mirror of https://github.com/mgba-emu/mgba.git
GBA Video: New GL palette approach, no more batch splitting on palette edits
This commit is contained in:
parent
60ec3e0e99
commit
fc3a6153e2
1
CHANGES
1
CHANGES
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@ -93,6 +93,7 @@ Misc:
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- GBA BIOS: Division by zero should emit a FATAL error
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- GBA Video: Convert OpenGL VRAM texture to integer
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- GBA Video: Skip attempting to render offscreen sprites in OpenGL
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- GBA Video: New GL palette approach, no more batch splitting on palette edits
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- Debugger: Keep track of global cycle count
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- FFmpeg: Add looping option for GIF/APNG
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- mGUI: Show battery percentage
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@ -79,8 +79,7 @@ enum {
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GBA_GL_TEX_OBJ_COLOR = 0,
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GBA_GL_TEX_OBJ_FLAGS,
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GBA_GL_TEX_OBJ_DEPTH,
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GBA_GL_TEX_BACKDROP_COLOR,
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GBA_GL_TEX_BACKDROP_FLAGS,
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GBA_GL_TEX_BACKDROP,
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GBA_GL_TEX_WINDOW,
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GBA_GL_TEX_MAX
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};
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@ -121,8 +120,8 @@ enum {
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GBA_GL_FINALIZE_LAYERS,
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GBA_GL_FINALIZE_FLAGS,
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GBA_GL_FINALIZE_WINDOW,
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GBA_GL_FINALIZE_PALETTE,
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GBA_GL_FINALIZE_BACKDROP,
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GBA_GL_FINALIZE_BACKDROPFLAGS,
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GBA_GL_UNIFORM_MAX = 14
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};
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@ -150,7 +149,10 @@ struct GBAVideoGLRenderer {
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GLuint outputTex;
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GLint shadowPalette[512];
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GLuint paletteTex;
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uint16_t shadowPalette[GBA_VIDEO_VERTICAL_PIXELS][512];
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int nextPalette;
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int lastPalette;
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bool paletteDirty;
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GLuint vramTex;
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@ -82,29 +82,25 @@ static const char* const _vertexShader =
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"}";
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static const char* const _renderTile16 =
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"vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\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 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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" int paletteEntry = palette[paletteId * 16 + entry];\n"
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" vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
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" return color;\n"
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" return paletteId * 16 + entry;\n"
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"}";
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static const char* const _renderTile256 =
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"vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\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 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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" int paletteEntry = palette[entry];\n"
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" vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
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" return color;\n"
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" return entry;\n"
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"}";
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static const struct GBAVideoGLUniform _uniformsMode0[] = {
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@ -123,7 +119,7 @@ static const struct GBAVideoGLUniform _uniformsMode0[] = {
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static const char* const _renderMode0 =
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"in vec2 texCoord;\n"
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"uniform isampler2D vram;\n"
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"uniform int palette[256];\n"
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"uniform sampler2D palette;\n"
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"uniform int screenBase;\n"
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"uniform int charBase;\n"
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"uniform int size;\n"
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@ -131,7 +127,7 @@ static const char* const _renderMode0 =
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"uniform ivec2 mosaic;\n"
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"OUT(0) out vec4 color;\n"
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"vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
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"int renderTile(int tile, int paletteId, ivec2 localCoord);\n"
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"void main() {\n"
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" ivec2 coord = ivec2(texCoord);\n"
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@ -165,18 +161,19 @@ static const char* const _renderMode0 =
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" coord.y ^= 7;\n"
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" }\n"
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" int tile = map & 1023;\n"
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" color = renderTile(tile, map >> 12, coord & 7);\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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static const char* const _fetchTileOverflow =
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"vec4 fetchTile(ivec2 coord) {\n"
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"int fetchTile(ivec2 coord) {\n"
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" int sizeAdjusted = (0x8000 << size) - 1;\n"
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" coord &= sizeAdjusted;\n"
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" return renderTile(coord);\n"
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"}";
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static const char* const _fetchTileNoOverflow =
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"vec4 fetchTile(ivec2 coord) {\n"
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"int fetchTile(ivec2 coord) {\n"
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" int sizeAdjusted = (0x8000 << size) - 1;\n"
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" ivec2 outerCoord = coord & ~sizeAdjusted;\n"
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" if ((outerCoord.x | outerCoord.y) != 0) {\n"
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@ -224,7 +221,7 @@ static const char* const _interpolate =
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static const char* const _renderMode2 =
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"in vec2 texCoord;\n"
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"uniform isampler2D vram;\n"
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"uniform int palette[256];\n"
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"uniform sampler2D palette;\n"
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"uniform int screenBase;\n"
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"uniform int charBase;\n"
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"uniform int size;\n"
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@ -233,11 +230,11 @@ static const char* const _renderMode2 =
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"uniform ivec2 mosaic;\n"
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"OUT(0) out vec4 color;\n"
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"vec4 fetchTile(ivec2 coord);\n"
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"int fetchTile(ivec2 coord);\n"
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"vec2 interpolate(ivec2 arr[4], float x);\n"
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"void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n"
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"vec4 renderTile(ivec2 coord) {\n"
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"int renderTile(ivec2 coord) {\n"
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" int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n"
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" int mapAddress = screenBase + (map >> 1);\n"
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" int twomaps = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0).r;\n"
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@ -248,9 +245,7 @@ static const char* const _renderMode2 =
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" if (entry == 0) {\n"
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" discard;\n"
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" }\n"
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" int paletteEntry = palette[entry];\n"
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" vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
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" return color;\n"
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" return entry;\n"
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"}\n"
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"void main() {\n"
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@ -273,7 +268,8 @@ static const char* const _renderMode2 =
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" float lin = start + y * 0.25;\n"
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" vec2 mixedTransform = interpolate(mat, lin);\n"
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" vec2 mixedOffset = interpolate(offset, lin);\n"
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" color = fetchTile(ivec2(mixedTransform * incoord.x + mixedOffset));\n"
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" int paletteEntry = fetchTile(ivec2(mixedTransform * incoord.x + mixedOffset));\n"
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" color = texelFetch(palette, ivec2(paletteEntry, int(texCoord.y)), 0);\n"
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"}";
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static const struct GBAVideoGLUniform _uniformsMode35[] = {
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@ -351,7 +347,7 @@ static const struct GBAVideoGLUniform _uniformsMode4[] = {
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static const char* const _renderMode4 =
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"in vec2 texCoord;\n"
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"uniform isampler2D vram;\n"
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"uniform int palette[256];\n"
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"uniform sampler2D palette;\n"
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"uniform int charBase;\n"
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"uniform ivec2 size;\n"
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"uniform ivec4 transform[160];\n"
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@ -395,8 +391,7 @@ static const char* const _renderMode4 =
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" if (entry == 0) {\n"
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" discard;\n"
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" }\n"
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" int paletteEntry = palette[entry];\n"
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" color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n"
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" color = texelFetch(palette, ivec2(entry, int(texCoord.y)), 0);\n"
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"}";
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static const struct GBAVideoGLUniform _uniformsObj[] = {
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@ -419,7 +414,7 @@ static const struct GBAVideoGLUniform _uniformsObj[] = {
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static const char* const _renderObj =
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"in vec2 texCoord;\n"
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"uniform isampler2D vram;\n"
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"uniform int palette[256];\n"
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"uniform sampler2D palette;\n"
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"uniform int charBase;\n"
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"uniform int stride;\n"
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"uniform int localPalette;\n"
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@ -433,7 +428,7 @@ static const char* const _renderObj =
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"OUT(1) out ivec4 flags;\n"
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"OUT(2) out ivec4 window;\n"
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"vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n"
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"int renderTile(int tile, int paletteId, ivec2 localCoord);\n"
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"void main() {\n"
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" vec2 incoord = texCoord;\n"
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@ -455,8 +450,8 @@ 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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" vec4 pix = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, localPalette, coord & 7);\n"
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" color = pix;\n"
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" int paletteEntry = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, localPalette, coord & 7);\n"
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" color = texelFetch(palette, ivec2(paletteEntry + 256, coord.y), 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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@ -551,8 +546,8 @@ static const struct GBAVideoGLUniform _uniformsFinalize[] = {
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{ "layers", GBA_GL_FINALIZE_LAYERS, },
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{ "objFlags", GBA_GL_FINALIZE_FLAGS, },
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{ "window", GBA_GL_FINALIZE_WINDOW, },
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{ "backdrop", GBA_GL_FINALIZE_BACKDROP, },
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{ "backdropFlags", GBA_GL_FINALIZE_BACKDROPFLAGS, },
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{ "palette", GBA_GL_FINALIZE_PALETTE, },
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{ "backdropFlags", GBA_GL_FINALIZE_BACKDROP, },
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{ 0 }
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};
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@ -562,7 +557,7 @@ static const char* const _finalize =
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"uniform sampler2D layers[5];\n"
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"uniform isampler2D objFlags;\n"
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"uniform isampler2D window;\n"
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"uniform sampler2D backdrop;\n"
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"uniform sampler2D palette;\n"
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"uniform isampler2D backdropFlags;\n"
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"out vec4 color;\n"
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@ -582,7 +577,7 @@ static const char* const _finalize =
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"}\n"
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"void main() {\n"
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" vec4 topPixel = texelFetch(backdrop, ivec2(0, texCoord.y), 0);\n"
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" vec4 topPixel = texelFetch(palette, ivec2(0, texCoord.y), 0);\n"
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" vec4 bottomPixel = topPixel;\n"
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" ivec4 topFlags = ivec4(texelFetch(backdropFlags, ivec2(0, texCoord.y), 0));\n"
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" ivec4 bottomFlags = topFlags;\n"
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@ -745,8 +740,7 @@ static void _initFramebuffers(struct GBAVideoGLRenderer* glRenderer) {
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_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_DEPTH], GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, GL_DEPTH_STENCIL_ATTACHMENT, glRenderer->scale);
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glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
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_initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_COLOR], GL_RGB, GL_COLOR_ATTACHMENT0, 0);
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_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_BACKDROP_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, 0);
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_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_BACKDROP], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT0, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glRenderer->layers[GBA_GL_TEX_WINDOW], 0);
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@ -776,6 +770,12 @@ void GBAVideoGLRendererInit(struct GBAVideoRenderer* renderer) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R16UI, 256, 192, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0);
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glGenTextures(1, &glRenderer->paletteTex);
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glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0);
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glGenBuffers(1, &glRenderer->vbo);
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glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
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@ -889,6 +889,7 @@ void GBAVideoGLRendererDeinit(struct GBAVideoRenderer* renderer) {
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glDeleteFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo);
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glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers);
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glDeleteTextures(1, &glRenderer->vramTex);
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glDeleteTextures(1, &glRenderer->paletteTex);
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glDeleteBuffers(1, &glRenderer->vbo);
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_deleteShader(&glRenderer->bgShader[0]);
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@ -918,6 +919,8 @@ void GBAVideoGLRendererReset(struct GBAVideoRenderer* renderer) {
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glRenderer->firstY = -1;
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glRenderer->dispcnt = 0x0080;
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glRenderer->mosaic = 0;
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glRenderer->nextPalette = 0;
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glRenderer->lastPalette = 1;
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memset(glRenderer->shadowRegs, 0, sizeof(glRenderer->shadowRegs));
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glRenderer->regsDirty = 0xFFFFFFFFFFFEULL;
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}
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@ -938,6 +941,16 @@ void GBAVideoGLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t
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UNUSED(address);
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UNUSED(value);
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glRenderer->paletteDirty = true;
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int r = M_R5(value);
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int g = M_G5(value) << 1;
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g |= g >> 5;
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int b = M_B5(value);
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if (glRenderer->nextPalette) {
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glRenderer->lastPalette = glRenderer->nextPalette - 1;
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} else {
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glRenderer->lastPalette = GBA_VIDEO_VERTICAL_PIXELS - 1;
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}
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glRenderer->shadowPalette[glRenderer->nextPalette][address >> 1] = (r << 11) | (g << 5) | b;
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}
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uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
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@ -1291,7 +1304,7 @@ void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
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glRenderer->firstAffine = -1;
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}
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if (glRenderer->paletteDirty || _needsVramUpload(glRenderer, y) || glRenderer->oamDirty || glRenderer->regsDirty) {
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if (_needsVramUpload(glRenderer, y) || glRenderer->oamDirty || glRenderer->regsDirty) {
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if (glRenderer->firstY >= 0) {
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_drawScanlines(glRenderer, y - 1);
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glBindVertexArray(0);
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@ -1336,11 +1349,19 @@ void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
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glRenderer->bg[3].scanlineAffine[y * 4 + 2] = glRenderer->bg[3].affine.sx;
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glRenderer->bg[3].scanlineAffine[y * 4 + 3] = glRenderer->bg[3].affine.sy;
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int oldPalette = glRenderer->nextPalette;
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glRenderer->nextPalette = y + 1;
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if (glRenderer->nextPalette >= GBA_VIDEO_VERTICAL_PIXELS) {
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glRenderer->nextPalette = 0;
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}
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if (glRenderer->paletteDirty) {
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for (i = 0; i < 512; ++i) {
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glRenderer->shadowPalette[i] = glRenderer->d.palette[i];
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memcpy(glRenderer->shadowPalette[glRenderer->nextPalette], glRenderer->shadowPalette[oldPalette], sizeof(glRenderer->shadowPalette[0]));
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if (glRenderer->nextPalette == glRenderer->lastPalette) {
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glRenderer->paletteDirty = false;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glRenderer->shadowPalette);
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}
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glRenderer->paletteDirty = false;
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}
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if (_needsVramUpload(glRenderer, y)) {
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@ -1400,24 +1421,24 @@ void GBAVideoGLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
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void _drawScanlines(struct GBAVideoGLRenderer* glRenderer, int y) {
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glEnable(GL_SCISSOR_TEST);
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uint32_t backdrop = M_RGB5_TO_RGB8(glRenderer->shadowPalette[0]);
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glViewport(0, 0, 1, GBA_VIDEO_VERTICAL_PIXELS);
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glScissor(0, glRenderer->firstY, 1, y - glRenderer->firstY + 1);
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glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]);
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glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 });
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glClearBufferfv(GL_COLOR, 0, (GLfloat[]) { ((backdrop >> 16) & 0xF8) / 248., ((backdrop >> 8) & 0xF8) / 248., (backdrop & 0xF8) / 248., 1.f });
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glClearBufferiv(GL_COLOR, 1, (GLint[]) { 32, glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4), glRenderer->blda, 0 });
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glDrawBuffers(2, (GLenum[]) { GL_NONE, GL_COLOR_ATTACHMENT1 });
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glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
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glClearBufferiv(GL_COLOR, 0, (GLint[]) { 32, glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4), glRenderer->blda, 0 });
|
||||
int i;
|
||||
for (i = 0; i < 4; ++i) {
|
||||
glScissor(i + 1, glRenderer->firstY, 1, y - glRenderer->firstY + 1);
|
||||
glClearBufferiv(GL_COLOR, 1, (GLint[]) { glRenderer->bg[i].priority,
|
||||
glClearBufferiv(GL_COLOR, 0, (GLint[]) { glRenderer->bg[i].priority,
|
||||
glRenderer->bg[i].target1 | (glRenderer->bg[i].target2 << 1) | (glRenderer->blendEffect << 2),
|
||||
glRenderer->blda, 0 });
|
||||
}
|
||||
|
||||
glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 });
|
||||
if (glRenderer->paletteDirty) {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glRenderer->shadowPalette);
|
||||
}
|
||||
|
||||
GBAVideoGLRendererDrawWindow(glRenderer, y);
|
||||
if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {
|
||||
|
@ -1626,9 +1647,9 @@ void _finalizeLayers(struct GBAVideoGLRenderer* renderer) {
|
|||
glActiveTexture(GL_TEXTURE0 + 6);
|
||||
glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex);
|
||||
glActiveTexture(GL_TEXTURE0 + 7);
|
||||
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_COLOR]);
|
||||
glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
|
||||
glActiveTexture(GL_TEXTURE0 + 8);
|
||||
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_FLAGS]);
|
||||
glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP]);
|
||||
|
||||
glUniform2i(uniforms[GBA_GL_VS_LOC], GBA_VIDEO_VERTICAL_PIXELS, 0);
|
||||
glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
|
||||
|
@ -1636,9 +1657,8 @@ void _finalizeLayers(struct GBAVideoGLRenderer* renderer) {
|
|||
glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 4, 5, 6, 1 });
|
||||
glUniform1i(uniforms[GBA_GL_FINALIZE_FLAGS], 2);
|
||||
glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
|
||||
glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0);
|
||||
glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 7);
|
||||
glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 8);
|
||||
glUniform1i(uniforms[GBA_GL_FINALIZE_PALETTE], 7);
|
||||
glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 8);
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
@ -1683,10 +1703,12 @@ void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GB
|
|||
glBindVertexArray(shader->vao);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
|
||||
glUniform2i(uniforms[GBA_GL_VS_LOC], totalHeight, 0);
|
||||
glUniform2i(uniforms[GBA_GL_VS_MAXPOS], totalWidth, totalHeight);
|
||||
glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0);
|
||||
glUniform1iv(uniforms[GBA_GL_OBJ_PALETTE], 256, &renderer->shadowPalette[256]);
|
||||
glUniform1i(uniforms[GBA_GL_OBJ_PALETTE], 1);
|
||||
glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase);
|
||||
glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride);
|
||||
glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));
|
||||
|
@ -1769,9 +1791,11 @@ void _prepareBackground(struct GBAVideoGLRenderer* renderer, struct GBAVideoGLBa
|
|||
glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, renderer->vramTex);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, renderer->paletteTex);
|
||||
glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);
|
||||
glUniform1i(uniforms[GBA_GL_BG_VRAM], 0);
|
||||
glUniform1iv(uniforms[GBA_GL_OBJ_PALETTE], 256, renderer->shadowPalette);
|
||||
glUniform1i(uniforms[GBA_GL_OBJ_PALETTE], 1);
|
||||
if (background->mosaic) {
|
||||
glUniform2i(uniforms[GBA_GL_BG_MOSAIC], GBAMosaicControlGetBgV(renderer->mosaic) + 1, GBAMosaicControlGetBgH(renderer->mosaic) + 1);
|
||||
} else {
|
||||
|
|
Loading…
Reference in New Issue