all repos — mgba @ fc3a6153e2c327cbbbc10439c9dca8a1ccb66ab5

mGBA Game Boy Advance Emulator

GBA Video: New GL palette approach, no more batch splitting on palette edits
Vicki Pfau vi@endrift.com
Mon, 30 Nov 2020 20:53:37 -0800
commit

fc3a6153e2c327cbbbc10439c9dca8a1ccb66ab5

parent

60ec3e0e9926da9a10771f164f5040359f077872

3 files changed, 83 insertions(+), 56 deletions(-)

jump to
M CHANGESCHANGES

@@ -93,6 +93,7 @@ - GBA: Allow pausing event loop while CPU is blocked

- GBA BIOS: Division by zero should emit a FATAL error - GBA Video: Convert OpenGL VRAM texture to integer - GBA Video: Skip attempting to render offscreen sprites in OpenGL + - GBA Video: New GL palette approach, no more batch splitting on palette edits - Debugger: Keep track of global cycle count - FFmpeg: Add looping option for GIF/APNG - mGUI: Show battery percentage
M include/mgba/internal/gba/renderers/gl.hinclude/mgba/internal/gba/renderers/gl.h

@@ -79,8 +79,7 @@ enum {

GBA_GL_TEX_OBJ_COLOR = 0, GBA_GL_TEX_OBJ_FLAGS, GBA_GL_TEX_OBJ_DEPTH, - GBA_GL_TEX_BACKDROP_COLOR, - GBA_GL_TEX_BACKDROP_FLAGS, + GBA_GL_TEX_BACKDROP, GBA_GL_TEX_WINDOW, GBA_GL_TEX_MAX };

@@ -121,8 +120,8 @@ GBA_GL_FINALIZE_SCALE = 2,

GBA_GL_FINALIZE_LAYERS, GBA_GL_FINALIZE_FLAGS, GBA_GL_FINALIZE_WINDOW, + GBA_GL_FINALIZE_PALETTE, GBA_GL_FINALIZE_BACKDROP, - GBA_GL_FINALIZE_BACKDROPFLAGS, GBA_GL_UNIFORM_MAX = 14 };

@@ -150,7 +149,10 @@ GLuint vbo;

GLuint outputTex; - GLint shadowPalette[512]; + GLuint paletteTex; + uint16_t shadowPalette[GBA_VIDEO_VERTICAL_PIXELS][512]; + int nextPalette; + int lastPalette; bool paletteDirty; GLuint vramTex;
M src/gba/renderers/gl.csrc/gba/renderers/gl.c

@@ -82,29 +82,25 @@ " texCoord = local * vec2(abs(maxPos));\n"

"}"; static const char* const _renderTile16 = - "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n" + "int renderTile(int tile, int paletteId, ivec2 localCoord) {\n" " int address = charBase + tile * 16 + (localCoord.x >> 2) + (localCoord.y << 1);\n" " int halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0).r;\n" " int entry = (halfrow >> (4 * (localCoord.x & 3))) & 15;\n" " if (entry == 0) {\n" " discard;\n" " }\n" - " int paletteEntry = palette[paletteId * 16 + entry];\n" - " vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n" - " return color;\n" + " return paletteId * 16 + entry;\n" "}"; static const char* const _renderTile256 = - "vec4 renderTile(int tile, int paletteId, ivec2 localCoord) {\n" + "int renderTile(int tile, int paletteId, ivec2 localCoord) {\n" " int address = charBase + tile * 32 + (localCoord.x >> 1) + (localCoord.y << 2);\n" " int halfrow = texelFetch(vram, ivec2(address & 255, address >> 8), 0).r;\n" " int entry = (halfrow >> (8 * (localCoord.x & 1))) & 255;\n" " if (entry == 0) {\n" " discard;\n" " }\n" - " int paletteEntry = palette[entry];\n" - " vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n" - " return color;\n" + " return entry;\n" "}"; static const struct GBAVideoGLUniform _uniformsMode0[] = {

@@ -123,7 +119,7 @@

static const char* const _renderMode0 = "in vec2 texCoord;\n" "uniform isampler2D vram;\n" - "uniform int palette[256];\n" + "uniform sampler2D palette;\n" "uniform int screenBase;\n" "uniform int charBase;\n" "uniform int size;\n"

@@ -131,7 +127,7 @@ "uniform int offset[160];\n"

"uniform ivec2 mosaic;\n" "OUT(0) out vec4 color;\n" - "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n" + "int renderTile(int tile, int paletteId, ivec2 localCoord);\n" "void main() {\n" " ivec2 coord = ivec2(texCoord);\n"

@@ -165,18 +161,19 @@ " if ((map & 2048) == 2048) {\n"

" coord.y ^= 7;\n" " }\n" " int tile = map & 1023;\n" - " color = renderTile(tile, map >> 12, coord & 7);\n" + " int paletteEntry = renderTile(tile, map >> 12, coord & 7);\n" + " color = texelFetch(palette, ivec2(paletteEntry, int(texCoord.y)), 0);\n" "}"; static const char* const _fetchTileOverflow = - "vec4 fetchTile(ivec2 coord) {\n" + "int fetchTile(ivec2 coord) {\n" " int sizeAdjusted = (0x8000 << size) - 1;\n" " coord &= sizeAdjusted;\n" " return renderTile(coord);\n" "}"; static const char* const _fetchTileNoOverflow = - "vec4 fetchTile(ivec2 coord) {\n" + "int fetchTile(ivec2 coord) {\n" " int sizeAdjusted = (0x8000 << size) - 1;\n" " ivec2 outerCoord = coord & ~sizeAdjusted;\n" " if ((outerCoord.x | outerCoord.y) != 0) {\n"

@@ -224,7 +221,7 @@

static const char* const _renderMode2 = "in vec2 texCoord;\n" "uniform isampler2D vram;\n" - "uniform int palette[256];\n" + "uniform sampler2D palette;\n" "uniform int screenBase;\n" "uniform int charBase;\n" "uniform int size;\n"

@@ -233,11 +230,11 @@ "uniform ivec2 range;\n"

"uniform ivec2 mosaic;\n" "OUT(0) out vec4 color;\n" - "vec4 fetchTile(ivec2 coord);\n" + "int fetchTile(ivec2 coord);\n" "vec2 interpolate(ivec2 arr[4], float x);\n" "void loadAffine(int y, out ivec2 mat[4], out ivec2 aff[4]);\n" - "vec4 renderTile(ivec2 coord) {\n" + "int renderTile(ivec2 coord) {\n" " int map = (coord.x >> 11) + (((coord.y >> 7) & 0x7F0) << size);\n" " int mapAddress = screenBase + (map >> 1);\n" " int twomaps = texelFetch(vram, ivec2(mapAddress & 255, mapAddress >> 8), 0).r;\n"

@@ -248,9 +245,7 @@ " int entry = (halfrow >> (8 * ((coord.x >> 8) & 1))) & 255;\n"

" if (entry == 0) {\n" " discard;\n" " }\n" - " int paletteEntry = palette[entry];\n" - " vec4 color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n" - " return color;\n" + " return entry;\n" "}\n" "void main() {\n"

@@ -273,7 +268,8 @@ " }\n"

" float lin = start + y * 0.25;\n" " vec2 mixedTransform = interpolate(mat, lin);\n" " vec2 mixedOffset = interpolate(offset, lin);\n" - " color = fetchTile(ivec2(mixedTransform * incoord.x + mixedOffset));\n" + " int paletteEntry = fetchTile(ivec2(mixedTransform * incoord.x + mixedOffset));\n" + " color = texelFetch(palette, ivec2(paletteEntry, int(texCoord.y)), 0);\n" "}"; static const struct GBAVideoGLUniform _uniformsMode35[] = {

@@ -351,7 +347,7 @@

static const char* const _renderMode4 = "in vec2 texCoord;\n" "uniform isampler2D vram;\n" - "uniform int palette[256];\n" + "uniform sampler2D palette;\n" "uniform int charBase;\n" "uniform ivec2 size;\n" "uniform ivec4 transform[160];\n"

@@ -395,8 +391,7 @@ " int entry = (twoEntries >> (8 * (address & 1))) & 255;\n"

" if (entry == 0) {\n" " discard;\n" " }\n" - " int paletteEntry = palette[entry];\n" - " color = vec4(PALETTE_ENTRY(paletteEntry), 1.);\n" + " color = texelFetch(palette, ivec2(entry, int(texCoord.y)), 0);\n" "}"; static const struct GBAVideoGLUniform _uniformsObj[] = {

@@ -419,7 +414,7 @@

static const char* const _renderObj = "in vec2 texCoord;\n" "uniform isampler2D vram;\n" - "uniform int palette[256];\n" + "uniform sampler2D palette;\n" "uniform int charBase;\n" "uniform int stride;\n" "uniform int localPalette;\n"

@@ -433,7 +428,7 @@ "OUT(0) out vec4 color;\n"

"OUT(1) out ivec4 flags;\n" "OUT(2) out ivec4 window;\n" - "vec4 renderTile(int tile, int paletteId, ivec2 localCoord);\n" + "int renderTile(int tile, int paletteId, ivec2 localCoord);\n" "void main() {\n" " vec2 incoord = texCoord;\n"

@@ -455,8 +450,8 @@ " ivec2 coord = ivec2(transform * (incoord - vec2(dims.zw) / 2.) + vec2(dims.xy) / 2.);\n"

" if ((coord & ~(dims.xy - 1)) != ivec2(0, 0)) {\n" " discard;\n" " }\n" - " vec4 pix = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, localPalette, coord & 7);\n" - " color = pix;\n" + " int paletteEntry = renderTile((coord.x >> 3) + (coord.y >> 3) * stride, localPalette, coord & 7);\n" + " color = texelFetch(palette, ivec2(paletteEntry + 256, coord.y), 0);\n" " flags = inflags;\n" " gl_FragDepth = float(flags.x) / 16.;\n" " window = ivec4(objwin, 0);\n"

@@ -551,8 +546,8 @@ { "scale", GBA_GL_FINALIZE_SCALE, },

{ "layers", GBA_GL_FINALIZE_LAYERS, }, { "objFlags", GBA_GL_FINALIZE_FLAGS, }, { "window", GBA_GL_FINALIZE_WINDOW, }, - { "backdrop", GBA_GL_FINALIZE_BACKDROP, }, - { "backdropFlags", GBA_GL_FINALIZE_BACKDROPFLAGS, }, + { "palette", GBA_GL_FINALIZE_PALETTE, }, + { "backdropFlags", GBA_GL_FINALIZE_BACKDROP, }, { 0 } };

@@ -562,7 +557,7 @@ "uniform int scale;\n"

"uniform sampler2D layers[5];\n" "uniform isampler2D objFlags;\n" "uniform isampler2D window;\n" - "uniform sampler2D backdrop;\n" + "uniform sampler2D palette;\n" "uniform isampler2D backdropFlags;\n" "out vec4 color;\n"

@@ -582,7 +577,7 @@ " }\n"

"}\n" "void main() {\n" - " vec4 topPixel = texelFetch(backdrop, ivec2(0, texCoord.y), 0);\n" + " vec4 topPixel = texelFetch(palette, ivec2(0, texCoord.y), 0);\n" " vec4 bottomPixel = topPixel;\n" " ivec4 topFlags = ivec4(texelFetch(backdropFlags, ivec2(0, texCoord.y), 0));\n" " ivec4 bottomFlags = topFlags;\n"

@@ -745,8 +740,7 @@ _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_WINDOW], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT2, glRenderer->scale);

_initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_OBJ_DEPTH], GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, GL_DEPTH_STENCIL_ATTACHMENT, glRenderer->scale); glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]); - _initFramebufferTexture(glRenderer->layers[GBA_GL_TEX_BACKDROP_COLOR], GL_RGB, GL_COLOR_ATTACHMENT0, 0); - _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_BACKDROP_FLAGS], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT1, 0); + _initFramebufferTextureEx(glRenderer->layers[GBA_GL_TEX_BACKDROP], GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE, GL_COLOR_ATTACHMENT0, 0); glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_WINDOW]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glRenderer->layers[GBA_GL_TEX_WINDOW], 0);

@@ -776,6 +770,12 @@ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_R16UI, 256, 192, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0); + glGenTextures(1, &glRenderer->paletteTex); + glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0); + glGenBuffers(1, &glRenderer->vbo); glBindBuffer(GL_ARRAY_BUFFER, glRenderer->vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);

@@ -889,6 +889,7 @@ }

glDeleteFramebuffers(GBA_GL_FBO_MAX, glRenderer->fbo); glDeleteTextures(GBA_GL_TEX_MAX, glRenderer->layers); glDeleteTextures(1, &glRenderer->vramTex); + glDeleteTextures(1, &glRenderer->paletteTex); glDeleteBuffers(1, &glRenderer->vbo); _deleteShader(&glRenderer->bgShader[0]);

@@ -918,6 +919,8 @@ glRenderer->firstAffine = -1;

glRenderer->firstY = -1; glRenderer->dispcnt = 0x0080; glRenderer->mosaic = 0; + glRenderer->nextPalette = 0; + glRenderer->lastPalette = 1; memset(glRenderer->shadowRegs, 0, sizeof(glRenderer->shadowRegs)); glRenderer->regsDirty = 0xFFFFFFFFFFFEULL; }

@@ -938,6 +941,16 @@ struct GBAVideoGLRenderer* glRenderer = (struct GBAVideoGLRenderer*) renderer;

UNUSED(address); UNUSED(value); glRenderer->paletteDirty = true; + int r = M_R5(value); + int g = M_G5(value) << 1; + g |= g >> 5; + int b = M_B5(value); + if (glRenderer->nextPalette) { + glRenderer->lastPalette = glRenderer->nextPalette - 1; + } else { + glRenderer->lastPalette = GBA_VIDEO_VERTICAL_PIXELS - 1; + } + glRenderer->shadowPalette[glRenderer->nextPalette][address >> 1] = (r << 11) | (g << 5) | b; } uint16_t GBAVideoGLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {

@@ -1291,7 +1304,7 @@ } else {

glRenderer->firstAffine = -1; } - if (glRenderer->paletteDirty || _needsVramUpload(glRenderer, y) || glRenderer->oamDirty || glRenderer->regsDirty) { + if (_needsVramUpload(glRenderer, y) || glRenderer->oamDirty || glRenderer->regsDirty) { if (glRenderer->firstY >= 0) { _drawScanlines(glRenderer, y - 1); glBindVertexArray(0);

@@ -1336,11 +1349,19 @@ glRenderer->bg[3].scanlineAffine[y * 4 + 1] = glRenderer->bg[3].affine.dy;

glRenderer->bg[3].scanlineAffine[y * 4 + 2] = glRenderer->bg[3].affine.sx; glRenderer->bg[3].scanlineAffine[y * 4 + 3] = glRenderer->bg[3].affine.sy; + int oldPalette = glRenderer->nextPalette; + glRenderer->nextPalette = y + 1; + if (glRenderer->nextPalette >= GBA_VIDEO_VERTICAL_PIXELS) { + glRenderer->nextPalette = 0; + } if (glRenderer->paletteDirty) { - for (i = 0; i < 512; ++i) { - glRenderer->shadowPalette[i] = glRenderer->d.palette[i]; + memcpy(glRenderer->shadowPalette[glRenderer->nextPalette], glRenderer->shadowPalette[oldPalette], sizeof(glRenderer->shadowPalette[0])); + if (glRenderer->nextPalette == glRenderer->lastPalette) { + glRenderer->paletteDirty = false; + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glRenderer->shadowPalette); } - glRenderer->paletteDirty = false; } if (_needsVramUpload(glRenderer, y)) {

@@ -1400,24 +1421,24 @@

void _drawScanlines(struct GBAVideoGLRenderer* glRenderer, int y) { glEnable(GL_SCISSOR_TEST); - uint32_t backdrop = M_RGB5_TO_RGB8(glRenderer->shadowPalette[0]); glViewport(0, 0, 1, GBA_VIDEO_VERTICAL_PIXELS); glScissor(0, glRenderer->firstY, 1, y - glRenderer->firstY + 1); glBindFramebuffer(GL_FRAMEBUFFER, glRenderer->fbo[GBA_GL_FBO_BACKDROP]); - glDrawBuffers(2, (GLenum[]) { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }); - glClearBufferfv(GL_COLOR, 0, (GLfloat[]) { ((backdrop >> 16) & 0xF8) / 248., ((backdrop >> 8) & 0xF8) / 248., (backdrop & 0xF8) / 248., 1.f }); - glClearBufferiv(GL_COLOR, 1, (GLint[]) { 32, glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4), glRenderer->blda, 0 }); - - glDrawBuffers(2, (GLenum[]) { GL_NONE, GL_COLOR_ATTACHMENT1 }); + glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 }); + glClearBufferiv(GL_COLOR, 0, (GLint[]) { 32, glRenderer->target1Bd | (glRenderer->target2Bd * 2) | (glRenderer->blendEffect * 4), glRenderer->blda, 0 }); int i; for (i = 0; i < 4; ++i) { glScissor(i + 1, glRenderer->firstY, 1, y - glRenderer->firstY + 1); - glClearBufferiv(GL_COLOR, 1, (GLint[]) { glRenderer->bg[i].priority, + glClearBufferiv(GL_COLOR, 0, (GLint[]) { glRenderer->bg[i].priority, glRenderer->bg[i].target1 | (glRenderer->bg[i].target2 << 1) | (glRenderer->blendEffect << 2), glRenderer->blda, 0 }); } - glDrawBuffers(1, (GLenum[]) { GL_COLOR_ATTACHMENT0 }); + if (glRenderer->paletteDirty) { + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, glRenderer->paletteTex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, GBA_VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glRenderer->shadowPalette); + } GBAVideoGLRendererDrawWindow(glRenderer, y); if (GBARegisterDISPCNTIsObjEnable(glRenderer->dispcnt) && !glRenderer->d.disableOBJ) {

@@ -1626,9 +1647,9 @@ glBindTexture(GL_TEXTURE_2D, renderer->bg[2].tex);

glActiveTexture(GL_TEXTURE0 + 6); glBindTexture(GL_TEXTURE_2D, renderer->bg[3].tex); glActiveTexture(GL_TEXTURE0 + 7); - glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_COLOR]); + glBindTexture(GL_TEXTURE_2D, renderer->paletteTex); glActiveTexture(GL_TEXTURE0 + 8); - glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP_FLAGS]); + glBindTexture(GL_TEXTURE_2D, renderer->layers[GBA_GL_TEX_BACKDROP]); glUniform2i(uniforms[GBA_GL_VS_LOC], GBA_VIDEO_VERTICAL_PIXELS, 0); glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS);

@@ -1636,9 +1657,8 @@ glUniform1i(uniforms[GBA_GL_FINALIZE_SCALE], renderer->scale);

glUniform1iv(uniforms[GBA_GL_FINALIZE_LAYERS], 5, (GLint[]) { 3, 4, 5, 6, 1 }); glUniform1i(uniforms[GBA_GL_FINALIZE_FLAGS], 2); glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0); - glUniform1i(uniforms[GBA_GL_FINALIZE_WINDOW], 0); - glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 7); - glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROPFLAGS], 8); + glUniform1i(uniforms[GBA_GL_FINALIZE_PALETTE], 7); + glUniform1i(uniforms[GBA_GL_FINALIZE_BACKDROP], 8); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } glBindFramebuffer(GL_FRAMEBUFFER, 0);

@@ -1683,10 +1703,12 @@ glUseProgram(shader->program);

glBindVertexArray(shader->vao); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, renderer->vramTex); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, renderer->paletteTex); glUniform2i(uniforms[GBA_GL_VS_LOC], totalHeight, 0); glUniform2i(uniforms[GBA_GL_VS_MAXPOS], totalWidth, totalHeight); glUniform1i(uniforms[GBA_GL_OBJ_VRAM], 0); - glUniform1iv(uniforms[GBA_GL_OBJ_PALETTE], 256, &renderer->shadowPalette[256]); + glUniform1i(uniforms[GBA_GL_OBJ_PALETTE], 1); glUniform1i(uniforms[GBA_GL_OBJ_CHARBASE], charBase); glUniform1i(uniforms[GBA_GL_OBJ_STRIDE], stride); glUniform1i(uniforms[GBA_GL_OBJ_LOCALPALETTE], GBAObjAttributesCGetPalette(sprite->c));

@@ -1769,9 +1791,11 @@ glBindFramebuffer(GL_FRAMEBUFFER, background->fbo);

glViewport(0, 0, GBA_VIDEO_HORIZONTAL_PIXELS * renderer->scale, GBA_VIDEO_VERTICAL_PIXELS * renderer->scale); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, renderer->vramTex); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, renderer->paletteTex); glUniform2i(uniforms[GBA_GL_VS_MAXPOS], GBA_VIDEO_HORIZONTAL_PIXELS, GBA_VIDEO_VERTICAL_PIXELS); glUniform1i(uniforms[GBA_GL_BG_VRAM], 0); - glUniform1iv(uniforms[GBA_GL_OBJ_PALETTE], 256, renderer->shadowPalette); + glUniform1i(uniforms[GBA_GL_OBJ_PALETTE], 1); if (background->mosaic) { glUniform2i(uniforms[GBA_GL_BG_MOSAIC], GBAMosaicControlGetBgV(renderer->mosaic) + 1, GBAMosaicControlGetBgH(renderer->mosaic) + 1); } else {