mirror of https://github.com/mgba-emu/mgba.git
GBA Video: Fix two sprite boundary conditions in OpenGL
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7a07b148cb
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97cb18d3fd
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@ -103,6 +103,7 @@ enum {
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GBA_GL_OBJ_VRAM = 2,
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GBA_GL_OBJ_PALETTE,
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GBA_GL_OBJ_CHARBASE,
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GBA_GL_OBJ_TILE,
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GBA_GL_OBJ_STRIDE,
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GBA_GL_OBJ_LOCALPALETTE,
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GBA_GL_OBJ_INFLAGS,
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@ -85,25 +85,37 @@ static const char* const _vertexShader =
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"}";
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static const char* const _renderTile16 =
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"#ifndef VRAM_MASK\n"
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"#define VRAM_MASK\n"
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"#endif\n"
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"int renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
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" int address = charBase + tile * 16 + (localCoord.x >> 2) + (localCoord.y << 1);\n"
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" int halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0).r;\n"
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" int halfrow = texelFetch(vram, ivec2(address & 255, (address >> 8) VRAM_MASK), 0).r;\n"
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" int entry = (halfrow >> (4 * (localCoord.x & 3))) & 15;\n"
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" if (entry == 0) {\n"
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" discard;\n"
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" }\n"
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" return paletteId * 16 + entry;\n"
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"}\n"
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"int mask(int tile) {\n"
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" return tile & 31;\n"
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"}";
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static const char* const _renderTile256 =
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"#ifndef VRAM_MASK\n"
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"#define VRAM_MASK\n"
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"#endif\n"
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"int renderTile(int tile, int paletteId, ivec2 localCoord) {\n"
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" int address = charBase + tile * 32 + (localCoord.x >> 1) + (localCoord.y << 2);\n"
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" int halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0).r;\n"
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" int halfrow = texelFetch(vram, ivec2(address & 255, (address >> 8) VRAM_MASK), 0).r;\n"
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" int entry = (halfrow >> (8 * (localCoord.x & 1))) & 255;\n"
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" if (entry == 0) {\n"
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" discard;\n"
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" }\n"
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" return entry;\n"
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"}"
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"int mask(int tile) {\n"
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" return tile & 15;\n"
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"}";
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static const struct GBAVideoGLUniform _uniformsMode0[] = {
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@ -167,7 +179,7 @@ static const char* const _renderMode0 =
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" int tile = map & 1023;\n"
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" int paletteEntry = renderTile(tile, map >> 12, coord & 7);\n"
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" color = texelFetch(palette, ivec2(paletteEntry, int(texCoord.y)), 0);\n"
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"}";
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"}\n";
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static const char* const _fetchTileOverflow =
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"int fetchTile(ivec2 coord) {\n"
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@ -415,6 +427,7 @@ static const struct GBAVideoGLUniform _uniformsObj[] = {
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{ "objwin", GBA_GL_OBJ_OBJWIN, },
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{ "mosaic", GBA_GL_OBJ_MOSAIC, },
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{ "cyclesRemaining", GBA_GL_OBJ_CYCLES, },
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{ "tile", GBA_GL_OBJ_TILE, },
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{ 0 }
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};
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@ -424,6 +437,7 @@ static const char* const _renderObj =
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"uniform isampler2D vram;\n"
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"uniform sampler2D palette;\n"
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"uniform int charBase;\n"
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"uniform int tile;\n"
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"uniform int stride;\n"
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"uniform int localPalette;\n"
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"uniform ivec4 inflags;\n"
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@ -437,6 +451,8 @@ static const char* const _renderObj =
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"OUT(2) out ivec4 window;\n"
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"int renderTile(int tile, int paletteId, ivec2 localCoord);\n"
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"int mask(int);\n"
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"#define VRAM_MASK & 191\n"
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"void main() {\n"
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" vec2 incoord = texCoord;\n"
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@ -461,12 +477,12 @@ static const char* const _renderObj =
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" if ((coord & ~(dims.xy - 1)) != ivec2(0, 0)) {\n"
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" discard;\n"
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" }\n"
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" int paletteEntry = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, localPalette, coord & 7);\n"
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" int paletteEntry = renderTile(mask((coord.x >> 3) + tile) + (coord.y >> 3) * stride, localPalette, coord & 7);\n"
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" color = texelFetch(palette, ivec2(paletteEntry + 256, int(texCoord.y) + mosaic.w), 0);\n"
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" flags = inflags;\n"
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" gl_FragDepth = float(flags.x) / 16.;\n"
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" window = ivec4(objwin, 0);\n"
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"}";
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"}\n";
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static const struct GBAVideoGLUniform _uniformsObjPriority[] = {
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{ "loc", GBA_GL_VS_LOC, },
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@ -1709,6 +1725,15 @@ void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GB
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int align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
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unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10;
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unsigned tile = 0;
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if (!GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt)) {
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if (GBAObjAttributesAIs256Color(sprite->a)) {
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tile = (charBase >> 5) & 0xF;
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} else {
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tile = (charBase >> 4) & 0x1F;
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}
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charBase &= ~0x1FF;
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}
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int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> 3) : (0x20 >> GBAObjAttributesAGet256Color(sprite->a));
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int totalWidth = width;
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@ -1744,6 +1769,7 @@ void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GB
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glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0);
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glUniform1i(uniforms[GBA_GL_OBJ_PALETTE], 1);
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glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
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glUniform1i(uniforms[GBA_GL_OBJ_TILE], tile);
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glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
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glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
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glUniform4i(uniforms[GBA_GL_OBJ_INFLAGS], GBAObjAttributesCGetPriority(sprite->c),
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