mirror of
https://git.suyu.dev/suyu/suyu
synced 2024-11-01 21:07:52 +00:00
Merge pull request #1267 from yuriks/flipped-framebuffer
OpenGL: Flip framebuffers during transfer rather than when rendering
This commit is contained in:
commit
402692c08d
4 changed files with 17 additions and 12 deletions
|
@ -587,12 +587,12 @@ void RasterizerOpenGL::SyncCullMode() {
|
|||
|
||||
case Pica::Regs::CullMode::KeepClockWise:
|
||||
state.cull.enabled = true;
|
||||
state.cull.mode = GL_BACK;
|
||||
state.cull.front_face = GL_CW;
|
||||
break;
|
||||
|
||||
case Pica::Regs::CullMode::KeepCounterClockWise:
|
||||
state.cull.enabled = true;
|
||||
state.cull.mode = GL_FRONT;
|
||||
state.cull.front_face = GL_CCW;
|
||||
break;
|
||||
|
||||
default:
|
||||
|
@ -683,9 +683,8 @@ void RasterizerOpenGL::SyncDrawState() {
|
|||
// OpenGL uses different y coordinates, so negate corner offset and flip origin
|
||||
// TODO: Ensure viewport_corner.x should not be negated or origin flipped
|
||||
// TODO: Use floating-point viewports for accuracy if supported
|
||||
glViewport((GLsizei)static_cast<float>(regs.viewport_corner.x),
|
||||
-(GLsizei)static_cast<float>(regs.viewport_corner.y)
|
||||
+ regs.framebuffer.GetHeight() - viewport_height,
|
||||
glViewport((GLsizei)regs.viewport_corner.x,
|
||||
(GLsizei)regs.viewport_corner.y,
|
||||
viewport_width, viewport_height);
|
||||
|
||||
// Sync bound texture(s), upload if not cached
|
||||
|
@ -724,7 +723,7 @@ void RasterizerOpenGL::ReloadColorBuffer() {
|
|||
for (int x = 0; x < fb_color_texture.width; ++x) {
|
||||
const u32 coarse_y = y & ~7;
|
||||
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
|
||||
u32 gl_pixel_index = (x + y * fb_color_texture.width) * bytes_per_pixel;
|
||||
u32 gl_pixel_index = (x + (fb_color_texture.height - 1 - y) * fb_color_texture.width) * bytes_per_pixel;
|
||||
|
||||
u8* pixel = color_buffer + dst_offset;
|
||||
memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel);
|
||||
|
@ -770,7 +769,7 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
|
|||
for (int x = 0; x < fb_depth_texture.width; ++x) {
|
||||
const u32 coarse_y = y & ~7;
|
||||
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
|
||||
u32 gl_pixel_index = (x + y * fb_depth_texture.width);
|
||||
u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
|
||||
|
||||
u8* pixel = depth_buffer + dst_offset;
|
||||
u32 depth_stencil = *(u32*)pixel;
|
||||
|
@ -782,7 +781,7 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
|
|||
for (int x = 0; x < fb_depth_texture.width; ++x) {
|
||||
const u32 coarse_y = y & ~7;
|
||||
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
|
||||
u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp;
|
||||
u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
|
||||
|
||||
u8* pixel = depth_buffer + dst_offset;
|
||||
memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel);
|
||||
|
@ -837,7 +836,7 @@ void RasterizerOpenGL::CommitColorBuffer() {
|
|||
for (int x = 0; x < fb_color_texture.width; ++x) {
|
||||
const u32 coarse_y = y & ~7;
|
||||
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
|
||||
u32 gl_pixel_index = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
|
||||
u32 gl_pixel_index = x * bytes_per_pixel + (fb_color_texture.height - 1 - y) * fb_color_texture.width * bytes_per_pixel;
|
||||
|
||||
u8* pixel = color_buffer + dst_offset;
|
||||
memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel);
|
||||
|
@ -879,7 +878,7 @@ void RasterizerOpenGL::CommitDepthBuffer() {
|
|||
for (int x = 0; x < fb_depth_texture.width; ++x) {
|
||||
const u32 coarse_y = y & ~7;
|
||||
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
|
||||
u32 gl_pixel_index = (x + y * fb_depth_texture.width);
|
||||
u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
|
||||
|
||||
u8* pixel = depth_buffer + dst_offset;
|
||||
u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index];
|
||||
|
@ -891,7 +890,7 @@ void RasterizerOpenGL::CommitDepthBuffer() {
|
|||
for (int x = 0; x < fb_depth_texture.width; ++x) {
|
||||
const u32 coarse_y = y & ~7;
|
||||
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
|
||||
u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp;
|
||||
u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
|
||||
|
||||
u8* pixel = depth_buffer + dst_offset;
|
||||
memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel);
|
||||
|
|
|
@ -382,7 +382,7 @@ void main() {
|
|||
texcoord[0] = vert_texcoord0;
|
||||
texcoord[1] = vert_texcoord1;
|
||||
texcoord[2] = vert_texcoord2;
|
||||
gl_Position = vec4(vert_position.x, -vert_position.y, -vert_position.z, vert_position.w);
|
||||
gl_Position = vec4(vert_position.x, vert_position.y, -vert_position.z, vert_position.w);
|
||||
}
|
||||
)";
|
||||
|
||||
|
|
|
@ -11,6 +11,7 @@ OpenGLState::OpenGLState() {
|
|||
// These all match default OpenGL values
|
||||
cull.enabled = false;
|
||||
cull.mode = GL_BACK;
|
||||
cull.front_face = GL_CCW;
|
||||
|
||||
depth.test_enabled = false;
|
||||
depth.test_func = GL_LESS;
|
||||
|
@ -67,6 +68,10 @@ void OpenGLState::Apply() {
|
|||
glCullFace(cull.mode);
|
||||
}
|
||||
|
||||
if (cull.front_face != cur_state.cull.front_face) {
|
||||
glFrontFace(cull.front_face);
|
||||
}
|
||||
|
||||
// Depth test
|
||||
if (depth.test_enabled != cur_state.depth.test_enabled) {
|
||||
if (depth.test_enabled) {
|
||||
|
|
|
@ -11,6 +11,7 @@ public:
|
|||
struct {
|
||||
bool enabled; // GL_CULL_FACE
|
||||
GLenum mode; // GL_CULL_FACE_MODE
|
||||
GLenum front_face; // GL_FRONT_FACE
|
||||
} cull;
|
||||
|
||||
struct {
|
||||
|
|
Loading…
Reference in a new issue