mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2025-07-16 02:40:06 -06:00
BAHAHAHAHAHAHAHAA
This commit is contained in:
@ -21,6 +21,7 @@
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#include "NDS.h"
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#include "GPU.h"
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#include "OpenGLSupport.h"
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#include "GPU3D_OpenGL43_shaders.h"
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namespace GPU3D
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{
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@ -33,631 +34,6 @@ namespace GLRenderer43
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// * UBO: 3.1
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// * glMemoryBarrier: 4.2
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// TODO: consider other way to handle uniforms (UBO?)
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#define kShaderHeader "#version 430"
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const char* kClearVS = kShaderHeader R"(
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layout(location=0) in vec2 vPosition;
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layout(location=1) uniform uint uDepth;
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void main()
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{
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float fdepth = (float(uDepth) / 8388608.0) - 1.0;
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gl_Position = vec4(vPosition, fdepth, 1.0);
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}
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)";
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const char* kClearFS = kShaderHeader R"(
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layout(location=0) uniform uvec4 uColor;
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layout(location=2) uniform uint uOpaquePolyID;
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layout(location=3) uniform uint uFogFlag;
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layout(location=0) out vec4 oColor;
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layout(location=1) out uvec3 oAttr;
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void main()
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{
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oColor = vec4(uColor).bgra / 31.0;
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oAttr.r = 0;
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oAttr.g = uOpaquePolyID;
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oAttr.b = 0;
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}
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)";
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const char* kRenderVSCommon = R"(
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layout(std140, binding=0) uniform uConfig
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{
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vec2 uScreenSize;
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uint uDispCnt;
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vec4 uToonColors[32];
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};
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layout(location=0) in uvec4 vPosition;
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layout(location=1) in uvec4 vColor;
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layout(location=2) in ivec2 vTexcoord;
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layout(location=3) in uvec3 vPolygonAttr;
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smooth out vec4 fColor;
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smooth out vec2 fTexcoord;
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flat out uvec3 fPolygonAttr;
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)";
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const char* kRenderFSCommon = R"(
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layout(binding=0) uniform usampler2D TexMem;
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layout(binding=1) uniform sampler2D TexPalMem;
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layout(std140, binding=0) uniform uConfig
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{
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vec2 uScreenSize;
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uint uDispCnt;
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vec4 uToonColors[32];
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};
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smooth in vec4 fColor;
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smooth in vec2 fTexcoord;
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flat in uvec3 fPolygonAttr;
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layout(location=0) out vec4 oColor;
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layout(location=1) out uvec3 oAttr;
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int TexcoordWrap(int c, int maxc, uint mode)
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{
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if ((mode & (1<<0)) != 0)
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{
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if ((mode & (1<<2)) != 0 && (c & maxc) != 0)
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return (maxc-1) - (c & (maxc-1));
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else
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return (c & (maxc-1));
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}
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else
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return clamp(c, 0, maxc-1);
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}
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vec4 TextureFetch_A3I5(ivec2 addr, ivec4 st, uint wrapmode)
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{
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st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
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st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
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addr.x += ((st.y * st.z) + st.x);
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uvec4 pixel = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
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pixel.a = (pixel.r & 0xE0);
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pixel.a = (pixel.a >> 3) + (pixel.a >> 6);
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pixel.r &= 0x1F;
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addr.y = (addr.y << 3) + int(pixel.r);
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vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4(color.rgb, float(pixel.a)/31.0);
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}
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vec4 TextureFetch_I2(ivec2 addr, ivec4 st, uint wrapmode, float alpha0)
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{
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st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
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st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
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addr.x += ((st.y * st.z) + st.x) >> 2;
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uvec4 pixel = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
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pixel.r >>= (2 * (st.x & 3));
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pixel.r &= 0x03;
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addr.y = (addr.y << 2) + int(pixel.r);
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vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4(color.rgb, max(step(1,pixel.r),alpha0));
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}
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vec4 TextureFetch_I4(ivec2 addr, ivec4 st, uint wrapmode, float alpha0)
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{
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st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
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st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
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addr.x += ((st.y * st.z) + st.x) >> 1;
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uvec4 pixel = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
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if ((st.x & 1) != 0) pixel.r >>= 4;
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else pixel.r &= 0x0F;
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addr.y = (addr.y << 3) + int(pixel.r);
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vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4(color.rgb, max(step(1,pixel.r),alpha0));
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}
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vec4 TextureFetch_I8(ivec2 addr, ivec4 st, uint wrapmode, float alpha0)
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{
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st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
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st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
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addr.x += ((st.y * st.z) + st.x);
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uvec4 pixel = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
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addr.y = (addr.y << 3) + int(pixel.r);
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vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4(color.rgb, max(step(1,pixel.r),alpha0));
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}
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vec4 TextureFetch_Compressed(ivec2 addr, ivec4 st, uint wrapmode)
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{
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st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
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st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
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addr.x += ((st.y & 0x3FC) * (st.z>>2)) + (st.x & 0x3FC) + (st.y & 0x3);
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uvec4 p = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
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uint val = (p.r >> (2 * (st.x & 0x3))) & 0x3;
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int slot1addr = 0x20000 + ((addr.x & 0x1FFFC) >> 1);
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if (addr.x >= 0x40000) slot1addr += 0x10000;
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uint palinfo;
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p = texelFetch(TexMem, ivec2(slot1addr&0x3FF, slot1addr>>10), 0);
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palinfo = p.r;
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slot1addr++;
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p = texelFetch(TexMem, ivec2(slot1addr&0x3FF, slot1addr>>10), 0);
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palinfo |= (p.r << 8);
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addr.y = (addr.y << 3) + ((int(palinfo) & 0x3FFF) << 1);
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palinfo >>= 14;
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if (val == 0)
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{
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vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4(color.rgb, 1.0);
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}
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else if (val == 1)
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{
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addr.y++;
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vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4(color.rgb, 1.0);
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}
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else if (val == 2)
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{
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if (palinfo == 1)
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{
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vec4 color0 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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addr.y++;
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vec4 color1 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4((color0.rgb + color1.rgb) / 2.0, 1.0);
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}
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else if (palinfo == 3)
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{
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vec4 color0 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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addr.y++;
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vec4 color1 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4((color0.rgb*5.0 + color1.rgb*3.0) / 8.0, 1.0);
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}
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else
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{
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addr.y += 2;
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vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4(color.rgb, 1.0);
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}
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}
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else
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{
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if (palinfo == 2)
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{
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addr.y += 3;
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vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4(color.rgb, 1.0);
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}
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else if (palinfo == 3)
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{
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vec4 color0 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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addr.y++;
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vec4 color1 = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4((color0.rgb*3.0 + color1.rgb*5.0) / 8.0, 1.0);
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}
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else
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{
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return vec4(0.0);
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}
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}
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}
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vec4 TextureFetch_A5I3(ivec2 addr, ivec4 st, uint wrapmode)
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{
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st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
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st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
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addr.x += ((st.y * st.z) + st.x);
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uvec4 pixel = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
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pixel.a = (pixel.r & 0xF8) >> 3;
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pixel.r &= 0x07;
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addr.y = (addr.y << 3) + int(pixel.r);
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vec4 color = texelFetch(TexPalMem, ivec2(addr.y&0x3FF, addr.y>>10), 0);
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return vec4(color.rgb, float(pixel.a)/31.0);
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}
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vec4 TextureFetch_Direct(ivec2 addr, ivec4 st, uint wrapmode)
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{
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st.x = TexcoordWrap(st.x, st.z, wrapmode>>0);
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st.y = TexcoordWrap(st.y, st.w, wrapmode>>1);
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addr.x += ((st.y * st.z) + st.x) << 1;
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uvec4 pixelL = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
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addr.x++;
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uvec4 pixelH = texelFetch(TexMem, ivec2(addr.x&0x3FF, addr.x>>10), 0);
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vec4 color;
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color.r = float(pixelL.r & 0x1F) / 31.0;
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color.g = float((pixelL.r >> 5) | ((pixelH.r & 0x03) << 3)) / 31.0;
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color.b = float((pixelH.r & 0x7C) >> 2) / 31.0;
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color.a = float(pixelH.r >> 7);
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return color;
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}
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vec4 TextureLookup_Nearest(vec2 st)
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{
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uint attr = fPolygonAttr.y;
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uint paladdr = fPolygonAttr.z;
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float alpha0;
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if ((attr & (1<<29)) != 0) alpha0 = 0.0;
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else alpha0 = 1.0;
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int tw = 8 << int((attr >> 20) & 0x7);
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int th = 8 << int((attr >> 23) & 0x7);
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ivec4 st_full = ivec4(ivec2(st), tw, th);
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ivec2 vramaddr = ivec2(int(attr & 0xFFFF) << 3, int(paladdr));
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uint wrapmode = attr >> 16;
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uint type = (attr >> 26) & 0x7;
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if (type == 5) return TextureFetch_Compressed(vramaddr, st_full, wrapmode);
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else if (type == 2) return TextureFetch_I2 (vramaddr, st_full, wrapmode, alpha0);
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else if (type == 3) return TextureFetch_I4 (vramaddr, st_full, wrapmode, alpha0);
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else if (type == 4) return TextureFetch_I8 (vramaddr, st_full, wrapmode, alpha0);
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else if (type == 1) return TextureFetch_A3I5 (vramaddr, st_full, wrapmode);
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else if (type == 6) return TextureFetch_A5I3 (vramaddr, st_full, wrapmode);
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else return TextureFetch_Direct (vramaddr, st_full, wrapmode);
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}
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vec4 TextureLookup_Linear(vec2 texcoord)
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{
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ivec2 intpart = ivec2(texcoord);
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vec2 fracpart = fract(texcoord);
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uint attr = fPolygonAttr.y;
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uint paladdr = fPolygonAttr.z;
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float alpha0;
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if ((attr & (1<<29)) != 0) alpha0 = 0.0;
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else alpha0 = 1.0;
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int tw = 8 << int((attr >> 20) & 0x7);
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int th = 8 << int((attr >> 23) & 0x7);
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ivec4 st_full = ivec4(intpart, tw, th);
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ivec2 vramaddr = ivec2(int(attr & 0xFFFF) << 3, int(paladdr));
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uint wrapmode = attr >> 16;
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vec4 A, B, C, D;
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uint type = (attr >> 26) & 0x7;
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if (type == 5)
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{
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A = TextureFetch_Compressed(vramaddr, st_full , wrapmode);
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B = TextureFetch_Compressed(vramaddr, st_full + ivec4(1,0,0,0), wrapmode);
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C = TextureFetch_Compressed(vramaddr, st_full + ivec4(0,1,0,0), wrapmode);
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D = TextureFetch_Compressed(vramaddr, st_full + ivec4(1,1,0,0), wrapmode);
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}
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else if (type == 2)
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{
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A = TextureFetch_I2(vramaddr, st_full , wrapmode, alpha0);
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B = TextureFetch_I2(vramaddr, st_full + ivec4(1,0,0,0), wrapmode, alpha0);
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C = TextureFetch_I2(vramaddr, st_full + ivec4(0,1,0,0), wrapmode, alpha0);
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D = TextureFetch_I2(vramaddr, st_full + ivec4(1,1,0,0), wrapmode, alpha0);
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}
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else if (type == 3)
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{
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A = TextureFetch_I4(vramaddr, st_full , wrapmode, alpha0);
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B = TextureFetch_I4(vramaddr, st_full + ivec4(1,0,0,0), wrapmode, alpha0);
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C = TextureFetch_I4(vramaddr, st_full + ivec4(0,1,0,0), wrapmode, alpha0);
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D = TextureFetch_I4(vramaddr, st_full + ivec4(1,1,0,0), wrapmode, alpha0);
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}
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else if (type == 4)
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{
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A = TextureFetch_I8(vramaddr, st_full , wrapmode, alpha0);
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||||
B = TextureFetch_I8(vramaddr, st_full + ivec4(1,0,0,0), wrapmode, alpha0);
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||||
C = TextureFetch_I8(vramaddr, st_full + ivec4(0,1,0,0), wrapmode, alpha0);
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D = TextureFetch_I8(vramaddr, st_full + ivec4(1,1,0,0), wrapmode, alpha0);
|
||||
}
|
||||
else if (type == 1)
|
||||
{
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||||
A = TextureFetch_A3I5(vramaddr, st_full , wrapmode);
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B = TextureFetch_A3I5(vramaddr, st_full + ivec4(1,0,0,0), wrapmode);
|
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C = TextureFetch_A3I5(vramaddr, st_full + ivec4(0,1,0,0), wrapmode);
|
||||
D = TextureFetch_A3I5(vramaddr, st_full + ivec4(1,1,0,0), wrapmode);
|
||||
}
|
||||
else if (type == 6)
|
||||
{
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||||
A = TextureFetch_A5I3(vramaddr, st_full , wrapmode);
|
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B = TextureFetch_A5I3(vramaddr, st_full + ivec4(1,0,0,0), wrapmode);
|
||||
C = TextureFetch_A5I3(vramaddr, st_full + ivec4(0,1,0,0), wrapmode);
|
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D = TextureFetch_A5I3(vramaddr, st_full + ivec4(1,1,0,0), wrapmode);
|
||||
}
|
||||
else
|
||||
{
|
||||
A = TextureFetch_Direct(vramaddr, st_full , wrapmode);
|
||||
B = TextureFetch_Direct(vramaddr, st_full + ivec4(1,0,0,0), wrapmode);
|
||||
C = TextureFetch_Direct(vramaddr, st_full + ivec4(0,1,0,0), wrapmode);
|
||||
D = TextureFetch_Direct(vramaddr, st_full + ivec4(1,1,0,0), wrapmode);
|
||||
}
|
||||
|
||||
float fx = fracpart.x;
|
||||
vec4 AB;
|
||||
if (A.a < (0.5/31.0) && B.a < (0.5/31.0))
|
||||
AB = vec4(0);
|
||||
else
|
||||
{
|
||||
//if (A.a < (0.5/31.0) || B.a < (0.5/31.0))
|
||||
// fx = step(0.5, fx);
|
||||
|
||||
AB = mix(A, B, fx);
|
||||
}
|
||||
|
||||
fx = fracpart.x;
|
||||
vec4 CD;
|
||||
if (C.a < (0.5/31.0) && D.a < (0.5/31.0))
|
||||
CD = vec4(0);
|
||||
else
|
||||
{
|
||||
//if (C.a < (0.5/31.0) || D.a < (0.5/31.0))
|
||||
// fx = step(0.5, fx);
|
||||
|
||||
CD = mix(C, D, fx);
|
||||
}
|
||||
|
||||
fx = fracpart.y;
|
||||
vec4 ret;
|
||||
if (AB.a < (0.5/31.0) && CD.a < (0.5/31.0))
|
||||
ret = vec4(0);
|
||||
else
|
||||
{
|
||||
//if (AB.a < (0.5/31.0) || CD.a < (0.5/31.0))
|
||||
// fx = step(0.5, fx);
|
||||
|
||||
ret = mix(AB, CD, fx);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
vec4 FinalColor()
|
||||
{
|
||||
vec4 col;
|
||||
vec4 vcol = fColor;
|
||||
uint blendmode = (fPolygonAttr.x >> 4) & 0x3;
|
||||
|
||||
if (blendmode == 2)
|
||||
{
|
||||
if ((uDispCnt & (1<<1)) == 0)
|
||||
{
|
||||
// toon
|
||||
vec3 tooncolor = uToonColors[int(vcol.r * 31)].rgb;
|
||||
vcol.rgb = tooncolor;
|
||||
}
|
||||
else
|
||||
{
|
||||
// highlight
|
||||
vcol.rgb = vcol.rrr;
|
||||
}
|
||||
}
|
||||
|
||||
if ((((fPolygonAttr.y >> 26) & 0x7) == 0) || ((uDispCnt & (1<<0)) == 0))
|
||||
{
|
||||
// no texture
|
||||
col = vcol;
|
||||
}
|
||||
else
|
||||
{
|
||||
vec4 tcol = TextureLookup_Nearest(fTexcoord);
|
||||
//vec4 tcol = TextureLookup_Linear(fTexcoord);
|
||||
|
||||
if ((blendmode & 1) != 0)
|
||||
{
|
||||
// decal
|
||||
col.rgb = (tcol.rgb * tcol.a) + (vcol.rgb * (1.0-tcol.a));
|
||||
col.a = vcol.a;
|
||||
}
|
||||
else
|
||||
{
|
||||
// modulate
|
||||
col = vcol * tcol;
|
||||
}
|
||||
}
|
||||
|
||||
if (blendmode == 2)
|
||||
{
|
||||
if ((uDispCnt & (1<<1)) != 0)
|
||||
{
|
||||
vec3 tooncolor = uToonColors[int(vcol.r * 31)].rgb;
|
||||
col.rgb = min(col.rgb + tooncolor, 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
return col.bgra;
|
||||
}
|
||||
)";
|
||||
|
||||
|
||||
const char* kRenderVS_Z = R"(
|
||||
|
||||
void main()
|
||||
{
|
||||
uint attr = vPolygonAttr.x;
|
||||
uint zshift = (attr >> 16) & 0x1F;
|
||||
|
||||
vec4 fpos;
|
||||
fpos.xy = ((vec2(vPosition.xy) * 2.0) / uScreenSize) - 1.0;
|
||||
fpos.z = (float(vPosition.z << zshift) / 8388608.0) - 1.0;
|
||||
fpos.w = float(vPosition.w) / 65536.0f;
|
||||
fpos.xyz *= fpos.w;
|
||||
|
||||
fColor = vec4(vColor) / vec4(255.0,255.0,255.0,31.0);
|
||||
fTexcoord = vec2(vTexcoord) / 16.0;
|
||||
fPolygonAttr = vPolygonAttr;
|
||||
|
||||
gl_Position = fpos;
|
||||
}
|
||||
)";
|
||||
|
||||
const char* kRenderVS_W = R"(
|
||||
|
||||
smooth out float fZ;
|
||||
|
||||
void main()
|
||||
{
|
||||
uint attr = vPolygonAttr.x;
|
||||
uint zshift = (attr >> 16) & 0x1F;
|
||||
|
||||
vec4 fpos;
|
||||
fpos.xy = ((vec2(vPosition.xy) * 2.0) / uScreenSize) - 1.0;
|
||||
fZ = float(vPosition.z << zshift) / 16777216.0;
|
||||
fpos.w = float(vPosition.w) / 65536.0f;
|
||||
fpos.xy *= fpos.w;
|
||||
|
||||
fColor = vec4(vColor) / vec4(255.0,255.0,255.0,31.0);
|
||||
fTexcoord = vec2(vTexcoord) / 16.0;
|
||||
fPolygonAttr = vPolygonAttr;
|
||||
|
||||
gl_Position = fpos;
|
||||
}
|
||||
)";
|
||||
|
||||
|
||||
const char* kRenderFS_ZO = R"(
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = FinalColor();
|
||||
if (col.a < 30.5/31) discard;
|
||||
|
||||
oColor = col;
|
||||
oAttr.g = (fPolygonAttr.x >> 24) & 0x3F;
|
||||
}
|
||||
)";
|
||||
|
||||
const char* kRenderFS_WO = R"(
|
||||
|
||||
smooth in float fZ;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = FinalColor();
|
||||
if (col.a < 30.5/31) discard;
|
||||
|
||||
oColor = col;
|
||||
oAttr.g = (fPolygonAttr.x >> 24) & 0x3F;
|
||||
gl_FragDepth = fZ;
|
||||
}
|
||||
)";
|
||||
|
||||
const char* kRenderFS_ZT = R"(
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = FinalColor();
|
||||
if (col.a < 0.5/31) discard;
|
||||
if (col.a >= 30.5/31) discard;
|
||||
|
||||
oColor = col;
|
||||
oAttr.g = 0xFF;
|
||||
}
|
||||
)";
|
||||
|
||||
const char* kRenderFS_WT = R"(
|
||||
|
||||
smooth in float fZ;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = FinalColor();
|
||||
if (col.a < 0.5/31) discard;
|
||||
if (col.a >= 30.5/31) discard;
|
||||
|
||||
oColor = col;
|
||||
oAttr.g = 0xFF;
|
||||
gl_FragDepth = fZ;
|
||||
}
|
||||
)";
|
||||
|
||||
const char* kRenderFS_ZSM = R"(
|
||||
|
||||
void main()
|
||||
{
|
||||
oColor = vec4(0,0,0,1);
|
||||
oAttr.g = 0xFF;
|
||||
oAttr.b = 1;
|
||||
}
|
||||
)";
|
||||
|
||||
const char* kRenderFS_WSM = R"(
|
||||
|
||||
smooth in float fZ;
|
||||
|
||||
void main()
|
||||
{
|
||||
oColor = vec4(0,0,0,1);
|
||||
oAttr.g = 0xFF;
|
||||
oAttr.b = 1;
|
||||
gl_FragDepth = fZ;
|
||||
}
|
||||
)";
|
||||
|
||||
const char* kRenderFS_ZS = R"(
|
||||
|
||||
layout(binding=2) uniform usampler2D iAttrTex;
|
||||
//layout(origin_upper_left) in vec4 gl_FragCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = FinalColor();
|
||||
if (col.a < 0.5/31) discard;
|
||||
if (col.a >= 30.5/31) discard;
|
||||
|
||||
uvec4 iAttr = texelFetch(iAttrTex, ivec2(gl_FragCoord.xy), 0);
|
||||
if (iAttr.b != 1) discard;
|
||||
if (iAttr.g == ((fPolygonAttr.x >> 24) & 0x3F)) discard;
|
||||
|
||||
oColor = col;
|
||||
}
|
||||
)";
|
||||
|
||||
const char* kRenderFS_WS = R"(
|
||||
|
||||
layout(binding=2) uniform usampler2D iAttrTex;
|
||||
//layout(origin_upper_left) in vec4 gl_FragCoord;
|
||||
|
||||
smooth in float fZ;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = FinalColor();
|
||||
if (col.a < 0.5/31) discard;
|
||||
if (col.a >= 30.5/31) discard;
|
||||
|
||||
uvec4 iAttr = texelFetch(iAttrTex, ivec2(gl_FragCoord.xy), 0);
|
||||
if (iAttr.b != 1) discard;
|
||||
if (iAttr.g == ((fPolygonAttr.x >> 24) & 0x3F)) discard;
|
||||
|
||||
oColor = col;
|
||||
gl_FragDepth = fZ;
|
||||
}
|
||||
)";
|
||||
|
||||
|
||||
enum
|
||||
{
|
||||
@ -721,6 +97,7 @@ GLuint TexMemID;
|
||||
GLuint TexPalMemID;
|
||||
|
||||
int ScaleFactor;
|
||||
bool Accelerated;
|
||||
int ScreenW, ScreenH;
|
||||
|
||||
GLuint FramebufferTex[4];
|
||||
@ -968,9 +345,10 @@ void Reset()
|
||||
//
|
||||
}
|
||||
|
||||
void SetScale(int scale)
|
||||
void SetDisplaySettings(int scale, bool accel)
|
||||
{
|
||||
ScaleFactor = scale;
|
||||
Accelerated = accel;
|
||||
|
||||
// TODO: antialiasing setting
|
||||
ScreenW = 256 << scale;
|
||||
@ -986,10 +364,12 @@ void SetScale(int scale)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW/2, ScreenH/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
|
||||
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
|
||||
glBufferData(GL_PIXEL_PACK_BUFFER, ScreenW*ScreenH*4, NULL, GL_DYNAMIC_READ);
|
||||
if (accel) glBufferData(GL_PIXEL_PACK_BUFFER, ScreenW*ScreenH*4, NULL, GL_DYNAMIC_READ);
|
||||
else glBufferData(GL_PIXEL_PACK_BUFFER, 256*192, NULL, GL_DYNAMIC_READ);
|
||||
|
||||
if (Framebuffer) delete[] Framebuffer;
|
||||
Framebuffer = new u32[ScreenW*ScreenH];
|
||||
if (accel) Framebuffer = new u32[256*192];
|
||||
else Framebuffer = new u32[ScreenW*ScreenH];
|
||||
}
|
||||
|
||||
|
||||
@ -1533,5 +913,10 @@ u32* GetLine(int line)
|
||||
return &Framebuffer[stride * line];
|
||||
}
|
||||
|
||||
void SetupAccelFrame()
|
||||
{
|
||||
//
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user