OpenGL: Flip framebuffers during transfer rather than when rendering
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95dbc6eb0e
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cf81e08389
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@ -596,12 +596,12 @@ 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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@ -692,9 +692,8 @@ 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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@ -733,7 +732,7 @@ 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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@ -779,7 +778,7 @@ 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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@ -791,7 +790,7 @@ 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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@ -846,7 +845,7 @@ 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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@ -888,7 +887,7 @@ 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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@ -900,7 +899,7 @@ 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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