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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
					
				
					 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 { | ||||
|  |  | |||
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