fix: lower required OpenGL version + resolve offset bug

This commit is contained in:
2022-09-22 15:30:22 -03:00
parent 1575f517a9
commit f44a1a49fd
3 changed files with 19 additions and 21 deletions

View File

@@ -25,10 +25,10 @@ pub const Gui = struct {
// zig fmt: off
const vertices: [32]f32 = [_]f32{
// Positions // Colours // Texture Coords
1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, // Top Right
1.0, -1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, // Bottom Right
-1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, // Bottom Left
-1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, // Top Left
1.0, -1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, // Top Right
1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, // Bottom Right
-1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, // Bottom Left
-1.0, -1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, // Top Left
};
const indices: [6]u32 = [_]u32{
@@ -47,8 +47,8 @@ pub const Gui = struct {
pub fn init(title: *const [12]u8, apu: *Apu, width: i32, height: i32) Self {
if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO) < 0) panic();
if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_PROFILE_MASK, SDL.SDL_GL_CONTEXT_PROFILE_CORE) < 0) panic();
if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 4) < 0) panic();
if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 4) < 0) panic();
if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic();
if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic();
const win_scale = @intCast(c_int, config.config().host.win_scale);
@@ -121,13 +121,13 @@ pub const Gui = struct {
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, @sizeOf(@TypeOf(indices)), &indices, gl.STATIC_DRAW);
// Position
gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), &0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @intToPtr(?*anyopaque, 0)); // lmao
gl.enableVertexAttribArray(0);
// Colour
gl.vertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), &(3 * @sizeOf(f32)));
gl.vertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @intToPtr(?*anyopaque, (3 * @sizeOf(f32))));
gl.enableVertexAttribArray(1);
// Texture Coord
gl.vertexAttribPointer(2, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), &(6 * @sizeOf(f32)));
gl.vertexAttribPointer(2, 2, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @intToPtr(?*anyopaque, (6 * @sizeOf(f32))));
gl.enableVertexAttribArray(2);
return .{ vao_id, vbo_id, ebo_id };
@@ -138,13 +138,13 @@ pub const Gui = struct {
gl.genTextures(1, &tex_id);
gl.bindTexture(gl.TEXTURE_2D, tex_id);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
// gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
// gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gba_width, gba_height, 0, gl.RGBA, gl.UNSIGNED_BYTE, buf.ptr);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gba_width, gba_height, 0, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr);
// gl.generateMipmap(gl.TEXTURE_2D); // TODO: Remove?
return tex_id;
@@ -220,7 +220,7 @@ pub const Gui = struct {
// Emulator has an internal Double Buffer
const framebuf = cpu.bus.ppu.framebuf.get(.Renderer);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gba_width, gba_height, gl.RGBA, gl.UNSIGNED_BYTE, framebuf.ptr);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gba_width, gba_height, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, framebuf.ptr);
gl.useProgram(self.program_id);
gl.bindVertexArray(vao_id);