OpenGL: add support for changing BG0HOFS midframe. fixes #2072
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626d2379bc
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@ -254,7 +254,11 @@ void SoftRenderer::DrawScanline(u32 line, Unit* unit)
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if (GPU.GPU3D.IsRendererAccelerated())
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{
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dst[256*3] = masterBrightness | (CurUnit->DispCnt & 0x30000);
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u32 xpos = GPU.GPU3D.GetRenderXPos();
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dst[256*3] = masterBrightness |
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(CurUnit->DispCnt & 0x30000) |
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(xpos << 24) | ((xpos & 0x100) << 15);
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return;
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}
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@ -51,7 +51,6 @@ std::optional<GLCompositor> GLCompositor::New() noexcept
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GLCompositor::GLCompositor(GLuint compShader) noexcept : CompShader(compShader)
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{
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CompScaleLoc = glGetUniformLocation(CompShader, "u3DScale");
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Comp3DXPosLoc = glGetUniformLocation(CompShader, "u3DXPos");
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glUseProgram(CompShader);
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GLuint screenTextureUniform = glGetUniformLocation(CompShader, "ScreenTex");
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@ -140,7 +139,6 @@ GLCompositor::GLCompositor(GLCompositor&& other) noexcept :
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ScreenH(other.ScreenH),
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ScreenW(other.ScreenW),
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CompScaleLoc(other.CompScaleLoc),
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Comp3DXPosLoc(other.Comp3DXPosLoc),
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CompVertices(other.CompVertices),
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CompShader(other.CompShader),
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CompVertexBufferID(other.CompVertexBufferID),
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@ -165,7 +163,6 @@ GLCompositor& GLCompositor::operator=(GLCompositor&& other) noexcept
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ScreenH = other.ScreenH;
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ScreenW = other.ScreenW;
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CompScaleLoc = other.CompScaleLoc;
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Comp3DXPosLoc = other.Comp3DXPosLoc;
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CompVertices = other.CompVertices;
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// Clean up these resources before overwriting them
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@ -258,9 +255,6 @@ void GLCompositor::RenderFrame(const GPU& gpu, Renderer3D& renderer) noexcept
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glUseProgram(CompShader);
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glUniform1ui(CompScaleLoc, Scale);
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// TODO: support setting this midframe, if ever needed
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glUniform1i(Comp3DXPosLoc, ((int)gpu.GPU3D.GetRenderXPos() << 23) >> 23);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, CompScreenInputTex);
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@ -52,7 +52,6 @@ private:
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GLuint CompShader {};
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GLuint CompScaleLoc = 0;
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GLuint Comp3DXPosLoc = 0;
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GLuint CompVertexBufferID = 0;
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GLuint CompVertexArrayID = 0;
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@ -43,7 +43,6 @@ void main()
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const char* kCompositorFS_Nearest = R"(#version 140
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uniform uint u3DScale;
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uniform int u3DXPos;
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uniform usampler2D ScreenTex;
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uniform sampler2D _3DTex;
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@ -56,11 +55,13 @@ void main()
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{
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ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
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float _3dxpos = float(u3DXPos);
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ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0));
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int dispmode = mbright.b & 0x3;
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// mbright.a == HOFS bit0..7
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// mbright.b bit7 == HOFS bit8 (sign)
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float _3dxpos = float(mbright.a - ((mbright.b & 0x80) * 2));
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if (dispmode == 1)
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{
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ivec4 val1 = pixel;
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