Merge pull request #138 from h0tw1r3/fix/2d-shaders

Fix 2D texture rendering on OSX
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dukeeeey 2024-03-14 10:30:48 +00:00 committed by GitHub
commit dec85032ba
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@ -188,13 +188,13 @@ static const char s_fragmentShaderTileGen[] = R"glsl(
} }
// register data // register data
bool LineScrollMode (int layerNum) { return (regs[0x60/4 + layerNum] & 0x8000) != 0; } bool LineScrollMode (int layerNum) { return (regs[0x60/4 + layerNum] & 0x8000u) != 0; }
int GetHorizontalScroll(int layerNum) { return int(regs[0x60 / 4 + layerNum] &0x3FFu); } int GetHorizontalScroll (int layerNum) { return int(regs[0x60/4 + layerNum] & 0x3FFu); }
int GetVerticalScroll (int layerNum) { return int((regs[0x60/4 + layerNum] >> 16) & 0x1FFu); } int GetVerticalScroll (int layerNum) { return int((regs[0x60/4 + layerNum] >> 16) & 0x1FFu); }
int LayerPriority () { return int((regs[0x20/4] >> 8) & 0xFu); } int LayerPriority () { return int((regs[0x20/4] >> 8) & 0xFu); }
bool LayerIs4Bit (int layerNum) { return (regs[0x20/4] & (1 << (12 + layerNum))) != 0; } bool LayerIs4Bit (int layerNum) { return (regs[0x20/4] & uint(1 << (12 + layerNum))) != 0; }
bool LayerEnabled (int layerNum) { return (regs[0x60/4 + layerNum] & 0x80000000) != 0; } bool LayerEnabled (int layerNum) { return (regs[0x60/4 + layerNum] & 0x80000000u) != 0; }
bool LayerSelected (int layerNum) { return (LayerPriority() & (1 << layerNum)) == 0; } bool LayerSelected (int layerNum) { return (LayerPriority() & (1 << layerNum)) == 0; }
float Int8ToFloat(uint c) float Int8ToFloat(uint c)
{ {
@ -225,11 +225,12 @@ static const char s_fragmentShaderTileGen[] = R"glsl(
uint alpha = (colour>>15); // top bit is alpha. 1 means clear, 0 opaque uint alpha = (colour>>15); // top bit is alpha. 1 means clear, 0 opaque
alpha = ~alpha; // invert alpha = ~alpha; // invert
alpha = alpha & 0x1u; // mask bit alpha = alpha & 0x1u; // mask bit
const uint mask = 0x1F;
vec4 c; vec4 c;
c.r = float((colour >> 0 ) & 0x1F) / 31.0; c.r = float((colour >> 0 ) & mask) / 31.0;
c.g = float((colour >> 5 ) & 0x1F) / 31.0; c.g = float((colour >> 5 ) & mask) / 31.0;
c.b = float((colour >> 10) & 0x1F) / 31.0; c.b = float((colour >> 10) & mask) / 31.0;
c.a = float(alpha) / 1.0; c.a = float(alpha) / 1.0;
c.rgb *= c.a; // multiply by alpha value, this will push transparent to black, no branch needed c.rgb *= c.a; // multiply by alpha value, this will push transparent to black, no branch needed