mirror of https://github.com/mgba-emu/mgba.git
OpenGL: Export output buffer size to shader
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7b979a679e
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@ -301,7 +301,8 @@ void _drawShader(struct mGLES2Context* context, struct mGLES2Shader* shader) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
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glUseProgram(shader->program);
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glUniform1i(shader->texLocation, 0);
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glUniform2f(shader->texSizeLocation, context->d.width - padW, context->d.height - padH);
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glUniform2f(shader->texSizeLocation, context->d.width, context->d.height);
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glUniform2f(shader->outputSizeLocation, drawW, drawH);
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#ifdef BUILD_GLES3
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if (shader->vao != (GLuint) -1) {
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glBindVertexArray(shader->vao);
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@ -532,6 +533,7 @@ void mGLES2ShaderInit(struct mGLES2Shader* shader, const char* vs, const char* f
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shader->texLocation = glGetUniformLocation(shader->program, "tex");
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shader->texSizeLocation = glGetUniformLocation(shader->program, "texSize");
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shader->positionLocation = glGetAttribLocation(shader->program, "position");
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shader->outputSizeLocation = glGetUniformLocation(shader->program, "outputSize");
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size_t i;
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for (i = 0; i < shader->nUniforms; ++i) {
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shader->uniforms[i].location = glGetUniformLocation(shader->program, shader->uniforms[i].name);
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@ -70,6 +70,7 @@ struct mGLES2Shader {
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GLuint texLocation;
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GLuint texSizeLocation;
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GLuint positionLocation;
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GLuint outputSizeLocation;
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struct mGLES2Uniform* uniforms;
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size_t nUniforms;
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