Add OpenGL ES support to Linux target and enable it for ARM devices

This commit is contained in:
Magnus Norddahl 2017-01-25 07:18:26 +01:00
parent 348b73eb83
commit 9c4b11b671
6 changed files with 217 additions and 91 deletions

View file

@ -130,8 +130,16 @@ void gl_LoadExtensions()
InitContext();
CollectExtensions();
const char *version = Args->CheckValue("-glversion");
const char *glversion = (const char*)glGetString(GL_VERSION);
gl.es = false;
if (glversion && strlen(glversion) > 10 && memcmp(glversion, "OpenGL ES ", 10) == 0)
{
glversion += 10;
gl.es = true;
}
const char *version = Args->CheckValue("-glversion");
if (version == NULL)
{
@ -147,90 +155,117 @@ void gl_LoadExtensions()
float gl_version = (float)strtod(version, NULL) + 0.01f;
// Don't even start if it's lower than 2.0 or no framebuffers are available (The framebuffer extension is needed for glGenerateMipmapsEXT!)
if ((gl_version < 2.0f || !CheckExtension("GL_EXT_framebuffer_object")) && gl_version < 3.0f)
if (gl.es)
{
I_FatalError("Unsupported OpenGL version.\nAt least OpenGL 2.0 with framebuffer support is required to run " GAMENAME ".\n");
}
if (gl_version < 2.0f)
{
I_FatalError("Unsupported OpenGL ES version.\nAt least OpenGL ES 2.0 is required to run " GAMENAME ".\n");
}
const char *glslversion = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
if (glslversion && strlen(glslversion) > 18 && memcmp(glslversion, "OpenGL ES GLSL ES ", 10) == 0)
{
glslversion += 18;
}
// add 0.01 to account for roundoff errors making the number a tad smaller than the actual version
gl.glslversion = strtod(glslversion, NULL) + 0.01f;
gl.vendorstring = (char*)glGetString(GL_VENDOR);
// add 0.01 to account for roundoff errors making the number a tad smaller than the actual version
gl.glslversion = strtod((char*)glGetString(GL_SHADING_LANGUAGE_VERSION), NULL) + 0.01f;
gl.vendorstring = (char*)glGetString(GL_VENDOR);
// first test for optional features
if (CheckExtension("GL_ARB_texture_compression")) gl.flags |= RFL_TEXTURE_COMPRESSION;
if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags |= RFL_TEXTURE_COMPRESSION_S3TC;
if ((gl_version >= 3.3f || CheckExtension("GL_ARB_sampler_objects")) && !Args->CheckParm("-nosampler"))
{
gl.flags |= RFL_SAMPLER_OBJECTS;
}
// The minimum requirement for the modern render path are GL 3.0 + uniform buffers. Also exclude the Linux Mesa driver at GL 3.0 because it errors out on shader compilation.
if (gl_version < 3.0f || (gl_version < 3.1f && (!CheckExtension("GL_ARB_uniform_buffer_object") || strstr(gl.vendorstring, "X.Org") != nullptr)))
{
gl.legacyMode = true;
gl.lightmethod = LM_LEGACY;
gl.buffermethod = BM_LEGACY;
gl.glslversion = 0;
gl.flags |= RFL_NO_CLIP_PLANES;
}
else
{
// Use the slowest/oldest modern path for now
gl.legacyMode = false;
gl.lightmethod = LM_DEFERRED;
gl.buffermethod = BM_DEFERRED;
if (gl_version < 4.f)
}
else
{
// Don't even start if it's lower than 2.0 or no framebuffers are available (The framebuffer extension is needed for glGenerateMipmapsEXT!)
if ((gl_version < 2.0f || !CheckExtension("GL_EXT_framebuffer_object")) && gl_version < 3.0f)
{
#ifdef _WIN32
if (strstr(gl.vendorstring, "ATI Tech"))
{
gl.flags |= RFL_NO_CLIP_PLANES; // gl_ClipDistance is horribly broken on ATI GL3 drivers for Windows.
}
#endif
I_FatalError("Unsupported OpenGL version.\nAt least OpenGL 2.0 with framebuffer support is required to run " GAMENAME ".\n");
}
else if (gl_version < 4.5f)
gl.es = false;
// add 0.01 to account for roundoff errors making the number a tad smaller than the actual version
gl.glslversion = strtod((char*)glGetString(GL_SHADING_LANGUAGE_VERSION), NULL) + 0.01f;
gl.vendorstring = (char*)glGetString(GL_VENDOR);
// first test for optional features
if (CheckExtension("GL_ARB_texture_compression")) gl.flags |= RFL_TEXTURE_COMPRESSION;
if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags |= RFL_TEXTURE_COMPRESSION_S3TC;
if ((gl_version >= 3.3f || CheckExtension("GL_ARB_sampler_objects")) && !Args->CheckParm("-nosampler"))
{
// don't use GL 4.x features when running a GL 3.x context.
if (CheckExtension("GL_ARB_buffer_storage"))
{
// work around a problem with older AMD drivers: Their implementation of shader storage buffer objects is piss-poor and does not match uniform buffers even closely.
// Recent drivers, GL 4.4 don't have this problem, these can easily be recognized by also supporting the GL_ARB_buffer_storage extension.
if (CheckExtension("GL_ARB_shader_storage_buffer_object"))
{
// Shader storage buffer objects are broken on current Intel drivers.
if (strstr(gl.vendorstring, "Intel") == NULL)
{
gl.flags |= RFL_SHADER_STORAGE_BUFFER;
}
}
gl.flags |= RFL_BUFFER_STORAGE;
gl.lightmethod = LM_DIRECT;
gl.buffermethod = BM_PERSISTENT;
}
gl.flags |= RFL_SAMPLER_OBJECTS;
}
// The minimum requirement for the modern render path are GL 3.0 + uniform buffers. Also exclude the Linux Mesa driver at GL 3.0 because it errors out on shader compilation.
if (gl_version < 3.0f || (gl_version < 3.1f && (!CheckExtension("GL_ARB_uniform_buffer_object") || strstr(gl.vendorstring, "X.Org") != nullptr)))
{
gl.legacyMode = true;
gl.lightmethod = LM_LEGACY;
gl.buffermethod = BM_LEGACY;
gl.glslversion = 0;
gl.flags |= RFL_NO_CLIP_PLANES;
}
else
{
// Assume that everything works without problems on GL 4.5 drivers where these things are core features.
gl.flags |= RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
gl.lightmethod = LM_DIRECT;
gl.buffermethod = BM_PERSISTENT;
}
gl.legacyMode = false;
gl.lightmethod = LM_DEFERRED;
gl.buffermethod = BM_DEFERRED;
if (gl_version < 4.f)
{
#ifdef _WIN32
if (strstr(gl.vendorstring, "ATI Tech"))
{
gl.flags |= RFL_NO_CLIP_PLANES; // gl_ClipDistance is horribly broken on ATI GL3 drivers for Windows.
}
#endif
}
else if (gl_version < 4.5f)
{
// don't use GL 4.x features when running a GL 3.x context.
if (CheckExtension("GL_ARB_buffer_storage"))
{
// work around a problem with older AMD drivers: Their implementation of shader storage buffer objects is piss-poor and does not match uniform buffers even closely.
// Recent drivers, GL 4.4 don't have this problem, these can easily be recognized by also supporting the GL_ARB_buffer_storage extension.
if (CheckExtension("GL_ARB_shader_storage_buffer_object"))
{
// Shader storage buffer objects are broken on current Intel drivers.
if (strstr(gl.vendorstring, "Intel") == NULL)
{
gl.flags |= RFL_SHADER_STORAGE_BUFFER;
}
}
gl.flags |= RFL_BUFFER_STORAGE;
gl.lightmethod = LM_DIRECT;
gl.buffermethod = BM_PERSISTENT;
}
}
else
{
// Assume that everything works without problems on GL 4.5 drivers where these things are core features.
gl.flags |= RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
gl.lightmethod = LM_DIRECT;
gl.buffermethod = BM_PERSISTENT;
}
if (gl_version >= 4.3f || CheckExtension("GL_ARB_invalidate_subdata")) gl.flags |= RFL_INVALIDATE_BUFFER;
if (gl_version >= 4.3f || CheckExtension("GL_KHR_debug")) gl.flags |= RFL_DEBUG;
if (gl_version >= 4.3f || CheckExtension("GL_ARB_invalidate_subdata")) gl.flags |= RFL_INVALIDATE_BUFFER;
if (gl_version >= 4.3f || CheckExtension("GL_KHR_debug")) gl.flags |= RFL_DEBUG;
const char *lm = Args->CheckValue("-lightmethod");
if (lm != NULL)
{
if (!stricmp(lm, "deferred") && gl.lightmethod == LM_DIRECT) gl.lightmethod = LM_DEFERRED;
}
const char *lm = Args->CheckValue("-lightmethod");
if (lm != NULL)
{
if (!stricmp(lm, "deferred") && gl.lightmethod == LM_DIRECT) gl.lightmethod = LM_DEFERRED;
}
lm = Args->CheckValue("-buffermethod");
if (lm != NULL)
{
if (!stricmp(lm, "deferred") && gl.buffermethod == BM_PERSISTENT) gl.buffermethod = BM_DEFERRED;
lm = Args->CheckValue("-buffermethod");
if (lm != NULL)
{
if (!stricmp(lm, "deferred") && gl.buffermethod == BM_PERSISTENT) gl.buffermethod = BM_DEFERRED;
}
}
}

View file

@ -66,6 +66,7 @@ struct RenderContext
int max_texturesize;
char * vendorstring;
bool legacyMode;
bool es;
int MaxLights() const
{

View file

@ -303,8 +303,11 @@ OpenGLSWFrameBuffer::HWPixelShader::~HWPixelShader()
bool OpenGLSWFrameBuffer::CreateFrameBuffer(const FString &name, int width, int height, HWFrameBuffer **outFramebuffer)
{
auto fb = std::make_unique<HWFrameBuffer>();
GLint format = GL_RGBA16F;
if (gl.es) format = GL_RGB;
if (!CreateTexture(name, width, height, 1, GL_RGBA16F, &fb->Texture))
if (!CreateTexture(name, width, height, 1, format, &fb->Texture))
{
outFramebuffer = nullptr;
return false;
@ -329,7 +332,7 @@ bool OpenGLSWFrameBuffer::CreateFrameBuffer(const FString &name, int width, int
if (result != GL_FRAMEBUFFER_COMPLETE)
{
//Printf("Framebuffer is not complete");
Printf("Framebuffer is not complete\n");
outFramebuffer = nullptr;
return false;
}
@ -351,6 +354,7 @@ bool OpenGLSWFrameBuffer::CreatePixelShader(FString vertexsrc, FString fragments
FString prefix;
prefix.AppendFormat("#version %d\n%s\n#line 0\n", shaderVersion, defines.GetChars());
//Printf("Shader prefix: %s", prefix.GetChars());
vertexsrc = prefix + vertexsrc;
fragmentsrc = prefix + fragmentsrc;
@ -400,7 +404,7 @@ bool OpenGLSWFrameBuffer::CreatePixelShader(FString vertexsrc, FString fragments
GLsizei length = 0;
buffer[0] = 0;
glGetProgramInfoLog(shader->Program, 10000, &length, buffer);
//Printf("Shader compile failed: %s", buffer);
//Printf("Shader link failed: %s", buffer);
*outShader = nullptr;
return false;
@ -485,8 +489,9 @@ bool OpenGLSWFrameBuffer::CreateTexture(const FString &name, int width, int heig
GLenum srcformat;
switch (format)
{
case GL_RGB: srcformat = GL_RGB; break;
case GL_R8: srcformat = GL_RED; break;
case GL_RGBA8: srcformat = GL_BGRA; break;
case GL_RGBA8: srcformat = gl.es ? GL_RGBA : GL_BGRA; break;
case GL_RGBA16F: srcformat = GL_RGBA; break;
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: srcformat = GL_RGB; break;
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: srcformat = GL_RGBA; break;
@ -743,6 +748,8 @@ void OpenGLSWFrameBuffer::Present()
void OpenGLSWFrameBuffer::SetInitialState()
{
if (gl.es) UseMappedMemBuffer = false;
AlphaBlendEnabled = false;
AlphaBlendOp = GL_FUNC_ADD;
AlphaSrcBlend = 0;
@ -787,12 +794,11 @@ bool OpenGLSWFrameBuffer::CreateResources()
{
Atlases = nullptr;
if (!LoadShaders())
{
return false;
}
if (!CreateFrameBuffer("OutputFB", Width, Height, &OutputFB))
return false;
glBindFramebuffer(GL_FRAMEBUFFER, OutputFB->Framebuffer);
if (!CreateFBTexture() ||
@ -1312,6 +1318,23 @@ void OpenGLSWFrameBuffer::BindFBBuffer()
}
}
void OpenGLSWFrameBuffer::BgraToRgba(uint32_t *dest, const uint32_t *src, int width, int height, int srcpitch)
{
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
uint32_t r = RPART(src[x]);
uint32_t g = GPART(src[x]);
uint32_t b = BPART(src[x]);
uint32_t a = APART(src[x]);
dest[x] = r | (g << 8) | (b << 16) | (a << 24);
}
dest += width;
src += srcpitch;
}
}
void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d)
{
if (copy3d)
@ -1327,7 +1350,11 @@ void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d)
uint8_t *dest = (uint8_t*)MapBuffer(GL_PIXEL_UNPACK_BUFFER, size);
if (dest)
{
if (Pitch == Width)
if (gl.es && pixelsize == 4)
{
BgraToRgba((uint32_t*)dest, (const uint32_t *)MemBuffer, Width, Height, Pitch);
}
else if (Pitch == Width)
{
memcpy(dest, MemBuffer, Width * Height * pixelsize);
}
@ -1354,7 +1381,7 @@ void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d)
glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBinding);
glBindTexture(GL_TEXTURE_2D, FBTexture->Texture);
if (IsBgra())
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, GL_BGRA, GL_UNSIGNED_BYTE, 0);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, gl.es ? GL_RGBA : GL_BGRA, GL_UNSIGNED_BYTE, 0);
else
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, GL_RED, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, oldBinding);
@ -1462,6 +1489,8 @@ void OpenGLSWFrameBuffer::UploadPalette()
glBufferData(GL_PIXEL_UNPACK_BUFFER, 256 * 4, nullptr, GL_STREAM_DRAW);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, PaletteTexture->Buffers[1]);
glBufferData(GL_PIXEL_UNPACK_BUFFER, 256 * 4, nullptr, GL_STREAM_DRAW);
if (gl.es) PaletteTexture->MapBuffer.resize(256 * 4);
}
else
{
@ -1469,7 +1498,7 @@ void OpenGLSWFrameBuffer::UploadPalette()
PaletteTexture->CurrentBuffer = (PaletteTexture->CurrentBuffer + 1) & 1;
}
uint8_t *pix = (uint8_t*)MapBuffer(GL_PIXEL_UNPACK_BUFFER, 256 * 4);
uint8_t *pix = gl.es ? PaletteTexture->MapBuffer.data() : (uint8_t*)MapBuffer(GL_PIXEL_UNPACK_BUFFER, 256 * 4);
if (pix)
{
int i;
@ -1490,11 +1519,21 @@ void OpenGLSWFrameBuffer::UploadPalette()
pix[2] = SourcePalette[i].r;
pix[3] = 255;
}
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
if (gl.es)
{
uint8_t *tempbuffer = PaletteTexture->MapBuffer.data();
BgraToRgba((uint32_t*)tempbuffer, (const uint32_t *)tempbuffer, 256, 1, 256);
glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, 256 * 4, tempbuffer);
}
else
{
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
}
GLint oldBinding = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBinding);
glBindTexture(GL_TEXTURE_2D, PaletteTexture->Texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 1, GL_BGRA, GL_UNSIGNED_BYTE, 0);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 1, gl.es ? GL_RGBA : GL_BGRA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, oldBinding);
BorderColor = ColorXRGB(SourcePalette[255].r, SourcePalette[255].g, SourcePalette[255].b);
}
@ -2094,9 +2133,13 @@ bool OpenGLSWFrameBuffer::OpenGLTex::Update()
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, Box->Owner->Tex->Buffers[Box->Owner->Tex->CurrentBuffer]);
glBufferData(GL_PIXEL_UNPACK_BUFFER, buffersize, nullptr, GL_STREAM_DRAW);
Box->Owner->Tex->CurrentBuffer = (Box->Owner->Tex->CurrentBuffer + 1) & 1;
static std::vector<uint8_t> tempbuffer;
if (gl.es)
tempbuffer.resize(buffersize);
int pitch = (rect.right - rect.left) * bytesPerPixel;
uint8_t *bits = (uint8_t *)MapBuffer(GL_PIXEL_UNPACK_BUFFER, buffersize);
uint8_t *bits = gl.es ? tempbuffer.data() : (uint8_t *)MapBuffer(GL_PIXEL_UNPACK_BUFFER, buffersize);
dest = bits;
if (!dest)
{
@ -2140,13 +2183,21 @@ bool OpenGLSWFrameBuffer::OpenGLTex::Update()
// Clear bottom padding row.
memset(dest, 0, numbytes);
}
if (gl.es && format == GL_RGBA8)
{
BgraToRgba((uint32_t*)bits, (const uint32_t *)bits, rect.right - rect.left, rect.bottom - rect.top, rect.right - rect.left);
}
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
if (gl.es)
glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, buffersize, bits);
else
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
GLint oldBinding = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBinding);
glBindTexture(GL_TEXTURE_2D, Box->Owner->Tex->Texture);
if (format == GL_RGBA8)
glTexSubImage2D(GL_TEXTURE_2D, 0, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, GL_BGRA, GL_UNSIGNED_BYTE, 0);
glTexSubImage2D(GL_TEXTURE_2D, 0, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, gl.es ? GL_RGBA : GL_BGRA, GL_UNSIGNED_BYTE, 0);
else
glTexSubImage2D(GL_TEXTURE_2D, 0, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, GL_RED, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, oldBinding);
@ -2302,8 +2353,12 @@ bool OpenGLSWFrameBuffer::OpenGLPal::Update()
}
int numEntries = MIN(Remap->NumEntries, RoundedPaletteSize);
std::vector<uint8_t> &tempbuffer = Tex->MapBuffer;
if (gl.es)
tempbuffer.resize(numEntries * 4);
buff = (uint32_t *)MapBuffer(GL_PIXEL_UNPACK_BUFFER, numEntries * 4);
buff = gl.es ? (uint32_t*)tempbuffer.data() : (uint32_t *)MapBuffer(GL_PIXEL_UNPACK_BUFFER, numEntries * 4);
if (buff == nullptr)
{
return false;
@ -2326,12 +2381,21 @@ bool OpenGLSWFrameBuffer::OpenGLPal::Update()
i = numEntries - 1;
BorderColor = ColorARGB(pal[i].a, pal[i - 1].r, pal[i - 1].g, pal[i - 1].b);
}
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
if (gl.es)
{
BgraToRgba((uint32_t*)buff, (const uint32_t *)buff, numEntries, 1, numEntries);
glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, numEntries * 4, buff);
}
else
{
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
}
GLint oldBinding = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBinding);
glBindTexture(GL_TEXTURE_2D, Tex->Texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, numEntries, 1, GL_BGRA, GL_UNSIGNED_BYTE, 0);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, numEntries, 1, gl.es ? GL_RGBA : GL_BGRA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, oldBinding);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);

View file

@ -121,6 +121,8 @@ private:
int WrapS = 0;
int WrapT = 0;
int Format = 0;
std::vector<uint8_t> MapBuffer;
};
class HWFrameBuffer
@ -193,6 +195,8 @@ private:
void DrawLineList(int count);
void DrawTriangleList(int minIndex, int numVertices, int startIndex, int primitiveCount);
void Present();
static void BgraToRgba(uint32_t *dest, const uint32_t *src, int width, int height, int srcpitch);
void BindFBBuffer();
void *MappedMemBuffer = nullptr;

View file

@ -63,6 +63,18 @@ CUSTOM_CVAR(Bool, gl_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINI
Printf("This won't take effect until " GAMENAME " is restarted.\n");
}
#ifdef __arm__
CUSTOM_CVAR(Bool, gl_es, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
Printf("This won't take effect until " GAMENAME " is restarted.\n");
}
#else
CUSTOM_CVAR(Bool, gl_es, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
Printf("This won't take effect until " GAMENAME " is restarted.\n");
}
#endif
// PRIVATE DATA DEFINITIONS ------------------------------------------------
// Dummy screen sizes to pass when windowed
@ -303,6 +315,14 @@ bool SDLGLVideo::SetupPixelFormat(bool allowsoftware, int multisample)
}
if (gl_debug)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
if (gl_es)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
}
return true;
}

View file

@ -1,4 +1,6 @@
precision mediump float;
in vec4 PixelColor0;
in vec4 PixelColor1;
in vec4 PixelTexCoord0;
@ -75,7 +77,7 @@ vec4 SpecialColormap(vec2 tex_coord, vec4 start, vec4 end)
vec4 range = end - start;
// We can't store values greater than 1.0 in a color register, so we multiply
// the final result by 2 and expect the caller to divide the start and end by 2.
color.rgb = 2 * (start + Grayscale(color) * range).rgb;
color.rgb = 2.0 * (start + Grayscale(color) * range).rgb;
// Duplicate alpha semantics of NormalColor.
color.a = start.a + color.a * end.a;
return color;
@ -120,7 +122,7 @@ vec4 BurnWipe(vec4 coord)
{
vec4 color = texture(NewScreen, coord.xy);
vec4 alpha = texture(Burn, coord.zw);
color.a = alpha.r * 2;
color.a = alpha.r * 2.0;
return color;
}