU2D::DrawBG_Text(u32 line, u32* dst, u32 bgnum)
}
}
-void GPU2D::DrawBG_Affine(u32 line, u32* dst, u32 bgnum)
+void GPU2D::DrawBG_Affine(u32 line, u32 bgnum)
{
- u8* windowmask = (u8*)&dst[256*2];
u16 bgcnt = BGCnt[bgnum];
u32 xmos = 0, xmossize = 0;
@@ -1584,12 +1781,12 @@ void GPU2D::DrawBG_Affine(u32 line, u32* dst, u32 bgnum)
for (int i = 0; i < 256; i++)
{
- if (windowmask[i] & (1<<bgnum))
+ if (WindowMask[i] & (1<<bgnum))
{
if (xmos > 0)
{
if (color)
- DrawPixel(&dst[i], pal[color], 0x01000000<<bgnum);
+ DrawPixel(&BGOBJLine[i], pal[color], 0x01000000<<bgnum);
xmos--;
}
@@ -1605,7 +1802,7 @@ void GPU2D::DrawBG_Affine(u32 line, u32* dst, u32 bgnum)
color = GPU::ReadVRAM_BG<u8>(tilesetaddr + (curtile << 6) + (tileyoff << 3) + tilexoff);
if (color)
- DrawPixel(&dst[i], pal[color], 0x01000000<<bgnum);
+ DrawPixel(&BGOBJLine[i], pal[color], 0x01000000<<bgnum);
xmos = xmossize;
}
@@ -1619,9 +1816,8 @@ void GPU2D::DrawBG_Affine(u32 line, u32* dst, u32 bgnum)
BGYRefInternal[bgnum-2] += rotD;
}
-void GPU2D::DrawBG_Extended(u32 line, u32* dst, u32 bgnum)
+void GPU2D::DrawBG_Extended(u32 line, u32 bgnum)
{
- u8* windowmask = (u8*)&dst[256*2];
u16 bgcnt = BGCnt[bgnum];
u32 xmos = 0, xmossize = 0;
@@ -1684,12 +1880,12 @@ void GPU2D::DrawBG_Extended(u32 line, u32* dst, u32 bgnum)
for (int i = 0; i < 256; i++)
{
- if (windowmask[i] & (1<<bgnum))
+ if (WindowMask[i] & (1<<bgnum))
{
if (xmos > 0)
{
if (color & 0x8000)
- DrawPixel(&dst[i], color, 0x01000000<<bgnum);
+ DrawPixel(&BGOBJLine[i], color, 0x01000000<<bgnum);
xmos--;
}
@@ -1699,7 +1895,7 @@ void GPU2D::DrawBG_Extended(u32 line, u32* dst, u32 bgnum)
color = GPU::ReadVRAM_BG<u16>(tilemapaddr + (((((rotY & ymask) >> 8) << yshift) + ((rotX & xmask) >> 8)) << 1));
if (color & 0x8000)
- DrawPixel(&dst[i], color, 0x01000000<<bgnum);
+ DrawPixel(&BGOBJLine[i], color, 0x01000000<<bgnum);
xmos = xmossize;
}
@@ -1720,12 +1916,12 @@ void GPU2D::DrawBG_Extended(u32 line, u32* dst, u32 bgnum)
for (int i = 0; i < 256; i++)
{
- if (windowmask[i] & (1<<bgnum))
+ if (WindowMask[i] & (1<<bgnum))
{
if (xmos > 0)
{
if (color)
- DrawPixel(&dst[i], pal[color], 0x01000000<<bgnum);
+ DrawPixel(&BGOBJLine[i], pal[color], 0x01000000<<bgnum);
xmos--;
}
@@ -1735,7 +1931,7 @@ void GPU2D::DrawBG_Extended(u32 line, u32* dst, u32 bgnum)
color = GPU::ReadVRAM_BG<u8>(tilemapaddr + (((rotY & ymask) >> 8) << yshift) + ((rotX & xmask) >> 8));
if (color)
- DrawPixel(&dst[i], pal[color], 0x01000000<<bgnum);
+ DrawPixel(&BGOBJLine[i], pal[color], 0x01000000<<bgnum);
xmos = xmossize;
}
@@ -1787,12 +1983,12 @@ void GPU2D::DrawBG_Extended(u32 line, u32* dst, u32 bgnum)
for (int i = 0; i < 256; i++)
{
- if (windowmask[i] & (1<<bgnum))
+ if (WindowMask[i] & (1<<bgnum))
{
if (xmos > 0)
{
if (color)
- DrawPixel(&dst[i], curpal[color], 0x01000000<<bgnum);
+ DrawPixel(&BGOBJLine[i], curpal[color], 0x01000000<<bgnum);
xmos--;
}
@@ -1814,7 +2010,7 @@ void GPU2D::DrawBG_Extended(u32 line, u32* dst, u32 bgnum)
color = GPU::ReadVRAM_BG<u8>(tilesetaddr + ((curtile & 0x03FF) << 6) + (tileyoff << 3) + tilexoff);
if (color)
- DrawPixel(&dst[i], curpal[color], 0x01000000<<bgnum);
+ DrawPixel(&BGOBJLine[i], curpal[color], 0x01000000<<bgnum);
xmos = xmossize;
}
@@ -1829,9 +2025,8 @@ void GPU2D::DrawBG_Extended(u32 line, u32* dst, u32 bgnum)
BGYRefInternal[bgnum-2] += rotD;
}
-void GPU2D::DrawBG_Large(u32 line, u32* dst) // BG is always BG2
+void GPU2D::DrawBG_Large(u32 line) // BG is always BG2
{
- u8* windowmask = (u8*)&dst[256*2];
u16 bgcnt = BGCnt[2];
u32 xmos = 0, xmossize = 0;
@@ -1888,12 +2083,12 @@ void GPU2D::DrawBG_Large(u32 line, u32* dst) // BG is always BG2
for (int i = 0; i < 256; i++)
{
- if (windowmask[i] & (1<<2))
+ if (WindowMask[i] & (1<<2))
{
if (xmos > 0)
{
if (color)
- DrawPixel(&dst[i], pal[color], 0x01000000<<2);
+ DrawPixel(&BGOBJLine[i], pal[color], 0x01000000<<2);
xmos--;
}
@@ -1903,7 +2098,7 @@ void GPU2D::DrawBG_Large(u32 line, u32* dst) // BG is always BG2
color = GPU::ReadVRAM_BG<u8>(tilemapaddr + (((rotY & ymask) >> 8) << yshift) + ((rotX & xmask) >> 8));
if (color)
- DrawPixel(&dst[i], pal[color], 0x01000000<<2);
+ DrawPixel(&BGOBJLine[i], pal[color], 0x01000000<<2);
}
}
@@ -1915,20 +2110,18 @@ void GPU2D::DrawBG_Large(u32 line, u32* dst) // BG is always BG2
BGYRefInternal[0] += rotD;
}
-void GPU2D::InterleaveSprites(u32* buf, u32 prio, u32* dst)
+void GPU2D::InterleaveSprites(u32 prio)
{
- u8* windowmask = (u8*)&dst[256*2];
-
for (u32 i = 0; i < 256; i++)
{
- if (((buf[i] & 0xF8000) == prio) && (windowmask[i] & 0x10))
+ if (((OBJLine[i] & 0xF8000) == prio) && (WindowMask[i] & 0x10))
{
- DrawPixel(&dst[i], buf[i] & 0x7FFF, buf[i] & 0xFF000000);
+ DrawPixel(&BGOBJLine[i], OBJLine[i] & 0x7FFF, OBJLine[i] & 0xFF000000);
}
}
}
-u32 GPU2D::DrawSprites(u32 line, u32* dst)
+u32 GPU2D::DrawSprites(u32 line)
{
u16* oam = (u16*)&GPU::OAM[Num ? 0x400 : 0];
@@ -1986,7 +2179,7 @@ u32 GPU2D::DrawSprites(u32 line, u32* dst)
u32 rotparamgroup = (attrib[1] >> 9) & 0x1F;
- DrawSprite_Rotscale<false>(attrib, &oam[(rotparamgroup*16) + 3], boundwidth, boundheight, width, height, xpos, ypos, dst);
+ DrawSprite_Rotscale<false>(attrib, &oam[(rotparamgroup*16) + 3], boundwidth, boundheight, width, height, xpos, ypos);
nsprites++;
}
else
@@ -2011,7 +2204,7 @@ u32 GPU2D::DrawSprites(u32 line, u32* dst)
if (attrib[1] & 0x2000)
ypos = height-1 - ypos;
- DrawSprite_Normal<false>(attrib, width, xpos, ypos, dst);
+ DrawSprite_Normal<false>(attrib, width, xpos, ypos);
nsprites++;
}
}
@@ -2020,7 +2213,7 @@ u32 GPU2D::DrawSprites(u32 line, u32* dst)
return nsprites;
}
-void GPU2D::DrawSpritesWindow(u32 line, u8* dst)
+void GPU2D::DrawSpritesWindow(u32 line)
{
u16* oam = (u16*)&GPU::OAM[Num ? 0x400 : 0];
@@ -2071,7 +2264,7 @@ void GPU2D::DrawSpritesWindow(u32 line, u8* dst)
u32 rotparamgroup = (attrib[1] >> 9) & 0x1F;
- DrawSprite_Rotscale<true>(attrib, &oam[(rotparamgroup*16) + 3], boundwidth, boundheight, width, height, xpos, ypos, (u32*)dst);
+ DrawSprite_Rotscale<true>(attrib, &oam[(rotparamgroup*16) + 3], boundwidth, boundheight, width, height, xpos, ypos);
}
else
{
@@ -2095,13 +2288,13 @@ void GPU2D::DrawSpritesWindow(u32 line, u8* dst)
if (attrib[1] & 0x2000)
ypos = height-1 - ypos;
- DrawSprite_Normal<true>(attrib, width, xpos, ypos, (u32*)dst);
+ DrawSprite_Normal<true>(attrib, width, xpos, ypos);
}
}
}
template<bool window>
-void GPU2D::DrawSprite_Rotscale(u16* attrib, u16* rotparams, u32 boundwidth, u32 boundheight, u32 width, u32 height, s32 xpos, s32 ypos, u32* dst)
+void GPU2D::DrawSprite_Rotscale(u16* attrib, u16* rotparams, u32 boundwidth, u32 boundheight, u32 width, u32 height, s32 xpos, s32 ypos)
{
u32 prio = ((attrib[2] & 0x0C00) << 6) | 0x8000;
u32 tilenum = attrib[2] & 0x03FF;
@@ -2203,8 +2396,8 @@ void GPU2D::DrawSprite_Rotscale(u16* attrib, u16* rotparams, u32 boundwidth, u32
if (color & 0x8000)
{
- if (window) ((u8*)dst)[xpos] = WinCnt[3];
- else dst[xpos] = color | prio;
+ if (window) WindowMask[xpos] = WinCnt[3];
+ else OBJLine[xpos] = color | prio;
}
}
else
@@ -2267,8 +2460,8 @@ void GPU2D::DrawSprite_Rotscale(u16* attrib, u16* rotparams, u32 boundwidth, u32
if (color)
{
- if (window) ((u8*)dst)[xpos] = WinCnt[3];
- else dst[xpos] = pal[color] | prio;
+ if (window) WindowMask[xpos] = WinCnt[3];
+ else OBJLine[xpos] = pal[color] | prio;
}
}
else
@@ -2325,8 +2518,8 @@ void GPU2D::DrawSprite_Rotscale(u16* attrib, u16* rotparams, u32 boundwidth, u32
if (color)
{
- if (window) ((u8*)dst)[xpos] = WinCnt[3];
- else dst[xpos] = pal[color] | prio;
+ if (window) WindowMask[xpos] = WinCnt[3];
+ else OBJLine[xpos] = pal[color] | prio;
}
}
else
@@ -2345,7 +2538,7 @@ void GPU2D::DrawSprite_Rotscale(u16* attrib, u16* rotparams, u32 boundwidth, u32
}
template<bool window>
-void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, s32 ypos, u32* dst)
+void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, s32 ypos)
{
u32 prio = ((attrib[2] & 0x0C00) << 6) | 0x8000;
u32 tilenum = attrib[2] & 0x03FF;
@@ -2439,8 +2632,8 @@ void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, s32 ypos, u32* d
if (color & 0x8000)
{
- if (window) ((u8*)dst)[xpos] = WinCnt[3];
- else dst[xpos] = color | prio;
+ if (window) WindowMask[xpos] = WinCnt[3];
+ else OBJLine[xpos] = color | prio;
}
xoff++;
@@ -2466,8 +2659,8 @@ void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, s32 ypos, u32* d
if (color & 0x8000)
{
- if (window) ((u8*)dst)[xpos] = WinCnt[3];
- else dst[xpos] = color | prio;
+ if (window) WindowMask[xpos] = WinCnt[3];
+ else OBJLine[xpos] = color | prio;
}
xoff++;
@@ -2526,8 +2719,8 @@ void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, s32 ypos, u32* d
if (color)
{
- if (window) ((u8*)dst)[xpos] = WinCnt[3];
- else dst[xpos] = pal[color] | prio;
+ if (window) WindowMask[xpos] = WinCnt[3];
+ else OBJLine[xpos] = pal[color] | prio;
}
xoff++;
@@ -2555,8 +2748,8 @@ void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, s32 ypos, u32* d
if (color)
{
- if (window) ((u8*)dst)[xpos] = WinCnt[3];
- else dst[xpos] = pal[color] | prio;
+ if (window) WindowMask[xpos] = WinCnt[3];
+ else OBJLine[xpos] = pal[color] | prio;
}
xoff++;
@@ -2604,8 +2797,8 @@ void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, s32 ypos, u32* d
if (color)
{
- if (window) ((u8*)dst)[xpos] = WinCnt[3];
- else dst[xpos] = pal[color] | prio;
+ if (window) WindowMask[xpos] = WinCnt[3];
+ else OBJLine[xpos] = pal[color] | prio;
}
xoff++;
@@ -2638,8 +2831,8 @@ void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, s32 ypos, u32* d
if (color)
{
- if (window) ((u8*)dst)[xpos] = WinCnt[3];
- else dst[xpos] = pal[color] | prio;
+ if (window) WindowMask[xpos] = WinCnt[3];
+ else OBJLine[xpos] = pal[color] | prio;
}
xoff++;
diff --git a/src/GPU2D.h b/src/GPU2D.h
index d7c4e3f..21b43f1 100644
--- a/src/GPU2D.h
+++ b/src/GPU2D.h
@@ -31,6 +31,7 @@ public:
void SetEnabled(bool enable) { Enabled = enable; }
void SetFramebuffer(u32* buf);
+ void SetDisplaySettings(bool accel);
u8 Read8(u32 addr);
u16 Read16(u32 addr);
@@ -68,6 +69,14 @@ private:
bool Enabled;
u32* Framebuffer;
+ bool Accelerated;
+
+ u32 BGOBJLine[256*3];
+ u32* _3DLine;
+
+ u8 WindowMask[256];
+ u32 OBJLine[256];
+
u16 DispFIFO[16];
u32 DispFIFOReadPtr;
u32 DispFIFOWritePtr;
@@ -114,27 +123,35 @@ private:
u32 BGExtPalStatus[4];
u32 OBJExtPalStatus;
- template<u32 bgmode> void DrawScanlineBGMode(u32 line, u32 nsprites, u32* spritebuf, u32* dst);
- void DrawScanlineBGMode6(u32 line, u32 nsprites, u32* spritebuf, u32* dst);
- void DrawScanline_Mode1(u32 line, u32* dst);
+ u32 ColorBlend4(u32 val1, u32 val2, u32 eva, u32 evb);
+ u32 ColorBlend5(u32 val1, u32 val2);
+ u32 ColorBrightnessUp(u32 val, u32 factor);
+ u32 ColorBrightnessDown(u32 val, u32 factor);
+ u32 ColorComposite(int i, u32 val1, u32 val2);
+
+ template<u32 bgmode> void DrawScanlineBGMode(u32 line, u32 nsprites);
+ void DrawScanlineBGMode6(u32 line, u32 nsprites);
+ void DrawScanline_BGOBJ(u32 line);
- void DrawPixel(u32* dst, u16 color, u32 flag);
+ static void DrawPixel_Normal(u32* dst, u16 color, u32 flag);
+ static void DrawPixel_Accel(u32* dst, u16 color, u32 flag);
+ void (*DrawPixel)(u32* dst, u16 color, u32 flag);
- void DrawBG_3D(u32 line, u32* dst);
- void DrawBG_Text(u32 line, u32* dst, u32 bgnum);
- void DrawBG_Affine(u32 line, u32* dst, u32 bgnum);
- void DrawBG_Extended(u32 line, u32* dst, u32 bgnum);
- void DrawBG_Large(u32 line, u32* dst);
+ void DrawBG_3D();
+ void DrawBG_Text(u32 line, u32 bgnum);
+ void DrawBG_Affine(u32 line, u32 bgnum);
+ void DrawBG_Extended(u32 line, u32 bgnum);
+ void DrawBG_Large(u32 line);
- void InterleaveSprites(u32* buf, u32 prio, u32* dst);
- u32 DrawSprites(u32 line, u32* dst);
- void DrawSpritesWindow(u32 line, u8* dst);
- template<bool window> void DrawSprite_Rotscale(u16* attrib, u16* rotparams, u32 boundwidth, u32 boundheight, u32 width, u32 height, s32 xpos, s32 ypos, u32* dst);
- template<bool window> void DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, s32 ypos, u32* dst);
+ void InterleaveSprites(u32 prio);
+ u32 DrawSprites(u32 line);
+ void DrawSpritesWindow(u32 line);
+ template<bool window> void DrawSprite_Rotscale(u16* attrib, u16* rotparams, u32 boundwidth, u32 boundheight, u32 width, u32 height, s32 xpos, s32 ypos);
+ template<bool window> void DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, s32 ypos);
- void DoCapture(u32 line, u32 width, u32* src);
+ void DoCapture(u32 line, u32 width);
- void CalculateWindowMask(u32 line, u8* mask);
+ void CalculateWindowMask(u32 line);
};
#endif
diff --git a/src/GPU3D.cpp b/src/GPU3D.cpp
index 802c9cd..98aa6eb 100644
--- a/src/GPU3D.cpp
+++ b/src/GPU3D.cpp
@@ -22,6 +22,7 @@
#include "NDS.h"
#include "GPU.h"
#include "FIFO.h"
+#include "Config.h"
// 3D engine notes
@@ -156,6 +157,8 @@ u32 NumCommands, CurCommand, ParamCount, TotalParams;
bool GeometryEnabled;
bool RenderingEnabled;
+int Renderer;
+
u32 DispCnt;
u8 AlphaRefVal, AlphaRef;
@@ -275,14 +278,16 @@ bool Init()
CmdStallQueue = new FIFO<CmdFIFOEntry>(64);
- if (!SoftRenderer::Init()) return false;
+ Renderer = -1;
+ // SetRenderer() will be called to set it up later
return true;
}
void DeInit()
{
- SoftRenderer::DeInit();
+ if (Renderer == 0) SoftRenderer::DeInit();
+ else GLRenderer::DeInit();
delete CmdFIFO;
delete CmdPIPE;
@@ -382,7 +387,8 @@ void Reset()
FlushAttributes = 0;
ResetRenderingState();
- SoftRenderer::Reset();
+ if (Renderer == 0) SoftRenderer::Reset();
+ else GLRenderer::Reset();
}
void DoSavestate(Savestate* file)
@@ -605,6 +611,43 @@ void SetEnabled(bool geometry, bool rendering)
}
+int InitRenderer(bool hasGL)
+{
+ int renderer = hasGL ? Config::_3DRenderer : 0;
+
+ if (renderer == 1)
+ {
+ if (!GLRenderer::Init())
+ renderer = 0;
+ }
+
+ if (renderer == 0) SoftRenderer::Init();
+
+ Renderer = renderer;
+ UpdateRendererConfig();
+ GPU::SetDisplaySettings(Renderer != 0);
+ return renderer;
+}
+
+void DeInitRenderer()
+{
+ if (Renderer == 0) SoftRenderer::DeInit();
+ else GLRenderer::DeInit();
+}
+
+void UpdateRendererConfig()
+{
+ if (Renderer == 0)
+ {
+ SoftRenderer::SetupRenderThread();
+ }
+ else
+ {
+ GLRenderer::UpdateDisplaySettings();
+ }
+}
+
+
void MatrixLoadIdentity(s32* m)
{
@@ -1191,6 +1234,16 @@ void SubmitPolygon()
vtx->FinalPosition[0] = posX & 0x1FF;
vtx->FinalPosition[1] = posY & 0xFF;
+ // hi-res positions
+ if (w != 0)
+ {
+ posX = ((((s64)(vtx->Position[0] + w) * Viewport[4]) << 4) / (((s64)w) << 1)) + (Viewport[0] << 4);
+ posY = ((((s64)(-vtx->Position[1] + w) * Viewport[5]) << 4) / (((s64)w) << 1)) + (Viewport[3] << 4);
+
+ vtx->HiresPosition[0] = posX & 0x1FFF;
+ vtx->HiresPosition[1] = posY & 0xFFF;
+ }
+
vtx->FinalColor[0] = vtx->Color[0] >> 12;
if (vtx->FinalColor[0]) vtx->FinalColor[0] = ((vtx->FinalColor[0] << 4) + 0xF);
vtx->FinalColor[1] = vtx->Color[1] >> 12;
@@ -2331,7 +2384,7 @@ void CheckFIFODMA()
void VCount144()
{
- SoftRenderer::VCount144();
+ if (Renderer == 0) SoftRenderer::VCount144();
}
@@ -2413,17 +2466,14 @@ void VBlank()
void VCount215()
{
- SoftRenderer::RenderFrame();
-}
-
-void RequestLine(int line)
-{
- return SoftRenderer::RequestLine(line);
+ if (Renderer == 0) SoftRenderer::RenderFrame();
+ else GLRenderer::RenderFrame();
}
u32* GetLine(int line)
{
- return SoftRenderer::GetLine(line);
+ if (Renderer == 0) return SoftRenderer::GetLine(line);
+ else return GLRenderer::GetLine(line);
}
diff --git a/src/GPU3D.h b/src/GPU3D.h
index 279494a..4e7c01a 100644
--- a/src/GPU3D.h
+++ b/src/GPU3D.h
@@ -39,6 +39,10 @@ typedef struct
s32 FinalPosition[2];
s32 FinalColor[3];
+ // hi-res position (4-bit fractional part)
+ // TODO maybe: hi-res color? (that survives clipping)
+ s32 HiresPosition[2];
+
} Vertex;
typedef struct
@@ -86,6 +90,8 @@ extern u32 RenderNumPolygons;
extern u64 Timestamp;
+extern int Renderer;
+
bool Init();
void DeInit();
void Reset();
@@ -94,6 +100,10 @@ void DoSavestate(Savestate* file);
void SetEnabled(bool geometry, bool rendering);
+int InitRenderer(bool hasGL);
+void DeInitRenderer();
+void UpdateRendererConfig();
+
void ExecuteCommand();
s32 CyclesToRunFor();
@@ -104,7 +114,6 @@ void CheckFIFODMA();
void VCount144();
void VBlank();
void VCount215();
-void RequestLine(int line);
u32* GetLine(int line);
void WriteToGXFIFO(u32 val);
@@ -127,11 +136,26 @@ void SetupRenderThread();
void VCount144();
void RenderFrame();
-void RequestLine(int line);
u32* GetLine(int line);
}
+namespace GLRenderer
+{
+
+bool Init();
+void DeInit();
+void Reset();
+
+void UpdateDisplaySettings();
+
+void RenderFrame();
+void PrepareCaptureFrame();
+u32* GetLine(int line);
+void SetupAccelFrame();
+
+}
+
}
#endif
diff --git a/src/GPU3D_OpenGL.cpp b/src/GPU3D_OpenGL.cpp
new file mode 100644
index 0000000..c759147
--- /dev/null
+++ b/src/GPU3D_OpenGL.cpp
@@ -0,0 +1,1124 @@
+/*
+ Copyright 2016-2019 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 "GPU3D_OpenGL_shaders.h"
+
+namespace GPU3D
+{
+namespace GLRenderer
+{
+
+// GL version requirements
+// * texelFetch: 3.0 (GLSL 1.30) (3.2/1.50 for MS)
+// * UBO: 3.1
+
+
+enum
+{
+ RenderFlag_WBuffer = 0x01,
+ RenderFlag_Trans = 0x02,
+ RenderFlag_ShadowMask = 0x04,
+};
+
+
+GLuint ClearShaderPlain[3];
+
+GLuint RenderShader[16][3];
+GLuint CurShaderID = -1;
+
+GLuint FinalPassShader[3];
+
+struct
+{
+ float uScreenSize[2];
+ u32 uDispCnt;
+ u32 __pad0;
+ float uToonColors[32][4];
+ float uEdgeColors[8][4];
+ float uFogColor[4];
+ float uFogDensity[34][4];
+ u32 uFogOffset;
+ u32 uFogShift;
+
+} ShaderConfig;
+
+GLuint ShaderConfigUBO;
+
+typedef struct
+{
+ Polygon* PolyData;
+
+ u32 NumIndices;
+ u16* Indices;
+ u32 NumEdgeIndices;
+ u16* EdgeIndices;
+
+ u32 RenderKey;
+
+} RendererPolygon;
+
+RendererPolygon PolygonList[2048];
+int NumFinalPolys, NumOpaqueFinalPolys;
+
+GLuint ClearVertexBufferID, ClearVertexArrayID;
+GLint ClearUniformLoc[4];
+
+// vertex buffer
+// * XYZW: 4x16bit
+// * RGBA: 4x8bit
+// * ST: 2x16bit
+// * polygon data: 3x32bit (polygon/texture attributes)
+//
+// polygon attributes:
+// * bit4-7, 11, 14-15, 24-29: POLYGON_ATTR
+// * bit16-20: Z shift
+// * bit8: front-facing (?)
+// * bit9: W-buffering (?)
+
+GLuint VertexBufferID;
+u32 VertexBuffer[10240 * 7];
+u32 NumVertices;
+
+GLuint VertexArrayID;
+u16 IndexBuffer[2048 * 40];
+u32 NumTriangles;
+
+GLuint TexMemID;
+GLuint TexPalMemID;
+
+int ScaleFactor;
+bool Antialias;
+int ScreenW, ScreenH;
+
+GLuint FramebufferTex[8];
+int FrontBuffer;
+GLuint FramebufferID[4], PixelbufferID;
+u32 Framebuffer[256*192];
+
+
+
+bool BuildRenderShader(u32 flags, const char* vs, const char* fs)
+{
+ char shadername[32];
+ sprintf(shadername, "RenderShader%02X", flags);
+
+ int headerlen = strlen(kShaderHeader);
+
+ int vslen = strlen(vs);
+ int vsclen = strlen(kRenderVSCommon);
+ char* vsbuf = new char[headerlen + vsclen + vslen + 1];
+ strcpy(&vsbuf[0], kShaderHeader);
+ strcpy(&vsbuf[headerlen], kRenderVSCommon);
+ strcpy(&vsbuf[headerlen + vsclen], vs);
+
+ int fslen = strlen(fs);
+ int fsclen = strlen(kRenderFSCommon);
+ char* fsbuf = new char[headerlen + fsclen + fslen + 1];
+ strcpy(&fsbuf[0], kShaderHeader);
+ strcpy(&fsbuf[headerlen], kRenderFSCommon);
+ strcpy(&fsbuf[headerlen + fsclen], fs);
+
+ bool ret = OpenGL_BuildShaderProgram(vsbuf, fsbuf, RenderShader[flags], shadername);
+
+ delete[] vsbuf;
+ delete[] fsbuf;
+
+ if (!ret) return false;
+
+ GLuint prog = RenderShader[flags][2];
+
+ GLint uni_id = glGetUniformBlockIndex(prog, "uConfig");
+ glUniformBlockBinding(prog, uni_id, 0);
+
+ glBindAttribLocation(prog, 0, "vPosition");
+ glBindAttribLocation(prog, 1, "vColor");
+ glBindAttribLocation(prog, 2, "vTexcoord");
+ glBindAttribLocation(prog, 3, "vPolygonAttr");
+ glBindFragDataLocation(prog, 0, "oColor");
+ glBindFragDataLocation(prog, 1, "oAttr");
+
+ glUseProgram(prog);
+
+ uni_id = glGetUniformLocation(prog, "TexMem");
+ glUniform1i(uni_id, 0);
+ uni_id = glGetUniformLocation(prog, "TexPalMem");
+ glUniform1i(uni_id, 1);
+
+ return true;
+}
+
+void UseRenderShader(u32 flags)
+{
+ if (CurShaderID == flags) return;
+ glUseProgram(RenderShader[flags][2]);
+ CurShaderID = flags;
+}
+
+void SetupDefaultTexParams(GLuint tex)
+{
+ glBindTexture(GL_TEXTURE_2D, tex);
+ 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);
+}
+
+bool Init()
+{
+ GLint uni_id;
+
+ 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);
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_STENCIL_TEST);
+
+
+ glDepthRange(0, 1);
+ glClearDepth(1.0);
+
+
+ if (!OpenGL_BuildShaderProgram(kClearVS, kClearFS, ClearShaderPlain, "ClearShader"))
+ return false;
+
+ glBindAttribLocation(ClearShaderPlain[2], 0, "vPosition");
+ glBindFragDataLocation(ClearShaderPlain[2], 0, "oColor");
+ glBindFragDataLocation(ClearShaderPlain[2], 1, "oAttr");
+ ClearUniformLoc[0] = glGetUniformLocation(ClearShaderPlain[2], "uColor");
+ ClearUniformLoc[1] = glGetUniformLocation(ClearShaderPlain[2], "uDepth");
+ ClearUniformLoc[2] = glGetUniformLocation(ClearShaderPlain[2], "uOpaquePolyId");
+ ClearUniformLoc[3] = glGetUniformLocation(ClearShaderPlain[2], "uFogFlag");
+
+ memset(RenderShader, 0, sizeof(RenderShader));
+
+ if (!BuildRenderShader(0,
+ kRenderVS_Z, kRenderFS_ZO)) return false;
+ if (!BuildRenderShader(RenderFlag_WBuffer,
+ kRenderVS_W, kRenderFS_WO)) return false;
+ if (!BuildRenderShader(RenderFlag_Trans,
+ kRenderVS_Z, kRenderFS_ZT)) return false;
+ if (!BuildRenderShader(RenderFlag_Trans | RenderFlag_WBuffer,
+ kRenderVS_W, kRenderFS_WT)) return false;
+ if (!BuildRenderShader(RenderFlag_ShadowMask,
+ kRenderVS_Z, kRenderFS_ZSM)) return false;
+ if (!BuildRenderShader(RenderFlag_ShadowMask | RenderFlag_WBuffer,
+ kRenderVS_W, kRenderFS_WSM)) return false;
+
+
+ if (!OpenGL_BuildShaderProgram(kFinalPassVS, kFinalPassFS, FinalPassShader, "FinalPassShader"))
+ return false;
+
+ uni_id = glGetUniformBlockIndex(FinalPassShader[2], "uConfig");
+ glUniformBlockBinding(FinalPassShader[2], uni_id, 0);
+
+ glBindAttribLocation(FinalPassShader[2], 0, "vPosition");
+ glBindFragDataLocation(FinalPassShader[2], 0, "oColor");
+
+ glUseProgram(FinalPassShader[2]);
+
+ uni_id = glGetUniformLocation(FinalPassShader[2], "DepthBuffer");
+ glUniform1i(uni_id, 0);
+ uni_id = glGetUniformLocation(FinalPassShader[2], "AttrBuffer");
+ glUniform1i(uni_id, 1);
+
+
+ memset(&ShaderConfig, 0, sizeof(ShaderConfig));
+
+ glGenBuffers(1, &ShaderConfigUBO);
+ glBindBuffer(GL_UNIFORM_BUFFER, ShaderConfigUBO);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(ShaderConfig), &ShaderConfig, GL_STATIC_DRAW);
+ glBindBufferBase(GL_UNIFORM_BUFFER, 0, ShaderConfigUBO);
+
+
+ float clearvtx[6*2] =
+ {
+ -1.0, -1.0,
+ 1.0, 1.0,
+ -1.0, 1.0,
+
+ -1.0, -1.0,
+ 1.0, -1.0,
+ 1.0, 1.0
+ };
+
+ glGenBuffers(1, &ClearVertexBufferID);
+ glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(clearvtx), clearvtx, GL_STATIC_DRAW);
+
+ glGenVertexArrays(1, &ClearVertexArrayID);
+ glBindVertexArray(ClearVertexArrayID);
+ glEnableVertexAttribArray(0); // position
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)(0));
+
+
+ glGenBuffers(1, &VertexBufferID);
+ glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(VertexBuffer), NULL, GL_DYNAMIC_DRAW);
+
+ glGenVertexArrays(1, &VertexArrayID);
+ glBindVertexArray(VertexArrayID);
+ glEnableVertexAttribArray(0); // position
+ glVertexAttribIPointer(0, 4, GL_UNSIGNED_SHORT, 7*4, (void*)(0));
+ glEnableVertexAttribArray(1); // color
+ glVertexAttribIPointer(1, 4, GL_UNSIGNED_BYTE, 7*4, (void*)(2*4));
+ glEnableVertexAttribArray(2); // texcoords
+ glVertexAttribIPointer(2, 2, GL_SHORT, 7*4, (void*)(3*4));
+ glEnableVertexAttribArray(3); // attrib
+ glVertexAttribIPointer(3, 3, GL_UNSIGNED_INT, 7*4, (void*)(4*4));
+
+
+ glGenFramebuffers(4, &FramebufferID[0]);
+ glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
+
+ glGenTextures(8, &FramebufferTex[0]);
+ FrontBuffer = 0;
+
+ // color buffers
+ SetupDefaultTexParams(FramebufferTex[0]);
+ SetupDefaultTexParams(FramebufferTex[1]);
+
+ // depth/stencil buffer
+ SetupDefaultTexParams(FramebufferTex[4]);
+ SetupDefaultTexParams(FramebufferTex[6]);
+
+ // attribute buffer
+ // R: opaque polyID (for edgemarking)
+ // G: edge flag
+ // B: fog flag
+ SetupDefaultTexParams(FramebufferTex[5]);
+ SetupDefaultTexParams(FramebufferTex[7]);
+
+ // downscale framebuffer for antialiased mode
+ glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[2]);
+ SetupDefaultTexParams(FramebufferTex[2]);
+
+ // downscale framebuffer for display capture (always 256x192)
+ glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[3]);
+ SetupDefaultTexParams(FramebufferTex[3]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 192, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[3], 0);
+
+ GLenum fbassign[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
+
+ glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[0], 0);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[4], 0);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[5], 0);
+ glDrawBuffers(2, fbassign);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[1]);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[1], 0);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[4], 0);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[5], 0);
+ glDrawBuffers(2, fbassign);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[2]);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[2], 0);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[6], 0);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[7], 0);
+ glDrawBuffers(2, fbassign);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
+
+ glEnable(GL_BLEND);
+ glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX);
+
+ glGenBuffers(1, &PixelbufferID);
+
+ glActiveTexture(GL_TEXTURE0);
+ glGenTextures(1, &TexMemID);
+ glBindTexture(GL_TEXTURE_2D, TexMemID);
+ 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_R8UI, 1024, 512, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL);
+
+ glActiveTexture(GL_TEXTURE1);
+ glGenTextures(1, &TexPalMemID);
+ glBindTexture(GL_TEXTURE_2D, TexPalMemID);
+ 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_RGB5_A1, 1024, 48, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, NULL);
+
+ return true;
+}
+
+void DeInit()
+{
+ glDeleteTextures(1, &TexMemID);
+ glDeleteTextures(1, &TexPalMemID);
+
+ glDeleteFramebuffers(4, &FramebufferID[0]);
+ glDeleteTextures(8, &FramebufferTex[0]);
+
+ glDeleteVertexArrays(1, &VertexArrayID);
+ glDeleteBuffers(1, &VertexBufferID);
+ glDeleteVertexArrays(1, &ClearVertexArrayID);
+ glDeleteBuffers(1, &ClearVertexBufferID);
+
+ glDeleteBuffers(1, &ShaderConfigUBO);
+
+ for (int i = 0; i < 16; i++)
+ {
+ if (!RenderShader[i][2]) continue;
+ OpenGL_DeleteShaderProgram(RenderShader[i]);
+ }
+}
+
+void Reset()
+{
+ UpdateDisplaySettings();
+}
+
+void UpdateDisplaySettings()
+{
+ int scale = Config::GL_ScaleFactor;
+ bool antialias = false; //Config::GL_Antialias;
+
+ if (antialias) scale *= 2;
+
+ ScaleFactor = scale;
+ Antialias = antialias;
+
+ ScreenW = 256 * scale;
+ ScreenH = 192 * scale;
+
+ if (!antialias)
+ {
+ 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_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 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);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[6]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 1, 1, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[7]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
+ }
+ else
+ {
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[0]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW/2, ScreenH/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW/2, ScreenH/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW/2, ScreenH/2, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW/2, ScreenH/2, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[6]);
+ 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[7]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
+ }
+
+ glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
+ glBufferData(GL_PIXEL_PACK_BUFFER, 256*192*4, NULL, GL_DYNAMIC_READ);
+
+ //glLineWidth(scale);
+}
+
+
+void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
+{
+ rp->PolyData = polygon;
+
+ // render key: depending on what we're drawing
+ // opaque polygons:
+ // - depthfunc
+ // -- alpha=0
+ // regular translucent polygons:
+ // - depthfunc
+ // -- depthwrite
+ // --- polyID
+ // shadow mask polygons:
+ // - depthfunc?????
+ // shadow polygons:
+ // - depthfunc
+ // -- depthwrite
+ // --- polyID
+
+ rp->RenderKey = (polygon->Attr >> 14) & 0x1; // bit14 - depth func
+ if (!polygon->IsShadowMask)
+ {
+ if (polygon->Translucent)
+ {
+ if (polygon->IsShadow) rp->RenderKey |= 0x20000;
+ else rp->RenderKey |= 0x10000;
+ rp->RenderKey |= (polygon->Attr >> 10) & 0x2; // bit11 - depth write
+ rp->RenderKey |= (polygon->Attr >> 13) & 0x4; // bit15 - fog
+ rp->RenderKey |= (polygon->Attr & 0x3F000000) >> 16; // polygon ID
+ }
+ else
+ {
+ if ((polygon->Attr & 0x001F0000) == 0)
+ rp->RenderKey |= 0x2;
+ rp->RenderKey |= (polygon->Attr & 0x3F000000) >> 16; // polygon ID
+ }
+ }
+ else
+ {
+ rp->RenderKey |= 0x30000;
+ }
+}
+
+void BuildPolygons(RendererPolygon* polygons, int npolys)
+{
+ u32* vptr = &VertexBuffer[0];
+ u32 vidx = 0;
+
+ u16* iptr = &IndexBuffer[0];
+ u16* eiptr = &IndexBuffer[2048*30];
+ u32 numtriangles = 0;
+
+ for (int i = 0; i < npolys; i++)
+ {
+ RendererPolygon* rp = &polygons[i];
+ Polygon* poly = rp->PolyData;
+
+ rp->Indices = iptr;
+ rp->NumIndices = 0;
+
+ u32 vidx_first = vidx;
+
+ u32 polyattr = poly->Attr;
+
+ u32 alpha = (polyattr >> 16) & 0x1F;
+
+ u32 vtxattr = polyattr & 0x1F00C8F0;
+ if (poly->FacingView) vtxattr |= (1<<8);
+ if (poly->WBuffer) vtxattr |= (1<<9);
+
+ // assemble vertices
+ for (int j = 0; j < poly->NumVertices; j++)
+ {
+ Vertex* vtx = poly->Vertices[j];
+
+ u32 z = poly->FinalZ[j];
+ u32 w = poly->FinalW[j];
+
+ // Z should always fit within 16 bits, so it's okay to do this
+ u32 zshift = 0;
+ while (z > 0xFFFF) { z >>= 1; zshift++; }
+
+ u32 x, y;
+ if (ScaleFactor > 1)
+ {
+ x = (vtx->HiresPosition[0] * ScaleFactor) >> 4;
+ y = (vtx->HiresPosition[1] * ScaleFactor) >> 4;
+ }
+ else
+ {
+ x = vtx->FinalPosition[0];
+ y = vtx->FinalPosition[1];
+ }
+
+ *vptr++ = x | (y << 16);
+ *vptr++ = z | (w << 16);
+
+ *vptr++ = (vtx->FinalColor[0] >> 1) |
+ ((vtx->FinalColor[1] >> 1) << 8) |
+ ((vtx->FinalColor[2] >> 1) << 16) |
+ (alpha << 24);
+
+ *vptr++ = (u16)vtx->TexCoords[0] | ((u16)vtx->TexCoords[1] << 16);
+
+ *vptr++ = vtxattr | (zshift << 16);
+ *vptr++ = poly->TexParam;
+ *vptr++ = poly->TexPalette;
+
+ if (j >= 2)
+ {
+ // build a triangle
+ *iptr++ = vidx_first;
+ *iptr++ = vidx - 1;
+ *iptr++ = vidx;
+ numtriangles++;
+ rp->NumIndices += 3;
+ }
+
+ vidx++;
+ }
+
+ rp->EdgeIndices = eiptr;
+ rp->NumEdgeIndices = 0;
+
+ for (int j = 1; j < poly->NumVertices; j++)
+ {
+ *eiptr++ = vidx_first;
+ *eiptr++ = vidx_first + 1;
+ vidx_first++;
+ rp->NumEdgeIndices += 2;
+ }
+ }
+
+ NumTriangles = numtriangles;
+ NumVertices = vidx;
+}
+
+void RenderSinglePolygon(int i)
+{
+ RendererPolygon* rp = &PolygonList[i];
+
+ glDrawElements(GL_TRIANGLES, rp->NumIndices, GL_UNSIGNED_SHORT, rp->Indices);
+}
+
+int RenderPolygonBatch(int i)
+{
+ RendererPolygon* rp = &PolygonList[i];
+ u32 key = rp->RenderKey;
+ int numpolys = 0;
+ u32 numindices = 0;
+
+ for (int iend = i; iend < NumFinalPolys; iend++)
+ {
+ RendererPolygon* cur_rp = &PolygonList[iend];
+ if (cur_rp->RenderKey != key) break;
+
+ numpolys++;
+ numindices += cur_rp->NumIndices;
+ }
+
+ glDrawElements(GL_TRIANGLES, numindices, GL_UNSIGNED_SHORT, rp->Indices);
+ return numpolys;
+}
+
+int RenderPolygonEdges()
+{
+ RendererPolygon* rp = &PolygonList[0];
+ int numpolys = 0;
+ u32 numindices = 0;
+
+ for (int iend = 0; iend < NumOpaqueFinalPolys; iend++)
+ {
+ RendererPolygon* cur_rp = &PolygonList[iend];
+
+ numpolys++;
+ numindices += cur_rp->NumEdgeIndices;
+ }
+
+ glDrawElements(GL_LINES, numindices, GL_UNSIGNED_SHORT, rp->EdgeIndices);
+ return numpolys;
+}
+
+void RenderSceneChunk(int y, int h)
+{
+ u32 flags = 0;
+ if (RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
+
+ if (h != 192) glScissor(0, y<<ScaleFactor, 256<<ScaleFactor, h<<ScaleFactor);
+
+ GLboolean fogenable = (RenderDispCnt & (1<<7)) ? GL_TRUE : GL_FALSE;
+
+ // pass 1: opaque pixels
+
+ UseRenderShader(flags);
+
+ glColorMaski(1, GL_TRUE, GL_FALSE, fogenable, GL_FALSE);
+
+ glDepthFunc(GL_LESS);
+ glDepthMask(GL_TRUE);
+
+ glBindVertexArray(VertexArrayID);
+
+ for (int i = 0; i < NumFinalPolys; )
+ {
+ RendererPolygon* rp = &PolygonList[i];
+
+ if (rp->PolyData->IsShadowMask) { i++; continue; }
+
+ // zorp
+ glDepthFunc(GL_LESS);
+
+ u32 polyattr = rp->PolyData->Attr;
+ u32 polyid = (polyattr >> 24) & 0x3F;
+
+ glStencilFunc(GL_ALWAYS, polyid, 0xFF);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+ glStencilMask(0xFF);
+
+ i += RenderPolygonBatch(i);
+ }
+
+ glEnable(GL_BLEND);
+ if (RenderDispCnt & (1<<3))
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
+ else
+ glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE, GL_ONE);
+
+ UseRenderShader(flags | RenderFlag_Trans);
+
+ if (NumOpaqueFinalPolys > -1)
+ {
+ // pass 2: if needed, render translucent pixels that are against background pixels
+ // when background alpha is zero, those need to be rendered with blending disabled
+
+ if ((RenderClearAttr1 & 0x001F0000) == 0)
+ {
+ glDisable(GL_BLEND);
+
+ for (int i = 0; i < NumFinalPolys; )
+ {
+ RendererPolygon* rp = &PolygonList[i];
+
+ if (rp->PolyData->IsShadowMask)
+ {
+ // draw actual shadow mask
+
+ UseRenderShader(flags | RenderFlag_ShadowMask);
+
+ glDisable(GL_BLEND);
+ glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ glDepthMask(GL_FALSE);
+
+ glDepthFunc(GL_LESS);
+ glStencilFunc(GL_EQUAL, 0xFF, 0xFF);
+ glStencilOp(GL_KEEP, GL_INVERT, GL_KEEP);
+ glStencilMask(0x01);
+
+ i += RenderPolygonBatch(i);
+ }
+ else if (rp->PolyData->Translucent)
+ {
+ // zorp
+ glDepthFunc(GL_LESS);
+
+ u32 polyattr = rp->PolyData->Attr;
+ u32 polyid = (polyattr >> 24) & 0x3F;
+
+ GLboolean transfog;
+ if (!(polyattr & (1<<15))) transfog = fogenable;
+ else transfog = GL_FALSE;
+
+ if (rp->PolyData->IsShadow)
+ {
+ // shadow against clear-plane will only pass if its polyID matches that of the clear plane
+ u32 clrpolyid = (RenderClearAttr1 >> 24) & 0x3F;
+ if (polyid != clrpolyid) { i++; continue; }
+
+ glEnable(GL_BLEND);
+ glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glColorMaski(1, GL_FALSE, GL_FALSE, transfog, GL_FALSE);
+
+ glStencilFunc(GL_EQUAL, 0xFE, 0xFF);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT);
+ glStencilMask(~(0x40|polyid)); // heheh
+
+ if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
+ else glDepthMask(GL_FALSE);
+
+ i += RenderPolygonBatch(i);
+ }
+ else
+ {
+ glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glColorMaski(1, GL_FALSE, GL_FALSE, transfog, GL_FALSE);
+
+ glStencilFunc(GL_EQUAL, 0xFF, 0xFE);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT);
+ glStencilMask(~(0x40|polyid)); // heheh
+
+ if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
+ else glDepthMask(GL_FALSE);
+
+ i += RenderPolygonBatch(i);
+ }
+ }
+ else
+ i++;
+ }
+
+ glEnable(GL_BLEND);
+ glStencilMask(0xFF);
+ }
+
+ // pass 3: translucent pixels
+
+ for (int i = 0; i < NumFinalPolys; )
+ {
+ RendererPolygon* rp = &PolygonList[i];
+
+ if (rp->PolyData->IsShadowMask)
+ {
+ // clear shadow bits in stencil buffer
+
+ glStencilMask(0x80);
+ glClear(GL_STENCIL_BUFFER_BIT);
+
+ // draw actual shadow mask
+
+ UseRenderShader(flags | RenderFlag_ShadowMask);
+
+ glDisable(GL_BLEND);
+ glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ glDepthMask(GL_FALSE);
+
+ glDepthFunc(GL_LESS);
+ glStencilFunc(GL_ALWAYS, 0x80, 0x80);
+ glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);
+
+ i += RenderPolygonBatch(i);
+ }
+ else if (rp->PolyData->Translucent)
+ {
+ UseRenderShader(flags | RenderFlag_Trans);
+
+ u32 polyattr = rp->PolyData->Attr;
+ u32 polyid = (polyattr >> 24) & 0x3F;
+
+ GLboolean transfog;
+ if (!(polyattr & (1<<15))) transfog = fogenable;
+ else transfog = GL_FALSE;
+
+ // zorp
+ glDepthFunc(GL_LESS);
+
+ if (rp->PolyData->IsShadow)
+ {
+ glDisable(GL_BLEND);
+ glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ glDepthMask(GL_FALSE);
+ glStencilFunc(GL_EQUAL, polyid, 0x3F);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
+ glStencilMask(0x80);
+
+ RenderSinglePolygon(i);
+
+ glEnable(GL_BLEND);
+ glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glColorMaski(1, GL_FALSE, GL_FALSE, transfog, GL_FALSE);
+
+ glStencilFunc(GL_EQUAL, 0xC0|polyid, 0x80);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+ glStencilMask(0x7F);
+
+ if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
+ else glDepthMask(GL_FALSE);
+
+ RenderSinglePolygon(i);
+ i++;
+ }
+ else
+ {
+ glEnable(GL_BLEND);
+ glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glColorMaski(1, GL_FALSE, GL_FALSE, transfog, GL_FALSE);
+
+ glStencilFunc(GL_NOTEQUAL, 0x40|polyid, 0x7F);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+ glStencilMask(0x7F);
+
+ if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
+ else glDepthMask(GL_FALSE);
+
+ i += RenderPolygonBatch(i);
+ }
+ }
+ else
+ i++;
+ }
+ }
+
+ glFlush();
+
+ if (RenderDispCnt & 0x00A0) // fog/edge enabled
+ {
+ glUseProgram(FinalPassShader[2]);
+
+ glEnable(GL_BLEND);
+ if (RenderDispCnt & (1<<6))
+ glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_ALPHA);
+ else
+ glBlendFuncSeparate(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_ALPHA);
+
+ {
+ u32 c = RenderFogColor;
+ u32 r = c & 0x1F;
+ u32 g = (c >> 5) & 0x1F;
+ u32 b = (c >> 10) & 0x1F;
+ u32 a = (c >> 16) & 0x1F;
+
+ glBlendColor((float)b/31.0, (float)g/31.0, (float)r/31.0, (float)a/31.0);
+ }
+
+ glDepthFunc(GL_ALWAYS);
+ glDepthMask(GL_FALSE);
+ glStencilFunc(GL_ALWAYS, 0, 0);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ glStencilMask(0);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
+
+ glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID);
+ glBindVertexArray(ClearVertexArrayID);
+ glDrawArrays(GL_TRIANGLES, 0, 2*3);
+
+ glFlush();
+ }
+}
+
+
+void RenderFrame()
+{
+ CurShaderID = -1;
+
+ ShaderConfig.uScreenSize[0] = ScreenW;
+ ShaderConfig.uScreenSize[1] = ScreenH;
+ ShaderConfig.uDispCnt = RenderDispCnt;
+
+ for (int i = 0; i < 32; i++)
+ {
+ u16 c = RenderToonTable[i];
+ u32 r = c & 0x1F;
+ u32 g = (c >> 5) & 0x1F;
+ u32 b = (c >> 10) & 0x1F;
+
+ ShaderConfig.uToonColors[i][0] = (float)r / 31.0;
+ ShaderConfig.uToonColors[i][1] = (float)g / 31.0;
+ ShaderConfig.uToonColors[i][2] = (float)b / 31.0;
+ }
+
+ for (int i = 0; i < 8; i++)
+ {
+ u16 c = RenderEdgeTable[i];
+ u32 r = c & 0x1F;
+ u32 g = (c >> 5) & 0x1F;
+ u32 b = (c >> 10) & 0x1F;
+
+ ShaderConfig.uEdgeColors[i][0] = (float)r / 31.0;
+ ShaderConfig.uEdgeColors[i][1] = (float)g / 31.0;
+ ShaderConfig.uEdgeColors[i][2] = (float)b / 31.0;
+ }
+
+ {
+ u32 c = RenderFogColor;
+ u32 r = c & 0x1F;
+ u32 g = (c >> 5) & 0x1F;
+ u32 b = (c >> 10) & 0x1F;
+ u32 a = (c >> 16) & 0x1F;
+
+ ShaderConfig.uFogColor[0] = (float)r / 31.0;
+ ShaderConfig.uFogColor[1] = (float)g / 31.0;
+ ShaderConfig.uFogColor[2] = (float)b / 31.0;
+ ShaderConfig.uFogColor[3] = (float)a / 31.0;
+ }
+
+ for (int i = 0; i < 34; i++)
+ {
+ u8 d = RenderFogDensityTable[i];
+ ShaderConfig.uFogDensity[i][0] = (float)d / 127.0;
+ }
+
+ ShaderConfig.uFogOffset = RenderFogOffset;
+ ShaderConfig.uFogShift = RenderFogShift;
+
+ glBindBuffer(GL_UNIFORM_BUFFER, ShaderConfigUBO);
+ void* unibuf = glMapBuffer(GL_UNIFORM_BUFFER, GL_WRITE_ONLY);
+ if (unibuf) memcpy(unibuf, &ShaderConfig, sizeof(ShaderConfig));
+ glUnmapBuffer(GL_UNIFORM_BUFFER);
+
+ // SUCKY!!!!!!!!!!!!!!!!!!
+ // TODO: detect when VRAM blocks are modified!
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, TexMemID);
+ for (int i = 0; i < 4; i++)
+ {
+ u32 mask = GPU::VRAMMap_Texture[i];
+ u8* vram;
+ if (!mask) continue;
+ else if (mask & (1<<0)) vram = GPU::VRAM_A;
+ else if (mask & (1<<1)) vram = GPU::VRAM_B;
+ else if (mask & (1<<2)) vram = GPU::VRAM_C;
+ else if (mask & (1<<3)) vram = GPU::VRAM_D;
+
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i*128, 1024, 128, GL_RED_INTEGER, GL_UNSIGNED_BYTE, vram);
+ }
+
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, TexPalMemID);
+ for (int i = 0; i < 6; i++)
+ {
+ // 6 x 16K chunks
+ u32 mask = GPU::VRAMMap_TexPal[i];
+ u8* vram;
+ if (!mask) continue;
+ else if (mask & (1<<4)) vram = &GPU::VRAM_E[(i&3)*0x4000];
+ else if (mask & (1<<5)) vram = GPU::VRAM_F;
+ else if (mask & (1<<6)) vram = GPU::VRAM_G;
+
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i*8, 1024, 8, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, vram);
+ }
+
+ glDisable(GL_SCISSOR_TEST);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_STENCIL_TEST);
+
+ glViewport(0, 0, ScreenW, ScreenH);
+
+ if (Antialias) glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[2]);
+ else glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[FrontBuffer]);
+
+ glDisable(GL_BLEND);
+ glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glColorMaski(1, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glDepthMask(GL_TRUE);
+ glStencilMask(0xFF);
+
+ // clear buffers
+ // TODO: clear bitmap
+ // TODO: check whether 'clear polygon ID' affects translucent polyID
+ // (for example when alpha is 1..30)
+ {
+ glUseProgram(ClearShaderPlain[2]);
+ glDepthFunc(GL_ALWAYS);
+
+ u32 r = RenderClearAttr1 & 0x1F;
+ u32 g = (RenderClearAttr1 >> 5) & 0x1F;
+ u32 b = (RenderClearAttr1 >> 10) & 0x1F;
+ u32 fog = (RenderClearAttr1 >> 15) & 0x1;
+ u32 a = (RenderClearAttr1 >> 16) & 0x1F;
+ u32 polyid = (RenderClearAttr1 >> 24) & 0x3F;
+ u32 z = ((RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
+
+ glStencilFunc(GL_ALWAYS, 0xFF, 0xFF);
+ glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
+
+ /*if (r) r = r*2 + 1;
+ if (g) g = g*2 + 1;
+ if (b) b = b*2 + 1;*/
+
+ glUniform4ui(ClearUniformLoc[0], r, g, b, a);
+ glUniform1ui(ClearUniformLoc[1], z);
+ glUniform1ui(ClearUniformLoc[2], polyid);
+ glUniform1ui(ClearUniformLoc[3], fog);
+
+ glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID);
+ glBindVertexArray(ClearVertexArrayID);
+ glDrawArrays(GL_TRIANGLES, 0, 2*3);
+ }
+
+ if (RenderNumPolygons)
+ {
+ // render shit here
+ u32 flags = 0;
+ if (RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
+
+ int npolys = 0;
+ int firsttrans = -1;
+ for (int i = 0; i < RenderNumPolygons; i++)
+ {
+ if (RenderPolygonRAM[i]->Degenerate) continue;
+
+ // zog.
+ //if (RenderPolygonRAM[i]->YBottom <= 96 || RenderPolygonRAM[i]->YTop >= 144) continue;
+
+ SetupPolygon(&PolygonList[npolys], RenderPolygonRAM[i]);
+ if (firsttrans < 0 && RenderPolygonRAM[i]->Translucent)
+ firsttrans = npolys;
+
+ npolys++;
+ }
+ NumFinalPolys = npolys;
+ NumOpaqueFinalPolys = firsttrans;
+
+ BuildPolygons(&PolygonList[0], npolys);
+ glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, NumVertices*7*4, VertexBuffer);
+
+ RenderSceneChunk(0, 192);
+ }
+
+ if (Antialias)
+ {
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferID[2]);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferID[FrontBuffer]);
+ glBlitFramebuffer(0, 0, ScreenW, ScreenH, 0, 0, ScreenW/2, ScreenH/2, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[FrontBuffer]);
+ FrontBuffer = FrontBuffer ? 0 : 1;
+}
+
+void PrepareCaptureFrame()
+{
+ // TODO: make sure this picks the right buffer when doing antialiasing
+ int original_fb = FrontBuffer^1;
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferID[original_fb]);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferID[3]);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0);
+ glBlitFramebuffer(0, 0, ScreenW, ScreenH, 0, 0, 256, 192, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferID[3]);
+ glReadPixels(0, 0, 256, 192, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
+}
+
+u32* GetLine(int line)
+{
+ int stride = 256;
+
+ 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);
+ }
+
+ u64* ptr = (u64*)&Framebuffer[stride * line];
+ for (int i = 0; i < stride; i+=2)
+ {
+ u64 rgb = *ptr & 0x00FCFCFC00FCFCFC;
+ u64 a = *ptr & 0xF8000000F8000000;
+
+ *ptr++ = (rgb >> 2) | (a >> 3);
+ }
+
+ return &Framebuffer[stride * line];
+}
+
+void SetupAccelFrame()
+{
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[FrontBuffer]);
+}
+
+}
+}
diff --git a/src/GPU3D_OpenGL_shaders.h b/src/GPU3D_OpenGL_shaders.h
new file mode 100644
index 0000000..a1aa95a
--- /dev/null
+++ b/src/GPU3D_OpenGL_shaders.h
@@ -0,0 +1,690 @@
+/*
+ Copyright 2016-2019 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 GPU3D_OPENGL_SHADERS_H
+#define GPU3D_OPENGL_SHADERS_H
+
+#define kShaderHeader "#version 140"
+
+
+const char* kClearVS = kShaderHeader R"(
+
+in vec2 vPosition;
+
+uniform uint uDepth;
+
+void main()
+{
+ float fdepth = (float(uDepth) / 8388608.0) - 1.0;
+ gl_Position = vec4(vPosition, fdepth, 1.0);
+}
+)";
+
+const char* kClearFS = kShaderHeader R"(
+
+uniform uvec4 uColor;
+uniform uint uOpaquePolyID;
+uniform uint uFogFlag;
+
+out vec4 oColor;
+out uvec3 oAttr;
+
+void main()
+{
+ oColor = vec4(uColor).bgra / 31.0;
+ oAttr.r = uOpaquePolyID;
+ oAttr.g = uint(0);
+ oAttr.b = uFogFlag;
+}
+)";
+
+
+
+const char* kFinalPassVS = kShaderHeader R"(
+
+in vec2 vPosition;
+
+void main()
+{
+ // heh
+ gl_Position = vec4(vPosition, 0.0, 1.0);
+}
+)";
+
+const char* kFinalPassFS = kShaderHeader R"(
+
+uniform sampler2D DepthBuffer;
+uniform usampler2D AttrBuffer;
+
+layout(std140) uniform uConfig
+{
+ vec2 uScreenSize;
+ int uDispCnt;
+ vec4 uToonColors[32];
+ vec4 uEdgeColors[8];
+ vec4 uFogColor;
+ float uFogDensity[34];
+ int uFogOffset;
+ int uFogShift;
+};
+
+out vec4 oColor;
+
+vec4 CalculateFog(float depth)
+{
+ int idepth = int(depth * 16777216.0);
+ int densityid, densityfrac;
+
+ if (idepth < uFogOffset)
+ {
+ densityid = 0;
+ densityfrac = 0;
+ }
+ else
+ {
+ uint udepth = uint(idepth);
+ udepth -= uint(uFogOffset);
+ udepth = (udepth >> 2) << uint(uFogShift);
+
+ densityid = int(udepth >> 17);
+ if (densityid >= 32)
+ {
+ densityid = 32;
+ densityfrac = 0;
+ }
+ else
+ densityfrac = int(udepth & uint(0x1FFFF));
+ }
+
+ float density = mix(uFogDensity[densityid], uFogDensity[densityid+1], float(densityfrac)/131072.0);
+
+ return vec4(density, density, density, density);
+}
+
+void main()
+{
+ ivec2 coord = ivec2(gl_FragCoord.xy);
+
+ vec4 ret = vec4(0,0,0,0);
+ vec4 depth = texelFetch(DepthBuffer, coord, 0);
+ ivec4 attr = ivec4(texelFetch(AttrBuffer, coord, 0));
+
+ if (attr.b != 0) ret = CalculateFog(depth.r);
+
+ oColor = ret;
+}
+)";
+
+
+
+const char* kRenderVSCommon = R"(
+
+layout(std140) uniform uConfig
+{
+ vec2 uScreenSize;
+ int uDispCnt;
+ vec4 uToonColors[32];
+ vec4 uEdgeColors[8];
+ vec4 uFogColor;
+ float uFogDensity[34];
+ int uFogOffset;
+ int uFogShift;
+};
+
+in uvec4 vPosition;
+in uvec4 vColor;
+in ivec2 vTexcoord;
+in ivec3 vPolygonAttr;
+
+smooth out vec4 fColor;
+smooth out vec2 fTexcoord;
+flat out ivec3 fPolygonAttr;
+)";
+
+const char* kRenderFSCommon = R"(
+
+uniform usampler2D TexMem;
+uniform sampler2D TexPalMem;
+
+layout(std140) uniform uConfig
+{
+ vec2 uScreenSize;
+ int uDispCnt;
+ vec4 uToonColors[32];
+ vec4 uEdgeColors[8];
+ vec4 uFogColor;
+ float uFogDensity[34];
+ int uFogOffset;
+ int uFogShift;
+};
+
+smooth in vec4 fColor;
+smooth in vec2 fTexcoord;
+flat in ivec3 fPolygonAttr;
+
+out vec4 oColor;
+out uvec3 oAttr;
+
+int TexcoordWrap(int c, int maxc, int mode)
+{
+ if ((mode & (1<<0)) != 0)
+ {
+ if ((mode & (1<<2)) != 0 && (c & maxc) != 0)
+ return (maxc-1) - (c & (maxc-1));
+ else
+ return (c & (maxc-1));
+ }
+ else
+ return clamp(c, 0, maxc-1);
+}
+
+vec4 TextureFetch_A3I5(ivec2 addr, ivec4 st, int wrapmode)
+{
+ st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
+ st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
+
+ addr.x += ((st.y * st.z) + st.x);
+ ivec4 pixel = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
+
+ pixel.a = (pixel.r & 0xE0);
+ pixel.a = (pixel.a >> 3) + (pixel.a >> 6);
+ pixel.r &= 0x1F;
+
+ addr.y = (addr.y << 3) + pixel.r;
+ vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+
+ return vec4(color.rgb, float(pixel.a)/31.0);
+}
+
+vec4 TextureFetch_I2(ivec2 addr, ivec4 st, int wrapmode, float alpha0)
+{
+ st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
+ st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
+
+ addr.x += ((st.y * st.z) + st.x) >> 2;
+ ivec4 pixel = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
+ pixel.r >>= (2 * (st.x & 3));
+ pixel.r &= 0x03;
+
+ addr.y = (addr.y << 2) + pixel.r;
+ vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+
+ return vec4(color.rgb, (pixel.r>0)?1:alpha0);
+}
+
+vec4 TextureFetch_I4(ivec2 addr, ivec4 st, int wrapmode, float alpha0)
+{
+ st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
+ st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
+
+ addr.x += ((st.y * st.z) + st.x) >> 1;
+ ivec4 pixel = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
+ if ((st.x & 1) != 0) pixel.r >>= 4;
+ else pixel.r &= 0x0F;
+
+ addr.y = (addr.y << 3) + pixel.r;
+ vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+
+ return vec4(color.rgb, (pixel.r>0)?1:alpha0);
+}
+
+vec4 TextureFetch_I8(ivec2 addr, ivec4 st, int wrapmode, float alpha0)
+{
+ st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
+ st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
+
+ addr.x += ((st.y * st.z) + st.x);
+ ivec4 pixel = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
+
+ addr.y = (addr.y << 3) + pixel.r;
+ vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+
+ return vec4(color.rgb, (pixel.r>0)?1:alpha0);
+}
+
+vec4 TextureFetch_Compressed(ivec2 addr, ivec4 st, int wrapmode)
+{
+ st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
+ st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
+
+ addr.x += ((st.y & 0x3FC) * (st.z>>2)) + (st.x & 0x3FC) + (st.y & 0x3);
+ ivec4 p = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
+ int val = (p.r >> (2 * (st.x & 0x3))) & 0x3;
+
+ int slot1addr = 0x20000 + ((addr.x & 0x1FFFC) >> 1);
+ if (addr.x >= 0x40000) slot1addr += 0x10000;
+
+ int palinfo;
+ p = ivec4(texelFetch(TexMem, ivec2(slot1addr&0x3FF, slot1addr>>10), 0));
+ palinfo = p.r;
+ slot1addr++;
+ p = ivec4(texelFetch(TexMem, ivec2(slot1addr&0x3FF, slot1addr>>10), 0));
+ palinfo |= (p.r << 8);
+
+ addr.y = (addr.y << 3) + ((palinfo & 0x3FFF) << 1);
+ palinfo >>= 14;
+
+ if (val == 0)
+ {
+ vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+ return vec4(color.rgb, 1.0);
+ }
+ else if (val == 1)
+ {
+ addr.y++;
+ vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+ return vec4(color.rgb, 1.0);
+ }
+ else if (val == 2)
+ {
+ if (palinfo == 1)
+ {
+ vec4 color0 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+ addr.y++;
+ vec4 color1 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+ return vec4((color0.rgb + color1.rgb) / 2.0, 1.0);
+ }
+ else if (palinfo == 3)
+ {
+ vec4 color0 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+ addr.y++;
+ vec4 color1 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+ return vec4((color0.rgb*5.0 + color1.rgb*3.0) / 8.0, 1.0);
+ }
+ else
+ {
+ addr.y += 2;
+ vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+ return vec4(color.rgb, 1.0);
+ }
+ }
+ else
+ {
+ if (palinfo == 2)
+ {
+ addr.y += 3;
+ vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+ return vec4(color.rgb, 1.0);
+ }
+ else if (palinfo == 3)
+ {
+ vec4 color0 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+ addr.y++;
+ vec4 color1 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+ return vec4((color0.rgb*3.0 + color1.rgb*5.0) / 8.0, 1.0);
+ }
+ else
+ {
+ return vec4(0.0);
+ }
+ }
+}
+
+vec4 TextureFetch_A5I3(ivec2 addr, ivec4 st, int wrapmode)
+{
+ st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
+ st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
+
+ addr.x += ((st.y * st.z) + st.x);
+ ivec4 pixel = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
+
+ pixel.a = (pixel.r & 0xF8) >> 3;
+ pixel.r &= 0x07;
+
+ addr.y = (addr.y << 3) + pixel.r;
+ vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
+
+ return vec4(color.rgb, float(pixel.a)/31.0);
+}
+
+vec4 TextureFetch_Direct(ivec2 addr, ivec4 st, int wrapmode)
+{
+ st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
+ st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
+
+ addr.x += ((st.y * st.z) + st.x) << 1;
+ ivec4 pixelL = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
+ addr.x++;
+ ivec4 pixelH = ivec4(texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0));
+
+ vec4 color;
+ color.r = float(pixelL.r & 0x1F) / 31.0;
+ color.g = float((pixelL.r >> 5) | ((pixelH.r & 0x03) << 3)) / 31.0;
+ color.b = float((pixelH.r & 0x7C) >> 2) / 31.0;
+ color.a = float(pixelH.r >> 7);
+
+ return color;
+}
+
+vec4 TextureLookup_Nearest(vec2 st)
+{
+ int attr = int(fPolygonAttr.y);
+ int paladdr = int(fPolygonAttr.z);
+
+ float alpha0;
+ if ((attr & (1<<29)) != 0) alpha0 = 0.0;
+ else alpha0 = 1.0;
+
+ int tw = 8 << ((attr >> 20) & 0x7);
+ int th = 8 << ((attr >> 23) & 0x7);
+ ivec4 st_full = ivec4(ivec2(st), tw, th);
+
+ ivec2 vramaddr = ivec2((attr & 0xFFFF) << 3, paladdr);
+ int wrapmode = (attr >> 16);
+
+ int type = (attr >> 26) & 0x7;
+ if (type == 5) return TextureFetch_Compressed(vramaddr, st_full, wrapmode);
+ else if (type == 2) return TextureFetch_I2 (vramaddr, st_full, wrapmode, alpha0);
+ else if (type == 3) return TextureFetch_I4 (vramaddr, st_full, wrapmode, alpha0);
+ else if (type == 4) return TextureFetch_I8 (vramaddr, st_full, wrapmode, alpha0);
+ else if (type == 1) return TextureFetch_A3I5 (vramaddr, st_full, wrapmode);
+ else if (type == 6) return TextureFetch_A5I3 (vramaddr, st_full, wrapmode);
+ else return TextureFetch_Direct (vramaddr, st_full, wrapmode);
+}
+
+vec4 TextureLookup_Linear(vec2 texcoord)
+{
+ ivec2 intpart = ivec2(texcoord);
+ vec2 fracpart = fract(texcoord);
+
+ int attr = int(fPolygonAttr.y);
+ int paladdr = int(fPolygonAttr.z);
+
+ float alpha0;
+ if ((attr & (1<<29)) != 0) alpha0 = 0.0;
+ else alpha0 = 1.0;
+
+ int tw = 8 << ((attr >> 20) & 0x7);
+ int th = 8 << ((attr >> 23) & 0x7);
+ ivec4 st_full = ivec4(intpart, tw, th);
+
+ ivec2 vramaddr = ivec2((attr & 0xFFFF) << 3, paladdr);
+ int wrapmode = (attr >> 16);
+
+ vec4 A, B, C, D;
+ int type = (attr >> 26) & 0x7;
+ if (type == 5)
+ {
+ A = TextureFetch_Compressed(vramaddr, st_full , wrapmode);
+ B = TextureFetch_Compressed(vramaddr, st_full + ivec4(1,0,0,0), wrapmode);
+ C = TextureFetch_Compressed(vramaddr, st_full + ivec4(0,1,0,0), wrapmode);
+ D = TextureFetch_Compressed(vramaddr, st_full + ivec4(1,1,0,0), wrapmode);
+ }
+ else if (type == 2)
+ {
+ A = TextureFetch_I2(vramaddr, st_full , wrapmode, alpha0);
+ B = TextureFetch_I2(vramaddr, st_full + ivec4(1,0,0,0), wrapmode, alpha0);
+ C = TextureFetch_I2(vramaddr, st_full + ivec4(0,1,0,0), wrapmode, alpha0);
+ D = TextureFetch_I2(vramaddr, st_full + ivec4(1,1,0,0), wrapmode, alpha0);
+ }
+ else if (type == 3)
+ {
+ A = TextureFetch_I4(vramaddr, st_full , wrapmode, alpha0);
+ B = TextureFetch_I4(vramaddr, st_full + ivec4(1,0,0,0), wrapmode, alpha0);
+ C = TextureFetch_I4(vramaddr, st_full + ivec4(0,1,0,0), wrapmode, alpha0);
+ D = TextureFetch_I4(vramaddr, st_full + ivec4(1,1,0,0), wrapmode, alpha0);
+ }
+ else if (type == 4)
+ {
+ A = TextureFetch_I8(vramaddr, st_full , wrapmode, alpha0);
+ B = TextureFetch_I8(vramaddr, st_full + ivec4(1,0,0,0), wrapmode, alpha0);
+ C = TextureFetch_I8(vramaddr, st_full + ivec4(0,1,0,0), wrapmode, alpha0);
+ D = TextureFetch_I8(vramaddr, st_full + ivec4(1,1,0,0), wrapmode, alpha0);
+ }
+ else if (type == 1)
+ {
+ A = TextureFetch_A3I5(vramaddr, st_full , wrapmode);
+ B = TextureFetch_A3I5(vramaddr, st_full + ivec4(1,0,0,0), wrapmode);
+ C = TextureFetch_A3I5(vramaddr, st_full + ivec4(0,1,0,0), wrapmode);
+ D = TextureFetch_A3I5(vramaddr, st_full + ivec4(1,1,0,0), wrapmode);
+ }
+ else if (type == 6)
+ {
+ A = TextureFetch_A5I3(vramaddr, st_full , wrapmode);
+ B = TextureFetch_A5I3(vramaddr, st_full + ivec4(1,0,0,0), wrapmode);
+ C = TextureFetch_A5I3(vramaddr, st_full + ivec4(0,1,0,0), wrapmode);
+ D = TextureFetch_A5I3(vramaddr, st_full + ivec4(1,1,0,0), wrapmode);
+ }
+ else
+ {
+ A = TextureFetch_Direct(vramaddr, st_full , wrapmode);
+ B = TextureFetch_Direct(vramaddr, st_full + ivec4(1,0,0,0), wrapmode);
+ C = TextureFetch_Direct(vramaddr, st_full + ivec4(0,1,0,0), wrapmode);
+ D = TextureFetch_Direct(vramaddr, st_full + ivec4(1,1,0,0), wrapmode);
+ }
+
+ float fx = fracpart.x;
+ vec4 AB;
+ if (A.a < (0.5/31.0) && B.a < (0.5/31.0))
+ AB = vec4(0);
+ else
+ {
+ //if (A.a < (0.5/31.0) || B.a < (0.5/31.0))
+ // fx = step(0.5, fx);
+
+ AB = mix(A, B, fx);
+ }
+
+ fx = fracpart.x;
+ vec4 CD;
+ if (C.a < (0.5/31.0) && D.a < (0.5/31.0))
+ CD = vec4(0);
+ else
+ {
+ //if (C.a < (0.5/31.0) || D.a < (0.5/31.0))
+ // fx = step(0.5, fx);
+
+ CD = mix(C, D, fx);
+ }
+
+ fx = fracpart.y;
+ vec4 ret;
+ if (AB.a < (0.5/31.0) && CD.a < (0.5/31.0))
+ ret = vec4(0);
+ else
+ {
+ //if (AB.a < (0.5/31.0) || CD.a < (0.5/31.0))
+ // fx = step(0.5, fx);
+
+ ret = mix(AB, CD, fx);
+ }
+
+ return ret;
+}
+
+vec4 FinalColor()
+{
+ vec4 col;
+ vec4 vcol = fColor;
+ int blendmode = (fPolygonAttr.x >> 4) & 0x3;
+
+ if (blendmode == 2)
+ {
+ if ((uDispCnt & (1<<1)) == 0)
+ {
+ // toon
+ vec3 tooncolor = uToonColors[int(vcol.r * 31)].rgb;
+ vcol.rgb = tooncolor;
+ }
+ else
+ {
+ // highlight
+ vcol.rgb = vcol.rrr;
+ }
+ }
+
+ if ((((fPolygonAttr.y >> 26) & 0x7) == 0) || ((uDispCnt & (1<<0)) == 0))
+ {
+ // no texture
+ col = vcol;
+ }
+ else
+ {
+ vec4 tcol = TextureLookup_Nearest(fTexcoord);
+ //vec4 tcol = TextureLookup_Linear(fTexcoord);
+
+ if ((blendmode & 1) != 0)
+ {
+ // decal
+ col.rgb = (tcol.rgb * tcol.a) + (vcol.rgb * (1.0-tcol.a));
+ col.a = vcol.a;
+ }
+ else
+ {
+ // modulate
+ col = vcol * tcol;
+ }
+ }
+
+ if (blendmode == 2)
+ {
+ if ((uDispCnt & (1<<1)) != 0)
+ {
+ vec3 tooncolor = uToonColors[int(vcol.r * 31)].rgb;
+ col.rgb = min(col.rgb + tooncolor, 1.0);
+ }
+ }
+
+ return col.bgra;
+}
+)";
+
+
+const char* kRenderVS_Z = R"(
+
+void main()
+{
+ int attr = vPolygonAttr.x;
+ int zshift = (attr >> 16) & 0x1F;
+
+ vec4 fpos;
+ fpos.xy = ((vec2(vPosition.xy) * 2.0) / uScreenSize) - 1.0;
+ fpos.z = (float(vPosition.z << zshift) / 8388608.0) - 1.0;
+ fpos.w = float(vPosition.w) / 65536.0f;
+ fpos.xyz *= fpos.w;
+
+ fColor = vec4(vColor) / vec4(255.0,255.0,255.0,31.0);
+ fTexcoord = vec2(vTexcoord) / 16.0;
+ fPolygonAttr = vPolygonAttr;
+
+ gl_Position = fpos;
+}
+)";
+
+const char* kRenderVS_W = R"(
+
+smooth out float fZ;
+
+void main()
+{
+ int attr = vPolygonAttr.x;
+ int zshift = (attr >> 16) & 0x1F;
+
+ vec4 fpos;
+ fpos.xy = ((vec2(vPosition.xy) * 2.0) / uScreenSize) - 1.0;
+ fZ = float(vPosition.z << zshift) / 16777216.0;
+ fpos.w = float(vPosition.w) / 65536.0f;
+ fpos.xy *= fpos.w;
+
+ fColor = vec4(vColor) / vec4(255.0,255.0,255.0,31.0);
+ fTexcoord = vec2(vTexcoord) / 16.0;
+ fPolygonAttr = vPolygonAttr;
+
+ gl_Position = fpos;
+}
+)";
+
+
+const char* kRenderFS_ZO = R"(
+
+void main()
+{
+ vec4 col = FinalColor();
+ if (col.a < 30.5/31) discard;
+
+ oColor = col;
+ oAttr.r = uint((fPolygonAttr.x >> 24) & 0x3F);
+ oAttr.b = uint((fPolygonAttr.x >> 15) & 0x1);
+}
+)";
+
+const char* kRenderFS_WO = R"(
+
+smooth in float fZ;
+
+void main()
+{
+ vec4 col = FinalColor();
+ if (col.a < 30.5/31) discard;
+
+ oColor = col;
+ oAttr.r = uint((fPolygonAttr.x >> 24) & 0x3F);
+ oAttr.b = uint((fPolygonAttr.x >> 15) & 0x1);
+ gl_FragDepth = fZ;
+}
+)";
+
+const char* kRenderFS_ZT = R"(
+
+void main()
+{
+ vec4 col = FinalColor();
+ if (col.a < 0.5/31) discard;
+ if (col.a >= 30.5/31) discard;
+
+ oColor = col;
+ oAttr.b = uint(0);
+}
+)";
+
+const char* kRenderFS_WT = R"(
+
+smooth in float fZ;
+
+void main()
+{
+ vec4 col = FinalColor();
+ if (col.a < 0.5/31) discard;
+ if (col.a >= 30.5/31) discard;
+
+ oColor = col;
+ oAttr.b = uint(0);
+ gl_FragDepth = fZ;
+}
+)";
+
+const char* kRenderFS_ZSM = R"(
+
+void main()
+{
+ oColor = vec4(0,0,0,1);
+}
+)";
+
+const char* kRenderFS_WSM = R"(
+
+smooth in float fZ;
+
+void main()
+{
+ oColor = vec4(0,0,0,1);
+ gl_FragDepth = fZ;
+}
+)";
+
+#endif // GPU3D_OPENGL_SHADERS_H
diff --git a/src/GPU3D_Soft.cpp b/src/GPU3D_Soft.cpp
index 29b46e1..932b5d4 100644
--- a/src/GPU3D_Soft.cpp
+++ b/src/GPU3D_Soft.cpp
@@ -129,9 +129,9 @@ void DeInit()
void Reset()
{
- memset(ColorBuffer, 0, 256*192 * 4);
- memset(DepthBuffer, 0, 256*192 * 4);
- memset(AttrBuffer, 0, 256*192 * 4);
+ memset(ColorBuffer, 0, BufferSize * 2 * 4);
+ memset(DepthBuffer, 0, BufferSize * 2 * 4);
+ memset(AttrBuffer, 0, BufferSize * 2 * 4);
PrevIsShadowMask = false;
@@ -2106,17 +2106,14 @@ void RenderThreadFunc()
}
}
-void RequestLine(int line)
+u32* GetLine(int line)
{
if (RenderThreadRunning)
{
if (line < 192)
Platform::Semaphore_Wait(Sema_ScanlineCount);
}
-}
-u32* GetLine(int line)
-{
return &ColorBuffer[(line * ScanlineWidth) + FirstPixelOffset];
}
diff --git a/src/NDS.cpp b/src/NDS.cpp
index ae71ad6..a814dfd 100644
--- a/src/NDS.cpp
+++ b/src/NDS.cpp
@@ -1532,7 +1532,7 @@ void debug(u32 param)
// printf("VRAM %c: %02X\n", 'A'+i, GPU::VRAMCNT[i]);
FILE*
- shit = fopen("debug/lmnts.bin", "wb");
+ shit = fopen("debug/card.bin", "wb");
for (u32 i = 0x02000000; i < 0x02400000; i+=4)
{
u32 val = ARM7Read32(i);
diff --git a/src/OpenGLSupport.cpp b/src/OpenGLSupport.cpp
new file mode 100644
index 0000000..0204835
--- /dev/null
+++ b/src/OpenGLSupport.cpp
@@ -0,0 +1,119 @@
+/*
+ Copyright 2016-2019 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 "OpenGLSupport.h"
+
+
+DO_PROCLIST(DECLPROC);
+
+
+bool OpenGL_Init()
+{
+ DO_PROCLIST(LOADPROC);
+
+ return true;
+}
+
+bool OpenGL_BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name)
+{
+ int len;
+ int res;
+
+ ids[0] = glCreateShader(GL_VERTEX_SHADER);
+ len = strlen(vs);
+ glShaderSource(ids[0], 1, &vs, &len);
+ glCompileShader(ids[0]);
+
+ glGetShaderiv(ids[0], GL_COMPILE_STATUS, &res);
+ if (res != GL_TRUE)
+ {
+ glGetShaderiv(ids[0], GL_INFO_LOG_LENGTH, &res);
+ if (res < 1) res = 1024;
+ char* log = new char[res+1];
+ glGetShaderInfoLog(ids[0], res+1, NULL, log);
+ printf("OpenGL: failed to compile vertex shader %s: %s\n", name, log);
+ printf("shader source:\n--\n%s\n--\n", vs);
+ delete[] log;
+
+ glDeleteShader(ids[0]);
+
+ return false;
+ }
+
+ ids[1] = glCreateShader(GL_FRAGMENT_SHADER);
+ len = strlen(fs);
+ glShaderSource(ids[1], 1, &fs, &len);
+ glCompileShader(ids[1]);
+
+ glGetShaderiv(ids[1], GL_COMPILE_STATUS, &res);
+ if (res != GL_TRUE)
+ {
+ glGetShaderiv(ids[1], GL_INFO_LOG_LENGTH, &res);
+ if (res < 1) res = 1024;
+ char* log = new char[res+1];
+ glGetShaderInfoLog(ids[1], res+1, NULL, log);
+ printf("OpenGL: failed to compile fragment shader %s: %s\n", name, log);
+ //printf("shader source:\n--\n%s\n--\n", fs);
+ delete[] log;
+
+ FILE* logf = fopen("shaderfail.log", "w");
+ fwrite(fs, len+1, 1, logf);
+ fclose(logf);
+
+ glDeleteShader(ids[0]);
+ glDeleteShader(ids[1]);
+
+ return false;
+ }
+
+ ids[2] = glCreateProgram();
+ glAttachShader(ids[2], ids[0]);
+ glAttachShader(ids[2], ids[1]);
+ glLinkProgram(ids[2]);
+
+ glGetProgramiv(ids[2], GL_LINK_STATUS, &res);
+ if (res != GL_TRUE)
+ {
+ glGetProgramiv(ids[2], GL_INFO_LOG_LENGTH, &res);
+ if (res < 1) res = 1024;
+ char* log = new char[res+1];
+ glGetProgramInfoLog(ids[2], res+1, NULL, log);
+ printf("OpenGL: failed to link program %s: %s\n", name, log);
+ delete[] log;
+
+ glDeleteShader(ids[0]);
+ glDeleteShader(ids[1]);
+ glDeleteProgram(ids[2]);
+
+ return false;
+ }
+
+ return true;
+}
+
+void OpenGL_DeleteShaderProgram(GLuint* ids)
+{
+ glDeleteShader(ids[0]);
+ glDeleteShader(ids[1]);
+ glDeleteProgram(ids[2]);
+}
+
+void OpenGL_UseShaderProgram(GLuint* ids)
+{
+ glUseProgram(ids[2]);
+}
diff --git a/src/OpenGLSupport.h b/src/OpenGLSupport.h
new file mode 100644
index 0000000..1ae0a35
--- /dev/null
+++ b/src/OpenGLSupport.h
@@ -0,0 +1,123 @@
+/*
+ Copyright 2016-2019 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 OPENGLSUPPORT_H
+#define OPENGLSUPPORT_H
+
+#include <stdio.h>
+#include <GL/gl.h>
+#include <GL/glext.h>
+
+#include "Platform.h"
+
+
+// here, have some macro magic
+// we at the melonDS company really love macro magic
+// also, suggestion to the fine folks who write the OpenGL headers:
+// pls make the type names follow the same capitalization as their
+// matching function names, so this is more convenient to deal with
+
+#define DECLPROC(type, name) \
+ PFN##type##PROC name ;
+
+#define DECLPROC_EXT(type, name) \
+ extern PFN##type##PROC name ;
+
+#define LOADPROC(type, name) \
+ name = (PFN##type##PROC)Platform::GL_GetProcAddress(#name); \
+ if (!name) { printf("OpenGL: " #name " not found\n"); return false; }
+
+
+// if you need more OpenGL functions, add them to the macronator here
+// TODO: handle conditionally loading certain functions for different GL versions
+
+#define DO_PROCLIST(func) \
+ func(GLGENFRAMEBUFFERS, glGenFramebuffers); \
+ func(GLDELETEFRAMEBUFFERS, glDeleteFramebuffers); \
+ func(GLBINDFRAMEBUFFER, glBindFramebuffer); \
+ func(GLFRAMEBUFFERTEXTURE, glFramebufferTexture); \
+ func(GLBLITFRAMEBUFFER, glBlitFramebuffer); \
+ func(GLCHECKFRAMEBUFFERSTATUS, glCheckFramebufferStatus); \
+ \
+ func(GLGENBUFFERS, glGenBuffers); \
+ func(GLDELETEBUFFERS, glDeleteBuffers); \
+ func(GLBINDBUFFER, glBindBuffer); \
+ func(GLMAPBUFFER, glMapBuffer); \
+ func(GLMAPBUFFERRANGE, glMapBufferRange); \
+ func(GLUNMAPBUFFER, glUnmapBuffer); \
+ func(GLBUFFERDATA, glBufferData); \
+ func(GLBUFFERSUBDATA, glBufferSubData); \
+ func(GLBINDBUFFERBASE, glBindBufferBase); \
+ \
+ func(GLGENVERTEXARRAYS, glGenVertexArrays); \
+ func(GLDELETEVERTEXARRAYS, glDeleteVertexArrays); \
+ func(GLBINDVERTEXARRAY, glBindVertexArray); \
+ func(GLENABLEVERTEXATTRIBARRAY, glEnableVertexAttribArray); \
+ func(GLDISABLEVERTEXATTRIBARRAY, glDisableVertexAttribArray); \
+ func(GLVERTEXATTRIBPOINTER, glVertexAttribPointer); \
+ func(GLVERTEXATTRIBIPOINTER, glVertexAttribIPointer); \
+ func(GLBINDATTRIBLOCATION, glBindAttribLocation); \
+ func(GLBINDFRAGDATALOCATION, glBindFragDataLocation); \
+ \
+ func(GLCREATESHADER, glCreateShader); \
+ func(GLSHADERSOURCE, glShaderSource); \
+ func(GLCOMPILESHADER, glCompileShader); \
+ func(GLCREATEPROGRAM, glCreateProgram); \
+ func(GLATTACHSHADER, glAttachShader); \
+ func(GLLINKPROGRAM, glLinkProgram); \
+ func(GLUSEPROGRAM, glUseProgram); \
+ func(GLGETSHADERIV, glGetShaderiv); \
+ func(GLGETSHADERINFOLOG, glGetShaderInfoLog); \
+ func(GLGETPROGRAMIV, glGetProgramiv); \
+ func(GLGETPROGRAMINFOLOG, glGetProgramInfoLog); \
+ func(GLDELETESHADER, glDeleteShader); \
+ func(GLDELETEPROGRAM, glDeleteProgram); \
+ \
+ func(GLUNIFORM1I, glUniform1i); \
+ func(GLUNIFORM1UI, glUniform1ui); \
+ func(GLUNIFORM4UI, glUniform4ui); \
+ func(GLUNIFORMBLOCKBINDING, glUniformBlockBinding); \
+ func(GLGETUNIFORMLOCATION, glGetUniformLocation); \
+ func(GLGETUNIFORMBLOCKINDEX, glGetUniformBlockIndex); \
+ \
+ func(GLACTIVETEXTURE, glActiveTexture); \
+ func(GLBINDIMAGETEXTURE, glBindImageTexture); \
+ \
+ func(GLDRAWBUFFERS, glDrawBuffers); \
+ \
+ func(GLBLENDFUNCSEPARATE, glBlendFuncSeparate); \
+ func(GLBLENDEQUATIONSEPARATE, glBlendEquationSeparate); \
+ func(GLBLENDCOLOR, glBlendColor); \
+ \
+ func(GLCOLORMASKI, glColorMaski); \
+ \
+ func(GLMEMORYBARRIER, glMemoryBarrier); \
+ \
+ func(GLGETSTRINGI, glGetStringi); \
+
+
+DO_PROCLIST(DECLPROC_EXT);
+
+
+bool OpenGL_Init();
+
+bool OpenGL_BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name);
+void OpenGL_DeleteShaderProgram(GLuint* ids);
+void OpenGL_UseShaderProgram(GLuint* ids);
+
+#endif // OPENGLSUPPORT_H
diff --git a/src/Platform.h b/src/Platform.h
index df3335b..ca6971e 100644
--- a/src/Platform.h
+++ b/src/Platform.h
@@ -68,6 +68,8 @@ void Semaphore_Reset(void* sema);
void Semaphore_Wait(void* sema);
void Semaphore_Post(void* sema);
+void* GL_GetProcAddress(const char* proc);
+
// local multiplayer comm interface
// packet type: DS-style TX header (12 bytes) + original 802.11 frame
bool MP_Init();
diff --git a/src/SPU.cpp b/src/SPU.cpp
index 93fdb00..ee9237f 100644
--- a/src/SPU.cpp
+++ b/src/SPU.cpp
@@ -23,7 +23,9 @@
// SPU TODO
-// * loop mode 3, what does it do?
+// * capture addition modes, overflow bugs
+// * channel hold
+// * 'length less than 4' glitch
namespace SPU
diff --git a/src/libui_sdl/DlgVideoSettings.cpp b/src/libui_sdl/DlgVideoSettings.cpp
new file mode 100644
index 0000000..329c79e
--- /dev/null
+++ b/src/libui_sdl/DlgVideoSettings.cpp
@@ -0,0 +1,309 @@
+/*
+ Copyright 2016-2019 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 <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+
+#include "libui/ui.h"
+
+#include "../types.h"
+#include "PlatformConfig.h"
+
+#include "DlgVideoSettings.h"
+
+
+void ApplyNewSettings(int type);
+
+
+namespace DlgVideoSettings
+{
+
+bool opened;
+uiWindow* win;
+
+uiRadioButtons* rbRenderer;
+uiCheckbox* cbGLDisplay;
+uiCheckbox* cbThreaded3D;
+uiCombobox* cbResolution;
+uiCheckbox* cbAntialias;
+
+int old_renderer;
+int old_gldisplay;
+int old_threaded3D;
+int old_resolution;
+int old_antialias;
+
+
+void UpdateControls()
+{
+ int renderer = uiRadioButtonsSelected(rbRenderer);
+
+ if (renderer == 0)
+ {
+ uiControlEnable(uiControl(cbGLDisplay));
+ uiControlEnable(uiControl(cbThreaded3D));
+ uiControlDisable(uiControl(cbResolution));
+ uiControlDisable(uiControl(cbAntialias));
+ }
+ else
+ {
+ uiControlDisable(uiControl(cbGLDisplay));
+ uiControlDisable(uiControl(cbThreaded3D));
+ uiControlEnable(uiControl(cbResolution));
+ uiControlEnable(uiControl(cbAntialias));
+ }
+}
+
+
+int OnCloseWindow(uiWindow* window, void* blarg)
+{
+ opened = false;
+ return 1;
+}
+
+void OnRendererChanged(uiRadioButtons* rb, void* blarg)
+{
+ int id = uiRadioButtonsSelected(rb);
+ bool old_usegl = (Config::ScreenUseGL != 0) || (Config::_3DRenderer != 0);
+
+ Config::_3DRenderer = id;
+ UpdateControls();
+
+ bool new_usegl = (Config::ScreenUseGL != 0) || (Config::_3DRenderer != 0);
+ if (new_usegl != old_usegl)
+ ApplyNewSettings(2);
+ else
+ ApplyNewSettings(3);
+}
+
+void OnGLDisplayChanged(uiCheckbox* cb, void* blarg)
+{
+ Config::ScreenUseGL = uiCheckboxChecked(cb);
+ ApplyNewSettings(2);
+ uiControlSetFocus(uiControl(cb));
+}
+
+void OnThreaded3DChanged(uiCheckbox* cb, void* blarg)
+{
+ Config::Threaded3D = uiCheckboxChecked(cb);
+ ApplyNewSettings(0);
+}
+
+void OnResolutionChanged(uiCombobox* cb, void* blarg)
+{
+ int id = uiComboboxSelected(cb);
+
+ Config::GL_ScaleFactor = id+1;
+ ApplyNewSettings(0);
+}
+
+void OnAntialiasChanged(uiCheckbox* cb, void* blarg)
+{
+ Config::GL_Antialias = uiCheckboxChecked(cb);
+ ApplyNewSettings(0);
+}
+
+void OnCancel(uiButton* btn, void* blarg)
+{
+ bool apply0 = false;
+ bool apply2 = false;
+ bool apply3 = false;
+
+ bool old_usegl = (old_gldisplay != 0) || (old_renderer != 0);
+ bool new_usegl = (Config::ScreenUseGL != 0) || (Config::_3DRenderer != 0);
+
+ if (old_renderer != Config::_3DRenderer)
+ {
+ Config::_3DRenderer = old_renderer;
+ apply3 = true;
+ }
+
+ if (old_gldisplay != Config::ScreenUseGL)
+ {
+ Config::ScreenUseGL = old_gldisplay;
+ }
+ if (old_usegl != new_usegl)
+ {
+ apply2 = true;
+ }
+
+ if (old_threaded3D != Config::Threaded3D)
+ {
+ Config::Threaded3D = old_threaded3D;
+ apply0 = true;
+ }
+
+ if (old_resolution != Config::GL_ScaleFactor ||
+ old_antialias != Config::GL_Antialias)
+ {
+ Config::GL_ScaleFactor = old_resolution;
+ Config::GL_Antialias = old_antialias;
+ apply0 = true;
+ }
+
+ if (apply2) ApplyNewSettings(2);
+ else if (apply3) ApplyNewSettings(3);
+ if (apply0) ApplyNewSettings(0);
+
+ uiControlDestroy(uiControl(win));
+ opened = false;
+}
+
+void OnOk(uiButton* btn, void* blarg)
+{
+ Config::Save();
+
+ uiControlDestroy(uiControl(win));
+ opened = false;
+}
+
+void Open()
+{
+ if (opened)
+ {
+ uiControlSetFocus(uiControl(win));
+ return;
+ }
+
+ opened = true;
+ win = uiNewWindow("Video settings - melonDS", 400, 100, 0, 0, 0);
+ uiWindowSetMargined(win, 1);
+ uiWindowOnClosing(win, OnCloseWindow, NULL);
+
+ uiBox* top = uiNewVerticalBox();
+ uiWindowSetChild(win, uiControl(top));
+ uiBoxSetPadded(top, 1);
+
+ uiBox* splitter = uiNewHorizontalBox();
+ uiBoxAppend(top, uiControl(splitter), 0);
+ uiBoxSetPadded(splitter, 1);
+
+ uiBox* left = uiNewVerticalBox();
+ uiBoxAppend(splitter, uiControl(left), 1);
+ uiBoxSetPadded(left, 1);
+ uiBox* right = uiNewVerticalBox();
+ uiBoxAppend(splitter, uiControl(right), 1);
+ uiBoxSetPadded(right, 1);
+
+ {
+ uiGroup* grp = uiNewGroup("Display settings");
+ uiBoxAppend(left, uiControl(grp), 0);
+ uiGroupSetMargined(grp, 1);
+
+ uiBox* in_ctrl = uiNewVerticalBox();
+ uiGroupSetChild(grp, uiControl(in_ctrl));
+
+ uiLabel* lbl = uiNewLabel("3D renderer:");
+ uiBoxAppend(in_ctrl, uiControl(lbl), 0);
+
+ rbRenderer = uiNewRadioButtons();
+ uiRadioButtonsAppend(rbRenderer, "Software");
+ uiRadioButtonsAppend(rbRenderer, "OpenGL");
+ uiRadioButtonsOnSelected(rbRenderer, OnRendererChanged, NULL);
+ uiBoxAppend(in_ctrl, uiControl(rbRenderer), 0);
+
+ lbl = uiNewLabel("");
+ uiBoxAppend(in_ctrl, uiControl(lbl), 0);
+
+ cbGLDisplay = uiNewCheckbox("OpenGL display");
+ uiCheckboxOnToggled(cbGLDisplay, OnGLDisplayChanged, NULL);
+ uiBoxAppend(in_ctrl, uiControl(cbGLDisplay), 0);
+ }
+
+ {
+ uiGroup* grp = uiNewGroup("Software renderer");
+ uiBoxAppend(right, uiControl(grp), 0);
+ uiGroupSetMargined(grp, 1);
+
+ uiBox* in_ctrl = uiNewVerticalBox();
+ uiGroupSetChild(grp, uiControl(in_ctrl));
+
+ cbThreaded3D = uiNewCheckbox("Threaded");
+ uiCheckboxOnToggled(cbThreaded3D, OnThreaded3DChanged, NULL);
+ uiBoxAppend(in_ctrl, uiControl(cbThreaded3D), 0);
+ }
+
+ {
+ uiGroup* grp = uiNewGroup("OpenGL renderer");
+ uiBoxAppend(right, uiControl(grp), 0);
+ uiGroupSetMargined(grp, 1);
+
+ uiBox* in_ctrl = uiNewVerticalBox();
+ uiGroupSetChild(grp, uiControl(in_ctrl));
+
+ uiLabel* lbl = uiNewLabel("Internal resolution:");
+ uiBoxAppend(in_ctrl, uiControl(lbl), 0);
+
+ cbResolution = uiNewCombobox();
+ uiComboboxOnSelected(cbResolution, OnResolutionChanged, NULL);
+ for (int i = 1; i <= 8; i++)
+ {
+ char txt[64];
+ sprintf(txt, "%dx native (%dx%d)", i, 256*i, 192*i);
+ uiComboboxAppend(cbResolution, txt);
+ }
+ uiBoxAppend(in_ctrl, uiControl(cbResolution), 0);
+
+ lbl = uiNewLabel("");
+ uiBoxAppend(in_ctrl, uiControl(lbl), 0);
+
+ cbAntialias = uiNewCheckbox("Antialiasing");
+ uiCheckboxOnToggled(cbAntialias, OnAntialiasChanged, NULL);
+ uiBoxAppend(in_ctrl, uiControl(cbAntialias), 0);
+ }
+
+ {
+ uiBox* in_ctrl = uiNewHorizontalBox();
+ uiBoxSetPadded(in_ctrl, 1);
+ uiBoxAppend(top, uiControl(in_ctrl), 0);
+
+ uiLabel* dummy = uiNewLabel("");
+ uiBoxAppend(in_ctrl, uiControl(dummy), 1);
+
+ uiButton* btncancel = uiNewButton("Cancel");
+ uiButtonOnClicked(btncancel, OnCancel, NULL);
+ uiBoxAppend(in_ctrl, uiControl(btncancel), 0);
+
+ uiButton* btnok = uiNewButton("Ok");
+ uiButtonOnClicked(btnok, OnOk, NULL);
+ uiBoxAppend(in_ctrl, uiControl(btnok), 0);
+ }
+
+ Config::_3DRenderer = Config::_3DRenderer ? 1 : 0;
+
+ if (Config::GL_ScaleFactor < 1) Config::GL_ScaleFactor = 1;
+ else if (Config::GL_ScaleFactor > 8) Config::GL_ScaleFactor = 8;
+
+ old_renderer = Config::_3DRenderer;
+ old_gldisplay = Config::ScreenUseGL;
+ old_threaded3D = Config::Threaded3D;
+ old_resolution = Config::GL_ScaleFactor;
+ old_antialias = Config::GL_Antialias;
+
+ uiCheckboxSetChecked(cbGLDisplay, Config::ScreenUseGL);
+ uiCheckboxSetChecked(cbThreaded3D, Config::Threaded3D);
+ uiComboboxSetSelected(cbResolution, Config::GL_ScaleFactor-1);
+ uiCheckboxSetChecked(cbAntialias, Config::GL_Antialias);
+ uiRadioButtonsSetSelected(rbRenderer, Config::_3DRenderer);
+ UpdateControls();
+
+ uiControlShow(uiControl(win));
+}
+
+}
diff --git a/src/libui_sdl/DlgVideoSettings.h b/src/libui_sdl/DlgVideoSettings.h
new file mode 100644
index 0000000..cd3d1b1
--- /dev/null
+++ b/src/libui_sdl/DlgVideoSettings.h
@@ -0,0 +1,29 @@
+/*
+ Copyright 2016-2019 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 DLGVIDEOSETTINGS_H
+#define DLGVIDEOSETTINGS_H
+
+namespace DlgVideoSettings
+{
+
+void Open();
+
+}
+
+#endif // DLGVIDEOSETTINGS_H
diff --git a/src/libui_sdl/Platform.cpp b/src/libui_sdl/Platform.cpp
index 6ebe8c3..e3035b3 100644
--- a/src/libui_sdl/Platform.cpp
+++ b/src/libui_sdl/Platform.cpp
@@ -24,6 +24,7 @@
#include "PlatformConfig.h"
#include "LAN_Socket.h"
#include "LAN_PCap.h"
+#include "libui/ui.h"
#include <string>
#ifdef __WIN32__
@@ -302,6 +303,12 @@ void Semaphore_Post(void* sema)
}
+void* GL_GetProcAddress(const char* proc)
+{
+ return uiGLGetProcAddress(proc);
+}
+
+
bool MP_Init()
{
int opt_true = 1;
diff --git a/src/libui_sdl/PlatformConfig.cpp b/src/libui_sdl/PlatformConfig.cpp
index 2daf746..f700ecb 100644
--- a/src/libui_sdl/PlatformConfig.cpp
+++ b/src/libui_sdl/PlatformConfig.cpp
@@ -40,6 +40,9 @@ int ScreenLayout;
int ScreenSizing;
int ScreenFilter;
+int ScreenUseGL;
+int ScreenRatio;
+
int LimitFPS;
int DirectBoot;
@@ -101,6 +104,9 @@ ConfigEntry PlatformConfigFile[] =
{"ScreenSizing", 0, &ScreenSizing, 0, NULL, 0},
{"ScreenFilter", 0, &ScreenFilter, 1, NULL, 0},
+ {"ScreenUseGL", 0, &ScreenUseGL, 1, NULL, 0},
+ {"ScreenRatio", 0, &ScreenRatio, 0, NULL, 0},
+
{"LimitFPS", 0, &LimitFPS, 1, NULL, 0},
{"DirectBoot", 0, &DirectBoot, 1, NULL, 0},
diff --git a/src/libui_sdl/PlatformConfig.h b/src/libui_sdl/PlatformConfig.h
index ed31e18..013a0a7 100644
--- a/src/libui_sdl/PlatformConfig.h
+++ b/src/libui_sdl/PlatformConfig.h
@@ -48,6 +48,9 @@ extern int ScreenLayout;
extern int ScreenSizing;
extern int ScreenFilter;
+extern int ScreenUseGL;
+extern int ScreenRatio;
+
extern int LimitFPS;
extern int DirectBoot;
diff --git a/src/libui_sdl/libui/ui.h b/src/libui_sdl/libui/ui.h
index 5f40aff..d2e9960 100644
--- a/src/libui_sdl/libui/ui.h
+++ b/src/libui_sdl/libui/ui.h
@@ -108,6 +108,8 @@ typedef struct uiWindow uiWindow;
#define uiWindow(this) ((uiWindow *) (this))
_UI_EXTERN char *uiWindowTitle(uiWindow *w);
_UI_EXTERN void uiWindowSetTitle(uiWindow *w, const char *title);
+_UI_EXTERN void uiWindowPosition(uiWindow *w, int *x, int *y);
+_UI_EXTERN void uiWindowSetPosition(uiWindow *w, int x, int y);
_UI_EXTERN void uiWindowContentSize(uiWindow *w, int *width, int *height);
_UI_EXTERN void uiWindowSetContentSize(uiWindow *w, int width, int height);
_UI_EXTERN int uiWindowMinimized(uiWindow *w);
@@ -326,6 +328,10 @@ _UI_ENUM(uiWindowResizeEdge) {
// TODO way to bring up the system menu instead?
};
+#define uiGLVersion(major, minor) ((major) | ((minor)<<16))
+#define uiGLVerMajor(ver) ((ver) & 0xFFFF)
+#define uiGLVerMinor(ver) ((ver) >> 16)
+
#define uiArea(this) ((uiArea *) (this))
// TODO give a better name
// TODO document the types of width and height
@@ -342,6 +348,7 @@ _UI_EXTERN void uiAreaBeginUserWindowMove(uiArea *a);
_UI_EXTERN void uiAreaBeginUserWindowResize(uiArea *a, uiWindowResizeEdge edge);
_UI_EXTERN void uiAreaSetBackgroundColor(uiArea *a, int r, int g, int b);
_UI_EXTERN uiArea *uiNewArea(uiAreaHandler *ah);
+_UI_EXTERN uiArea *uiNewGLArea(uiAreaHandler *ah, const unsigned int* req_versions);
_UI_EXTERN uiArea *uiNewScrollingArea(uiAreaHandler *ah, int width, int height);
struct uiAreaDrawParams {
@@ -599,6 +606,18 @@ _UI_EXTERN void uiDrawTextLayoutSetColor(uiDrawTextLayout *layout, int startChar
_UI_EXTERN void uiDrawText(uiDrawContext *c, double x, double y, uiDrawTextLayout *layout);
+
+// OpenGL support
+
+typedef struct uiGLContext uiGLContext;
+
+_UI_EXTERN uiGLContext *uiAreaGetGLContext(uiArea* a);
+_UI_EXTERN void uiGLMakeContextCurrent(uiGLContext* ctx);
+_UI_EXTERN unsigned int uiGLGetVersion(uiGLContext* ctx);
+_UI_EXTERN void *uiGLGetProcAddress(const char* proc);
+_UI_EXTERN void uiGLSwapBuffers(uiGLContext* ctx);
+
+
_UI_ENUM(uiModifiers) {
uiModifierCtrl = 1 << 0,
uiModifierAlt = 1 << 1,
diff --git a/src/libui_sdl/libui/windows/area.cpp b/src/libui_sdl/libui/windows/area.cpp
index 2185f25..72d5145 100644
--- a/src/libui_sdl/libui/windows/area.cpp
+++ b/src/libui_sdl/libui/windows/area.cpp
@@ -25,8 +25,11 @@ static LRESULT CALLBACK areaWndProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM
}
// always recreate the render target if necessary
- if (a->rt == NULL)
- a->rt = makeHWNDRenderTarget(a->hwnd);
+ if (!a->openGL)
+ {
+ if (a->rt == NULL)
+ a->rt = makeHWNDRenderTarget(a->hwnd);
+ }
if (areaDoDraw(a, uMsg, wParam, lParam, &lResult) != FALSE)
return lResult;
@@ -34,12 +37,14 @@ static LRESULT CALLBACK areaWndProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM
if (uMsg == WM_WINDOWPOSCHANGED) {
if ((wp->flags & SWP_NOSIZE) != 0)
return DefWindowProcW(hwnd, uMsg, wParam, lParam);
+ a->width = -1;
+ a->height = -1;
uiWindowsEnsureGetClientRect(a->hwnd, &client);
areaDrawOnResize(a, &client);
areaScrollOnResize(a, &client);
{
double w, h;
- loadAreaSize(a, a->rt, &w, &h);
+ loadAreaSize(a, &w, &h);
a->ah->Resize(a->ah, a, (int)w, (int)h);
}
return 0;
@@ -56,7 +61,15 @@ static LRESULT CALLBACK areaWndProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM
// control implementation
-uiWindowsControlAllDefaults(uiArea)
+uiWindowsControlAllDefaultsExceptDestroy(uiArea)
+
+static void uiAreaDestroy(uiControl *c)
+{
+ uiArea* a = uiArea(c);
+ if (a->openGL && a->glcontext) freeGLContext(a->glcontext);
+ uiWindowsEnsureDestroyWindow(a->hwnd);
+ uiFreeControl(c);
+}
static void uiAreaMinimumSize(uiWindowsControl *c, int *width, int *height)
{
@@ -182,6 +195,9 @@ uiArea *uiNewArea(uiAreaHandler *ah)
uiWindowsNewControl(uiArea, a);
+ a->width = -1;
+ a->height = -1;
+
a->ah = ah;
a->scrolling = FALSE;
clickCounterReset(&(a->cc));
@@ -195,6 +211,50 @@ uiArea *uiNewArea(uiAreaHandler *ah)
uiAreaSetBackgroundColor(a, -1, -1, -1);
+ a->openGL = 0;
+
+ return a;
+}
+
+uiGLContext *uiAreaGetGLContext(uiArea* a)
+{
+ if (!a->openGL) userbug("trying to get GL context from non-GL area");
+
+ return a->glcontext;
+}
+
+uiArea *uiNewGLArea(uiAreaHandler *ah, const unsigned int* req_versions)
+{
+ uiArea *a;
+
+ uiWindowsNewControl(uiArea, a);
+
+ a->width = -1;
+ a->height = -1;
+
+ a->ah = ah;
+ a->scrolling = FALSE;
+ clickCounterReset(&(a->cc));
+
+ // a->hwnd is assigned in areaWndProc()
+ uiWindowsEnsureCreateControlHWND(0,
+ areaClass, L"",
+ 0,
+ hInstance, a,
+ FALSE);
+
+ uiAreaSetBackgroundColor(a, -1, -1, -1);
+
+ a->openGL = 1;
+
+ for (int i = 0; req_versions[i]; i++)
+ {
+ int major = uiGLVerMajor(req_versions[i]);
+ int minor = uiGLVerMinor(req_versions[i]);
+ a->glcontext = createGLContext(a, major, minor);
+ if (a->glcontext) break;
+ }
+
return a;
}
@@ -204,6 +264,9 @@ uiArea *uiNewScrollingArea(uiAreaHandler *ah, int width, int height)
uiWindowsNewControl(uiArea, a);
+ a->width = -1;
+ a->height = -1;
+
a->ah = ah;
a->scrolling = TRUE;
a->scrollWidth = width;
@@ -219,6 +282,8 @@ uiArea *uiNewScrollingArea(uiAreaHandler *ah, int width, int height)
uiAreaSetBackgroundColor(a, -1, -1, -1);
+ a->openGL = 0; // TODO, eventually???
+
// set initial scrolling parameters
areaUpdateScroll(a);
diff --git a/src/libui_sdl/libui/windows/area.hpp b/src/libui_sdl/libui/windows/area.hpp
index add62dd..cfc45a4 100644
--- a/src/libui_sdl/libui/windows/area.hpp
+++ b/src/libui_sdl/libui/windows/area.hpp
@@ -10,6 +10,8 @@ struct uiArea {
HWND hwnd;
uiAreaHandler *ah;
+ int width, height;
+
BOOL scrolling;
int scrollWidth;
int scrollHeight;
@@ -26,6 +28,9 @@ struct uiArea {
int bgR, bgG, bgB;
+ int openGL;
+ uiGLContext* glcontext;
+
ID2D1HwndRenderTarget *rt;
};
@@ -42,6 +47,10 @@ extern void areaUpdateScroll(uiArea *a);
extern BOOL areaDoEvents(uiArea *a, UINT uMsg, WPARAM wParam, LPARAM lParam, LRESULT *lResult);
// areautil.cpp
-extern void loadAreaSize(uiArea *a, ID2D1RenderTarget *rt, double *width, double *height);
+extern void loadAreaSize(uiArea *a, double *width, double *height);
extern void pixelsToDIP(uiArea *a, double *x, double *y);
extern void dipToPixels(uiArea *a, double *x, double *y);
+
+// gl.cpp
+extern uiGLContext* createGLContext(uiArea* a, int vermajor, int verminor);
+extern void freeGLContext(uiGLContext* c);
diff --git a/src/libui_sdl/libui/windows/areadraw.cpp b/src/libui_sdl/libui/windows/areadraw.cpp
index a9ad477..f369255 100644
--- a/src/libui_sdl/libui/windows/areadraw.cpp
+++ b/src/libui_sdl/libui/windows/areadraw.cpp
@@ -6,6 +6,13 @@ static HRESULT doPaint(uiArea *a, ID2D1RenderTarget *rt, RECT *clip)
{
uiAreaHandler *ah = a->ah;
uiAreaDrawParams dp;
+
+ if (a->openGL)
+ {
+ //(*(ah->Draw))(ah, a, &dp);
+ return S_OK;
+ }
+
COLORREF bgcolorref;
D2D1_COLOR_F bgcolor;
D2D1_MATRIX_3X2_F scrollTransform;
@@ -13,7 +20,7 @@ static HRESULT doPaint(uiArea *a, ID2D1RenderTarget *rt, RECT *clip)
// no need to save or restore the graphics state to reset transformations; it's handled by resetTarget() in draw.c, called during the following
dp.Context = newContext(rt);
- loadAreaSize(a, rt, &(dp.AreaWidth), &(dp.AreaHeight));
+ loadAreaSize(a, &(dp.AreaWidth), &(dp.AreaHeight));
dp.ClipX = clip->left;
dp.ClipY = clip->top;
@@ -113,6 +120,9 @@ static void onWM_PAINT(uiArea *a)
static void onWM_PRINTCLIENT(uiArea *a, HDC dc)
{
+ // TODO????
+ if (a->openGL) return;
+
ID2D1DCRenderTarget *rt;
RECT client;
HRESULT hr;
@@ -143,13 +153,16 @@ BOOL areaDoDraw(uiArea *a, UINT uMsg, WPARAM wParam, LPARAM lParam, LRESULT *lRe
// TODO only if the render target wasn't just created?
void areaDrawOnResize(uiArea *a, RECT *newClient)
{
- D2D1_SIZE_U size;
+ if (!a->openGL)
+ {
+ D2D1_SIZE_U size;
- size.width = newClient->right - newClient->left;
- size.height = newClient->bottom - newClient->top;
- // don't track the error; we'll get that in EndDraw()
- // see https://msdn.microsoft.com/en-us/library/windows/desktop/dd370994%28v=vs.85%29.aspx
- a->rt->Resize(&size);
+ size.width = newClient->right - newClient->left;
+ size.height = newClient->bottom - newClient->top;
+ // don't track the error; we'll get that in EndDraw()
+ // see https://msdn.microsoft.com/en-us/library/windows/desktop/dd370994%28v=vs.85%29.aspx
+ a->rt->Resize(&size);
+ }
// according to Rick Brewster, we must always redraw the entire client area after calling ID2D1RenderTarget::Resize() (see http://stackoverflow.com/a/33222983/3408572)
// we used to have a uiAreaHandler.RedrawOnResize() method to decide this; now you know why we don't anymore
diff --git a/src/libui_sdl/libui/windows/areaevents.cpp b/src/libui_sdl/libui/windows/areaevents.cpp
index 3ff7a47..46d6ab9 100644
--- a/src/libui_sdl/libui/windows/areaevents.cpp
+++ b/src/libui_sdl/libui/windows/areaevents.cpp
@@ -109,7 +109,7 @@ static void areaMouseEvent(uiArea *a, int down, int up, WPARAM wParam, LPARAM l
me.Y += a->vscrollpos;
}
- loadAreaSize(a, NULL, &(me.AreaWidth), &(me.AreaHeight));
+ loadAreaSize(a, &(me.AreaWidth), &(me.AreaHeight));
me.Down = down;
me.Up = up;
diff --git a/src/libui_sdl/libui/windows/areautil.cpp b/src/libui_sdl/libui/windows/areautil.cpp
index 212ea42..ea13221 100644
--- a/src/libui_sdl/libui/windows/areautil.cpp
+++ b/src/libui_sdl/libui/windows/areautil.cpp
@@ -2,20 +2,35 @@
#include "uipriv_windows.hpp"
#include "area.hpp"
-void loadAreaSize(uiArea *a, ID2D1RenderTarget *rt, double *width, double *height)
+// TODO: make those int rather than double
+void loadAreaSize(uiArea *a, double *width, double *height)
{
D2D1_SIZE_F size;
+ if (a->width != -1)
+ {
+ *width = (double)a->width;
+ *height = (double)a->height;
+ return;
+ }
+
*width = 0;
*height = 0;
if (!a->scrolling) {
- if (rt == NULL)
+ /*if (rt == NULL)
rt = a->rt;
size = realGetSize(rt);
*width = size.width;
*height = size.height;
- dipToPixels(a, width, height);
+ dipToPixels(a, width, height);*/
+ RECT rect;
+ GetWindowRect(a->hwnd, &rect);
+ *width = (double)(rect.right - rect.left);
+ *height = (double)(rect.bottom - rect.top);
}
+
+ a->width = (int)*width;
+ a->height = (int)*height;
}
void pixelsToDIP(uiArea *a, double *x, double *y)
diff --git a/src/libui_sdl/libui/windows/gl.cpp b/src/libui_sdl/libui/windows/gl.cpp
new file mode 100644
index 0000000..1e3732c
--- /dev/null
+++ b/src/libui_sdl/libui/windows/gl.cpp
@@ -0,0 +1,142 @@
+// 31 march 2019
+#include "uipriv_windows.hpp"
+#include "area.hpp"
+
+#include <GL/gl.h>
+#include <GL/wglext.h>
+
+struct uiGLContext
+{
+ uiArea* a;
+
+ HWND hwnd;
+ HDC dc;
+ HGLRC rc;
+
+ unsigned int version;
+};
+
+
+uiGLContext* createGLContext(uiArea* a, int vermajor, int verminor)
+{
+ uiGLContext* ctx;
+ BOOL res;
+
+ ctx = uiNew(uiGLContext);
+
+ ctx->a = a;
+ ctx->hwnd = a->hwnd;
+
+ PIXELFORMATDESCRIPTOR pfd;
+ memset(&pfd, 0, sizeof(pfd));
+ pfd.nSize = sizeof(pfd);
+ pfd.nVersion = 1;
+ pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
+ pfd.iPixelType = PFD_TYPE_RGBA;
+ pfd.cColorBits = 24;
+ pfd.cAlphaBits = 8;
+ pfd.cDepthBits = 24;
+ pfd.cStencilBits = 8;
+ pfd.iLayerType = PFD_MAIN_PLANE;
+
+ ctx->dc = GetDC(ctx->hwnd);
+ if (!ctx->dc)
+ {
+ uiFree(ctx);
+ return NULL;
+ }
+
+ int pixelformat = ChoosePixelFormat(ctx->dc, &pfd);
+ res = SetPixelFormat(ctx->dc, pixelformat, &pfd);
+ if (!res)
+ {
+ ReleaseDC(ctx->hwnd, ctx->dc);
+ uiFree(ctx);
+ return NULL;
+ }
+
+ ctx->rc = wglCreateContext(ctx->dc);
+ if (!ctx->rc)
+ {
+ ReleaseDC(ctx->hwnd, ctx->dc);
+ uiFree(ctx);
+ return NULL;
+ }
+
+ wglMakeCurrent(ctx->dc, ctx->rc);
+
+ if (vermajor >= 3)
+ {
+ HGLRC (*wglCreateContextAttribsARB)(HDC,HGLRC,const int*);
+ HGLRC rc_better = NULL;
+
+ wglCreateContextAttribsARB = (HGLRC(*)(HDC,HGLRC,const int*))wglGetProcAddress("wglCreateContextAttribsARB");
+ if (wglCreateContextAttribsARB)
+ {
+ int attribs[15];
+ int i = 0;
+
+ attribs[i++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
+ attribs[i++] = vermajor;
+ attribs[i++] = WGL_CONTEXT_MINOR_VERSION_ARB;
+ attribs[i++] = verminor;
+
+ attribs[i] = 0;
+ rc_better = wglCreateContextAttribsARB(ctx->dc, NULL, attribs);
+ }
+
+ wglMakeCurrent(NULL, NULL);
+ wglDeleteContext(ctx->rc);
+
+ if (!rc_better)
+ {
+ ReleaseDC(ctx->hwnd, ctx->dc);
+ uiFree(ctx);
+ return NULL;
+ }
+
+ ctx->version = uiGLVersion(vermajor, verminor);
+ ctx->rc = rc_better;
+ wglMakeCurrent(ctx->dc, ctx->rc);
+ }
+
+ return ctx;
+}
+
+void freeGLContext(uiGLContext* ctx)
+{
+ if (ctx == NULL) return;
+ wglMakeCurrent(NULL, NULL);
+ wglDeleteContext(ctx->rc);
+ ReleaseDC(ctx->hwnd, ctx->dc);
+ uiFree(ctx);
+}
+
+void uiGLMakeContextCurrent(uiGLContext* ctx)
+{
+ if (ctx == NULL)
+ {
+ wglMakeCurrent(NULL, NULL);
+ return;
+ }
+
+ if (wglGetCurrentContext() == ctx->rc) return;
+ int res = wglMakeCurrent(ctx->dc, ctx->rc);
+}
+
+unsigned int uiGLGetVersion(uiGLContext* ctx)
+{
+ if (ctx == NULL) return 0;
+ return ctx->version;
+}
+
+void *uiGLGetProcAddress(const char* proc)
+{
+ return (void*)wglGetProcAddress(proc);
+}
+
+void uiGLSwapBuffers(uiGLContext* ctx)
+{
+ if (ctx == NULL) return;
+ SwapBuffers(ctx->dc);
+}
diff --git a/src/libui_sdl/libui/windows/window.cpp b/src/libui_sdl/libui/windows/window.cpp
index f52e2f6..18d1171 100644
--- a/src/libui_sdl/libui/windows/window.cpp
+++ b/src/libui_sdl/libui/windows/window.cpp
@@ -363,6 +363,21 @@ static void windowMonitorRect(HWND hwnd, RECT *r)
*r = mi.rcMonitor;
}
+void uiWindowPosition(uiWindow *w, int *x, int *y)
+{
+ RECT rect;
+ if (GetWindowRect(w->hwnd, &rect) == 0)
+ logLastError(L"error getting window position");
+ *x = rect.left;
+ *y = rect.top;
+}
+
+void uiWindowSetPosition(uiWindow *w, int x, int y)
+{
+ if (SetWindowPos(w->hwnd, NULL, x, y, 0, 0, SWP_NOACTIVATE | SWP_NOSIZE | SWP_NOOWNERZORDER | SWP_NOZORDER) == 0)
+ logLastError(L"error moving window");
+}
+
void uiWindowContentSize(uiWindow *w, int *width, int *height)
{
RECT r;
diff --git a/src/libui_sdl/main.cpp b/src/libui_sdl/main.cpp
index 3eea39c..c086bbf 100644
--- a/src/libui_sdl/main.cpp
+++ b/src/libui_sdl/main.cpp
@@ -24,12 +24,16 @@
#include <SDL2/SDL.h>
#include "libui/ui.h"
+#include "../OpenGLSupport.h"
+#include "main_shaders.h"
+
#include "../types.h"
#include "../version.h"
#include "PlatformConfig.h"
#include "DlgEmuSettings.h"
#include "DlgInputConfig.h"
+#include "DlgVideoSettings.h"
#include "DlgAudioSettings.h"
#include "DlgWifiSettings.h"
@@ -60,6 +64,10 @@ char* EmuDirectory;
uiWindow* MainWindow;
uiArea* MainDrawArea;
+uiAreaHandler MainDrawAreaHandler;
+
+const u32 kGLVersions[] = {uiGLVersion(3,1), 0};
+uiGLContext* GLContext;
int WindowWidth, WindowHeight;
@@ -81,6 +89,9 @@ uiMenuItem* MenuItem_ScreenGap[6];
uiMenuItem* MenuItem_ScreenLayout[3];
uiMenuItem* MenuItem_ScreenSizing[4];
+uiMenuItem* MenuItem_ScreenFilter;
+uiMenuItem* MenuItem_LimitFPS;
+
SDL_Thread* EmuThread;
int EmuRunning;
volatile int EmuStatus;
@@ -92,9 +103,27 @@ char PrevSRAMPath[1024]; // for savestate 'undo load'
bool SavestateLoaded;
+bool Screen_UseGL;
+
bool ScreenDrawInited = false;
-uiDrawBitmap* ScreenBitmap = NULL;
-u32 ScreenBuffer[256*384];
+uiDrawBitmap* ScreenBitmap[2] = {NULL,NULL};
+
+GLuint GL_ScreenShader[3];
+GLuint GL_ScreenShaderAccel[3];
+struct
+{
+ float uScreenSize[2];
+ u32 u3DScale;
+ u32 uFilterMode;
+
+} GL_ShaderConfig;
+GLuint GL_ShaderConfigUBO;
+GLuint GL_ScreenVertexArrayID, GL_ScreenVertexBufferID;
+float GL_ScreenVertices[2 * 3*2 * 4]; // position/texcoord
+GLuint GL_ScreenTexture;
+bool GL_ScreenSizeDirty;
+
+int GL_3DScale;
int ScreenGap = 0;
int ScreenLayout = 0;
@@ -135,7 +164,262 @@ void LoadState(int slot);
void UndoStateLoad();
void GetSavestateName(int slot, char* filename, int len);
+void CreateMainWindow(bool opengl);
+void DestroyMainWindow();
+void RecreateMainWindow(bool opengl);
+
+
+
+bool GLScreen_InitShader(GLuint* shader, const char* fs)
+{
+ if (!OpenGL_BuildShaderProgram(kScreenVS, fs, shader, "ScreenShader"))
+ return false;
+
+ GLuint uni_id;
+
+ uni_id = glGetUniformBlockIndex(shader[2], "uConfig");
+ glUniformBlockBinding(shader[2], uni_id, 16);
+
+ glUseProgram(shader[2]);
+ uni_id = glGetUniformLocation(shader[2], "ScreenTex");
+ glUniform1i(uni_id, 0);
+ uni_id = glGetUniformLocation(shader[2], "_3DTex");
+ glUniform1i(uni_id, 1);
+
+ glBindAttribLocation(shader[2], 0, "vPosition");
+ glBindAttribLocation(shader[2], 1, "vTexcoord");
+ glBindFragDataLocation(shader[2], 0, "oColor");
+
+ return true;
+}
+
+bool GLScreen_Init()
+{
+ if (!OpenGL_Init())
+ return false;
+
+ if (!GLScreen_InitShader(GL_ScreenShader, kScreenFS))
+ return false;
+ if (!GLScreen_InitShader(GL_ScreenShaderAccel, kScreenFS_Accel))
+ return false;
+
+ memset(&GL_ShaderConfig, 0, sizeof(GL_ShaderConfig));
+
+ glGenBuffers(1, &GL_ShaderConfigUBO);
+ glBindBuffer(GL_UNIFORM_BUFFER, GL_ShaderConfigUBO);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(GL_ShaderConfig), &GL_ShaderConfig, GL_STATIC_DRAW);
+ glBindBufferBase(GL_UNIFORM_BUFFER, 16, GL_ShaderConfigUBO);
+
+ glGenBuffers(1, &GL_ScreenVertexBufferID);
+ glBindBuffer(GL_ARRAY_BUFFER, GL_ScreenVertexBufferID);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(GL_ScreenVertices), NULL, GL_STATIC_DRAW);
+
+ glGenVertexArrays(1, &GL_ScreenVertexArrayID);
+ glBindVertexArray(GL_ScreenVertexArrayID);
+ glEnableVertexAttribArray(0); // position
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*4, (void*)(0));
+ glEnableVertexAttribArray(1); // texcoord
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*4, (void*)(2*4));
+
+ glGenTextures(1, &GL_ScreenTexture);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, GL_ScreenTexture);
+ 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);
+
+ GL_ScreenSizeDirty = true;
+
+ return true;
+}
+
+void GLScreen_DeInit()
+{
+ glDeleteTextures(1, &GL_ScreenTexture);
+
+ glDeleteVertexArrays(1, &GL_ScreenVertexArrayID);
+ glDeleteBuffers(1, &GL_ScreenVertexBufferID);
+
+ OpenGL_DeleteShaderProgram(GL_ScreenShader);
+ OpenGL_DeleteShaderProgram(GL_ScreenShaderAccel);
+}
+
+void GLScreen_DrawScreen()
+{
+ if (GL_ScreenSizeDirty)
+ {
+ GL_ScreenSizeDirty = false;
+
+ GL_ShaderConfig.uScreenSize[0] = WindowWidth;
+ GL_ShaderConfig.uScreenSize[1] = WindowHeight;
+ GL_ShaderConfig.u3DScale = GL_3DScale;
+
+ glBindBuffer(GL_UNIFORM_BUFFER, GL_ShaderConfigUBO);
+ void* unibuf = glMapBuffer(GL_UNIFORM_BUFFER, GL_WRITE_ONLY);
+ if (unibuf) memcpy(unibuf, &GL_ShaderConfig, sizeof(GL_ShaderConfig));
+ glUnmapBuffer(GL_UNIFORM_BUFFER);
+
+ float scwidth, scheight;
+
+ float x0, y0, x1, y1;
+ float s0, s1, s2, s3;
+ float t0, t1, t2, t3;
+
+#define SETVERTEX(i, x, y, s, t) \
+ GL_ScreenVertices[4*(i) + 0] = x; \
+ GL_ScreenVertices[4*(i) + 1] = y; \
+ GL_ScreenVertices[4*(i) + 2] = s; \
+ GL_ScreenVertices[4*(i) + 3] = t;
+
+ x0 = TopScreenRect.X;
+ y0 = TopScreenRect.Y;
+ x1 = TopScreenRect.X + TopScreenRect.Width;
+ y1 = TopScreenRect.Y + TopScreenRect.Height;
+
+ scwidth = 256;
+ scheight = 192;
+
+ switch (ScreenRotation)
+ {
+ case 0:
+ s0 = 0; t0 = 0;
+ s1 = scwidth; t1 = 0;
+ s2 = 0; t2 = scheight;
+ s3 = scwidth; t3 = scheight;
+ break;
+
+ case 1:
+ s0 = 0; t0 = scheight;
+ s1 = 0; t1 = 0;
+ s2 = scwidth; t2 = scheight;
+ s3 = scwidth; t3 = 0;
+ break;
+
+ case 2:
+ s0 = scwidth; t0 = scheight;
+ s1 = 0; t1 = scheight;
+ s2 = scwidth; t2 = 0;
+ s3 = 0; t3 = 0;
+ break;
+
+ case 3:
+ s0 = scwidth; t0 = 0;
+ s1 = scwidth; t1 = scheight;
+ s2 = 0; t2 = 0;
+ s3 = 0; t3 = scheight;
+ break;
+ }
+
+ SETVERTEX(0, x0, y0, s0, t0);
+ SETVERTEX(1, x1, y1, s3, t3);
+ SETVERTEX(2, x1, y0, s1, t1);
+ SETVERTEX(3, x0, y0, s0, t0);
+ SETVERTEX(4, x0, y1, s2, t2);
+ SETVERTEX(5, x1, y1, s3, t3);
+
+ x0 = BottomScreenRect.X;
+ y0 = BottomScreenRect.Y;
+ x1 = BottomScreenRect.X + BottomScreenRect.Width;
+ y1 = BottomScreenRect.Y + BottomScreenRect.Height;
+
+ scwidth = 256;
+ scheight = 192;
+
+ switch (ScreenRotation)
+ {
+ case 0:
+ s0 = 0; t0 = 192;
+ s1 = scwidth; t1 = 192;
+ s2 = 0; t2 = 192+scheight;
+ s3 = scwidth; t3 = 192+scheight;
+ break;
+
+ case 1:
+ s0 = 0; t0 = 192+scheight;
+ s1 = 0; t1 = 192;
+ s2 = scwidth; t2 = 192+scheight;
+ s3 = scwidth; t3 = 192;
+ break;
+
+ case 2:
+ s0 = scwidth; t0 = 192+scheight;
+ s1 = 0; t1 = 192+scheight;
+ s2 = scwidth; t2 = 192;
+ s3 = 0; t3 = 192;
+ break;
+
+ case 3:
+ s0 = scwidth; t0 = 192;
+ s1 = scwidth; t1 = 192+scheight;
+ s2 = 0; t2 = 192;
+ s3 = 0; t3 = 192+scheight;
+ break;
+ }
+ SETVERTEX(6, x0, y0, s0, t0);
+ SETVERTEX(7, x1, y1, s3, t3);
+ SETVERTEX(8, x1, y0, s1, t1);
+ SETVERTEX(9, x0, y0, s0, t0);
+ SETVERTEX(10, x0, y1, s2, t2);
+ SETVERTEX(11, x1, y1, s3, t3);
+
+#undef SETVERTEX
+
+ glBindBuffer(GL_ARRAY_BUFFER, GL_ScreenVertexBufferID);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GL_ScreenVertices), GL_ScreenVertices);
+ }
+
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_BLEND);
+ glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+ glViewport(0, 0, WindowWidth, WindowHeight);
+
+ if (GPU3D::Renderer == 0)
+ OpenGL_UseShaderProgram(GL_ScreenShader);
+ else
+ OpenGL_UseShaderProgram(GL_ScreenShaderAccel);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glClearColor(0, 0, 0, 1);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ int frontbuf = GPU::FrontBuffer;
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, GL_ScreenTexture);
+
+ if (GPU::Framebuffer[frontbuf][0] && GPU::Framebuffer[frontbuf][1])
+ {
+ if (GPU3D::Renderer == 0)
+ {
+ 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, 192, 256, 192, GL_RGBA_INTEGER,
+ GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
+ }
+ else
+ {
+ 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);
+ if (GPU3D::Renderer != 0)
+ GPU3D::GLRenderer::SetupAccelFrame();
+
+ glBindBuffer(GL_ARRAY_BUFFER, GL_ScreenVertexBufferID);
+ glBindVertexArray(GL_ScreenVertexArrayID);
+ glDrawArrays(GL_TRIANGLES, 0, 4*3);
+
+ glFlush();
+ uiGLSwapBuffers(GLContext);
+}
void MicLoadWav(char* name)
{
@@ -399,7 +683,18 @@ int EmuThreadFunc(void* burp)
MainScreenPos[2] = 0;
AutoScreenSizing = 0;
- ScreenDrawInited = false;
+ if (Screen_UseGL)
+ {
+ uiGLMakeContextCurrent(GLContext);
+ GPU3D::InitRenderer(true);
+ uiGLMakeContextCurrent(NULL);
+ }
+ else
+ {
+ GPU3D::InitRenderer(false);
+ GPU::SetDisplaySettings(false);
+ }
+
Touching = false;
KeyInputMask = 0xFFF;
HotkeyMask = 0;
@@ -513,10 +808,7 @@ int EmuThreadFunc(void* burp)
// microphone input
FeedMicInput();
- // emulate
- u32 nlines = NDS::RunFrame();
-
- if (EmuRunning == 0) break;
+ if (Screen_UseGL) uiGLMakeContextCurrent(GLContext);
// auto screen layout
{
@@ -547,13 +839,16 @@ int EmuThreadFunc(void* burp)
}
}
- memcpy(ScreenBuffer, GPU::Framebuffer, 256*384*4);
+ // emulate
+ u32 nlines = NDS::RunFrame();
+
+ if (EmuRunning == 0) break;
+
+ if (Screen_UseGL) GLScreen_DrawScreen();
uiAreaQueueRedrawAll(MainDrawArea);
// framerate limiter based off SDL2_gfx
- float framerate;
- if (nlines == 263) framerate = 1000.0f / 60.0f;
- else framerate = ((1000.0f * nlines) / 263.0f) / 60.0f;
+ float framerate = (1000.0f * nlines) / (60.0f * 263.0f);
fpslimitcount++;
u32 curtick = SDL_GetTicks();
@@ -602,9 +897,16 @@ int EmuThreadFunc(void* burp)
if (EmuRunning == 2)
{
+ if (Screen_UseGL)
+ {
+ uiGLMakeContextCurrent(GLContext);
+ GLScreen_DrawScreen();
+ }
uiAreaQueueRedrawAll(MainDrawArea);
}
+ if (Screen_UseGL) uiGLMakeContextCurrent(NULL);
+
EmuStatus = EmuRunning;
SDL_Delay(100);
@@ -618,6 +920,8 @@ int EmuThreadFunc(void* burp)
NDS::DeInit();
Platform::LAN_DeInit();
+ if (Screen_UseGL) GLScreen_DeInit();
+
return 44203;
}
@@ -626,25 +930,32 @@ void OnAreaDraw(uiAreaHandler* handler, uiArea* area, uiAreaDrawParams* params)
{
if (!ScreenDrawInited)
{
- ScreenBitmap = uiDrawNewBitmap(params->Context, 256, 384);
+ if (ScreenBitmap[0]) uiDrawFreeBitmap(ScreenBitmap[0]);
+ if (ScreenBitmap[1]) uiDrawFreeBitmap(ScreenBitmap[1]);
+
ScreenDrawInited = true;
+ ScreenBitmap[0] = uiDrawNewBitmap(params->Context, 256, 192);
+ ScreenBitmap[1] = uiDrawNewBitmap(params->Context, 256, 192);
}
- if (!ScreenBitmap) return;
+ int frontbuf = GPU::FrontBuffer;
+ if (!ScreenBitmap[0] || !ScreenBitmap[1]) return;
+ if (!GPU::Framebuffer[frontbuf][0] || !GPU::Framebuffer[frontbuf][1]) return;
uiRect top = {0, 0, 256, 192};
- uiRect bot = {0, 192, 256, 192};
+ uiRect bot = {0, 0, 256, 192};
- uiDrawBitmapUpdate(ScreenBitmap, ScreenBuffer);
+ uiDrawBitmapUpdate(ScreenBitmap[0], GPU::Framebuffer[frontbuf][0]);
+ uiDrawBitmapUpdate(ScreenBitmap[1], GPU::Framebuffer[frontbuf][1]);
uiDrawSave(params->Context);
uiDrawTransform(params->Context, &TopScreenTrans);
- uiDrawBitmapDraw(params->Context, ScreenBitmap, &top, &TopScreenRect, Config::ScreenFilter==1);
+ uiDrawBitmapDraw(params->Context, ScreenBitmap[0], &top, &TopScreenRect, Config::ScreenFilter==1);
uiDrawRestore(params->Context);
uiDrawSave(params->Context);
uiDrawTransform(params->Context, &BottomScreenTrans);
- uiDrawBitmapDraw(params->Context, ScreenBitmap, &bot, &BottomScreenRect, Config::ScreenFilter==1);
+ uiDrawBitmapDraw(params->Context, ScreenBitmap[1], &bot, &BottomScreenRect, Config::ScreenFilter==1);
uiDrawRestore(params->Context);
}
@@ -804,7 +1115,7 @@ void SetupScreenRects(int width, int height)
else
sizemode = ScreenSizing;
- int screenW, screenH;
+ int screenW, screenH, gap;
if (sideways)
{
screenW = 192;
@@ -816,6 +1127,8 @@ void SetupScreenRects(int width, int height)
screenH = 192;
}
+ gap = ScreenGap;
+
uiRect *topscreen, *bottomscreen;
if (ScreenRotation == 1 || ScreenRotation == 2)
{
@@ -835,7 +1148,7 @@ void SetupScreenRects(int width, int height)
int heightreq;
int startX = 0;
- width -= ScreenGap;
+ width -= gap;
if (sizemode == 0) // even
{
@@ -873,7 +1186,7 @@ void SetupScreenRects(int width, int height)
topscreen->X = startX;
topscreen->Y = ((height - heightreq) / 2) + (heightreq - topscreen->Height);
- bottomscreen->X = topscreen->X + topscreen->Width + ScreenGap;
+ bottomscreen->X = topscreen->X + topscreen->Width + gap;
if (sizemode == 1)
{
@@ -894,7 +1207,7 @@ void SetupScreenRects(int width, int height)
int widthreq;
int startY = 0;
- height -= ScreenGap;
+ height -= gap;
if (sizemode == 0) // even
{
@@ -932,7 +1245,7 @@ void SetupScreenRects(int width, int height)
topscreen->Y = startY;
topscreen->X = (width - topscreen->Width) / 2;
- bottomscreen->Y = topscreen->Y + topscreen->Height + ScreenGap;
+ bottomscreen->Y = topscreen->Y + topscreen->Height + gap;
if (sizemode == 1)
{
@@ -1002,6 +1315,8 @@ void SetupScreenRects(int width, int height)
}
break;
}
+
+ GL_ScreenSizeDirty = true;
}
void SetMinSize(int w, int h)
@@ -1092,7 +1407,6 @@ void Stop(bool internal)
uiMenuItemDisable(MenuItem_Stop);
uiMenuItemSetChecked(MenuItem_Pause, 0);
- memset(ScreenBuffer, 0, 256*384*4);
uiAreaQueueRedrawAll(MainDrawArea);
SDL_PauseAudioDevice(AudioDevice, 1);
@@ -1364,7 +1678,7 @@ void OnCloseByMenu(uiMenuItem* item, uiWindow* window, void* blarg)
EmuRunning = 3;
while (EmuStatus != 3);
- uiControlDestroy(uiControl(window));
+ DestroyMainWindow();
uiQuit();
}
@@ -1485,6 +1799,11 @@ void OnOpenHotkeyConfig(uiMenuItem* item, uiWindow* window, void* blarg)
DlgInputConfig::Open(1);
}
+void OnOpenVideoSettings(uiMenuItem* item, uiWindow* window, void* blarg)
+{
+ DlgVideoSettings::Open();
+}
+
void OnOpenAudioSettings(uiMenuItem* item, uiWindow* window, void* blarg)
{
DlgAudioSettings::Open();
@@ -1506,26 +1825,31 @@ void EnsureProperMinSize()
{
bool isHori = (ScreenRotation == 1 || ScreenRotation == 3);
+ int w0 = 256;
+ int h0 = 192;
+ int w1 = 256;
+ int h1 = 192;
+
if (ScreenLayout == 0) // natural
{
if (isHori)
- SetMinSize(384+ScreenGap, 256);
+ SetMinSize(h0+ScreenGap+h1, std::max(w0,w1));
else
- SetMinSize(256, 384+ScreenGap);
+ SetMinSize(std::max(w0,w1), h0+ScreenGap+h1);
}
else if (ScreenLayout == 1) // vertical
{
if (isHori)
- SetMinSize(192, 512+ScreenGap);
+ SetMinSize(std::max(h0,h1), w0+ScreenGap+w1);
else
- SetMinSize(256, 384+ScreenGap);
+ SetMinSize(std::max(w0,w1), h0+ScreenGap+h1);
}
else // horizontal
{
if (isHori)
- SetMinSize(384+ScreenGap, 256);
+ SetMinSize(h0+ScreenGap+h1, std::max(w0,w1));
else
- SetMinSize(512+ScreenGap, 192);
+ SetMinSize(w0+ScreenGap+w1, std::max(h0,h1));
}
}
@@ -1537,6 +1861,8 @@ void OnSetScreenSize(uiMenuItem* item, uiWindow* window, void* param)
int w = 256*factor;
int h = 192*factor;
+ // FIXME
+
if (ScreenLayout == 0) // natural
{
if (isHori)
@@ -1646,15 +1972,20 @@ void OnSetLimitFPS(uiMenuItem* item, uiWindow* window, void* blarg)
void ApplyNewSettings(int type)
{
- if (!RunningSomething) return;
+ if (!RunningSomething && type != 2) return;
int prevstatus = EmuRunning;
- EmuRunning = 2;
- while (EmuStatus != 2);
+ EmuRunning = 3;
+ while (EmuStatus != 3);
- if (type == 0) // general emu settings
+ if (type == 0) // 3D renderer settings
{
- GPU3D::SoftRenderer::SetupRenderThread();
+ if (Screen_UseGL) uiGLMakeContextCurrent(GLContext);
+ GPU3D::UpdateRendererConfig();
+ if (Screen_UseGL) uiGLMakeContextCurrent(NULL);
+
+ GL_3DScale = Config::GL_ScaleFactor; // dorp
+ GL_ScreenSizeDirty = true;
}
else if (type == 1) // wifi settings
{
@@ -1667,112 +1998,44 @@ void ApplyNewSettings(int type)
Platform::LAN_DeInit();
Platform::LAN_Init();
}
-
- EmuRunning = prevstatus;
-}
-
-
-int main(int argc, char** argv)
-{
- srand(time(NULL));
-
- printf("melonDS " MELONDS_VERSION "\n");
- printf(MELONDS_URL "\n");
-
- if (argc > 0 && strlen(argv[0]) > 0)
+ else if (type == 2) // video output method
{
- int len = strlen(argv[0]);
- while (len > 0)
- {
- if (argv[0][len] == '/') break;
- if (argv[0][len] == '\\') break;
- len--;
- }
- if (len > 0)
- {
- EmuDirectory = new char[len+1];
- strncpy(EmuDirectory, argv[0], len);
- EmuDirectory[len] = '\0';
- }
- else
+ bool usegl = Config::ScreenUseGL || (Config::_3DRenderer != 0);
+ if (usegl != Screen_UseGL)
{
- EmuDirectory = new char[2];
- strcpy(EmuDirectory, ".");
- }
- }
- else
- {
- EmuDirectory = new char[2];
- strcpy(EmuDirectory, ".");
- }
-
- // http://stackoverflow.com/questions/14543333/joystick-wont-work-using-sdl
- SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
+ Screen_UseGL = usegl;
- if (SDL_Init(SDL_INIT_HAPTIC) < 0)
- {
- printf("SDL couldn't init rumble\n");
- }
- if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK) < 0)
- {
- printf("SDL shat itself :(\n");
- return 1;
- }
+ if (RunningSomething)
+ {
+ if (usegl) uiGLMakeContextCurrent(GLContext);
+ GPU3D::DeInitRenderer();
+ if (usegl) uiGLMakeContextCurrent(NULL);
+ }
- SDL_JoystickEventState(SDL_ENABLE);
+ RecreateMainWindow(usegl);
- uiInitOptions ui_opt;
- memset(&ui_opt, 0, sizeof(uiInitOptions));
- const char* ui_err = uiInit(&ui_opt);
- if (ui_err != NULL)
- {
- printf("libui shat itself :( %s\n", ui_err);
- uiFreeInitError(ui_err);
- return 1;
+ if (RunningSomething)
+ {
+ if (Screen_UseGL) uiGLMakeContextCurrent(GLContext);
+ GPU3D::InitRenderer(Screen_UseGL);
+ if (Screen_UseGL) uiGLMakeContextCurrent(NULL);
+ }
+ }
}
-
- Config::Load();
-
- if (Config::AudioVolume < 0) Config::AudioVolume = 0;
- else if (Config::AudioVolume > 256) Config::AudioVolume = 256;
-
- if (!Platform::LocalFileExists("bios7.bin") ||
- !Platform::LocalFileExists("bios9.bin") ||
- !Platform::LocalFileExists("firmware.bin"))
+ else if (type == 3) // 3D renderer
{
- uiMsgBoxError(
- NULL,
- "BIOS/Firmware not found",
- "One or more of the following required files don't exist or couldn't be accessed:\n\n"
- "bios7.bin -- ARM7 BIOS\n"
- "bios9.bin -- ARM9 BIOS\n"
- "firmware.bin -- firmware image\n\n"
- "Dump the files from your DS and place them in the directory you run melonDS from.\n"
- "Make sure that the files can be accessed.");
-
- uiUninit();
- SDL_Quit();
- return 0;
+ if (Screen_UseGL) uiGLMakeContextCurrent(GLContext);
+ GPU3D::DeInitRenderer();
+ GPU3D::InitRenderer(Screen_UseGL);
+ if (Screen_UseGL) uiGLMakeContextCurrent(NULL);
}
- {
- FILE* f = Platform::OpenLocalFile("romlist.bin", "rb");
- if (f)
- {
- u32 data;
- fread(&data, 4, 1, f);
- fclose(f);
+ EmuRunning = prevstatus;
+}
- if ((data >> 24) == 0) // old CRC-based list
- {
- uiMsgBoxError(NULL,
- "Your version of romlist.bin is outdated.",
- "Save memory type detection will not work correctly.\n\n"
- "You should use the latest version of romlist.bin (provided in melonDS release packages).");
- }
- }
- }
+void CreateMainWindowMenu()
+{
uiMenu* menu;
uiMenuItem* menuitem;
@@ -1847,6 +2110,8 @@ int main(int argc, char** argv)
uiMenuItemOnClicked(menuitem, OnOpenInputConfig, NULL);
menuitem = uiMenuAppendItem(menu, "Hotkey config");
uiMenuItemOnClicked(menuitem, OnOpenHotkeyConfig, NULL);
+ menuitem = uiMenuAppendItem(menu, "Video settings");
+ uiMenuItemOnClicked(menuitem, OnOpenVideoSettings, NULL);
menuitem = uiMenuAppendItem(menu, "Audio settings");
uiMenuItemOnClicked(menuitem, OnOpenAudioSettings, NULL);
menuitem = uiMenuAppendItem(menu, "Wifi settings");
@@ -1928,24 +2193,18 @@ int main(int argc, char** argv)
uiMenuAppendSubmenu(menu, submenu);
}
- menuitem = uiMenuAppendCheckItem(menu, "Screen filtering");
- uiMenuItemOnClicked(menuitem, OnSetScreenFiltering, NULL);
- uiMenuItemSetChecked(menuitem, Config::ScreenFilter==1);
-
- menuitem = uiMenuAppendCheckItem(menu, "Limit framerate");
- uiMenuItemOnClicked(menuitem, OnSetLimitFPS, NULL);
- uiMenuItemSetChecked(menuitem, Config::LimitFPS==1);
+ MenuItem_ScreenFilter = uiMenuAppendCheckItem(menu, "Screen filtering");
+ uiMenuItemOnClicked(MenuItem_ScreenFilter, OnSetScreenFiltering, NULL);
+ MenuItem_LimitFPS = uiMenuAppendCheckItem(menu, "Limit framerate");
+ uiMenuItemOnClicked(MenuItem_LimitFPS, OnSetLimitFPS, NULL);
+}
- int w = Config::WindowWidth;
- int h = Config::WindowHeight;
- //if (w < 256) w = 256;
- //if (h < 384) h = 384;
-
- WindowWidth = w;
- WindowHeight = h;
-
- MainWindow = uiNewWindow("melonDS " MELONDS_VERSION, w, h, Config::WindowMaximized, 1, 1);
+void CreateMainWindow(bool opengl)
+{
+ MainWindow = uiNewWindow("melonDS " MELONDS_VERSION,
+ WindowWidth, WindowHeight,
+ Config::WindowMaximized, 1, 1);
uiWindowOnClosing(MainWindow, OnCloseWindow, NULL);
uiWindowSetDropTarget(MainWindow, 1);
@@ -1954,28 +2213,182 @@ int main(int argc, char** argv)
uiWindowOnGetFocus(MainWindow, OnGetFocus, NULL);
uiWindowOnLoseFocus(MainWindow, OnLoseFocus, NULL);
- //uiMenuItemDisable(MenuItem_SaveState);
- //uiMenuItemDisable(MenuItem_LoadState);
- for (int i = 0; i < 9; i++) uiMenuItemDisable(MenuItem_SaveStateSlot[i]);
- for (int i = 0; i < 9; i++) uiMenuItemDisable(MenuItem_LoadStateSlot[i]);
- uiMenuItemDisable(MenuItem_UndoStateLoad);
-
- uiMenuItemDisable(MenuItem_Pause);
- uiMenuItemDisable(MenuItem_Reset);
- uiMenuItemDisable(MenuItem_Stop);
+ ScreenDrawInited = false;
+ bool opengl_good = opengl;
- uiAreaHandler areahandler;
- areahandler.Draw = OnAreaDraw;
- areahandler.MouseEvent = OnAreaMouseEvent;
- areahandler.MouseCrossed = OnAreaMouseCrossed;
- areahandler.DragBroken = OnAreaDragBroken;
- areahandler.KeyEvent = OnAreaKeyEvent;
- areahandler.Resize = OnAreaResize;
+ if (!opengl) MainDrawArea = uiNewArea(&MainDrawAreaHandler);
+ else MainDrawArea = uiNewGLArea(&MainDrawAreaHandler, kGLVersions);
- MainDrawArea = uiNewArea(&areahandler);
uiWindowSetChild(MainWindow, uiControl(MainDrawArea));
uiControlSetMinSize(uiControl(MainDrawArea), 256, 384);
- uiAreaSetBackgroundColor(MainDrawArea, 0, 0, 0); // TODO: make configurable?
+ uiAreaSetBackgroundColor(MainDrawArea, 0, 0, 0);
+
+ uiControlShow(uiControl(MainWindow));
+ uiControlSetFocus(uiControl(MainDrawArea));
+
+ if (opengl_good)
+ {
+ GLContext = uiAreaGetGLContext(MainDrawArea);
+ if (!GLContext) opengl_good = false;
+ }
+ if (opengl_good)
+ {
+ uiGLMakeContextCurrent(GLContext);
+ if (!GLScreen_Init()) opengl_good = false;
+ uiGLMakeContextCurrent(NULL);
+ }
+
+ if (opengl && !opengl_good)
+ {
+ printf("OpenGL: initialization failed\n");
+ RecreateMainWindow(false);
+ Screen_UseGL = false;
+ }
+}
+
+void DestroyMainWindow()
+{
+ uiControlDestroy(uiControl(MainWindow));
+
+ if (ScreenBitmap[0]) uiDrawFreeBitmap(ScreenBitmap[0]);
+ if (ScreenBitmap[1]) uiDrawFreeBitmap(ScreenBitmap[1]);
+
+ ScreenBitmap[0] = NULL;
+ ScreenBitmap[1] = NULL;
+}
+
+void RecreateMainWindow(bool opengl)
+{
+ int winX, winY, maxi;
+ uiWindowPosition(MainWindow, &winX, &winY);
+ maxi = uiWindowMaximized(MainWindow);
+ DestroyMainWindow();
+ CreateMainWindow(opengl);
+ uiWindowSetPosition(MainWindow, winX, winY);
+ uiWindowSetMaximized(MainWindow, maxi);
+}
+
+
+int main(int argc, char** argv)
+{
+ srand(time(NULL));
+
+ printf("melonDS " MELONDS_VERSION "\n");
+ printf(MELONDS_URL "\n");
+
+ if (argc > 0 && strlen(argv[0]) > 0)
+ {
+ int len = strlen(argv[0]);
+ while (len > 0)
+ {
+ if (argv[0][len] == '/') break;
+ if (argv[0][len] == '\\') break;
+ len--;
+ }
+ if (len > 0)
+ {
+ EmuDirectory = new char[len+1];
+ strncpy(EmuDirectory, argv[0], len);
+ EmuDirectory[len] = '\0';
+ }
+ else
+ {
+ EmuDirectory = new char[2];
+ strcpy(EmuDirectory, ".");
+ }
+ }
+ else
+ {
+ EmuDirectory = new char[2];
+ strcpy(EmuDirectory, ".");
+ }
+
+ // http://stackoverflow.com/questions/14543333/joystick-wont-work-using-sdl
+ SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
+
+ if (SDL_Init(SDL_INIT_HAPTIC) < 0)
+ {
+ printf("SDL couldn't init rumble\n");
+ }
+ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK) < 0)
+ {
+ printf("SDL shat itself :(\n");
+ return 1;
+ }
+
+ SDL_JoystickEventState(SDL_ENABLE);
+
+ uiInitOptions ui_opt;
+ memset(&ui_opt, 0, sizeof(uiInitOptions));
+ const char* ui_err = uiInit(&ui_opt);
+ if (ui_err != NULL)
+ {
+ printf("libui shat itself :( %s\n", ui_err);
+ uiFreeInitError(ui_err);
+ return 1;
+ }
+
+ Config::Load();
+
+ if (Config::AudioVolume < 0) Config::AudioVolume = 0;
+ else if (Config::AudioVolume > 256) Config::AudioVolume = 256;
+
+ if (!Platform::LocalFileExists("bios7.bin") ||
+ !Platform::LocalFileExists("bios9.bin") ||
+ !Platform::LocalFileExists("firmware.bin"))
+ {
+ uiMsgBoxError(
+ NULL,
+ "BIOS/Firmware not found",
+ "One or more of the following required files don't exist or couldn't be accessed:\n\n"
+ "bios7.bin -- ARM7 BIOS\n"
+ "bios9.bin -- ARM9 BIOS\n"
+ "firmware.bin -- firmware image\n\n"
+ "Dump the files from your DS and place them in the directory you run melonDS from.\n"
+ "Make sure that the files can be accessed.");
+
+ uiUninit();
+ SDL_Quit();
+ return 0;
+ }
+
+ {
+ FILE* f = Platform::OpenLocalFile("romlist.bin", "rb");
+ if (f)
+ {
+ u32 data;
+ fread(&data, 4, 1, f);
+ fclose(f);
+
+ if ((data >> 24) == 0) // old CRC-based list
+ {
+ uiMsgBoxError(NULL,
+ "Your version of romlist.bin is outdated.",
+ "Save memory type detection will not work correctly.\n\n"
+ "You should use the latest version of romlist.bin (provided in melonDS release packages).");
+ }
+ }
+ }
+
+ CreateMainWindowMenu();
+
+ MainDrawAreaHandler.Draw = OnAreaDraw;
+ MainDrawAreaHandler.MouseEvent = OnAreaMouseEvent;
+ MainDrawAreaHandler.MouseCrossed = OnAreaMouseCrossed;
+ MainDrawAreaHandler.DragBroken = OnAreaDragBroken;
+ MainDrawAreaHandler.KeyEvent = OnAreaKeyEvent;
+ MainDrawAreaHandler.Resize = OnAreaResize;
+
+ WindowWidth = Config::WindowWidth;
+ WindowHeight = Config::WindowHeight;
+
+ Screen_UseGL = Config::ScreenUseGL || (Config::_3DRenderer != 0);
+
+ GL_3DScale = Config::GL_ScaleFactor;
+ if (GL_3DScale < 1) GL_3DScale = 1;
+ else if (GL_3DScale > 8) GL_3DScale = 8;
+
+ CreateMainWindow(Screen_UseGL);
ScreenRotation = Config::ScreenRotation;
ScreenGap = Config::ScreenGap;
@@ -1988,6 +2401,14 @@ int main(int argc, char** argv)
SANITIZE(ScreenSizing, 0, 3);
#undef SANITIZE
+ for (int i = 0; i < 9; i++) uiMenuItemDisable(MenuItem_SaveStateSlot[i]);
+ for (int i = 0; i < 9; i++) uiMenuItemDisable(MenuItem_LoadStateSlot[i]);
+ uiMenuItemDisable(MenuItem_UndoStateLoad);
+
+ uiMenuItemDisable(MenuItem_Pause);
+ uiMenuItemDisable(MenuItem_Reset);
+ uiMenuItemDisable(MenuItem_Stop);
+
uiMenuItemSetChecked(MenuItem_SavestateSRAMReloc, Config::SavestateRelocSRAM?1:0);
uiMenuItemSetChecked(MenuItem_ScreenRot[ScreenRotation], 1);
@@ -2002,6 +2423,9 @@ int main(int argc, char** argv)
OnSetScreenRotation(MenuItem_ScreenRot[ScreenRotation], MainWindow, (void*)&kScreenRot[ScreenRotation]);
+ uiMenuItemSetChecked(MenuItem_ScreenFilter, Config::ScreenFilter==1);
+ uiMenuItemSetChecked(MenuItem_LimitFPS, Config::LimitFPS==1);
+
SDL_AudioSpec whatIwant, whatIget;
memset(&whatIwant, 0, sizeof(SDL_AudioSpec));
whatIwant.freq = 47340;
@@ -2070,8 +2494,6 @@ int main(int argc, char** argv)
}
}
- uiControlShow(uiControl(MainWindow));
- uiControlSetFocus(uiControl(MainDrawArea));
uiMain();
EmuRunning = 0;
@@ -2090,8 +2512,6 @@ int main(int argc, char** argv)
Config::Save();
- if (ScreenBitmap) uiDrawFreeBitmap(ScreenBitmap);
-
uiUninit();
SDL_Quit();
delete[] EmuDirectory;
diff --git a/src/libui_sdl/main_shaders.h b/src/libui_sdl/main_shaders.h
new file mode 100644
index 0000000..f03931c
--- /dev/null
+++ b/src/libui_sdl/main_shaders.h
@@ -0,0 +1,201 @@
+/*
+ Copyright 2016-2019 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 MAIN_SHADERS_H
+#define MAIN_SHADERS_H
+
+const char* kScreenVS = R"(#version 140
+
+layout(std140) uniform uConfig
+{
+ vec2 uScreenSize;
+ uint u3DScale;
+ uint uFilterMode;
+};
+
+in vec2 vPosition;
+in vec2 vTexcoord;
+
+smooth out vec2 fTexcoord;
+
+void main()
+{
+ vec4 fpos;
+ fpos.xy = ((vPosition.xy * 2.0) / uScreenSize) - 1.0;
+ fpos.y *= -1;
+ fpos.z = 0.0;
+ fpos.w = 1.0;
+
+ gl_Position = fpos;
+ fTexcoord = vTexcoord;
+}
+)";
+
+const char* kScreenFS = R"(#version 140
+
+layout(std140) uniform uConfig
+{
+ vec2 uScreenSize;
+ uint u3DScale;
+ uint uFilterMode;
+};
+
+uniform usampler2D ScreenTex;
+
+smooth in vec2 fTexcoord;
+
+out vec4 oColor;
+
+void main()
+{
+ ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
+
+ // TODO: filters
+
+ oColor = vec4(vec3(pixel.bgr) / 255.0, 1.0);
+}
+)";
+
+const char* kScreenFS_Accel = R"(#version 140
+
+layout(std140) uniform uConfig
+{
+ vec2 uScreenSize;
+ uint u3DScale;
+ uint uFilterMode;
+};
+
+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);
+}
+)";
+
+#endif // MAIN_SHADERS_H