UWP works
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94
src/system.c
94
src/system.c
@@ -1060,87 +1060,44 @@ static void emstick()
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#endif
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Uint32 load_shader(GPU_ShaderEnum shader_type, const char* filename)
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{
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SDL_RWops* rwops;
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Uint32 shader;
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char* source;
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int header_size, file_size;
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const char* header = "";
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GPU_Renderer* renderer = GPU_GetCurrentRenderer();
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// Open file
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rwops = SDL_RWFromFile(filename, "rb");
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if(rwops == NULL)
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{
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GPU_PushErrorCode("load_shader", GPU_ERROR_FILE_NOT_FOUND, "Shader file \"%s\" not found", filename);
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return 0;
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}
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// Get file size
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file_size = SDL_RWseek(rwops, 0, SEEK_END);
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SDL_RWseek(rwops, 0, SEEK_SET);
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// Get size from header
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if(renderer->shader_language == GPU_LANGUAGE_GLSL)
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{
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if(renderer->max_shader_version >= 120)
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header = "#version 120\n";
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else
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header = "#version 110\n"; // Maybe this is good enough?
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}
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else if(renderer->shader_language == GPU_LANGUAGE_GLSLES)
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header = "#version 100\nprecision mediump int;\nprecision mediump float;\n";
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header_size = strlen(header);
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// Allocate source buffer
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source = (char*)malloc(sizeof(char)*(header_size + file_size + 1));
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// Prepend header
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strcpy(source, header);
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// Read in source code
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SDL_RWread(rwops, source + strlen(source), 1, file_size);
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source[header_size + file_size] = '\0';
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// Compile the shader
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shader = GPU_CompileShader(shader_type, source);
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// Clean up
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free(source);
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SDL_RWclose(rwops);
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return shader;
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}
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#define CODE(...) #__VA_ARGS__
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GPU_ShaderBlock load_shader_program(Uint32* p, const char* vertex_shader_file, const char* fragment_shader_file)
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u32 load_shader_program()
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{
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Uint32 v, f;
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v = load_shader(GPU_VERTEX_SHADER, vertex_shader_file);
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static const char* VertexShader =
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#include "ext/shader/common.vert"
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;
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v = GPU_CompileShader(GPU_VERTEX_SHADER, VertexShader);
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if(!v)
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GPU_LogError("Failed to load vertex shader (%s): %s\n", vertex_shader_file, GPU_GetShaderMessage());
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f = load_shader(GPU_PIXEL_SHADER, fragment_shader_file);
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GPU_LogError("Failed to load vertex shader: %s\n", GPU_GetShaderMessage());
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static const char* PixelShader =
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#include "ext/shader/crt-lottes.frag"
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;
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f = GPU_CompileShader(GPU_PIXEL_SHADER, PixelShader);
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if(!f)
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GPU_LogError("Failed to load fragment shader (%s): %s\n", fragment_shader_file, GPU_GetShaderMessage());
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GPU_LogError("Failed to load fragment shader: %s\n", GPU_GetShaderMessage());
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*p = GPU_LinkShaders(v, f);
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u32 p = GPU_LinkShaders(v, f);
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if(!*p)
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if(!p)
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{
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GPU_ShaderBlock b = {-1, -1, -1, -1};
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GPU_LogError("Failed to link shader program (%s + %s): %s\n", vertex_shader_file, fragment_shader_file, GPU_GetShaderMessage());
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return b;
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GPU_LogError("Failed to link shader program: %s\n", GPU_GetShaderMessage());
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return p;
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}
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{
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GPU_ShaderBlock block = GPU_LoadShaderBlock(*p, "gpu_Vertex", "gpu_TexCoord", "gpu_Color", "gpu_ModelViewProjectionMatrix");
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GPU_ActivateShaderProgram(*p, &block);
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GPU_ShaderBlock block = GPU_LoadShaderBlock(p, "gpu_Vertex", "gpu_TexCoord", "gpu_Color", "gpu_ModelViewProjectionMatrix");
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GPU_ActivateShaderProgram(p, &block);
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return block;
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return p;
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}
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}
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@@ -1176,12 +1133,11 @@ static s32 start(s32 argc, char **argv, const char* folder)
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GPU_Target* screen = GPU_Init(Width, Height, GPU_INIT_DISABLE_VSYNC);
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GPU_Image* texture = GPU_CreateImage(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, GPU_FORMAT_BGRA);
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GPU_Image* texture = GPU_CreateImage(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, GPU_FORMAT_RGBA);// GPU_FORMAT_BGRA);
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GPU_SetAnchor(texture, 0, 0);
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GPU_SetImageFilter(texture, GPU_FILTER_NEAREST);
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u32 crt_shader = 0;
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load_shader_program(&crt_shader, "data/shaders/common.vert", "data/shaders/crt-lottes.frag");
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u32 crt_shader = load_shader_program(&crt_shader);
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{
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u64 nextTick = SDL_GetPerformanceCounter();
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