mirror of https://github.com/xemu-project/xemu.git
nv2a: Support gamma correction
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parent
5faa2419e7
commit
69ceec4446
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@ -9,6 +9,7 @@ specific_ss.add(files(
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'pmc.c',
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'pramdac.c',
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'prmcio.c',
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'prmdio.c',
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'prmvio.c',
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'psh.c',
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'ptimer.c',
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@ -26,5 +26,6 @@ void nv2a_gl_context_init(void);
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int nv2a_get_framebuffer_surface(void);
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void nv2a_set_surface_scale_factor(unsigned int scale);
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unsigned int nv2a_get_surface_scale_factor(void);
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const uint8_t *nv2a_get_dac_palette(void);
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#endif
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@ -250,6 +250,7 @@ typedef struct PGRAPHState {
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GLint pvideo_enable_loc;
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GLint pvideo_tex_loc;
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GLint pvideo_pos_loc;
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GLint palette_loc[256];
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} disp_rndr;
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/* subchannels state we're not sure the location of... */
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@ -454,6 +455,11 @@ typedef struct NV2AState {
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uint32_t fp_hvalid_end;
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} pramdac;
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struct {
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uint16_t write_mode_address;
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uint8_t palette[256*3];
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} puserdac;
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} NV2AState;
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typedef struct NV2ABlockInfo {
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@ -706,6 +706,10 @@
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#define NV_PRAMDAC_FP_HCRTC 0x00000828
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#define NV_PRAMDAC_FP_HVALID_END 0x00000838
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#define NV_USER_DAC_WRITE_MODE_ADDRESS 0x000003C8
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#define NV_USER_DAC_PALETTE_DATA 0x000003C9
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#define NV_USER_DMA_PUT 0x40
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#define NV_USER_DMA_GET 0x44
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#define NV_USER_REF 0x48
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@ -4438,7 +4438,6 @@ static void pgraph_init_display_renderer(NV2AState *d)
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" float y = -1.0 + float((gl_VertexID & 2) << 1);\n"
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" gl_Position = vec4(x, y, 0, 1);\n"
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"}\n";
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/* FIXME: gamma correction */
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/* FIXME: improve interlace handling, pvideo */
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const char *fs =
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@ -4681,6 +4680,11 @@ void pgraph_gl_sync(NV2AState *d)
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qemu_event_set(&d->pgraph.gl_sync_complete);
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}
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const uint8_t *nv2a_get_dac_palette(void)
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{
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return g_nv2a->puserdac.palette;
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}
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int nv2a_get_framebuffer_surface(void)
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{
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NV2AState *d = g_nv2a;
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@ -0,0 +1,56 @@
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/*
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* QEMU Geforce NV2A implementation
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*
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* Copyright (c) 2021 Matt Borgerson
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, see <http://www.gnu.org/licenses/>.
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*/
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#include "nv2a_int.h"
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uint64_t prmdio_read(void *opaque, hwaddr addr, unsigned int size)
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{
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NV2AState *d = (NV2AState *)opaque;
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uint64_t r = 0;
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switch (addr) {
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case NV_USER_DAC_WRITE_MODE_ADDRESS:
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r = d->puserdac.write_mode_address / 3;
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break;
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default:
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break;
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}
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nv2a_reg_log_read(NV_PRMDIO, addr, r);
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return r;
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}
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void prmdio_write(void *opaque, hwaddr addr, uint64_t val, unsigned int size)
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{
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NV2AState *d = (NV2AState *)opaque;
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nv2a_reg_log_write(NV_PRMDIO, addr, val);
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switch (addr) {
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case NV_USER_DAC_WRITE_MODE_ADDRESS:
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d->puserdac.write_mode_address = (val & 0xff) * 3;
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break;
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case NV_USER_DAC_PALETTE_DATA:
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/* FIXME: Confirm wrap-around */
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d->puserdac.palette[d->puserdac.write_mode_address++ % (256*3)] = val;
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break;
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default:
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break;
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}
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}
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@ -42,7 +42,6 @@ DEFINE_STUB(pcounter, NV_PCOUNTER)
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DEFINE_STUB(pvpe, NV_PVPE)
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DEFINE_STUB(ptv, NV_PTV)
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DEFINE_STUB(prmfb, NV_PRMFB)
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DEFINE_STUB(prmdio, NV_PRMDIO)
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DEFINE_STUB(pstraps, NV_PSTRAPS)
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// DEFINE_STUB(pramin, NV_PRAMIN)
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@ -83,15 +83,31 @@ struct decal_shader *create_decal_shader(enum SHADER_TYPE type)
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const char *image_frag_src =
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"#version 150 core\n"
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"uniform sampler2D tex;\n"
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"uniform vec4 in_ColorPrimary;\n"
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"uniform vec4 in_ColorSecondary;\n"
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"uniform vec4 in_ColorFill;\n"
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"in vec2 Texcoord;\n"
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"out vec4 out_Color;\n"
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"void main() {\n"
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" vec4 t = texture(tex, Texcoord);\n"
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" out_Color.rgba = t;\n"
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" out_Color.rgba = texture(tex, Texcoord);\n"
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"}\n";
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const char *image_gamma_frag_src =
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"#version 400 core\n"
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"uniform sampler2D tex;\n"
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"uniform uint palette[256];\n"
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"float gamma_ch(int ch, float col)\n"
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"{\n"
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" return float(bitfieldExtract(palette[uint(col * 255.0)], ch*8, 8)) / 255.0;\n"
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"}\n"
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"\n"
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"vec4 gamma(vec4 col)\n"
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"{\n"
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" return vec4(gamma_ch(0, col.r), gamma_ch(1, col.g), gamma_ch(2, col.b), col.a);\n"
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"}\n"
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"in vec2 Texcoord;\n"
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"out vec4 out_Color;\n"
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"void main() {\n"
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" out_Color.rgba = gamma(texture(tex, Texcoord));\n"
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"}\n";
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// Simple 2-color decal shader
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// - in_ColorFill is first pass
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// - Red channel of the texture is used as primary color, mixed with 1-Red for
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@ -118,6 +134,8 @@ struct decal_shader *create_decal_shader(enum SHADER_TYPE type)
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frag_src = mask_frag_src;
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} else if (type == SHADER_TYPE_BLIT) {
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frag_src = image_frag_src;
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} else if (type == SHADER_TYPE_BLIT_GAMMA) {
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frag_src = image_gamma_frag_src;
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} else if (type == SHADER_TYPE_LOGO) {
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frag_src = xemu_logo_frag_src;
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} else {
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@ -147,6 +165,11 @@ struct decal_shader *create_decal_shader(enum SHADER_TYPE type)
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s->ColorFill_loc = glGetUniformLocation(s->prog, "in_ColorFill");
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s->time_loc = glGetUniformLocation(s->prog, "iTime");
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s->scale_loc = glGetUniformLocation(s->prog, "scale");
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for (int i = 0; i < 256; i++) {
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char name[64];
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snprintf(name, sizeof(name), "palette[%d]", i);
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s->palette_loc[i] = glGetUniformLocation(s->prog, name);
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}
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// Create a vertex array object
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glGenVertexArrays(1, &s->vao);
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@ -27,6 +27,7 @@
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enum SHADER_TYPE {
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SHADER_TYPE_BLIT,
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SHADER_TYPE_BLIT_GAMMA,
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SHADER_TYPE_MASK,
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SHADER_TYPE_LOGO,
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};
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@ -52,8 +53,9 @@ struct decal_shader
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GLint ColorPrimary_loc;
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GLint ColorSecondary_loc;
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GLint ColorFill_loc;
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GLint time_loc;
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GLint scale_loc;
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GLint time_loc;
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GLint scale_loc;
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GLint palette_loc[256];
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};
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struct fbo {
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10
ui/xemu.c
10
ui/xemu.c
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@ -905,7 +905,7 @@ static void sdl2_display_early_init(DisplayOptions *o)
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SDL_GL_MakeCurrent(m_window, m_context);
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SDL_GL_SetSwapInterval(0);
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xemu_hud_init(m_window, m_context);
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blit = create_decal_shader(SHADER_TYPE_BLIT);
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blit = create_decal_shader(SHADER_TYPE_BLIT_GAMMA);
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}
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static void sdl2_display_init(DisplayState *ds, DisplayOptions *o)
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@ -1194,6 +1194,14 @@ void sdl2_gl_refresh(DisplayChangeListener *dcl)
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glUniform4f(s->ScaleOffset_loc, scale[0], scale[1], 0, 0);
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glUniform4f(s->TexScaleOffset_loc, 1.0, 1.0, 0, 0);
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glUniform1i(s->tex_loc, 0);
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const uint8_t *palette = nv2a_get_dac_palette();
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for (int i = 0; i < 256; i++) {
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uint32_t e = (palette[i * 3 + 2] << 16) | (palette[i * 3 + 1] << 8) |
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palette[i * 3];
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glUniform1ui(s->palette_loc[i], e);
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}
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_INT, NULL);
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