[GTK3] Use logical ARGB byte order for image buffers
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be63e5b87d
commit
5476f45eb8
26
gtk3/main.c
26
gtk3/main.c
@ -830,29 +830,7 @@ G_MODULE_EXPORT void on_use_integer_scaling_changed(GtkWidget *w, gpointer user_
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}
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static uint32_t rgb_encode(GB_gameboy_t *gb, uint8_t r, uint8_t g, uint8_t b) {
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// We use GL_RGBA and GL_UNSIGNED_BYTE for our texture upload,
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// so OpenGL expects pixel data in RGBA order in memory.
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#ifdef GB_LITTLE_ENDIAN
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// ABGR
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uint32_t color = 0xFF000000 | (b << 16) | (g << 8) | r;
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#else
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// RGBA
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uint32_t color = (r << 24) | (g << 16) | (b << 8) | 0xFF;
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#endif
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return color;
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}
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static uint32_t rgb_encode_fallback(GB_gameboy_t *gb, uint8_t r, uint8_t g, uint8_t b) {
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#ifdef GB_LITTLE_ENDIAN
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// ARGB
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uint32_t color = 0xFF000000 | (r << 16) | (g << 8) | b;
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#else
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// BGRA
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uint32_t color = (b << 24) | (g << 16) | (r << 8) | 0xFF;
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#endif
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return color;
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return 0xFF000000 | (r << 16) | (g << 8) | b;
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}
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static void render_texture(void *pixels, void *previous) {
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@ -992,7 +970,7 @@ static void run(GApplication *app, UserData *user_data) {
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GB_set_vblank_callback(&gb, (GB_vblank_callback_t) vblank);
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GB_set_pixels_output(&gb, get_current_buffer());
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GB_set_rgb_encode_callback(&gb, fallback_canvas? rgb_encode_fallback : rgb_encode);
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GB_set_rgb_encode_callback(&gb, rgb_encode);
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// GB_set_sample_rate(&gb, have_aspec.freq);
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GB_set_color_correction_mode(&gb, get_color_correction_mode());
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GB_set_highpass_filter_mode(&gb, get_highpass_mode());
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@ -103,7 +103,6 @@ G_MODULE_EXPORT void on_sgb_model_changed(GtkWidget *w, gpointer user_data_gptr)
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G_MODULE_EXPORT void on_use_integer_scaling_changed(GtkWidget *w, gpointer user_data_gptr);
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static uint32_t rgb_encode(GB_gameboy_t *gb, uint8_t r, uint8_t g, uint8_t b);
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static uint32_t rgb_encode_fallback(GB_gameboy_t *gb, uint8_t r, uint8_t g, uint8_t b);
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static void render_texture(void *pixels, void *previous);
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static void update_viewport(void);
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static void update_window_geometry();
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@ -178,13 +178,13 @@ void render_bitmap_with_shader(shader_t *shader, void *bitmap, void *previous,
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glUniform2f(shader->resolution_uniform, w, h);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, shader->texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, source_width, source_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, bitmap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, source_width, source_height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, bitmap);
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glUniform1i(shader->texture_uniform, 0);
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glUniform1i(shader->mix_previous_uniform, previous != NULL);
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if (previous) {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, shader->previous_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, source_width, source_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, previous);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, source_width, source_height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, previous);
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glUniform1i(shader->previous_texture_uniform, 1);
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}
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glBindFragDataLocation(shader->program, 0, "frag_color");
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