mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2025-07-27 00:00:07 -06:00
get somewhere with this
hahahahahahhhhh except it's still upside-down
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@ -319,6 +319,11 @@ void GLScreen_DrawScreen()
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uiGLSetVSync(vsync);
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}
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if (GPU3D::Renderer != 0)
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{
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GPU::GLCompositor::RenderFrame();
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}
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float scale = uiGLGetFramebufferScale(GLContext);
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glBindFramebuffer(GL_FRAMEBUFFER, uiGLGetFramebuffer(GLContext));
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@ -353,8 +358,8 @@ void GLScreen_DrawScreen()
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x1 = TopScreenRect.X + TopScreenRect.Width;
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y1 = TopScreenRect.Y + TopScreenRect.Height;
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scwidth = 256;
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scheight = 192;
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scwidth = 256 * GL_3DScale;
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scheight = 192 * GL_3DScale;
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switch (ScreenRotation)
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{
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@ -399,8 +404,8 @@ void GLScreen_DrawScreen()
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x1 = BottomScreenRect.X + BottomScreenRect.Width;
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y1 = BottomScreenRect.Y + BottomScreenRect.Height;
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scwidth = 256;
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scheight = 192;
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scwidth = 256 * GL_3DScale;
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scheight = 192 * GL_3DScale;
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switch (ScreenRotation)
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{
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@ -453,10 +458,10 @@ void GLScreen_DrawScreen()
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glViewport(0, 0, WindowWidth*scale, WindowHeight*scale);
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if (GPU3D::Renderer == 0)
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//if (GPU3D::Renderer == 0)
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OpenGL_UseShaderProgram(GL_ScreenShader);
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else
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OpenGL_UseShaderProgram(GL_ScreenShaderAccel);
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//else
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// OpenGL_UseShaderProgram(GL_ScreenShaderAccel);
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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@ -465,12 +470,12 @@ void GLScreen_DrawScreen()
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{
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int frontbuf = GPU::FrontBuffer;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, GL_ScreenTexture);
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if (GPU::Framebuffer[frontbuf][0] && GPU::Framebuffer[frontbuf][1])
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{
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if (GPU3D::Renderer == 0)
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{
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glBindTexture(GL_TEXTURE_2D, GL_ScreenTexture);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 192, GL_RGBA_INTEGER,
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GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256, 192, GL_RGBA_INTEGER,
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@ -478,16 +483,17 @@ void GLScreen_DrawScreen()
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}
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else
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{
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 1, 192, GL_RGBA_INTEGER,
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GPU::GLCompositor::BindOutputTexture();
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/*glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 1, 192, GL_RGBA_INTEGER,
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GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256*3 + 1, 192, GL_RGBA_INTEGER,
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GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
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GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);*/
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}
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}
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glActiveTexture(GL_TEXTURE1);
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if (GPU3D::Renderer != 0)
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GPU3D::GLRenderer::SetupAccelFrame();
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//glActiveTexture(GL_TEXTURE1);
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//if (GPU3D::Renderer != 0)
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// GPU3D::GLRenderer::SetupAccelFrame();
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glBindBuffer(GL_ARRAY_BUFFER, GL_ScreenVertexBufferID);
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glBindVertexArray(GL_ScreenVertexArrayID);
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