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VideoCore: Fixes rendering issues on Qt and corrects framebuffer output size.
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fef62d0e54
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20d169e4a1
@ -84,7 +84,7 @@ inline void Write(u32 addr, const T data) {
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for (int y = 0; y < config.output_height; ++y) {
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for (int y = 0; y < config.output_height; ++y) {
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// TODO: Why does the register seem to hold twice the framebuffer width?
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// TODO: Why does the register seem to hold twice the framebuffer width?
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for (int x = 0; x < config.output_width / 2; ++x) {
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for (int x = 0; x < config.output_width; ++x) {
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struct {
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struct {
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int r, g, b, a;
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int r, g, b, a;
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} source_color = { 0, 0, 0, 0 };
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} source_color = { 0, 0, 0, 0 };
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@ -93,7 +93,7 @@ inline void Write(u32 addr, const T data) {
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case Regs::FramebufferFormat::RGBA8:
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case Regs::FramebufferFormat::RGBA8:
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{
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{
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// TODO: Most likely got the component order messed up.
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// TODO: Most likely got the component order messed up.
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u8* srcptr = source_pointer + x * 4 + y * config.input_width * 4 / 2;
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u8* srcptr = source_pointer + x * 4 + y * config.input_width * 4;
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source_color.r = srcptr[0]; // blue
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source_color.r = srcptr[0]; // blue
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source_color.g = srcptr[1]; // green
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source_color.g = srcptr[1]; // green
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source_color.b = srcptr[2]; // red
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source_color.b = srcptr[2]; // red
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@ -121,7 +121,7 @@ inline void Write(u32 addr, const T data) {
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case Regs::FramebufferFormat::RGB8:
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case Regs::FramebufferFormat::RGB8:
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{
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{
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// TODO: Most likely got the component order messed up.
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// TODO: Most likely got the component order messed up.
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u8* dstptr = dest_pointer + x * 3 + y * config.output_width * 3 / 2;
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u8* dstptr = dest_pointer + x * 3 + y * config.output_width * 3;
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dstptr[0] = source_color.r; // blue
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dstptr[0] = source_color.r; // blue
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dstptr[1] = source_color.g; // green
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dstptr[1] = source_color.g; // green
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dstptr[2] = source_color.b; // red
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dstptr[2] = source_color.b; // red
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@ -217,16 +217,15 @@ void Init() {
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framebuffer_sub.address_right1 = 0x184C7800;
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framebuffer_sub.address_right1 = 0x184C7800;
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//framebuffer_sub.address_right2 = unknown;
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//framebuffer_sub.address_right2 = unknown;
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// TODO: Width should be 240 instead?
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framebuffer_top.width = 240;
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framebuffer_top.width = 480;
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framebuffer_top.height = 400;
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framebuffer_top.height = 400;
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framebuffer_top.stride = 480*3;
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framebuffer_top.stride = 3 * 240;
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framebuffer_top.color_format = Regs::FramebufferFormat::RGB8;
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framebuffer_top.color_format = Regs::FramebufferFormat::RGB8;
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framebuffer_top.active_fb = 0;
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framebuffer_top.active_fb = 0;
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framebuffer_sub.width = 480;
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framebuffer_sub.width = 240;
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framebuffer_sub.height = 400;
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framebuffer_sub.height = 320;
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framebuffer_sub.stride = 480*3;
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framebuffer_sub.stride = 3 * 240;
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framebuffer_sub.color_format = Regs::FramebufferFormat::RGB8;
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framebuffer_sub.color_format = Regs::FramebufferFormat::RGB8;
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framebuffer_sub.active_fb = 0;
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framebuffer_sub.active_fb = 0;
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@ -92,7 +92,7 @@ static void InitScreenCoordinates(OutputVertex& vtx)
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viewport.offset_z = float24::FromRawFloat24(registers.viewport_depth_far_plane);
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viewport.offset_z = float24::FromRawFloat24(registers.viewport_depth_far_plane);
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// TODO: Not sure why the viewport width needs to be divided by 2 but the viewport height does not
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// TODO: Not sure why the viewport width needs to be divided by 2 but the viewport height does not
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vtx.screenpos[0] = (vtx.pos.x / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_x / float24::FromFloat32(2.0) + viewport.offset_x;
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vtx.screenpos[0] = (vtx.pos.x / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x;
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vtx.screenpos[1] = (vtx.pos.y / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
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vtx.screenpos[1] = (vtx.pos.y / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
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vtx.screenpos[2] = viewport.offset_z - vtx.pos.z / vtx.pos.w * viewport.zscale;
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vtx.screenpos[2] = viewport.offset_z - vtx.pos.z / vtx.pos.w * viewport.zscale;
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}
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}
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@ -22,21 +22,21 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
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u32 value = (color.a() << 24) | (color.r() << 16) | (color.g() << 8) | color.b();
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u32 value = (color.a() << 24) | (color.r() << 16) | (color.g() << 8) | color.b();
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// Assuming RGBA8 format until actual framebuffer format handling is implemented
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// Assuming RGBA8 format until actual framebuffer format handling is implemented
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*(color_buffer + x + y * registers.framebuffer.GetWidth() / 2) = value;
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*(color_buffer + x + y * registers.framebuffer.GetWidth()) = value;
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}
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}
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static u32 GetDepth(int x, int y) {
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static u32 GetDepth(int x, int y) {
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u16* depth_buffer = (u16*)Memory::GetPointer(registers.framebuffer.GetDepthBufferAddress());
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u16* depth_buffer = (u16*)Memory::GetPointer(registers.framebuffer.GetDepthBufferAddress());
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// Assuming 16-bit depth buffer format until actual format handling is implemented
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// Assuming 16-bit depth buffer format until actual format handling is implemented
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return *(depth_buffer + x + y * registers.framebuffer.GetWidth() / 2);
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return *(depth_buffer + x + y * registers.framebuffer.GetWidth());
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}
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}
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static void SetDepth(int x, int y, u16 value) {
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static void SetDepth(int x, int y, u16 value) {
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u16* depth_buffer = (u16*)Memory::GetPointer(registers.framebuffer.GetDepthBufferAddress());
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u16* depth_buffer = (u16*)Memory::GetPointer(registers.framebuffer.GetDepthBufferAddress());
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// Assuming 16-bit depth buffer format until actual format handling is implemented
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// Assuming 16-bit depth buffer format until actual format handling is implemented
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*(depth_buffer + x + y * registers.framebuffer.GetWidth() / 2) = value;
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*(depth_buffer + x + y * registers.framebuffer.GetWidth()) = value;
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}
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}
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void ProcessTriangle(const VertexShader::OutputVertex& v0,
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void ProcessTriangle(const VertexShader::OutputVertex& v0,
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@ -49,12 +49,17 @@ RendererOpenGL::RendererOpenGL() {
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resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
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resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
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// Initialize screen info
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// Initialize screen info
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screen_info.Top().width = VideoCore::kScreenTopWidth;
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const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0];
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screen_info.Top().height = VideoCore::kScreenTopHeight;
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const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
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screen_info.Top().flipped_xfb_data = xfb_top_flipped;
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screen_info.Top().width = VideoCore::kScreenTopWidth;
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screen_info.Top().height = VideoCore::kScreenTopHeight;
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screen_info.Top().stride = framebuffer_top.stride;
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screen_info.Top().flipped_xfb_data = xfb_top_flipped;
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screen_info.Bottom().width = VideoCore::kScreenBottomWidth;
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screen_info.Bottom().width = VideoCore::kScreenBottomWidth;
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screen_info.Bottom().height = VideoCore::kScreenBottomHeight;
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screen_info.Bottom().height = VideoCore::kScreenBottomHeight;
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screen_info.Bottom().stride = framebuffer_sub.stride;
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screen_info.Bottom().flipped_xfb_data = xfb_bottom_flipped;
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screen_info.Bottom().flipped_xfb_data = xfb_bottom_flipped;
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}
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}
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@ -90,8 +95,8 @@ void RendererOpenGL::SwapBuffers() {
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* @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei
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* @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei
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*/
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*/
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void RendererOpenGL::FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info) {
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void RendererOpenGL::FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info) {
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int in_coord = 0;
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for (int x = 0; x < screen_info.width; x++) {
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for (int x = 0; x < screen_info.width; x++) {
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int in_coord = x * screen_info.stride;
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for (int y = screen_info.height-1; y >= 0; y--) {
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for (int y = screen_info.height-1; y >= 0; y--) {
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// TODO: Properly support other framebuffer formats
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// TODO: Properly support other framebuffer formats
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int out_coord = (x + y * screen_info.width) * 3;
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int out_coord = (x + y * screen_info.width) * 3;
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@ -184,6 +189,7 @@ void RendererOpenGL::InitFramebuffer() {
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}
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}
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void RendererOpenGL::RenderFramebuffer() {
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void RendererOpenGL::RenderFramebuffer() {
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glViewport(0, 0, resolution_width, resolution_height);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(program_id);
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glUseProgram(program_id);
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@ -57,6 +57,7 @@ private:
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// Properties
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// Properties
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int width;
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int width;
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int height;
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int height;
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int stride; ///< Number of bytes between the coordinates (0,0) and (1,0)
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// OpenGL object IDs
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// OpenGL object IDs
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GLuint texture_id;
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GLuint texture_id;
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