GBA Video: Fix GL OBJWIN

This commit is contained in:
Vicki Pfau 2019-05-26 19:41:54 -07:00
parent b2450bac5e
commit a64c38d314
1 changed files with 3 additions and 5 deletions

View File

@ -486,9 +486,6 @@ static const char* const _renderObj =
" discard;\n"
" }\n"
" vec4 pix = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, 16 + localPalette, coord & 7);\n"
" if (objwin.x > 0) {\n"
" pix.a = 0.;\n"
" }\n"
" color = pix;\n"
" flags = inflags;\n"
" gl_FragDepth = float(flags.x) / 16.;\n"
@ -1353,7 +1350,6 @@ void _drawScanlines(struct GBAVideoGLRenderer* glRenderer, int y) {
GBAVideoGLRendererDrawWindow(glRenderer, y);
if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
int i;
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
for (i = 0; i < glRenderer->oamMax; ++i) {
struct GBAVideoRendererSprite* sprite = &glRenderer->sprites[i];
@ -1625,10 +1621,12 @@ void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GB
}
glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
glDisable(GL_DEPTH_TEST);
int window = renderer->objwin & 0x3F;
glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 1, window, renderer->bldb, renderer->bldy);
glDrawBuffers(3, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 });
glDrawBuffers(3, (GLenum[]) { GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT2 });
} else {
glEnable(GL_DEPTH_TEST);
glUniform4i(uniforms[GBA_GL_OBJ_OBJWIN], 0, 0, 0, 0);
glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
}