mirror of https://github.com/mgba-emu/mgba.git
GBA Video: Fix OpenGL fragment data binding
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5a543b2a64
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CHANGES
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CHANGES
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@ -101,6 +101,7 @@ Other fixes:
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- 3DS: Fix screen darkening (fixes mgba.io/i/1562)
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- Core: Fix uninitialized memory issues with graphics caches
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- Core: Return null for out of bounds cached tile VRAM querying
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- GBA Video: Fix OpenGL fragment data binding
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- Debugger: Fix tracing skipping instructions (fixes mgba.io/i/1614)
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- OpenGL: Only invalidate texture if dimensions change (fixes mgba.io/i/1612)
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- Qt: Fix fast forward mute being reset (fixes mgba.io/i/1574)
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@ -696,7 +696,7 @@ void GBAVideoGLRendererCreate(struct GBAVideoGLRenderer* renderer) {
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renderer->scale = 1;
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}
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static void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVideoGLShader* shader, const char** shaderBuffer, int shaderBufferLines, GLuint vs, const struct GBAVideoGLUniform* uniforms, char* log) {
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static void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVideoGLShader* shader, const char** shaderBuffer, int shaderBufferLines, GLuint vs, const struct GBAVideoGLUniform* uniforms, const char* const* outFrags, char* log) {
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GLuint program = glCreateProgram();
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shader->program = program;
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@ -709,16 +709,20 @@ static void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVide
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if (log[0]) {
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mLOG(GBA_VIDEO, ERROR, "Fragment shader compilation failure: %s", log);
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}
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size_t i;
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#ifndef BUILD_GLES3
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for (i = 0; outFrags[i]; ++i) {
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glBindFragDataLocation(program, i, outFrags[i]);
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}
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#else
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UNUSED(outFrags);
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#endif
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glLinkProgram(program);
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glGetProgramInfoLog(program, 2048, 0, log);
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if (log[0]) {
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mLOG(GBA_VIDEO, ERROR, "Program link failure: %s", log);
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}
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glDeleteShader(fs);
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#ifndef BUILD_GLES3
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glBindFragDataLocation(program, 0, "color");
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glBindFragDataLocation(program, 1, "flags");
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#endif
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glGenVertexArrays(1, &shader->vao);
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glBindVertexArray(shader->vao);
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@ -727,7 +731,6 @@ static void _compileShader(struct GBAVideoGLRenderer* glRenderer, struct GBAVide
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glEnableVertexAttribArray(positionLocation);
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glVertexAttribPointer(positionLocation, 2, GL_INT, GL_FALSE, 0, NULL);
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size_t i;
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for (i = 0; uniforms[i].name; ++i) {
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shader->uniforms[uniforms[i].type] = glGetUniformLocation(program, uniforms[i].name);
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}
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@ -838,56 +841,52 @@ void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
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mLOG(GBA_VIDEO, ERROR, "Vertex shader compilation failure: %s", log);
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}
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const char* const noWindow[] = {"color", "flags", NULL};
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const char* const window[] = {"color", "flags", "window", NULL};
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const char* const onlyWindow[] = {"window", NULL};
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const char* const onlyColor[] = {"color", NULL};
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shaderBuffer[1] = _renderMode0;
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shaderBuffer[2] = _renderTile16;
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_compileShader(glRenderer, &glRenderer->bgShader[0], shaderBuffer, 3, vs, _uniformsMode0, log);
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_compileShader(glRenderer, &glRenderer->bgShader[0], shaderBuffer, 3, vs, _uniformsMode0, noWindow, log);
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shaderBuffer[2] = _renderTile256;
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_compileShader(glRenderer, &glRenderer->bgShader[1], shaderBuffer, 3, vs, _uniformsMode0, log);
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_compileShader(glRenderer, &glRenderer->bgShader[1], shaderBuffer, 3, vs, _uniformsMode0, noWindow, log);
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shaderBuffer[1] = _renderMode2;
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shaderBuffer[2] = _interpolate;
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shaderBuffer[3] = _fetchTileOverflow;
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_compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 4, vs, _uniformsMode2, log);
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_compileShader(glRenderer, &glRenderer->bgShader[2], shaderBuffer, 4, vs, _uniformsMode2, noWindow, log);
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shaderBuffer[3] = _fetchTileNoOverflow;
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_compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 4, vs, _uniformsMode2, log);
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_compileShader(glRenderer, &glRenderer->bgShader[3], shaderBuffer, 4, vs, _uniformsMode2, noWindow, log);
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shaderBuffer[1] = _renderMode4;
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shaderBuffer[2] = _interpolate;
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_compileShader(glRenderer, &glRenderer->bgShader[4], shaderBuffer, 3, vs, _uniformsMode4, log);
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_compileShader(glRenderer, &glRenderer->bgShader[4], shaderBuffer, 3, vs, _uniformsMode4, noWindow, log);
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shaderBuffer[1] = _renderMode35;
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shaderBuffer[2] = _interpolate;
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_compileShader(glRenderer, &glRenderer->bgShader[5], shaderBuffer, 3, vs, _uniformsMode35, log);
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_compileShader(glRenderer, &glRenderer->bgShader[5], shaderBuffer, 3, vs, _uniformsMode35, noWindow, log);
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shaderBuffer[1] = _renderObj;
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shaderBuffer[2] = _renderTile16;
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_compileShader(glRenderer, &glRenderer->objShader[0], shaderBuffer, 3, vs, _uniformsObj, log);
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#ifndef BUILD_GLES3
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glBindFragDataLocation(glRenderer->objShader[0].program, 2, "window");
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#endif
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_compileShader(glRenderer, &glRenderer->objShader[0], shaderBuffer, 3, vs, _uniformsObj, window, log);
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shaderBuffer[2] = _renderTile256;
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_compileShader(glRenderer, &glRenderer->objShader[1], shaderBuffer, 3, vs, _uniformsObj, log);
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#ifndef BUILD_GLES3
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glBindFragDataLocation(glRenderer->objShader[1].program, 2, "window");
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#endif
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_compileShader(glRenderer, &glRenderer->objShader[1], shaderBuffer, 3, vs, _uniformsObj, window, log);
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shaderBuffer[1] = _renderObjPriority;
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_compileShader(glRenderer, &glRenderer->objShader[2], shaderBuffer, 2, vs, _uniformsObjPriority, log);
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_compileShader(glRenderer, &glRenderer->objShader[2], shaderBuffer, 2, vs, _uniformsObjPriority, noWindow, log);
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shaderBuffer[1] = _renderWindow;
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_compileShader(glRenderer, &glRenderer->windowShader, shaderBuffer, 2, vs, _uniformsWindow, log);
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#ifndef BUILD_GLES3
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glBindFragDataLocation(glRenderer->windowShader.program, 0, "window");
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#endif
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_compileShader(glRenderer, &glRenderer->windowShader, shaderBuffer, 2, vs, _uniformsWindow, onlyWindow, log);
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shaderBuffer[1] = _finalize;
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_compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, log);
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_compileShader(glRenderer, &glRenderer->finalizeShader, shaderBuffer, 2, vs, _uniformsFinalize, onlyColor, log);
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glBindVertexArray(0);
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glDeleteShader(vs);
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