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authorArisotura <thetotalworm@gmail.com>2019-05-16 20:58:07 +0200
committerArisotura <thetotalworm@gmail.com>2019-05-16 20:58:07 +0200
commitc1746f0c6082afd64834e89ce92591743f238f66 (patch)
tree96fb312345e4fd05404f2af736c3e60107522c9e /src/libui_sdl/main.cpp
parentc81bcccadc9ac8394ba8d4a836d7c954dd528751 (diff)
BAHAHAHHHH
HARK HARK HARK
Diffstat (limited to 'src/libui_sdl/main.cpp')
-rw-r--r--src/libui_sdl/main.cpp11
1 files changed, 8 insertions, 3 deletions
diff --git a/src/libui_sdl/main.cpp b/src/libui_sdl/main.cpp
index b77d67f..9cdb610 100644
--- a/src/libui_sdl/main.cpp
+++ b/src/libui_sdl/main.cpp
@@ -104,6 +104,7 @@ GLuint GL_ScreenShader[3];
struct
{
float uScreenSize[2];
+ u32 u3DScale;
u32 uFilterMode;
} GL_ShaderConfig;
@@ -217,6 +218,7 @@ void GLDrawing_DrawScreen()
GL_ShaderConfig.uScreenSize[0] = WindowWidth;
GL_ShaderConfig.uScreenSize[1] = WindowHeight;
+ GL_ShaderConfig.u3DScale = 1 << GPU3D::GetScale();
glBindBuffer(GL_UNIFORM_BUFFER, GL_ShaderConfigUBO);
void* unibuf = glMapBuffer(GL_UNIFORM_BUFFER, GL_WRITE_ONLY);
@@ -342,7 +344,7 @@ void GLDrawing_DrawScreen()
OpenGL_UseShaderProgram(GL_ScreenShader);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
@@ -353,11 +355,14 @@ void GLDrawing_DrawScreen()
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 768, 256<<ScreenScale[1], 192<<ScreenScale[1], GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);*/
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3, 192, GL_RGBA_INTEGER,
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 768, 256*3, 192, GL_RGBA_INTEGER,
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 768, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
+ glActiveTexture(GL_TEXTURE1);
+ GPU3D::SetupAccelFrame();
+
glBindBuffer(GL_ARRAY_BUFFER, GL_ScreenVertexBufferID);
glBindVertexArray(GL_ScreenVertexArrayID);
glDrawArrays(GL_TRIANGLES, 0, 4*3);