mirror of https://github.com/mgba-emu/mgba.git
GBA Video: Add special circlular window handling in OpenGL renderer
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1
CHANGES
1
CHANGES
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@ -32,6 +32,7 @@ Misc:
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- GB Serialize: Add missing savestate support for MBC6 and NT (newer)
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- GB Serialize: Add missing savestate support for MBC6 and NT (newer)
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- GBA: Improve detection of valid ELF ROMs
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- GBA: Improve detection of valid ELF ROMs
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- GBA Audio: Remove broken XQ audio pending rewrite
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- GBA Audio: Remove broken XQ audio pending rewrite
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- GBA Video: Add special circlular window handling in OpenGL renderer
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- Libretro: Add Super Game Boy Color support (closes mgba.io/i/3188)
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- Libretro: Add Super Game Boy Color support (closes mgba.io/i/3188)
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- mGUI: Enable auto-softpatching (closes mgba.io/i/2899)
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- mGUI: Enable auto-softpatching (closes mgba.io/i/2899)
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- mGUI: Persist fast forwarding after closing menu (fixes mgba.io/i/2414)
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- mGUI: Persist fast forwarding after closing menu (fixes mgba.io/i/2414)
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@ -118,6 +118,8 @@ enum {
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GBA_GL_WIN_FLAGS,
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GBA_GL_WIN_FLAGS,
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GBA_GL_WIN_WIN0,
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GBA_GL_WIN_WIN0,
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GBA_GL_WIN_WIN1,
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GBA_GL_WIN_WIN1,
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GBA_GL_WIN_CIRCLE0,
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GBA_GL_WIN_CIRCLE1,
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GBA_GL_FINALIZE_SCALE = 2,
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GBA_GL_FINALIZE_SCALE = 2,
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GBA_GL_FINALIZE_LAYERS,
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GBA_GL_FINALIZE_LAYERS,
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@ -486,6 +486,8 @@ static const struct GBAVideoGLUniform _uniformsWindow[] = {
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{ "flags", GBA_GL_WIN_FLAGS, },
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{ "flags", GBA_GL_WIN_FLAGS, },
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{ "win0", GBA_GL_WIN_WIN0, },
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{ "win0", GBA_GL_WIN_WIN0, },
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{ "win1", GBA_GL_WIN_WIN1, },
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{ "win1", GBA_GL_WIN_WIN1, },
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{ "circle0", GBA_GL_WIN_CIRCLE0, },
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{ "circle1", GBA_GL_WIN_CIRCLE1, },
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{ 0 }
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{ 0 }
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};
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};
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@ -496,6 +498,8 @@ static const char* const _renderWindow =
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"uniform ivec3 flags;\n"
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"uniform ivec3 flags;\n"
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"uniform ivec4 win0[160];\n"
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"uniform ivec4 win0[160];\n"
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"uniform ivec4 win1[160];\n"
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"uniform ivec4 win1[160];\n"
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"uniform vec3 circle0;\n"
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"uniform vec3 circle1;\n"
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"OUT(0) out ivec4 window;\n"
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"OUT(0) out ivec4 window;\n"
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"bool crop(vec4 windowParams) {\n"
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"bool crop(vec4 windowParams) {\n"
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@ -529,13 +533,20 @@ static const char* const _renderWindow =
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" return vec4(mix(bottom.xy, top.xy, fract(texCoord.y)), top.zw);\n"
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" return vec4(mix(bottom.xy, top.xy, fract(texCoord.y)), top.zw);\n"
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"}\n"
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"}\n"
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"bool test(vec3 circle, vec4 top, vec4 bottom) {\n"
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" if (circle.z > 0) {\n"
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" return distance(circle.xy, texCoord.xy) <= circle.z;\n"
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" }\n"
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" return crop(interpolate(top, bottom));\n"
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"}\n"
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"void main() {\n"
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"void main() {\n"
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" ivec4 windowFlags = ivec4(flags.z, blend, 0);\n"
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" ivec4 windowFlags = ivec4(flags.z, blend, 0);\n"
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" int top = int(texCoord.y);\n"
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" int top = int(texCoord.y);\n"
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" int bottom = max(top - 1, 0);\n"
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" int bottom = max(top - 1, 0);\n"
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" if ((dispcnt & 0x20) != 0 && crop(interpolate(vec4(win0[top]), vec4(win0[bottom])))) { \n"
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" if ((dispcnt & 0x20) != 0 && test(circle0, vec4(win0[top]), vec4(win0[bottom]))) {\n"
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" windowFlags.x = flags.x;\n"
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" windowFlags.x = flags.x;\n"
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" } else if ((dispcnt & 0x40) != 0 && crop(interpolate(vec4(win1[top]), vec4(win1[bottom])))) {\n"
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" } else if ((dispcnt & 0x40) != 0 && test(circle1, vec4(win1[top]), vec4(win1[bottom]))) {\n"
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" windowFlags.x = flags.y;\n"
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" windowFlags.x = flags.y;\n"
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" }\n"
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" }\n"
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" window = windowFlags;\n"
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" window = windowFlags;\n"
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@ -1924,6 +1935,127 @@ void GBAVideoGLRendererDrawBackgroundMode5(struct GBAVideoGLRenderer* renderer,
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glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
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glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
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}
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}
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static void _detectCircle(struct GBAVideoGLRenderer* renderer, int y, int window) {
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int lastStart = 0;
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int lastEnd = 0;
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int startX = 0;
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int endX = 0;
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int firstY = -1;
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float centerX;
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float centerY = -1;
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float radius = 0;
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bool invalid = false;
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int i;
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for (i = renderer->firstY; i <= y; ++i) {
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lastStart = startX;
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lastEnd = endX;
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startX = renderer->winNHistory[window][i * 4];
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endX = renderer->winNHistory[window][i * 4 + 1];
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int startY = renderer->winNHistory[window][i * 4 + 2];
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int endY = renderer->winNHistory[window][i * 4 + 3];
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if (startX == endX || i < startY || i >= endY) {
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if (firstY >= 0) {
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// The bottom edge of the circle
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centerY = (firstY + i) / 2.f;
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firstY = -1;
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}
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continue;
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}
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if (lastEnd - lastStart <= 0) {
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continue;
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}
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// The previous segment was non-zero
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if (startX >= GBA_VIDEO_HORIZONTAL_PIXELS) {
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invalid = true;
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break;
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}
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int startDiff = lastStart - startX;
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int endDiff = endX - lastEnd;
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// Make sure the slopes match, otherwise this isn't a circle
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if (startDiff - endDiff < -1 || startDiff - endDiff > 1) {
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invalid = true;
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break;
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}
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if (startX < lastStart) {
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centerX = (startX + endX) / 2.f;
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if (radius > 0) {
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// We found two separate shapes, which the interpolation can't handle
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invalid = true;
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break;
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}
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} else if (startX > lastStart && radius <= 0) {
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radius = (lastEnd - lastStart) / 2.f;
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}
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if (firstY < 0 && i - 1 >= startY && i - 1 < endY) {
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firstY = i - 1;
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}
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}
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if (radius <= 0) {
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invalid = true;
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}
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if (centerY < 0) {
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invalid = true;
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}
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// Check validity
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for (i = renderer->firstY; i <= y && !invalid; ++i) {
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int startX = renderer->winNHistory[window][i * 4];
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int endX = renderer->winNHistory[window][i * 4 + 1];
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int startY = renderer->winNHistory[window][i * 4 + 2];
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int endY = renderer->winNHistory[window][i * 4 + 3];
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bool xActive = startX < endX;
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bool yActive = i >= startY && i < endY;
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if (xActive && yActive) {
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// Real window would be active, make sure simulated window would too
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if (centerY - i > radius) {
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// y is above the radius
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invalid = true;
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break;
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}
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if (i - centerY > radius) {
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// y is below the radius
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invalid = true;
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break;
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}
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float cosine = fabsf(i - centerY);
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float sine = sqrtf(radius * radius - cosine * cosine);
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if (fabsf(centerX - sine - startX) <= 1 && fabsf(centerX + sine - endX) <= 1) {
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continue;
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}
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if (radius >= cosine + 1) {
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sine = sqrtf(radius * radius - (cosine + 1) * (cosine + 1));
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if (fabsf(centerX - sine - startX) <= 1 && fabsf(centerX + sine - endX) <= 1) {
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continue;
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}
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}
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// y is active on the wrong parts of the scanline
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invalid = true;
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} else if (centerY - i < radius && i - centerY < radius) {
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// Real window would be inactive, make sure simulated window would too
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invalid = true;
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}
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}
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if (invalid) {
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glUniform3f(renderer->windowShader.uniforms[GBA_GL_WIN_CIRCLE0 + window], 0, 0, 0);
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} else {
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glUniform3f(renderer->windowShader.uniforms[GBA_GL_WIN_CIRCLE0 + window], centerX, centerY, radius - 0.499);
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}
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}
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void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
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void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
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const struct GBAVideoGLShader* shader = &renderer->windowShader;
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const struct GBAVideoGLShader* shader = &renderer->windowShader;
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const GLuint* uniforms = shader->uniforms;
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const GLuint* uniforms = shader->uniforms;
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@ -1950,6 +2082,8 @@ void GBAVideoGLRendererDrawWindow(struct GBAVideoGLRenderer* renderer, int y) {
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glUniform3i(uniforms[GBA_GL_WIN_FLAGS], renderer->winN[0].control, renderer->winN[1].control, renderer->winout);
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glUniform3i(uniforms[GBA_GL_WIN_FLAGS], renderer->winN[0].control, renderer->winN[1].control, renderer->winout);
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glUniform4iv(uniforms[GBA_GL_WIN_WIN0], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[0]);
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glUniform4iv(uniforms[GBA_GL_WIN_WIN0], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[0]);
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glUniform4iv(uniforms[GBA_GL_WIN_WIN1], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[1]);
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glUniform4iv(uniforms[GBA_GL_WIN_WIN1], GBA_VIDEO_VERTICAL_PIXELS, renderer->winNHistory[1]);
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_detectCircle(renderer, y, 0);
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_detectCircle(renderer, y, 1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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break;
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break;
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}
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}
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