GBA Video: Fix GL mode 0 y wrapping
Vicki Pfau vi@endrift.com
Mon, 10 Jun 2019 10:50:14 -0700
1 files changed,
5 insertions(+),
1 deletions(-)
jump to
M
src/gba/renderers/gl.c
→
src/gba/renderers/gl.c
@@ -146,8 +146,12 @@ " if (mosaic.y > 1) {\n"
" coord.y -= coord.y % mosaic.y;\n" " }\n" " coord += (ivec2(0x3FF, 0x3FF000) & offset[int(texCoord.y)]) >> ivec2(0, 12);\n" + " ivec2 wrap = ivec2(255, 511);\n" " if (size == 3) {\n" " coord.y += (coord.y & 256) << 1;\n" + " wrap.y = 1023;\n" + " } else if (size == 0) {\n" + " wrap.y = 255;\n" " }\n" " if (size != 2) {\n" " coord.y &= ~256;\n"@@ -155,7 +159,7 @@ " }\n"
" if ((size & 1) == 1) {\n" " coord.y += coord.x & 256;\n" " }\n" - " coord &= ivec2(255, 1023);\n" + " coord &= wrap;\n" " int mapAddress = screenBase + (coord.x >> 3) + (coord.y >> 3) * 32;\n" " vec4 map = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0);\n" " int tileFlags = int(map.g * 15.9);\n"