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GBA Video: Fix sprite layer priority updating in GL
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@ -47,6 +47,7 @@ Emulation fixes:
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- GBA Video: Fix sprites with mid-frame palette changes in GL (fixes mgba.io/i/2476)
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- GBA Video: Fix OBJ tile wrapping with 2D char mapping (fixes mgba.io/i/2443)
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- GBA Video: Fix horizontal lines in GL when charbase is changed (fixes mgba.io/i/1631)
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- GBA Video: Fix sprite layer priority updating in GL
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Other fixes:
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- ARM: Disassemble Thumb mov pseudo-instruction properly
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- Core: Don't attempt to restore rewind diffs past start of rewind
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@ -1802,9 +1802,9 @@ void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GB
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glUniformMatrix2fv(uniforms[GBA_GL_OBJ_TRANSFORM], 1, GL_FALSE, (GLfloat[]) { flipX, 0, 0, flipY });
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}
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glUniform4i(uniforms[GBA_GL_OBJ_DIMS], width, height, totalWidth, totalHeight);
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glDisable(GL_STENCIL_TEST);
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if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN) {
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// OBJWIN writes do not affect pixel priority
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glStencilMask(0);
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@ -1812,6 +1812,7 @@ void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GB
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glUniform3i(uniforms[GBA_GL_OBJ_OBJWIN], window, renderer->bldb, renderer->bldy);
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glDrawBuffers(3, (GLenum[]) { GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT2 });
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} else {
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glEnable(GL_STENCIL_TEST);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glStencilMask(1);
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@ -1836,7 +1837,6 @@ void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GB
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// Update the pixel priority for already-written pixels
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shader = &renderer->objShader[2];
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uniforms = shader->uniforms;
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_EQUAL, 1, 1);
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glUseProgram(shader->program);
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glDrawBuffers(2, (GLenum[]) { GL_NONE, GL_COLOR_ATTACHMENT1 });
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