diff options
author | Michael Pavone <pavone@retrodev.com> | 2014-01-06 22:54:05 -0800 |
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committer | Michael Pavone <pavone@retrodev.com> | 2014-01-06 22:54:05 -0800 |
commit | e6825f6403036a874216d58fe1ac3989898e61f3 (patch) | |
tree | fcf3d642f85e1e19259a05fa2f5a06bc695d9522 /render_sdl.c | |
parent | 9507839714b1e5a1a0a8487c8cdb10d69c5de6bc (diff) |
The local clone on my laptop got messed up and some changes had not been pushed. This commit represents the status of the working copy from that clone. It unfortunately contains some changes that I did not intend to commit yet, but this seems like the best option at the moment.
Diffstat (limited to 'render_sdl.c')
-rw-r--r-- | render_sdl.c | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/render_sdl.c b/render_sdl.c index 124ee07..e5f5c96 100644 --- a/render_sdl.c +++ b/render_sdl.c @@ -18,7 +18,7 @@ SDL_Surface *screen; uint8_t render_dbg = 0; uint8_t debug_pal = 0; -uint8_t render_gl; +uint8_t render_gl = 1; uint32_t last_frame = 0; @@ -100,7 +100,7 @@ uint32_t render_map_color(uint8_t r, uint8_t g, uint8_t b) } #ifndef DISABLE_OPENGL -GLuint textures[3], buffers[2], vshader, fshader, program, un_textures[2], at_pos; +GLuint textures[3], buffers[2], vshader, fshader, program, un_textures[2], un_width, at_pos; GLfloat vertex_data[] = { -1.0f, -1.0f, @@ -196,6 +196,7 @@ void render_alloc_surfaces(vdp_context * context) } un_textures[0] = glGetUniformLocation(program, "textures[0]"); un_textures[1] = glGetUniformLocation(program, "textures[1]"); + un_width = glGetUniformLocation(program, "width"); at_pos = glGetAttribLocation(program, "pos"); } else { #endif @@ -363,6 +364,8 @@ void render_context_gl(vdp_context * context) glBindTexture(GL_TEXTURE_2D, (context->regs[REG_MODE_4] & BIT_INTERLACE) ? textures[1] : textures[2]); glUniform1i(un_textures[1], 1); + glUniform1f(un_width, context->latched_mode & BIT_H40 ? 320.0f : 256.0f); + glBindBuffer(GL_ARRAY_BUFFER, buffers[0]); glVertexAttribPointer(at_pos, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat[2]), (void *)0); glEnableVertexAttribArray(at_pos); |