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