[GPU] Decode GPUREG_TEXENV_BUFFER_COLOR in the vertex shader

This commit is contained in:
fleroviux 2023-06-20 22:09:14 +02:00
parent b7616cc9ec
commit ef7d01d1b1

View file

@ -22,6 +22,21 @@ const char* vertexShader = R"(
out vec3 texcoord0;
out vec2 texcoord1;
out vec2 texcoord2;
flat out vec4 v_textureEnvBufferColor;
// TEV uniforms
uniform uint u_textureEnvBufferColor;
vec4 abgr8888_to_vec4(uint abgr) {
const float scale = 1.0 / 255.0;
return vec4(
scale * float(abgr & 0xffu),
scale * float((abgr >> 8) & 0xffu),
scale * float((abgr >> 16) & 0xffu),
scale * float(abgr >> 24)
);
}
void main() {
gl_Position = coords;
@ -31,6 +46,8 @@ const char* vertexShader = R"(
texcoord0 = vec3(in_texcoord0.x, 1.0 - in_texcoord0.y, in_texcoord0_w);
texcoord1 = vec2(in_texcoord1.x, 1.0 - in_texcoord1.y);
texcoord2 = vec2(in_texcoord2.x, 1.0 - in_texcoord2.y);
v_textureEnvBufferColor = abgr8888_to_vec4(u_textureEnvBufferColor);
}
)";
@ -41,6 +58,7 @@ const char* fragmentShader = R"(
in vec3 texcoord0;
in vec2 texcoord1;
in vec2 texcoord2;
flat in vec4 v_textureEnvBufferColor;
out vec4 fragColour;
@ -54,7 +72,6 @@ const char* fragmentShader = R"(
uniform vec4 u_textureEnvColor[6];
uniform uint u_textureEnvScale[6];
uniform uint u_textureEnvUpdateBuffer;
uniform vec4 u_textureEnvBufferColor;
// Depth control uniforms
uniform float u_depthScale;
@ -181,7 +198,7 @@ const char* fragmentShader = R"(
tev_sources[13] = vec4(0.0); // Previous buffer
tev_sources[15] = vec4(0.0); // Previous combiner
tev_next_previous_buffer = u_textureEnvBufferColor;
tev_next_previous_buffer = v_textureEnvBufferColor;
for (int i = 0; i < 6; i++) {
tev_sources[14] = u_textureEnvColor[i]; // Constant color
@ -491,13 +508,7 @@ void Renderer::setupTextureEnvState() {
glUniform4fv(textureEnvColorLoc, 6, (const GLfloat*)textureEnvColourRegs);
glUniform1uiv(textureEnvScaleLoc, 6, textureEnvScaleRegs);
glUniform1ui(textureEnvUpdateBufferLoc, regs[0xe0]);
const u32 bufferColor = regs[0xfd];
const float r = (float)(bufferColor & 0xff) / 255.0f;
const float g = (float)getBits<8, 8>(bufferColor) / 255.0f;
const float b = (float)getBits<16, 8>(bufferColor) / 255.0f;
const float a = (float)getBits<24, 8>(bufferColor) / 255.0f;
glUniform4f(textureEnvBufferColorLoc, r, g, b, a);
glUniform1ui(textureEnvBufferColorLoc, regs[0xfd]);
}
void Renderer::drawVertices(OpenGL::Primitives primType, std::span<const Vertex> vertices) {