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Merge pull request #1267 from yuriks/flipped-framebuffer
OpenGL: Flip framebuffers during transfer rather than when rendering
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commit
402692c08d
@ -587,12 +587,12 @@ void RasterizerOpenGL::SyncCullMode() {
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case Pica::Regs::CullMode::KeepClockWise:
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state.cull.enabled = true;
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state.cull.mode = GL_BACK;
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state.cull.front_face = GL_CW;
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break;
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case Pica::Regs::CullMode::KeepCounterClockWise:
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state.cull.enabled = true;
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state.cull.mode = GL_FRONT;
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state.cull.front_face = GL_CCW;
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break;
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default:
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@ -683,9 +683,8 @@ void RasterizerOpenGL::SyncDrawState() {
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// OpenGL uses different y coordinates, so negate corner offset and flip origin
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// TODO: Ensure viewport_corner.x should not be negated or origin flipped
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// TODO: Use floating-point viewports for accuracy if supported
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glViewport((GLsizei)static_cast<float>(regs.viewport_corner.x),
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-(GLsizei)static_cast<float>(regs.viewport_corner.y)
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+ regs.framebuffer.GetHeight() - viewport_height,
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glViewport((GLsizei)regs.viewport_corner.x,
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(GLsizei)regs.viewport_corner.y,
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viewport_width, viewport_height);
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// Sync bound texture(s), upload if not cached
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@ -724,7 +723,7 @@ void RasterizerOpenGL::ReloadColorBuffer() {
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for (int x = 0; x < fb_color_texture.width; ++x) {
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
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u32 gl_pixel_index = (x + y * fb_color_texture.width) * bytes_per_pixel;
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u32 gl_pixel_index = (x + (fb_color_texture.height - 1 - y) * fb_color_texture.width) * bytes_per_pixel;
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u8* pixel = color_buffer + dst_offset;
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memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel);
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@ -770,7 +769,7 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
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for (int x = 0; x < fb_depth_texture.width; ++x) {
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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u32 gl_pixel_index = (x + y * fb_depth_texture.width);
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u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
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u8* pixel = depth_buffer + dst_offset;
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u32 depth_stencil = *(u32*)pixel;
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@ -782,7 +781,7 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
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for (int x = 0; x < fb_depth_texture.width; ++x) {
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp;
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u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
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u8* pixel = depth_buffer + dst_offset;
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memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel);
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@ -837,7 +836,7 @@ void RasterizerOpenGL::CommitColorBuffer() {
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for (int x = 0; x < fb_color_texture.width; ++x) {
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
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u32 gl_pixel_index = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
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u32 gl_pixel_index = x * bytes_per_pixel + (fb_color_texture.height - 1 - y) * fb_color_texture.width * bytes_per_pixel;
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u8* pixel = color_buffer + dst_offset;
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memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel);
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@ -879,7 +878,7 @@ void RasterizerOpenGL::CommitDepthBuffer() {
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for (int x = 0; x < fb_depth_texture.width; ++x) {
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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u32 gl_pixel_index = (x + y * fb_depth_texture.width);
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u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
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u8* pixel = depth_buffer + dst_offset;
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u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index];
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@ -891,7 +890,7 @@ void RasterizerOpenGL::CommitDepthBuffer() {
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for (int x = 0; x < fb_depth_texture.width; ++x) {
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp;
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u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
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u8* pixel = depth_buffer + dst_offset;
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memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel);
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@ -382,7 +382,7 @@ void main() {
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texcoord[0] = vert_texcoord0;
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texcoord[1] = vert_texcoord1;
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texcoord[2] = vert_texcoord2;
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gl_Position = vec4(vert_position.x, -vert_position.y, -vert_position.z, vert_position.w);
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gl_Position = vec4(vert_position.x, vert_position.y, -vert_position.z, vert_position.w);
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}
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)";
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@ -11,6 +11,7 @@ OpenGLState::OpenGLState() {
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// These all match default OpenGL values
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cull.enabled = false;
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cull.mode = GL_BACK;
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cull.front_face = GL_CCW;
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depth.test_enabled = false;
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depth.test_func = GL_LESS;
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@ -67,6 +68,10 @@ void OpenGLState::Apply() {
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glCullFace(cull.mode);
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}
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if (cull.front_face != cur_state.cull.front_face) {
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glFrontFace(cull.front_face);
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}
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// Depth test
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if (depth.test_enabled != cur_state.depth.test_enabled) {
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if (depth.test_enabled) {
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@ -11,6 +11,7 @@ public:
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struct {
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bool enabled; // GL_CULL_FACE
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GLenum mode; // GL_CULL_FACE_MODE
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GLenum front_face; // GL_FRONT_FACE
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} cull;
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struct {
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