fixed game specific texture bugs

This commit is contained in:
KojoZero 2026-05-04 21:24:15 -07:00
parent 7541aea98e
commit ebcc1e36f9
2 changed files with 197 additions and 203 deletions

View file

@ -666,13 +666,12 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
// Rotate Internal Texture to Landscape (The 3DS stores images rotated 90° internally)
std::array<ScreenRectVertex, 4> rotate_vertices;
rotate_vertices = {{
ScreenRectVertex(-1.f, 1.f, 1.f, 0.f), //Left, Top
ScreenRectVertex(1.f, 1.f, 1.f, 1.f), //Right, Top
ScreenRectVertex(-1.f, -1.f, 0.f, 0.f), //Left, Bottom
ScreenRectVertex(1.f, -1.f, 0.f, 1.f), //Right, Bottom
ScreenRectVertex(-1.f, 1.f, texcoords.bottom, texcoords.left), //Left, Top
ScreenRectVertex(1.f, 1.f, texcoords.bottom, texcoords.right), //Right, Top
ScreenRectVertex(-1.f, -1.f, texcoords.top, texcoords.left), //Left, Bottom
ScreenRectVertex(1.f, -1.f, texcoords.top, texcoords.right), //Right, Bottom
}};
// Vertices for 1:1 Texture Mapping.
std::array<ScreenRectVertex, 4> pass_through_vertices;
pass_through_vertices = {{
@ -728,205 +727,180 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
GLuint originalReadFramebuffer = state.draw.read_framebuffer;
GLuint originalDrawFramebuffer = state.draw.draw_framebuffer;
int originalViewport[4] = {state.viewport.x, state.viewport.y, state.viewport.width, state.viewport.height};
OGLTexture antialiasFBOTexture;
// -------------------------------------------------------------
if (antialiasingMode == 1){
//Pass 1
state.draw.read_framebuffer = textureFBO.handle;
state.draw.draw_framebuffer = textureFBO.handle;
state.Apply();
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = textureWidth;
state.viewport.height = textureHeight;
state.Apply();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[0].handle, 0);
state.draw.shader_program = SimplePresent_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = screen_info.display_texture;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 0);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (antialiasingMode == 1){
//Pass 1
state.draw.read_framebuffer = textureFBO.handle;
state.draw.draw_framebuffer = textureFBO.handle;
state.Apply();
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = textureWidth;
state.viewport.height = textureHeight;
state.Apply();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[0].handle, 0);
state.draw.shader_program = SimplePresent_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = screen_info.display_texture;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 0);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//Pass 2
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = textureWidth;
state.viewport.height = textureHeight;
state.Apply();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0);
state.draw.shader_program = FXAA_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = (*currIntermediateTexture)[0].handle;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 1);
glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//Pass 2
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = textureWidth;
state.viewport.height = textureHeight;
state.Apply();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0);
state.draw.shader_program = FXAA_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = (*currIntermediateTexture)[0].handle;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 1);
glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
} else if (antialiasingMode == 2){
//Pass 1
state.draw.read_framebuffer = textureFBO.handle;
state.draw.draw_framebuffer = textureFBO.handle;
state.Apply();
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = textureWidth;
state.viewport.height = textureHeight;
state.Apply();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[0].handle, 0);
state.draw.shader_program = SimplePresent_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = screen_info.display_texture;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 1);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//Pass 2
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = textureWidth;
state.viewport.height = textureHeight;
state.Apply();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[1].handle, 0);
state.draw.shader_program = SMAA_PASS_0_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = (*currIntermediateTexture)[0].handle;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
} else if (antialiasingMode == 2){
//Pass 1
state.draw.read_framebuffer = textureFBO.handle;
state.draw.draw_framebuffer = textureFBO.handle;
state.Apply();
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = textureWidth;
state.viewport.height = textureHeight;
state.Apply();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[0].handle, 0);
state.draw.shader_program = SimplePresent_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = screen_info.display_texture;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 1);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//Pass 3
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = textureWidth;
state.viewport.height = textureHeight;
state.Apply();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[2].handle, 0);
state.draw.shader_program = SMAA_PASS_1_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = (*currIntermediateTexture)[1].handle;
state.texture_units[0].sampler = samplers[1].handle;
state.texture_units[1].texture_2d = areatex.handle;
state.texture_units[1].sampler = samplers[1].handle;
state.texture_units[2].texture_2d = searchtex.handle;
state.texture_units[2].sampler = samplers[1].handle;
GLuint uniform_areatex = glGetUniformLocation(state.draw.shader_program, "areaTex");
GLuint uniform_searchtex = glGetUniformLocation(state.draw.shader_program, "searchTex");
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_areatex, 1);
glUniform1i(uniform_searchtex, 2);
glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//Pass 2
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = textureWidth;
state.viewport.height = textureHeight;
state.Apply();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[1].handle, 0);
state.draw.shader_program = SMAA_PASS_0_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = (*currIntermediateTexture)[0].handle;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//Pass 4
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = textureWidth;
state.viewport.height = textureHeight;
//Pass 3
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = textureWidth;
state.viewport.height = textureHeight;
state.Apply();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currIntermediateTexture)[2].handle, 0);
state.draw.shader_program = SMAA_PASS_1_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = (*currIntermediateTexture)[1].handle;
state.texture_units[0].sampler = samplers[1].handle;
state.texture_units[1].texture_2d = areatex.handle;
state.texture_units[1].sampler = samplers[1].handle;
state.texture_units[2].texture_2d = searchtex.handle;
state.texture_units[2].sampler = samplers[1].handle;
GLuint uniform_areatex = glGetUniformLocation(state.draw.shader_program, "areaTex");
GLuint uniform_searchtex = glGetUniformLocation(state.draw.shader_program, "searchTex");
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_areatex, 1);
glUniform1i(uniform_searchtex, 2);
glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//Pass 4
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = textureWidth;
state.viewport.height = textureHeight;
state.Apply();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0);
state.draw.shader_program = SMAA_PASS_2_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = (*currIntermediateTexture)[2].handle;
state.texture_units[0].sampler = samplers[1].handle;
state.texture_units[1].texture_2d = (*currIntermediateTexture)[0].handle;
state.texture_units[1].sampler = samplers[1].handle;
GLuint uniform_smaa_input = glGetUniformLocation(state.draw.shader_program, "SMAA_Input");
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_smaa_input, 1);
glUniform1i(uniform_convert_colors, 0);
glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
} else {
state.draw.read_framebuffer = textureFBO.handle;
state.draw.draw_framebuffer = textureFBO.handle;
state.Apply();
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = textureWidth;
state.viewport.height = textureHeight;
state.Apply();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0);
state.draw.shader_program = SimplePresent_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = screen_info.display_texture;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 1);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
if (scalingMode == 2){
if (isDownsampling){
//Output
state.draw.read_framebuffer = originalReadFramebuffer;
state.draw.draw_framebuffer = originalDrawFramebuffer;
state.Apply();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0);
state.draw.shader_program = SMAA_PASS_2_shader.handle;
state.viewport.x = originalViewport[0];
state.viewport.y = originalViewport[1];
state.viewport.width = originalViewport[2];
state.viewport.height = originalViewport[3];
state.Apply();
state.draw.shader_program = AREA_SAMPLING_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = (*currIntermediateTexture)[2].handle;
state.texture_units[0].sampler = samplers[1].handle;
state.texture_units[1].texture_2d = (*currIntermediateTexture)[0].handle;
state.texture_units[1].sampler = samplers[1].handle;
GLuint uniform_smaa_input = glGetUniformLocation(state.draw.shader_program, "SMAA_Input");
state.texture_units[0].texture_2d = (*currAntialiasFBOTexture).handle;
state.texture_units[0].sampler = samplers[0].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_smaa_input, 1);
glUniform1i(uniform_convert_colors, 0);
glUniform1i(uniform_convert_colors, 2);
glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight);
glUniform4f(uniform_o_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight);
glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data());
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
} else {
state.draw.read_framebuffer = textureFBO.handle;
state.draw.draw_framebuffer = textureFBO.handle;
state.Apply();
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = textureWidth;
state.viewport.height = textureHeight;
state.Apply();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, (*currAntialiasFBOTexture).handle, 0);
state.draw.shader_program = SimplePresent_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = screen_info.display_texture;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 1);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
if (scalingMode == 2){
if (isDownsampling){
//Output
state.draw.read_framebuffer = originalReadFramebuffer;
state.draw.draw_framebuffer = originalDrawFramebuffer;
state.Apply();
state.viewport.x = originalViewport[0];
state.viewport.y = originalViewport[1];
state.viewport.width = originalViewport[2];
state.viewport.height = originalViewport[3];
state.Apply();
state.draw.shader_program = AREA_SAMPLING_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = (*currAntialiasFBOTexture).handle;
state.texture_units[0].sampler = samplers[0].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 2);
glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight);
glUniform4f(uniform_o_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight);
glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
} else {
//Output
state.draw.read_framebuffer = originalReadFramebuffer;
state.draw.draw_framebuffer = originalDrawFramebuffer;
state.Apply();
state.viewport.x = originalViewport[0];
state.viewport.y = originalViewport[1];
state.viewport.width = originalViewport[2];
state.viewport.height = originalViewport[3];
state.Apply();
state.draw.shader_program = Present_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = (*currAntialiasFBOTexture).handle;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 2);
glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
} else {
//Output
state.draw.read_framebuffer = originalReadFramebuffer;
@ -941,11 +915,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = (*currAntialiasFBOTexture).handle;
if (scalingMode == 1){
state.texture_units[0].sampler = samplers[1].handle;
} else {
state.texture_units[0].sampler = samplers[0].handle;
}
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 2);
glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
@ -953,11 +923,32 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
} else {
//Output
state.draw.read_framebuffer = originalReadFramebuffer;
state.draw.draw_framebuffer = originalDrawFramebuffer;
state.Apply();
state.viewport.x = originalViewport[0];
state.viewport.y = originalViewport[1];
state.viewport.width = originalViewport[2];
state.viewport.height = originalViewport[3];
state.Apply();
state.draw.shader_program = Present_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = (*currAntialiasFBOTexture).handle;
if (scalingMode == 1){
state.texture_units[0].sampler = samplers[1].handle;
} else {
state.texture_units[0].sampler = samplers[0].handle;
}
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 2);
glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
state.texture_units[0].texture_2d = 0;
state.texture_units[0].sampler = 0;
state.Apply();
@ -1077,6 +1068,8 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
state.viewport.y = 0;
state.viewport.width = layout.width;
state.viewport.height = layout.height;
originalViewport = {0, 0, static_cast<int>(layout.width), static_cast<int>(layout.height)};
state.Apply();
if (render_window.NeedsClearing()) {

View file

@ -150,6 +150,7 @@ private:
float currTopTextureHeight;
float currBottomTextureWidth;
float currBottomTextureHeight;
std::array<int, 4> originalViewport;
};
} // namespace OpenGL