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-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp15
1 files changed, 6 insertions, 9 deletions
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index 78b50b227..ab0acb20a 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -9,13 +9,10 @@
#include <memory>
#include <glad/glad.h>
#include "common/assert.h"
-#include "common/bit_field.h"
#include "common/logging/log.h"
#include "core/core.h"
#include "core/core_timing.h"
#include "core/frontend/emu_window.h"
-#include "core/hw/hw.h"
-#include "core/hw/lcd.h"
#include "core/memory.h"
#include "core/settings.h"
#include "core/tracer/recorder.h"
@@ -57,7 +54,7 @@ uniform sampler2D color_texture;
void main() {
// Swap RGBA -> ABGR so we don't have to do this on the CPU. This needs to change if we have to
// support more framebuffer pixel formats.
- color = texture(color_texture, frag_tex_coord).abgr;
+ color = texture(color_texture, frag_tex_coord);
}
)";
@@ -210,7 +207,7 @@ void RendererOpenGL::InitOpenGLObjects() {
0.0f);
// Link shaders and get variable locations
- shader.Create(vertex_shader, nullptr, fragment_shader);
+ shader.CreateFromSource(vertex_shader, nullptr, fragment_shader);
state.draw.shader_program = shader.handle;
state.Apply();
uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
@@ -311,10 +308,10 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
}
std::array<ScreenRectVertex, 4> vertices = {{
- ScreenRectVertex(x, y, texcoords.top, right),
- ScreenRectVertex(x + w, y, texcoords.bottom, right),
- ScreenRectVertex(x, y + h, texcoords.top, left),
- ScreenRectVertex(x + w, y + h, texcoords.bottom, left),
+ ScreenRectVertex(x, y, texcoords.top, left),
+ ScreenRectVertex(x + w, y, texcoords.bottom, left),
+ ScreenRectVertex(x, y + h, texcoords.top, right),
+ ScreenRectVertex(x + w, y + h, texcoords.bottom, right),
}};
state.texture_units[0].texture_2d = screen_info.display_texture;