ChonkyStation/gpu.cpp

3074 lines
No EOL
116 KiB
C++

#include "gpu.h"
#include "Bus.h"
#include <cmath>
Bus* bus;
gpu::gpu() {
// Initialize pixel array
pixels = new uint32_t[480 * 640];
debug = false;
}
void connectBus(Bus *_bus) {
bus = _bus;
}
void gpu::debug_printf(const char* fmt, ...) {
if (debug) {
std::va_list args;
va_start(args, fmt);
std::vprintf(fmt, args);
va_end(args);
}
}
uint32_t gpu::get_status() {
uint32_t status = 0;
status |= page_base_x << 0;
status |= page_base_y << 3;
return status;
}
void gpu::InitGL() {
//WriteBuffer.reserve(1024 * 512);
//WriteBuffer.clear();
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &oldFBO);
glGenFramebuffers(1, &FBO);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 640, 480, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
//glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
GLenum DrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, DrawBuffers);
VertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(VertexShader, 1, &VertexShaderSource, NULL);
glCompileShader(VertexShader);
int success;
char InfoLog[512];
glGetShaderiv(VertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(VertexShader, 512, NULL, InfoLog);
std::cout << "Vertex shader compilation failed\n" << InfoLog << std::endl;
}
FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(FragmentShader, 1, &FragmentShaderSource, NULL);
glCompileShader(FragmentShader);
glGetShaderiv(FragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(FragmentShader, 512, NULL, InfoLog);
std::cout << "Fragment shader compilation failed\n" << InfoLog << std::endl;
}
ShaderProgram = glCreateProgram();
glAttachShader(ShaderProgram, VertexShader);
glAttachShader(ShaderProgram, FragmentShader);
glLinkProgram(ShaderProgram);
glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(ShaderProgram, 512, NULL, InfoLog);
std::cout << "Linking shader program failed\n" << InfoLog << std::endl;
}
VertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(VertexShader, 1, &TextureVertexShaderSource, NULL);
glCompileShader(VertexShader);
glGetShaderiv(VertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(VertexShader, 512, NULL, InfoLog);
std::cout << "Vertex shader compilation failed\n" << InfoLog << std::endl;
}
FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(FragmentShader, 1, &TextureFragmentShaderSource, NULL);
glCompileShader(FragmentShader);
glGetShaderiv(FragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(FragmentShader, 512, NULL, InfoLog);
std::cout << "Fragment shader compilation failed\n" << InfoLog << std::endl;
}
TextureShaderProgram = glCreateProgram();
glAttachShader(TextureShaderProgram, VertexShader);
glAttachShader(TextureShaderProgram, FragmentShader);
glLinkProgram(TextureShaderProgram);
glGetProgramiv(TextureShaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(TextureShaderProgram, 512, NULL, InfoLog);
std::cout << "Linking shader program failed\n" << InfoLog << std::endl;
}
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenTextures(1, &VramTexture);
glBindTexture(GL_TEXTURE_2D, VramTexture);
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1024, 512);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, VramTexture, 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
glPixelStorei(GL_PACK_ALIGNMENT, 2);
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
glGenTextures(1, &SampleVramTexture);
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1024, 512);
glGenTextures(1, &VramTexture8);
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, vram8);
glGenTextures(1, &VramTexture4);
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, vram4);
//int vramLocation = glGetUniformLocation(TextureShaderProgram, "vram");
//int vram8Location = glGetUniformLocation(TextureShaderProgram, "vram8");
//int vram4Location = glGetUniformLocation(TextureShaderProgram, "vram4");
//colourDepthUniform = glGetUniformLocation(TextureShaderProgram, "colourDepth");
//glUseProgram(TextureShaderProgram);
//glUniform1i(vramLocation, 0);
//glUniform1i(vram8Location, 1);
//glUniform1i(vram4Location, 2);
}
void gpu::SyncVRAM() {
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
}
void gpu::putpixel(point v1, uint32_t colour) {
// TODO: OpenGL implementation
uint32_t a = (colour >> 15) & 1;
uint32_t b = (colour >> 10) & 0b11111;
uint32_t g = (colour >> 5) & 0b11111;
uint32_t r = colour & 0b11111;
uint32_t rgba = ((r << 3) << 24) | ((g << 3) << 16) | ((b << 3) << 8) | 0xff;
vram_rgb[(v1.y + ypos) * 1024 + (v1.x + xpos)] = rgba;
}
void gpu::ClearScreen() {
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
}
void gpu::execute_gp0(uint32_t command) {
uint8_t instr = (command >> 24) & 0xff;
if (cmd_left == 0) {
cmd_length = 0;
switch (instr) {
case 0x00: // nop
debug_printf("[GP0] NOP (0x%x)\n", command);
break;
case 0x01: { // Clear Cache
SyncVRAM();
debug_printf("[GP0] Clear Cache\n");
break;
}
case 0x02: { // Fill rectangle in VRAM
fifo[0] = command;
cmd_length++;
cmd_left = 2;
break;
}
case 0x20: { // Monochrome three-point polygon, opaque
fifo[0] = command;
cmd_length++;
cmd_left = 3;
break;
}
case 0x22: { // Monochrome three-point polygon, semi-transparent
fifo[0] = command;
cmd_length++;
cmd_left = 3;
break;
}
case 0x29:
case 0x28: { // Monochrome four-point polygon, opaque
fifo[0] = command;
cmd_length++;
cmd_left = 4;
break;
}
case 0x2B:
case 0x2A: { // Monochrome four-point polygon, semi-transparent
fifo[0] = command;
cmd_length++;
cmd_left = 4;
break;
}
case 0x2C: { // Textured four-point polygon, opaque, texture-blending
fifo[0] = command;
cmd_length++;
cmd_left = 8;
break;
}
case 0x2D: { // Textured four-point polygon, opaque, raw-texture
fifo[0] = command;
cmd_length++;
cmd_left = 8;
break;
}
case 0x2E: { // Textured four-point polygon, semi-transparent, texture-blending
cmd_length++;
cmd_left = 8;
break;
}
case 0x2F: { // Textured four-point polygon, semi-transparent, raw-texture
fifo[0] = command;
cmd_length++;
cmd_left = 8;
break;
}
case 0x30: { // Shaded three-point polygon, opaque
fifo[0] = command;
cmd_length++;
cmd_left = 5;
break;
}
case 0x32: { // Shaded three-point polygon, semi-transparent
fifo[0] = command;
cmd_length++;
cmd_left = 5;
break;
}
case 0x38: { // Shaded four-point polygon, opaque
fifo[0] = command;
cmd_length++;
cmd_left = 7;
break;
}
case 0x3c: { // Shaded Textured four-point polygon, opaque, texture-blending
fifo[0] = command;
cmd_length++;
cmd_left = 11;
break;
}
case 0x41:
case 0x40: { // Monochrome line, opaque
fifo[0] = command;
cmd_length++;
cmd_left = 2;
break;
}
case 0x3A: { // Shaded four-point polygon, semi-transparent
fifo[0] = command;
cmd_length++;
cmd_left = 7;
break;
}
case 0x48: { // Monochrome Poly-line, opaque
fifo[0] = command;
cmd_length++;
cmd_left = 1;
gp0_mode = 2;
break;
}
case 0x60: { // Monochrome Rectangle (variable size) (opaque)
fifo[0] = command;
cmd_length++;
cmd_left = 2;
break;
}
case 0x62: { // Monochrome Rectangle (variable size) (semi-transparent)
fifo[0] = command;
cmd_length++;
cmd_left = 2;
break;
}
case 0x64: { // Textured Rectangle, variable size, opaque, texture-blending
fifo[0] = command;
cmd_length++;
cmd_left = 3;
break;
}
case 0x65: { // Textured Rectangle, variable size, opaque, raw-texture
fifo[0] = command;
cmd_length++;
cmd_left = 3;
break;
}
case 0x66: { // Textured Rectangle, variable size, semi-transp, texture-blending
fifo[0] = command;
cmd_length++;
cmd_left = 3;
break;
}
case 0x67: { // Textured Rectangle, variable size, semi-transp, raw-texture
fifo[0] = command;
cmd_length++;
cmd_left = 3;
break;
}
case 0x68: { // 1x1 Opaque Monochrome Rectangle
fifo[0] = command;
cmd_length++;
cmd_left = 1;
break;
}
case 0x70: { // Monochrome Rectangle (8x8) (opaque)
fifo[0] = command;
cmd_length++;
cmd_left = 1;
break;
}
case 0x74: { // Textured Rectangle, 8x8, opaque, texture-blending
fifo[0] = command;
cmd_length++;
cmd_left = 2;
break;
}
case 0x75: { // Textured Rectangle, 8x8, opaque, raw-texture
fifo[0] = command;
cmd_length++;
cmd_left = 2;
break;
}
case 0x7C: { // Textured Rectangle, 16x16, opaque, texture-blending
fifo[0] = command;
cmd_length++;
cmd_left = 2;
break;
}
case 0x80: { // Copy Rectangle (VRAM to VRAM)
fifo[0] = command;
cmd_length++;
cmd_left = 3;
break;
}
case 0xA0: { // Copy rectangle CPU to VRAM
fifo[0] = command;
cmd_length++;
cmd_left = 2;
break;
}
case 0xC0: { // Copy rectangle VRAM to CPU
debug_printf("[GP0] Copy Rectangle (VRAM to CPU)\n");
fifo[0] = command;
cmd_length++;
cmd_left = 2;
break;
}
case 0xE1: { // Draw Mode Setting
debug_printf("[GP0] Draw Mode Setting\n");
page_base_x = command & 0xf;
page_base_y = (command >> 4) & 1;
semi_transparency = (command >> 5) & 3;
texture_depth = (command >> 7) & 3;
dithering = ((command >> 9) & 1) != 0;
allow_display_drawing = ((command >> 10) & 1) != 0;
texpage_raw = command & 0xffff;
// rectangle x flip
// rectangle y flip
break;
}
case 0xE2: { // Set Texture Window
// unimplemented
debug_printf("[GP0] Set Texture Window\n");
break;
}
case 0xE3: { // Set Drawing Area top left
drawing_topleft_x = command & 1023;
drawing_topleft_y = (command >> 10) & 511;
debug_printf("[GP0] Set Drawing Area top left\n");
break;
}
case 0xE4: { // Set Drawing Area bottom right
drawing_bottomright_x = command & 1023;
drawing_bottomright_y = (command >> 10) & 511;
debug_printf("[GP0] Set Drawing Area bottom right\n");
break;
}
case 0xE5: { // Set Drawing Area Offset
// unimplemented
printf("x offset: %d y offset: %d\n", (command & 0b1111111111), (command >> 11) & 0b1111111111);
xoffset = (command & 0b1111111111);
yoffset = ((command >> 11) & 0b1111111111);
debug_printf("[GP0] Set Drawing Area Offset\n");
break;
}
case 0xE6: { // Set Mask Bit Setting
debug_printf("[GP0] Set Mask Bit Setting\n");
mask_bit = (command & 1) != 0;
disallow_masked_pixels_drawing = (command & 2) != 0;
break;
}
default:
printf("\n[GP0] Unknown GP0 command: 0x%x (0x%x)\n", instr, command);
abort();
}
}
else {
cmd_left--;
switch (gp0_mode) {
case 0: { // command mode
fifo[cmd_length++] = command;
if (cmd_left == 0) { // all the parameters are in, run command
glScissor(drawing_topleft_x, drawing_topleft_y, (drawing_bottomright_x - drawing_topleft_x), (drawing_bottomright_y - drawing_topleft_y));
glEnable(GL_SCISSOR_TEST);
//SyncVRAM();
switch ((fifo[0] >> 24) & 0xff) {
case 0x02: gpu::fill_rectangle(); break;
case 0x20: gpu::monochrome_three_point_opaque_polygon(); break;
case 0x22: gpu::monochrome_three_point_semi_transparent_polygon(); break;
case 0x29:
case 0x28: gpu::monochrome_four_point_opaque_polygon(); break;
case 0x2B:
case 0x2A: gpu::monochrome_four_point_semi_transparent_polygon(); break;
case 0x2C: gpu::texture_blending_four_point_opaque_polygon(); break;
case 0x2D: gpu::texture_four_point_opaque_polygon(); break;
case 0x2E: gpu::texture_blending_four_point_polygon_semi_transparent(); break;
case 0x2F: gpu::texture_four_point_semi_transparent_polygon(); break;
case 0x30: gpu::shaded_three_point_opaque_polygon(); break;
case 0x32: gpu::shaded_three_point_semi_transparent_polygon(); break;
case 0x38: gpu::shaded_four_point_opaque_polygon(); break;
case 0x3A: gpu::shaded_four_point_semi_transparent_polygon(); break;
case 0x3C: gpu::shaded_texture_blending_textured_four_point_opaque_polygon(); break;
case 0x41:
case 0x40: gpu::monochrome_line_opaque(); break;
case 0x60: gpu::monochrome_rectangle_variable_size_opaque(); break;
case 0x62: gpu::monochrome_rectangle_variable_size_semi_transparent(); break;
case 0x64: gpu::texture_blending_rectangle_variable_size_opaque(); break;
case 0x65: gpu::texture_rectangle_variable_size_opaque(); break;
case 0x66: gpu::texture_blending_rectangle_variable_size_semi_transparent(); break;
case 0x67: gpu::textured_rectangle_variable_size_semi_transparent(); break;
case 0x68: gpu::monochrome_rectangle_dot_opaque(); break;
case 0x70: gpu::monochrome_rectangle_8x8_opaque(); break;
case 0x74: gpu::texture_blending_rectangle_8x8_opaque(); break;
case 0x75: gpu::texture_rectangle_8x8_opaque(); break;
case 0x7C: gpu::texture_blending_rectangle_16x16_opaque(); break;
case 0x80: break;
case 0xA0: gpu::cpu_to_vram(); break;
case 0xC0: gpu::vram_to_cpu(); break;
default: printf("\n%d", fifo[0] >> 24); abort();
}
}
glDisable(GL_SCISSOR_TEST);
break;
}
case 1: { // load mode
debug_printf("[CPU to VRAM transfer] Data: 0x%x\n", command);
uint32_t resolution = fifo[2];
uint32_t coords = fifo[1];
auto width = resolution & 0xffff;
auto height = resolution >> 16;
if (width == 0) width = 1024;
if (height == 0) height = 512;
auto x = coords & 0xffff;
auto y = coords >> 16;
if (cmd_left == 0) {
gp0_mode = 0;
glBindTexture(GL_TEXTURE_2D, VramTexture);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, &WriteBuffer[0]);
for (int i = 0; i < (1024 * 512) / 2; i++) WriteBuffer[i] = 0;
//WriteBuffer.clear();
WriteBufferCnt = 0;
SyncVRAM();
break;
}
//WriteBuffer.push_back(command);
WriteBuffer[WriteBufferCnt++] = command;
break;
}
case 2: { // polyline mode
if (command == 0x50005000 || command == 0x55555555) {
monochrome_polyline_opaque();
cmd_length = 0;
gp0_mode = 0;
cmd_left = 0;
return;
}
cmd_left += 2;
fifo[cmd_length++] = command;
break;
}
}
}
}
void gpu::execute_gp1(uint32_t command) {
uint8_t instr = (command >> 24) & 0xff;
switch (instr) {
case 0x0: // reset gpu
debug_printf("[GP1] Reset Gpu\n");
break;
case 0x1: // reset command buffer
debug_printf("[GP1] Reset Command Buffer\n");
break;
case 0x4: { // set dma direction
debug_printf("[GP1] Set DMA Direction to %d\n", command & 0b11);
dma_direction = command & 0b11;
break;
}
default:
debug_printf("[GP1] Unknown GP1 command: 0x%x\n", instr);
//exit(0);
}
}
// commands
void gpu::monochrome_four_point_opaque_polygon() {
uint32_t colour = fifo[0] & 0xffffff;
debug_printf("[GP0] Monochrome four-point polygon, opaque (colour: 0x%x)\n", colour);
point v1, v2, v3, v4;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
v2.x = fifo[2] & 0xffff;
v2.y = fifo[2] >> 16;
v3.x = fifo[3] & 0xffff;
v3.y = fifo[3] >> 16;
v4.x = fifo[4] & 0xffff;
v4.y = fifo[4] >> 16;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
v4.x += xoffset;
v4.y += yoffset;
uint32_t Vertices1[]{
v1.x, v1.y, 0,
v2.x, v2.y, 0,
v3.x, v3.y, 0,
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff)
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices1), Vertices1, GL_STATIC_DRAW);
glBindVertexArray(VAO);
glVertexAttribIPointer(0, 3, GL_INT, 3 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 3 * sizeof(uint32_t), (void*)(9 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
glUseProgram(ShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
uint32_t Vertices2[]{
v2.x, v2.y, 0.0,
v3.x, v3.y, 0.0,
v4.x, v4.y, 0.0,
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff)
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices2), Vertices2, GL_STATIC_DRAW);
glBindVertexArray(VAO);
glVertexAttribIPointer(0, 3, GL_INT, 3 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 3 * sizeof(uint32_t), (void*)(9 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
glUseProgram(ShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
return;
}
void gpu::texture_blending_four_point_opaque_polygon() {
uint32_t colour = fifo[0] & 0xffffff;
debug_printf("[GP0] Textured four-point polygon, opaque, texture blending (colour: 0x%x)\n", colour);
point v1, v2, v3, v4;
uint16_t texpage = 0;
uint16_t clut = 0;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
clut = fifo[2] >> 16;
//printf("\nclut: 0x%x\n", clut);
uint32_t clutX = (clut & 0x3f);
clutX *= 16;
uint32_t clutY = (clut >> 6);
int Clut[256];
for (int i = 0; i < 256; i++) {
Clut[i] = vram_rgb[clutY * 1024 + clutX + i];
}
GLuint ssbo;
GLuint binding = 10;
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, 256 * sizeof(int), Clut, GL_STATIC_READ);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding, ssbo);
texpage = fifo[4] >> 16;
//printf("texpage: 0x%x\n", texpage);
uint32_t texpageX = ((texpage & 0b1111) * 64);
uint32_t texpageY = (((texpage & 0b10000) >> 4) * 256);
v2.x = fifo[3] & 0xffff;
v2.y = fifo[3] >> 16;
v3.x = fifo[5] & 0xffff;
v3.y = fifo[5] >> 16;
v4.x = fifo[7] & 0xffff;
v4.y = fifo[7] >> 16;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
v4.x += xoffset;
v4.y += yoffset;
point t1, t2, t3, t4;
t1.x = (fifo[2] & 0xffff) & 0xff;
t1.y = ((fifo[2] & 0xffff) >> 8) & 0xff;
t2.x = (fifo[4] & 0xffff) & 0xff;
t2.y = ((fifo[4] & 0xffff) >> 8) & 0xff;
t3.x = (fifo[6] & 0xffff) & 0xff;
t3.y = ((fifo[6] & 0xffff) >> 8) & 0xff;
t4.x = (fifo[8] & 0xffff) & 0xff;
t4.y = ((fifo[8] & 0xffff) >> 8) & 0xff;
int colourDepth = (texpage >> 7) & 3;
uint32_t Vertices1[] = {
// positions // colors // texture coords
v1.x, v1.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t1.x, t1.y, texpageX, texpageY, clutX, clutY, colourDepth,
v2.x, v2.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices1), Vertices1, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glUniform1i(colourDepthUniform, colourDepth);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
uint32_t Vertices2[] = {
// positions // colors // texture coords // texpage
v2.x, v2.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth,
v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices2), Vertices2, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
}
void gpu::texture_four_point_opaque_polygon() {
uint32_t colour = fifo[0] & 0xffffff;
debug_printf("[GP0] Textured four-point polygon, opaque, raw textures (colour: 0x%x)\n", colour);
point v1, v2, v3, v4;
uint16_t texpage = 0;
uint16_t clut = 0;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
clut = fifo[2] >> 16;
uint32_t clutX = (clut & 0x3f);
clutX *= 16;
uint32_t clutY = (clut >> 6);
int Clut[256];
for (int i = 0; i < 256; i++) {
Clut[i] = vram_rgb[clutY * 1024 + clutX + i];
}
GLuint ssbo;
GLuint binding = 10;
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, 256 * sizeof(int), Clut, GL_STATIC_READ);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding, ssbo);
texpage = fifo[4] >> 16;
uint32_t texpageX = ((texpage & 0b1111) * 64);
uint32_t texpageY = (((texpage & 0b10000) >> 4) * 256);
v2.x = fifo[3] & 0xffff;
v2.y = fifo[3] >> 16;
v3.x = fifo[5] & 0xffff;
v3.y = fifo[5] >> 16;
v4.x = fifo[7] & 0xffff;
v4.y = fifo[7] >> 16;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
v4.x += xoffset;
v4.y += yoffset;
point t1, t2, t3, t4;
t1.x = (fifo[2] & 0xffff) & 0xff;
t1.y = ((fifo[2] & 0xffff) >> 8) & 0xff;
t2.x = (fifo[4] & 0xffff) & 0xff;
t2.y = ((fifo[4] & 0xffff) >> 8) & 0xff;
t3.x = (fifo[6] & 0xffff) & 0xff;
t3.y = ((fifo[6] & 0xffff) >> 8) & 0xff;
t4.x = (fifo[8] & 0xffff) & 0xff;
t4.y = ((fifo[8] & 0xffff) >> 8) & 0xff;
int colourDepth = (texpage >> 7) & 3;
uint32_t Vertices1[] = {
// positions // colors // texture coords
v1.x, v1.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t1.x, t1.y, texpageX, texpageY, clutX, clutY, colourDepth,
v2.x, v2.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices1), Vertices1, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glUniform1i(colourDepthUniform, colourDepth);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
uint32_t Vertices2[] = {
// positions // colors // texture coords // texpage
v2.x, v2.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth,
v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices2), Vertices2, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
}
void gpu::texture_blending_four_point_polygon_semi_transparent() {
uint32_t colour = fifo[0] & 0xffffff;
debug_printf("[GP0] Textured four-point polygon, semi-transparent, texture-blending (colour: 0x%x)\n", colour);
point v1, v2, v3, v4;
uint16_t texpage = 0;
uint16_t clut = 0;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
clut = fifo[2] >> 16;
uint32_t clutX = (clut & 0x3f);
clutX *= 16;
uint32_t clutY = (clut >> 6);
int Clut[256];
for (int i = 0; i < 256; i++) {
Clut[i] = vram_rgb[clutY * 1024 + clutX + i];
}
GLuint ssbo;
GLuint binding = 10;
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, 256 * sizeof(int), Clut, GL_STATIC_READ);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding, ssbo);
texpage = fifo[4] >> 16;
uint32_t texpageX = ((texpage & 0b1111) * 64);
uint32_t texpageY = (((texpage & 0b10000) >> 4) * 256);
v2.x = fifo[3] & 0xffff;
v2.y = fifo[3] >> 16;
v3.x = fifo[5] & 0xffff;
v3.y = fifo[5] >> 16;
v4.x = fifo[7] & 0xffff;
v4.y = fifo[7] >> 16;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
v4.x += xoffset;
v4.y += yoffset;
point t1, t2, t3, t4;
t1.x = (fifo[2] & 0xffff) & 0xff;
t1.y = ((fifo[2] & 0xffff) >> 8) & 0xff;
t2.x = (fifo[4] & 0xffff) & 0xff;
t2.y = ((fifo[4] & 0xffff) >> 8) & 0xff;
t3.x = (fifo[6] & 0xffff) & 0xff;
t3.y = ((fifo[6] & 0xffff) >> 8) & 0xff;
t4.x = (fifo[8] & 0xffff) & 0xff;
t4.y = ((fifo[8] & 0xffff) >> 8) & 0xff;
int colourDepth = (texpage >> 7) & 3;
uint32_t Vertices1[] = {
// positions // colors // texture coords
v1.x, v1.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t1.x, t1.y, texpageX, texpageY, clutX, clutY, colourDepth,
v2.x, v2.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices1), Vertices1, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glUniform1i(colourDepthUniform, colourDepth);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
uint32_t Vertices2[] = {
// positions // colors // texture coords // texpage
v2.x, v2.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth,
v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices2), Vertices2, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
}
void gpu::texture_four_point_semi_transparent_polygon() {
uint32_t colour = fifo[0] & 0xffffff;
debug_printf("[GP0] Textured four-point polygon, semi-transparent, raw-texture\n", colour);
point v1, v2, v3, v4;
uint16_t texpage = 0;
uint16_t clut = 0;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
clut = fifo[2] >> 16;
uint32_t clutX = (clut & 0x3f);
clutX *= 16;
uint32_t clutY = (clut >> 6);
int Clut[256];
for (int i = 0; i < 256; i++) {
Clut[i] = vram_rgb[clutY * 1024 + clutX + i];
}
GLuint ssbo;
GLuint binding = 10;
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, 256 * sizeof(int), Clut, GL_STATIC_READ);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding, ssbo);
texpage = fifo[4] >> 16;
uint32_t texpageX = ((texpage & 0b1111) * 64);
uint32_t texpageY = (((texpage & 0b10000) >> 4) * 256);
v2.x = fifo[3] & 0xffff;
v2.y = fifo[3] >> 16;
v3.x = fifo[5] & 0xffff;
v3.y = fifo[5] >> 16;
v4.x = fifo[7] & 0xffff;
v4.y = fifo[7] >> 16;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
v4.x += xoffset;
v4.y += yoffset;
point t1, t2, t3, t4;
t1.x = (fifo[2] & 0xffff) & 0xff;
t1.y = ((fifo[2] & 0xffff) >> 8) & 0xff;
t2.x = (fifo[4] & 0xffff) & 0xff;
t2.y = ((fifo[4] & 0xffff) >> 8) & 0xff;
t3.x = (fifo[6] & 0xffff) & 0xff;
t3.y = ((fifo[6] & 0xffff) >> 8) & 0xff;
t4.x = (fifo[8] & 0xffff) & 0xff;
t4.y = ((fifo[8] & 0xffff) >> 8) & 0xff;
int colourDepth = (texpage >> 7) & 3;
uint32_t Vertices1[] = {
// positions // colors // texture coords
v1.x, v1.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t1.x, t1.y, texpageX, texpageY, clutX, clutY, colourDepth,
v2.x, v2.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices1), Vertices1, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glUniform1i(colourDepthUniform, colourDepth);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
uint32_t Vertices2[] = {
// positions // colors // texture coords // texpage
v2.x, v2.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth,
v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices2), Vertices2, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
}
void gpu::monochrome_four_point_semi_transparent_polygon() {
uint32_t colour = fifo[0] & 0xffffff;
debug_printf("[GP0] Monochrome four-point polygon, semi-transparent (colour: 0x%x)\n", colour);
point v1, v2, v3, v4;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
v2.x = fifo[2] & 0xffff;
v2.y = fifo[2] >> 16;
v3.x = fifo[3] & 0xffff;
v3.y = fifo[3] >> 16;
v4.x = fifo[4] & 0xffff;
v4.y = fifo[4] >> 16;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
v4.x += xoffset;
v4.y += yoffset;
uint32_t Vertices1[]{
v1.x, v1.y, 0,
v2.x, v2.y, 0,
v3.x, v3.y, 0,
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff)
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices1), Vertices1, GL_STATIC_DRAW);
glBindVertexArray(VAO);
glVertexAttribIPointer(0, 3, GL_INT, 3 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 3 * sizeof(uint32_t), (void*)(9 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
glUseProgram(ShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
uint32_t Vertices2[]{
v2.x, v2.y, 0.0,
v3.x, v3.y, 0.0,
v4.x, v4.y, 0.0,
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff)
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices2), Vertices2, GL_STATIC_DRAW);
glBindVertexArray(VAO);
glVertexAttribIPointer(0, 3, GL_INT, 3 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 3 * sizeof(uint32_t), (void*)(9 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
glUseProgram(ShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
return;
}
void gpu::monochrome_three_point_opaque_polygon() {
debug_printf("[GP0] Monochrome three-point polygon, opaque\n");
point v1, v2, v3;
uint32_t colour = fifo[0] & 0xffffff;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
v2.x = fifo[2] & 0xffff;
v2.y = fifo[2] >> 16;
v3.x = fifo[3] & 0xffff;
v3.y = fifo[3] >> 16;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
uint32_t Vertices1[]{
v1.x, v1.y, 0.0,
v2.x, v2.y, 0.0,
v3.x, v3.y, 0.0,
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff)
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices1), Vertices1, GL_STATIC_DRAW);
glBindVertexArray(VAO);
glVertexAttribIPointer(0, 3, GL_INT, 3 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 3 * sizeof(uint32_t), (void*)(9 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
glUseProgram(ShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
return;
}
void gpu::monochrome_three_point_semi_transparent_polygon() {
debug_printf("[GP0] Monochrome three-point polygon, semi-transparent\n");
point v1, v2, v3;
uint32_t colour = fifo[0] & 0xffffff;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
v2.x = fifo[2] & 0xffff;
v2.y = fifo[2] >> 16;
v3.x = fifo[3] & 0xffff;
v3.y = fifo[3] >> 16;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
printf("CCCCCCCCCCCC\n");
// TODO: OpenGL implementation
return;
}
void gpu::shaded_three_point_opaque_polygon() {
debug_printf("[GP0] Shaded three-point polygon, opaque\n");
point v1, v2, v3;
v1.c = fifo[0] & 0xffffff;
v2.c = fifo[2] & 0xffffff;
v3.c = fifo[4] & 0xffffff;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
v2.x = fifo[3] & 0xffff;
v2.y = fifo[3] >> 16;
v3.x = fifo[5] & 0xffff;
v3.y = fifo[5] >> 16;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
uint32_t Vertices[]{
v1.x, v1.y, 0.0,
v2.x, v2.y, 0.0,
v3.x, v3.y, 0.0,
(((v1.c) >> 0) & 0xff), (((v1.c) >> 8) & 0xff), (((v1.c) >> 16) & 0xff),
(((v2.c) >> 0) & 0xff), (((v2.c) >> 8) & 0xff), (((v2.c) >> 16) & 0xff),
(((v3.c) >> 0) & 0xff), (((v3.c) >> 8) & 0xff), (((v3.c) >> 16) & 0xff)
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
glBindVertexArray(VAO);
glVertexAttribIPointer(0, 3, GL_INT, 3 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 3 * sizeof(uint32_t), (void*)(9*sizeof(uint32_t)));
glEnableVertexAttribArray(1);
glUseProgram(ShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
return;
}
void gpu::shaded_three_point_semi_transparent_polygon() {
debug_printf("[GP0] Shaded three-point polygon, semi-transparent\n");
point v1, v2, v3;
v1.c = fifo[0] & 0xffffff;
v2.c = fifo[2] & 0xffffff;
v3.c = fifo[4] & 0xffffff;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
v2.x = fifo[3] & 0xffff;
v2.y = fifo[3] >> 16;
v3.x = fifo[5] & 0xffff;
v3.y = fifo[5] >> 16;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
printf("BBBBBBBBBBBBBB\n");
// TODO: OpenGL implementation
return;
}
void gpu::shaded_four_point_opaque_polygon() {
point v1, v2, v3, v4;
v1.c = fifo[0] & 0xffffff;
v2.c = fifo[2] & 0xffffff;
v3.c = fifo[4] & 0xffffff;
v4.c = fifo[6] & 0xffffff;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
v2.x = fifo[3] & 0xffff;
v2.y = fifo[3] >> 16;
v3.x = fifo[5] & 0xffff;
v3.y = fifo[5] >> 16;
v4.x = fifo[7] & 0xffff;
v4.y = fifo[7] >> 16;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
v4.x += xoffset;
v4.y += yoffset;
debug_printf("[GP0] Shaded four-point polygon, opaque\n");
uint32_t Vertices1[]{
v1.x, v1.y, 0.0,
v2.x, v2.y, 0.0,
v3.x, v3.y, 0.0,
(((v1.c) >> 0) & 0xff), (((v1.c) >> 8) & 0xff), (((v1.c) >> 16) & 0xff),
(((v2.c) >> 0) & 0xff), (((v2.c) >> 8) & 0xff), (((v2.c) >> 16) & 0xff),
(((v3.c) >> 0) & 0xff), (((v3.c) >> 8) & 0xff), (((v3.c) >> 16) & 0xff)
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices1), Vertices1, GL_STATIC_DRAW);
glBindVertexArray(VAO);
glVertexAttribIPointer(0, 3, GL_INT, 3 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 3 * sizeof(uint32_t), (void*)(9 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
glUseProgram(ShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
uint32_t Vertices2[]{
v2.x, v2.y, 0.0,
v3.x, v3.y, 0.0,
v4.x, v4.y, 0.0,
(((v2.c) >> 0) & 0xff), (((v2.c) >> 8) & 0xff), (((v2.c) >> 16) & 0xff),
(((v3.c) >> 0) & 0xff), (((v3.c) >> 8) & 0xff), (((v3.c) >> 16) & 0xff),
(((v4.c) >> 0) & 0xff), (((v4.c) >> 8) & 0xff), (((v4.c) >> 16) & 0xff)
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices2), Vertices2, GL_STATIC_DRAW);
glBindVertexArray(VAO);
glVertexAttribIPointer(0, 3, GL_INT, 3 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 3 * sizeof(uint32_t), (void*)(9 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
glUseProgram(ShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
return;
}
void gpu::shaded_four_point_semi_transparent_polygon() {
point v1, v2, v3, v4;
v1.c = fifo[0] & 0xffffff;
v2.c = fifo[2] & 0xffffff;
v3.c = fifo[4] & 0xffffff;
v4.c = fifo[6] & 0xffffff;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
v2.x = fifo[3] & 0xffff;
v2.y = fifo[3] >> 16;
v3.x = fifo[5] & 0xffff;
v3.y = fifo[5] >> 16;
v4.x = fifo[7] & 0xffff;
v4.y = fifo[7] >> 16;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
v4.x += xoffset;
v4.y += yoffset;
debug_printf("[GP0] Shaded four-point polygon, semi-transparent\n");
printf("AAAAAAAAAAAAAA\n");
// TODO: OpenGL implementation
return;
}
void gpu::shaded_texture_blending_textured_four_point_opaque_polygon() {
uint32_t colour = fifo[0] & 0xffffff;
debug_printf("[GP0] Textured four-point polygon, opaque, raw textures (colour: 0x%x)\n", colour);
point v1, v2, v3, v4;
uint16_t texpage = 0;
uint16_t clut = 0;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
clut = fifo[2] >> 16;
uint32_t clutX = (clut & 0x3f);
clutX *= 16;
uint32_t clutY = (clut >> 6);
int Clut[256];
for (int i = 0; i < 256; i++) {
Clut[i] = vram_rgb[clutY * 1024 + clutX + i];
}
GLuint ssbo;
GLuint binding = 10;
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, 256 * sizeof(int), Clut, GL_STATIC_READ);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding, ssbo);
texpage = fifo[5] >> 16;
uint32_t texpageX = ((texpage & 0b1111) * 64);
uint32_t texpageY = (((texpage & 0b10000) >> 4) * 256);
v2.x = fifo[4] & 0xffff;
v2.y = fifo[4] >> 16;
v3.x = fifo[7] & 0xffff;
v3.y = fifo[7] >> 16;
v4.x = fifo[10] & 0xffff;
v4.y = fifo[10] >> 16;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
v4.x += xoffset;
v4.y += yoffset;
point t1, t2, t3, t4;
t1.x = (fifo[2] & 0xffff) & 0xff;
t1.y = ((fifo[2] & 0xffff) >> 8) & 0xff;
t2.x = (fifo[5] & 0xffff) & 0xff;
t2.y = ((fifo[5] & 0xffff) >> 8) & 0xff;
t3.x = (fifo[8] & 0xffff) & 0xff;
t3.y = ((fifo[8] & 0xffff) >> 8) & 0xff;
t4.x = (fifo[11] & 0xffff) & 0xff;
t4.y = ((fifo[11] & 0xffff) >> 8) & 0xff;
int colourDepth = (texpage >> 7) & 3;
uint32_t Vertices1[] = {
// positions // colors // texture coords
v1.x, v1.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t1.x, t1.y, texpageX, texpageY, clutX, clutY, colourDepth,
v2.x, v2.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices1), Vertices1, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glUniform1i(colourDepthUniform, colourDepth);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
uint32_t Vertices2[] = {
// positions // colors // texture coords // texpage
v2.x, v2.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth,
v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices2), Vertices2, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
}
void gpu::monochrome_line_opaque() {
point v1, v2;
v1.c = fifo[0] & 0xffffff;
v2.c = fifo[0] & 0xffffff;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
v2.x = fifo[2] & 0xffff;
v2.y = fifo[2] >> 16;
// TODO: OpenGL implementation
return;
}
void gpu::monochrome_polyline_opaque() {
uint32_t colour = fifo[0] & 0xffffff;
debug_printf("[GP0] Monochrome four-point polygon, opaque (colour: 0x%x)\n", colour);
point v1, v2, v3, v4, v5, v6;
/*for (int i = 1; i < cmd_length; i++) {
v1.x = fifo[i] & 0xffff;
v1.y = fifo[i] >> 16;
v2.x = fifo[i+1] & 0xffff;
v2.y = fifo[i+1] >> 16;
uint32_t Vertices1[]{
v1.x, v1.y, 0,
v2.x, v2.y, 0,
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff)
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices1), Vertices1, GL_STATIC_DRAW);
glBindVertexArray(VAO);
glVertexAttribPointer(0, 2, GL_UNSIGNED_INT, GL_FALSE, 3 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 3 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
glUseProgram(ShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_LINE, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
}*/
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
v2.x = fifo[2] & 0xffff;
v2.y = fifo[2] >> 16;
v3.x = fifo[3] & 0xffff;
v3.y = fifo[3] >> 16;
v4.x = fifo[4] & 0xffff;
v4.y = fifo[4] >> 16;
v5.x = fifo[5] & 0xffff;
v5.y = fifo[5] >> 16;
//printf("%d\n", cmd_length);
uint32_t Vertices1[]{
v1.x, v1.y, 0,
v2.x, v2.y, 0,
v3.x, v3.y, 0,
v4.x, v4.y, 0,
v5.x, v5.y, 0,
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices1), Vertices1, GL_STATIC_DRAW);
glBindVertexArray(VAO);
glVertexAttribIPointer(0, 3, GL_INT, 3 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 3 * sizeof(uint32_t), (void*)(15 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
glUseProgram(ShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_LINE_STRIP, 0, 5);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
/*uint32_t Vertices2[]{
v2.x, v2.y, 0.0,
v3.x, v3.y, 0.0,
v4.x, v4.y, 0.0,
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff)
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices2), Vertices2, GL_STATIC_DRAW);
glBindVertexArray(VAO);
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 3 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 3 * sizeof(uint32_t), (void*)(9 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
glUseProgram(ShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_LINE_STRIP, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);*/
return;
}
void gpu::monochrome_rectangle_variable_size_opaque() {
uint32_t colour = fifo[0] & 0xffffff;
debug_printf("[GP0] Monochrome Rectangle (variable size) (opaque) (colour: 0x%x)\n", colour);
point v1, res, v2, v3, v4;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
res.x = fifo[2] & 0xffff;
res.y = fifo[2] >> 16;
v2.x = v1.x + res.x;
v2.y = v1.y;
v3.x = v1.x;
v3.y = v1.y + res.y;
v4.x = v1.x + res.x;
v4.y = v1.y + res.y;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
v4.x += xoffset;
v4.y += yoffset;
uint32_t Vertices1[]{
v1.x, v1.y, 0,
v2.x, v2.y, 0,
v3.x, v3.y, 0,
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff)
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices1), Vertices1, GL_STATIC_DRAW);
glBindVertexArray(VAO);
glVertexAttribIPointer(0, 3, GL_INT, 3 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 3 * sizeof(uint32_t), (void*)(9 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
glUseProgram(ShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
uint32_t Vertices2[]{
v2.x, v2.y, 0.0,
v3.x, v3.y, 0.0,
v4.x, v4.y, 0.0,
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff)
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices2), Vertices2, GL_STATIC_DRAW);
glBindVertexArray(VAO);
glVertexAttribIPointer(0, 3, GL_INT, 3 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 3 * sizeof(uint32_t), (void*)(9 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
glUseProgram(ShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
return;
}
void gpu::monochrome_rectangle_variable_size_semi_transparent() {
uint32_t colour = fifo[0] & 0xffffff;
debug_printf("[GP0] Monochrome Rectangle (variable size) (semi-transparent) (colour: 0x%x)\n", colour);
point v1, res, v2, v3, v4;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
res.x = fifo[2] & 0xffff;
res.y = fifo[2] >> 16;
v2.x = v1.x + res.x;
v2.y = v1.y;
v3.x = v1.x;
v3.y = v1.y + res.y;
v4.x = v1.x + res.x;
v4.y = v1.y + res.y;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
v4.x += xoffset;
v4.y += yoffset;
uint32_t Vertices1[]{
v1.x, v1.y, 0,
v2.x, v2.y, 0,
v3.x, v3.y, 0,
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff)
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices1), Vertices1, GL_STATIC_DRAW);
glBindVertexArray(VAO);
glVertexAttribIPointer(0, 3, GL_INT, 3 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 3 * sizeof(uint32_t), (void*)(9 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
glUseProgram(ShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
uint32_t Vertices2[]{
v2.x, v2.y, 0.0,
v3.x, v3.y, 0.0,
v4.x, v4.y, 0.0,
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff)
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices2), Vertices2, GL_STATIC_DRAW);
glBindVertexArray(VAO);
glVertexAttribIPointer(0, 3, GL_INT, 3 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 3 * sizeof(uint32_t), (void*)(9 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
glUseProgram(ShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
return;
}
void gpu::texture_blending_rectangle_variable_size_opaque() {
uint32_t colour = fifo[0] & 0xffffff;
debug_printf("[GP0] Textured Rectangle, variable size, opaque, texture-blending (colour: 0x%x)\n", colour);
point v1, res, v2, v3, v4;
uint16_t texpage = texpage_raw;
uint16_t clut = 0;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
clut = fifo[2] >> 16;
uint32_t clutX = (clut & 0x3f);
clutX *= 16;
uint32_t clutY = (clut >> 6);
int Clut[256];
for (int i = 0; i < 256; i++) {
Clut[i] = vram_rgb[clutY * 1024 + clutX + i];
}
GLuint ssbo;
GLuint binding = 10;
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, 256 * sizeof(int), Clut, GL_STATIC_READ);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding, ssbo);
//texpage = fifo[4] >> 16;
uint32_t texpageX = ((texpage & 0b1111) * 64);
uint32_t texpageY = (((texpage & 0b10000) >> 4) * 256);
res.x = fifo[3] & 0xffff;
res.y = fifo[3] >> 16;
v2.x = v1.x + res.x;
v2.y = v1.y;
v3.x = v1.x;
v3.y = v1.y + res.y;
v4.x = v1.x + res.x;
v4.y = v1.y + res.y;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
v4.x += xoffset;
v4.y += yoffset;
point t1, t2, t3, t4;
t1.x = (fifo[2] & 0xffff) & 0xff;
t1.y = ((fifo[2] & 0xffff) >> 8) & 0xff;
t2.x = t1.x + res.x;
t2.y = t1.y;
t3.x = t1.x;
t3.y = t1.y + res.y;
t4.x = t1.x + res.x;
t4.y = t1.y + res.y;
int colourDepth = (texpage >> 7) & 3;
uint32_t Vertices1[] = {
// positions // colors // texture coords
v1.x, v1.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t1.x, t1.y, texpageX, texpageY, clutX, clutY, colourDepth,
v2.x, v2.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices1), Vertices1, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glUniform1i(colourDepthUniform, colourDepth);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
uint32_t Vertices2[] = {
// positions // colors // texture coords // texpage
v2.x, v2.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth,
v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices2), Vertices2, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
}
void gpu::texture_blending_rectangle_8x8_opaque() {
uint32_t colour = fifo[0] & 0xffffff;
debug_printf("[GP0] Textured Rectangle, 8x8, opaque, texture-blending (colour: 0x%x)\n", colour);
point v1, res, v2, v3, v4;
uint16_t texpage = texpage_raw;
uint16_t clut = 0;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
clut = fifo[2] >> 16;
uint32_t clutX = (clut & 0x3f);
clutX *= 16;
uint32_t clutY = (clut >> 6);
int Clut[256];
for (int i = 0; i < 256; i++) {
Clut[i] = vram_rgb[clutY * 1024 + clutX + i];
}
GLuint ssbo;
GLuint binding = 10;
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, 256 * sizeof(int), Clut, GL_STATIC_READ);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding, ssbo);
//texpage = fifo[4] >> 16;
uint32_t texpageX = ((texpage & 0b1111) * 64);
uint32_t texpageY = (((texpage & 0b10000) >> 4) * 256);
v2.x = v1.x + 8;
v2.y = v1.y;
v3.x = v1.x;
v3.y = v1.y + 8;
v4.x = v1.x + 8;
v4.y = v1.y + 8;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
v4.x += xoffset;
v4.y += yoffset;
point t1, t2, t3, t4;
t1.x = (fifo[2] & 0xffff) & 0xff;
t1.y = ((fifo[2] & 0xffff) >> 8) & 0xff;
t2.x = t1.x + 8;
t2.y = t1.y;
t3.x = t1.x;
t3.y = t1.y + 8;
t4.x = t1.x + 8;
t4.y = t1.y + 8;
int colourDepth = (texpage >> 7) & 3;
uint32_t Vertices1[] = {
// positions // colors // texture coords
v1.x, v1.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t1.x, t1.y, texpageX, texpageY, clutX, clutY, colourDepth,
v2.x, v2.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices1), Vertices1, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glUniform1i(colourDepthUniform, colourDepth);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
uint32_t Vertices2[] = {
// positions // colors // texture coords // texpage
v2.x, v2.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth,
v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices2), Vertices2, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
}
void gpu::texture_rectangle_8x8_opaque() {
uint32_t colour = fifo[0] & 0xffffff;
debug_printf("[GP0] Textured Rectangle, 8x8, opaque, raw-texture (colour: 0x%x)\n", colour);
point v1, res, v2, v3, v4;
uint16_t texpage = texpage_raw;
uint16_t clut = 0;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
clut = fifo[2] >> 16;
uint32_t clutX = (clut & 0x3f);
clutX *= 16;
uint32_t clutY = (clut >> 6);
int Clut[256];
for (int i = 0; i < 256; i++) {
Clut[i] = vram_rgb[clutY * 1024 + clutX + i];
}
GLuint ssbo;
GLuint binding = 10;
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, 256 * sizeof(int), Clut, GL_STATIC_READ);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding, ssbo);
//texpage = fifo[4] >> 16;
uint32_t texpageX = ((texpage & 0b1111) * 64);
uint32_t texpageY = (((texpage & 0b10000) >> 4) * 256);
v2.x = v1.x + 8;
v2.y = v1.y;
v3.x = v1.x;
v3.y = v1.y + 8;
v4.x = v1.x + 8;
v4.y = v1.y + 8;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
v4.x += xoffset;
v4.y += yoffset;
point t1, t2, t3, t4;
t1.x = (fifo[2] & 0xffff) & 0xff;
t1.y = ((fifo[2] & 0xffff) >> 8) & 0xff;
t2.x = t1.x + 8;
t2.y = t1.y;
t3.x = t1.x;
t3.y = t1.y + 8;
t4.x = t1.x + 8;
t4.y = t1.y + 8;
int colourDepth = (texpage >> 7) & 3;
uint32_t Vertices1[] = {
// positions // colors // texture coords
v1.x, v1.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t1.x, t1.y, texpageX, texpageY, clutX, clutY, colourDepth,
v2.x, v2.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices1), Vertices1, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glUniform1i(colourDepthUniform, colourDepth);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
uint32_t Vertices2[] = {
// positions // colors // texture coords // texpage
v2.x, v2.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth,
v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices2), Vertices2, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
}
void gpu::texture_blending_rectangle_16x16_opaque() {
uint32_t colour = fifo[0] & 0xffffff;
debug_printf("[GP0] Textured Rectangle, 16x16, opaque, texture-blending (colour: 0x%x)\n", colour);
point v1, res, v2, v3, v4;
uint16_t texpage = texpage_raw;
uint16_t clut = 0;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
clut = fifo[2] >> 16;
uint32_t clutX = (clut & 0x3f);
clutX *= 16;
uint32_t clutY = (clut >> 6);
int Clut[256];
for (int i = 0; i < 256; i++) {
Clut[i] = vram_rgb[clutY * 1024 + clutX + i];
}
GLuint ssbo;
GLuint binding = 10;
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, 256 * sizeof(int), Clut, GL_STATIC_READ);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding, ssbo);
//texpage = fifo[4] >> 16;
uint32_t texpageX = ((texpage & 0b1111) * 64);
uint32_t texpageY = (((texpage & 0b10000) >> 4) * 256);
v2.x = v1.x + 8;
v2.y = v1.y;
v3.x = v1.x;
v3.y = v1.y + 8;
v4.x = v1.x + 8;
v4.y = v1.y + 8;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
v4.x += xoffset;
v4.y += yoffset;
point t1, t2, t3, t4;
t1.x = (fifo[2] & 0xffff) & 0xff;
t1.y = ((fifo[2] & 0xffff) >> 8) & 0xff;
t2.x = t1.x + 16;
t2.y = t1.y;
t3.x = t1.x;
t3.y = t1.y + 16;
t4.x = t1.x + 16;
t4.y = t1.y + 16;
int colourDepth = (texpage >> 7) & 3;
uint32_t Vertices1[] = {
// positions // colors // texture coords
v1.x, v1.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t1.x, t1.y, texpageX, texpageY, clutX, clutY, colourDepth,
v2.x, v2.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices1), Vertices1, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glUniform1i(colourDepthUniform, colourDepth);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
uint32_t Vertices2[] = {
// positions // colors // texture coords // texpage
v2.x, v2.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth,
v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices2), Vertices2, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
}
void gpu::texture_rectangle_variable_size_opaque() {
uint32_t colour = fifo[0] & 0xffffff;
debug_printf("[GP0] Textured Rectangle, variable size, opaque, raw-texture (colour: 0x%x)\n", colour);
point v1, res, v2, v3, v4;
uint16_t texpage = texpage_raw;
uint16_t clut = 0;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
clut = fifo[2] >> 16;
uint32_t clutX = (clut & 0x3f);
clutX *= 16;
uint32_t clutY = (clut >> 6);
int Clut[256];
for (int i = 0; i < 256; i++) {
Clut[i] = vram_rgb[clutY * 1024 + clutX + i];
}
GLuint ssbo;
GLuint binding = 10;
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, 256 * sizeof(int), Clut, GL_STATIC_READ);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding, ssbo);
//texpage = fifo[4] >> 16;
uint32_t texpageX = ((texpage & 0b1111) * 64);
uint32_t texpageY = (((texpage & 0b10000) >> 4) * 256);
res.x = fifo[3] & 0xffff;
res.y = fifo[3] >> 16;
v2.x = v1.x + res.x;
v2.y = v1.y;
v3.x = v1.x;
v3.y = v1.y + res.y;
v4.x = v1.x + res.x;
v4.y = v1.y + res.y;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
v4.x += xoffset;
v4.y += yoffset;
point t1, t2, t3, t4;
t1.x = (fifo[2] & 0xffff) & 0xff;
t1.y = ((fifo[2] & 0xffff) >> 8) & 0xff;
t2.x = t1.x + res.x;
t2.y = t1.y;
t3.x = t1.x;
t3.y = t1.y + res.y;
t4.x = t1.x + res.x;
t4.y = t1.y + res.y;
int colourDepth = (texpage >> 7) & 3;
uint32_t Vertices1[] = {
// positions // colors // texture coords
v1.x, v1.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t1.x, t1.y, texpageX, texpageY, clutX, clutY, colourDepth,
v2.x, v2.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices1), Vertices1, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glUniform1i(colourDepthUniform, colourDepth);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
uint32_t Vertices2[] = {
// positions // colors // texture coords // texpage
v2.x, v2.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth,
v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices2), Vertices2, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
}
void gpu::texture_blending_rectangle_variable_size_semi_transparent() {
uint32_t colour = fifo[0] & 0xffffff;
debug_printf("[GP0] Textured Rectangle, variable size, semi-transp, texture-blending (colour: 0x%x)\n", colour);
point v1, res, v2, v3, v4;
uint16_t texpage = texpage_raw;
uint16_t clut = 0;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
clut = fifo[2] >> 16;
uint32_t clutX = (clut & 0x3f);
clutX *= 16;
uint32_t clutY = (clut >> 6);
int Clut[256];
for (int i = 0; i < 256; i++) {
Clut[i] = vram_rgb[clutY * 1024 + clutX + i];
}
GLuint ssbo;
GLuint binding = 10;
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, 256 * sizeof(int), Clut, GL_STATIC_READ);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding, ssbo);
//texpage = fifo[4] >> 16;
uint32_t texpageX = ((texpage & 0b1111) * 64);
uint32_t texpageY = (((texpage & 0b10000) >> 4) * 256);
res.x = fifo[3] & 0xffff;
res.y = fifo[3] >> 16;
v2.x = v1.x + res.x;
v2.y = v1.y;
v3.x = v1.x;
v3.y = v1.y + res.y;
v4.x = v1.x + res.x;
v4.y = v1.y + res.y;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
v4.x += xoffset;
v4.y += yoffset;
point t1, t2, t3, t4;
t1.x = (fifo[2] & 0xffff) & 0xff;
t1.y = ((fifo[2] & 0xffff) >> 8) & 0xff;
t2.x = t1.x + res.x;
t2.y = t1.y;
t3.x = t1.x;
t3.y = t1.y + res.y;
t4.x = t1.x + res.x;
t4.y = t1.y + res.y;
int colourDepth = (texpage >> 7) & 3;
uint32_t Vertices1[] = {
// positions // colors // texture coords
v1.x, v1.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t1.x, t1.y, texpageX, texpageY, clutX, clutY, colourDepth,
v2.x, v2.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices1), Vertices1, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glUniform1i(colourDepthUniform, colourDepth);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
uint32_t Vertices2[] = {
// positions // colors // texture coords // texpage
v2.x, v2.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth,
v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices2), Vertices2, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
}
void gpu::textured_rectangle_variable_size_semi_transparent() {
uint32_t colour = fifo[0] & 0xffffff;
debug_printf("[GP0] Textured Rectangle, variable size, semi-transp, raw-texture (colour: 0x%x)\n", colour);
point v1, res, v2, v3, v4;
uint16_t texpage = texpage_raw;
uint16_t clut = 0;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
clut = fifo[2] >> 16;
uint32_t clutX = (clut & 0x3f);
clutX *= 16;
uint32_t clutY = (clut >> 6);
int Clut[256];
for (int i = 0; i < 256; i++) {
Clut[i] = vram_rgb[clutY * 1024 + clutX + i];
}
GLuint ssbo;
GLuint binding = 10;
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, 256 * sizeof(int), Clut, GL_STATIC_READ);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding, ssbo);
//texpage = fifo[4] >> 16;
uint32_t texpageX = ((texpage & 0b1111) * 64);
uint32_t texpageY = (((texpage & 0b10000) >> 4) * 256);
res.x = fifo[3] & 0xffff;
res.y = fifo[3] >> 16;
v2.x = v1.x + res.x;
v2.y = v1.y;
v3.x = v1.x;
v3.y = v1.y + res.y;
v4.x = v1.x + res.x;
v4.y = v1.y + res.y;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
v4.x += xoffset;
v4.y += yoffset;
point t1, t2, t3, t4;
t1.x = (fifo[2] & 0xffff) & 0xff;
t1.y = ((fifo[2] & 0xffff) >> 8) & 0xff;
t2.x = t1.x + res.x;
t2.y = t1.y;
t3.x = t1.x;
t3.y = t1.y + res.y;
t4.x = t1.x + res.x;
t4.y = t1.y + res.y;
int colourDepth = (texpage >> 7) & 3;
uint32_t Vertices1[] = {
// positions // colors // texture coords
v1.x, v1.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t1.x, t1.y, texpageX, texpageY, clutX, clutY, colourDepth,
v2.x, v2.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices1), Vertices1, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glUniform1i(colourDepthUniform, colourDepth);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
uint32_t Vertices2[] = {
// positions // colors // texture coords // texpage
v2.x, v2.y, 0, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t2.x, t2.y, texpageX, texpageY, clutX, clutY, colourDepth,
v3.x, v3.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t3.x, t3.y, texpageX, texpageY, clutX, clutY, colourDepth,
v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y, texpageX, texpageY, clutX, clutY, colourDepth
//v4.x, v4.y, 0.0f, (((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff), t4.x, t4.y // top left
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, SampleVramTexture);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, VramTexture8);
glActiveTexture(GL_TEXTURE0 + 2); // Texture unit 2
glBindTexture(GL_TEXTURE_2D, VramTexture4);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices2), Vertices2, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
// Colour attribute
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(3 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(6 * sizeof(uint32_t)));
glEnableVertexAttribArray(2);
// texpage attribute
glVertexAttribPointer(3, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(8 * sizeof(uint32_t)));
glEnableVertexAttribArray(3);
// clut attribute
glVertexAttribPointer(4, 2, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(10 * sizeof(uint32_t)));
glEnableVertexAttribArray(4);
// colour depth attribute
glVertexAttribPointer(5, 1, GL_UNSIGNED_INT, GL_FALSE, 13 * sizeof(uint32_t), (void*)(12 * sizeof(uint32_t)));
glEnableVertexAttribArray(5);
glUseProgram(TextureShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
}
void gpu::monochrome_rectangle_dot_opaque() {
uint16_t x = fifo[1] & 0xffff;
uint16_t y = fifo[1] >> 16;
uint32_t colour = fifo[0] & 0xffffff;
debug_printf("[GP0] 1x1 Draw Opaque Monochrome Rectangle (coords: %d;%d colour: 0x%x)\n", x, y, colour);
uint32_t a = (colour >> 15) & 1;
uint32_t b = (((colour) >> 16) & 0xff);
uint32_t g = (((colour) >> 8) & 0xff);
uint32_t r = (((colour) >> 0) & 0xff);
uint32_t rgba = (r << 24) | (g << 16) | (b << 8) | 0xff;
vram_rgb[(y * 1024) + x] = rgba;
// TODO: OpenGL implementation
return;
}
void gpu::monochrome_rectangle_8x8_opaque() {
uint32_t colour = fifo[0] & 0xffffff;
debug_printf("[GP0] Monochrome Rectangle (8x8) (opaque) (colour: 0x%x)\n", colour);
point v1, res, v2, v3, v4;
v1.x = fifo[1] & 0xffff;
v1.y = fifo[1] >> 16;
v2.x = v1.x + 8;
v2.y = v1.y;
v3.x = v1.x;
v3.y = v1.y + 8;
v4.x = v1.x + 8;
v4.y = v1.y + 8;
v1.x += xoffset;
v1.y += yoffset;
v2.x += xoffset;
v2.y += yoffset;
v3.x += xoffset;
v3.y += yoffset;
v4.x += xoffset;
v4.y += yoffset;
uint32_t Vertices1[]{
v1.x, v1.y, 0,
v2.x, v2.y, 0,
v3.x, v3.y, 0,
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff)
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices1), Vertices1, GL_STATIC_DRAW);
glBindVertexArray(VAO);
glVertexAttribIPointer(0, 3, GL_INT, 3 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 3 * sizeof(uint32_t), (void*)(9 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
glUseProgram(ShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
uint32_t Vertices2[]{
v2.x, v2.y, 0.0,
v3.x, v3.y, 0.0,
v4.x, v4.y, 0.0,
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff),
(((colour) >> 0) & 0xff), (((colour) >> 8) & 0xff), (((colour) >> 16) & 0xff)
};
glViewport(0, 0, 1024, 512);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices2), Vertices2, GL_STATIC_DRAW);
glBindVertexArray(VAO);
glVertexAttribIPointer(0, 3, GL_INT, 3 * sizeof(uint32_t), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_UNSIGNED_INT, GL_FALSE, 3 * sizeof(uint32_t), (void*)(9 * sizeof(uint32_t)));
glEnableVertexAttribArray(1);
glUseProgram(ShaderProgram);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
}
void gpu::fill_rectangle() {
debug_printf("[GP0] Fill Rectangle\n");
glViewport(0, 0, 1024, 512);
uint8_t r = (fifo[0] & 0xff);
uint8_t g = ((fifo[0] >> 8) & 0xff);
uint8_t b = ((fifo[0] >> 16) & 0xff);
uint32_t x = fifo[1] & 0xffff;
uint32_t y = fifo[1] >> 16;
uint32_t width = fifo[2] & 0xffff;
uint32_t height = fifo[2] >> 16;
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glClearColor(r / 255.f, g / 255.f, b / 255.f, 1.f);
glScissor(x, y, width, height);
glEnable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
return;
}
void gpu::cpu_to_vram() {
debug_printf("[GP0] Copy Rectangle (CPU to VRAM)\n");
uint32_t resolution = fifo[2];
uint32_t coords = fifo[1];
auto width = resolution & 0xffff;
auto height = resolution >> 16;
xpos = 0;
ypos = 0;
uint32_t size = width * height;
size += 1;
size &= ~1;
cmd_left = size / 2;
gp0_mode = 1;
}
void gpu::vram_to_cpu() {
uint32_t resolution = fifo[2];
uint32_t coords = fifo[1];
auto width = resolution & 0xffff;
auto height = resolution >> 16;
if (width == 0) width = 1024;
if (height == 0) height = 512;
auto x = coords & 0x3ff;
auto y = (coords >> 16) & 0x1ff;
uint32_t size = width * height;
size += 1;
size &= ~1;
}