mirror of https://github.com/mgba-emu/mgba.git
GBA Video: Fix OBJWIN erratic rendering in OpenGL renderer
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@ -45,6 +45,7 @@ Emulation fixes:
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- GBA Video: Fix Hblank timing
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- GBA Video: Implement green swap (fixes mgba.io/i/1609)
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- GBA Video: Emulate sprite cycle limits in OpenGL renderer (fixes mgba.io/i/1635)
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- GBA Video: Fix OBJWIN erratic rendering in OpenGL renderer
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- SM83: Emulate HALT bug
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Other fixes:
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- 3DS: Fix thread cleanup
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@ -426,7 +426,7 @@ static const char* const _renderObj =
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"uniform ivec4 inflags;\n"
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"uniform mat2x2 transform;\n"
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"uniform ivec4 dims;\n"
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"uniform ivec4 objwin;\n"
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"uniform ivec3 objwin;\n"
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"uniform ivec4 mosaic;\n"
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"uniform int cyclesRemaining[160];\n"
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"OUT(0) out vec4 color;\n"
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@ -459,7 +459,7 @@ static const char* const _renderObj =
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" color = pix;\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.yzw, 0);\n"
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" window = ivec4(objwin, 0);\n"
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"}";
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static const struct GBAVideoGLUniform _uniformsObjPriority[] = {
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@ -1428,7 +1428,6 @@ void _drawScanlines(struct GBAVideoGLRenderer* glRenderer, int y) {
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GBAVideoGLRendererDrawWindow(glRenderer, y);
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if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glEnable(GL_STENCIL_TEST);
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glDepthFunc(GL_LESS);
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for (i = 0; i < glRenderer->oamMax; ++i) {
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struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
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@ -1716,20 +1715,21 @@ void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GB
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glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { flipX, 0, 0, flipY });
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}
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glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
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glDisable(GL_STENCIL_TEST);
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if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
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// OBJWIN writes do not affect pixel priority
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glStencilMask(GL_FALSE);
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int window = renderer->objwin & 0x3F;
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glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 1, window, renderer->bldb, renderer->bldy);
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glUniform3i(uniforms[GBA_GL_OBJ_OBJWIN], window, renderer->bldb, renderer->bldy);
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glDrawBuffers(3, (GLenum[]) { GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT2 });
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} else {
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glStencilMask(GL_TRUE);
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glStencilFunc(GL_ALWAYS, 1, 1);
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glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0, 0);
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glUniform3i(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0);
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glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
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}
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if (GBAObjAttributesAIsMosaic(sprite->a) && GBAObjAttributesAGetMode(sprite->a) != OBJ_MODE_OBJWIN) {
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@ -1749,6 +1749,7 @@ void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GB
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// Update the pixel priority for already-written pixels
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shader = &renderer->objShader[2];
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uniforms = shader->uniforms;
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_EQUAL, 1, 1);
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glUseProgram(shader->program);
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glDrawBuffers(2, (GLenum[]) { GL_NONE, GL_COLOR_ATTACHMENT1 });
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