diff options
author | Arisotura <thetotalworm@gmail.com> | 2019-05-16 20:58:07 +0200 |
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committer | Arisotura <thetotalworm@gmail.com> | 2019-05-16 20:58:07 +0200 |
commit | c1746f0c6082afd64834e89ce92591743f238f66 (patch) | |
tree | 96fb312345e4fd05404f2af736c3e60107522c9e /src/libui_sdl/main.cpp | |
parent | c81bcccadc9ac8394ba8d4a836d7c954dd528751 (diff) |
BAHAHAHHHH
HARK HARK HARK
Diffstat (limited to 'src/libui_sdl/main.cpp')
-rw-r--r-- | src/libui_sdl/main.cpp | 11 |
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); |