mirror of https://github.com/mgba-emu/mgba.git
OpenGL: Fix GLES2 overlay drawing
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0b79184bf3
commit
2e5751ef6f
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@ -81,6 +81,15 @@ static const char* const _nullFragmentShader =
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" gl_FragColor = color;\n"
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"}";
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static const char* const _thruFragmentShader =
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"varying vec2 texCoord;\n"
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"uniform sampler2D tex;\n"
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"void main() {\n"
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" vec4 color = texture2D(tex, texCoord);\n"
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" gl_FragColor = color;\n"
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"}";
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static const char* const _interframeFragmentShader =
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"varying vec2 texCoord;\n"
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"uniform sampler2D tex;\n"
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@ -159,8 +168,9 @@ static void mGLES2ContextInit(struct VideoBackend* v, WHandle handle) {
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uniforms[3].max.fvec3[1] = 1.0f;
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uniforms[3].max.fvec3[2] = 1.0f;
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mGLES2ShaderInit(&context->initialShader, _vertexShader, _fragmentShader, -1, -1, false, uniforms, 4);
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mGLES2ShaderInit(&context->finalShader, 0, 0, 0, 0, false, 0, 0);
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mGLES2ShaderInit(&context->interframeShader, 0, _interframeFragmentShader, -1, -1, false, 0, 0);
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mGLES2ShaderInit(&context->finalShader, 0, 0, 0, 0, false, NULL, 0);
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mGLES2ShaderInit(&context->interframeShader, 0, _interframeFragmentShader, -1, -1, false, NULL, 0);
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mGLES2ShaderInit(&context->overlayShader, _vertexShader, _thruFragmentShader, -1, -1, false, NULL, 0);
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#ifdef BUILD_GLES3
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if (context->initialShader.vao != (GLuint) -1) {
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@ -170,10 +180,17 @@ static void mGLES2ContextInit(struct VideoBackend* v, WHandle handle) {
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glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
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glBindVertexArray(context->interframeShader.vao);
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glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
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glBindVertexArray(context->overlayShader.vao);
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glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
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glBindVertexArray(0);
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}
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#endif
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glDeleteFramebuffers(1, &context->overlayShader.fbo);
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glDeleteTextures(1, &context->overlayShader.tex);
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context->overlayShader.fbo = context->initialShader.fbo;
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context->overlayShader.tex = context->initialShader.tex;
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glDeleteFramebuffers(1, &context->finalShader.fbo);
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glDeleteTextures(1, &context->finalShader.tex);
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context->finalShader.fbo = 0;
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@ -221,8 +238,8 @@ static void mGLES2ContextSetLayerDimensions(struct VideoBackend* v, enum VideoLa
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context->shaders[n].dirty = true;
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}
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}
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context->initialShader.dirty = true;
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context->interframeShader.dirty = true;
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glBindTexture(GL_TEXTURE_2D, context->initialShader.tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, frame.width, frame.height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
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context->width = frame.width;
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context->height = frame.height;
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}
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@ -245,6 +262,8 @@ static void mGLES2ContextDeinit(struct VideoBackend* v) {
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mGLES2ShaderDeinit(&context->initialShader);
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mGLES2ShaderDeinit(&context->finalShader);
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mGLES2ShaderDeinit(&context->interframeShader);
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context->overlayShader.fbo = 0;
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mGLES2ShaderDeinit(&context->overlayShader);
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free(context->initialShader.uniforms);
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}
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@ -321,7 +340,7 @@ static void _drawShaderEx(struct mGLES2Context* context, struct mGLES2Shader* sh
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}
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if (layer >= 0 && layer < VIDEO_LAYER_MAX) {
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glViewport(context->layerDims[layer].x - context->x, context->layerDims[layer].y - context->y, context->layerDims[layer].width, context->layerDims[layer].height);
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glViewport(context->layerDims[layer].x - context->x, context->height - context->layerDims[layer].y - context->layerDims[layer].height + context->y, context->layerDims[layer].width, context->layerDims[layer].height);
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} else {
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glViewport(padW, padH, drawW, drawH);
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}
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@ -423,12 +442,17 @@ void mGLES2ContextDrawFrame(struct VideoBackend* v) {
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context->finalShader.filter = v->filter;
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int layer;
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for (layer = 0; layer <= VIDEO_LAYER_IMAGE; ++layer) {
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for (layer = 0; layer < VIDEO_LAYER_MAX; ++layer) {
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if (context->layerDims[layer].width < 1 || context->layerDims[layer].height < 1) {
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continue;
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}
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glBindTexture(GL_TEXTURE_2D, context->tex[layer]);
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_drawShaderEx(context, &context->initialShader, layer);
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if (layer != VIDEO_LAYER_IMAGE) {
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context->overlayShader.blend = layer > VIDEO_LAYER_BACKGROUND;
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_drawShaderEx(context, &context->overlayShader, layer);
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} else {
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_drawShaderEx(context, &context->initialShader, layer);
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}
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if (layer != VIDEO_LAYER_IMAGE) {
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continue;
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}
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@ -659,10 +683,14 @@ void mGLES2ShaderInit(struct mGLES2Shader* shader, const char* vs, const char* f
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}
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void mGLES2ShaderDeinit(struct mGLES2Shader* shader) {
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glDeleteTextures(1, &shader->tex);
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if (shader->tex) {
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glDeleteTextures(1, &shader->tex);
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}
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glDeleteShader(shader->fragmentShader);
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glDeleteProgram(shader->program);
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glDeleteFramebuffers(1, &shader->fbo);
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if (shader->fbo) {
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glDeleteFramebuffers(1, &shader->fbo);
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}
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#ifdef BUILD_GLES3
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if (shader->vao != (GLuint) -1) {
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glDeleteVertexArrays(1, &shader->vao);
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@ -92,6 +92,7 @@ struct mGLES2Context {
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struct mGLES2Shader initialShader;
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struct mGLES2Shader finalShader;
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struct mGLES2Shader interframeShader;
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struct mGLES2Shader overlayShader;
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struct mGLES2Shader* shaders;
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size_t nShaders;
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