GPU: Fix texture coordinates when rendering paletted textures

This commit is contained in:
Connor McLaughlin 2019-09-14 22:47:20 +10:00
parent e40393fec4
commit 19d9322e67
5 changed files with 37 additions and 10 deletions

View File

@ -289,7 +289,7 @@ void SDLInterface::RenderDisplay()
if (!m_display_texture) if (!m_display_texture)
return; return;
glViewport(0, 0, m_window_width, m_window_height); glViewport(0, 0, m_window_width, m_window_height - 20);
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST); glDisable(GL_SCISSOR_TEST);

View File

@ -409,6 +409,8 @@ bool GPU::HandleRenderCommand()
ZeroExtend32(words_per_vertex)); ZeroExtend32(words_per_vertex));
DispatchRenderCommand(rc, num_vertices); DispatchRenderCommand(rc, num_vertices);
FlushRender();
UpdateDisplay();
return true; return true;
} }

View File

@ -83,7 +83,7 @@ protected:
u32 bits; u32 bits;
BitField<u32, u32, 0, 23> color_for_first_vertex; BitField<u32, u32, 0, 23> color_for_first_vertex;
BitField<u32, bool, 24, 1> texture_blending_raw; // not valid for lines BitField<u32, bool, 24, 1> texture_blend_disable; // not valid for lines
BitField<u32, bool, 25, 1> transparency_enable; BitField<u32, bool, 25, 1> transparency_enable;
BitField<u32, bool, 26, 1> texture_enable; BitField<u32, bool, 26, 1> texture_enable;
BitField<u32, DrawRectangleSize, 27, 2> rectangle_size; // only for rectangles BitField<u32, DrawRectangleSize, 27, 2> rectangle_size; // only for rectangles
@ -91,6 +91,10 @@ protected:
BitField<u32, bool, 27, 1> polyline; // only for lines BitField<u32, bool, 27, 1> polyline; // only for lines
BitField<u32, bool, 28, 1> shading_enable; // 0 - flat, 1 = gouroud BitField<u32, bool, 28, 1> shading_enable; // 0 - flat, 1 = gouroud
BitField<u32, Primitive, 29, 21> primitive; BitField<u32, Primitive, 29, 21> primitive;
// Helper functions.
bool IsTextureEnabled() const { return (primitive != Primitive::Line && texture_enable); }
bool IsTextureBlendingEnabled() const { return (IsTextureEnabled() && !texture_blend_disable); }
}; };
// TODO: Use BitField to do sign extending instead // TODO: Use BitField to do sign extending instead

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@ -166,6 +166,7 @@ in vec2 a_tex0;
out vec4 v_col0; out vec4 v_col0;
#if TEXTURED #if TEXTURED
uniform vec2 u_tex_scale;
out vec2 v_tex0; out vec2 v_tex0;
#endif #endif
@ -178,7 +179,7 @@ void main()
v_col0 = a_col0; v_col0 = a_col0;
#if TEXTURED #if TEXTURED
v_tex0 = vec2(a_tex0.x / 4, a_tex0.y); v_tex0 = vec2(a_tex0 * u_tex_scale);
#endif #endif
} }
)"; )";

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@ -148,12 +148,12 @@ bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, bool textured, bool blendi
if (!prog.Link()) if (!prog.Link())
return false; return false;
prog.Bind();
if (textured) if (textured)
{ {
prog.Bind();
prog.RegisterUniform("u_tex_scale");
prog.RegisterUniform("samp0"); prog.RegisterUniform("samp0");
prog.Uniform1i(0, 0); prog.Uniform1i(1, 0);
} }
return true; return true;
@ -163,6 +163,29 @@ void GPU_HW_OpenGL::SetProgram(bool textured, bool blending)
{ {
const GL::Program& prog = textured ? (blending ? m_blended_texture_program : m_texture_program) : m_color_program; const GL::Program& prog = textured ? (blending ? m_blended_texture_program : m_texture_program) : m_color_program;
prog.Bind(); prog.Bind();
if (textured)
{
switch (m_texture_config.color_mode)
{
case GPU::TextureColorMode::Palette4Bit:
prog.Uniform2f(0, 1.0f / 4, 1.0f);
break;
case GPU::TextureColorMode::Palette8Bit:
prog.Uniform2f(0, 1.0f / 2, 1.0f);
break;
case GPU::TextureColorMode::Direct16Bit:
prog.Uniform2f(0, 1.0f, 1.0f);
break;
default:
break;
}
m_texture_page_texture->Bind();
}
} }
void GPU_HW_OpenGL::SetViewport() void GPU_HW_OpenGL::SetViewport()
@ -337,13 +360,10 @@ void GPU_HW_OpenGL::FlushRender()
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST); glEnable(GL_SCISSOR_TEST);
glDepthMask(GL_FALSE); glDepthMask(GL_FALSE);
SetProgram(m_batch_command.texture_enable, m_batch_command.texture_blending_raw); SetProgram(m_batch_command.IsTextureEnabled(), m_batch_command.IsTextureBlendingEnabled());
SetViewport(); SetViewport();
SetScissor(); SetScissor();
if (m_batch_command.texture_enable)
m_texture_page_texture->Bind();
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id); glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
glBindVertexArray(m_vao_id); glBindVertexArray(m_vao_id);