diff options
Diffstat (limited to 'src/video_core/renderer_opengl/renderer_opengl.cpp')
-rw-r--r-- | src/video_core/renderer_opengl/renderer_opengl.cpp | 15 |
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; |