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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: |     case Pica::Regs::CullMode::KeepClockWise: | ||||||
|         state.cull.enabled = true; |         state.cull.enabled = true; | ||||||
|         state.cull.mode = GL_BACK; |         state.cull.front_face = GL_CW; | ||||||
|         break; |         break; | ||||||
| 
 | 
 | ||||||
|     case Pica::Regs::CullMode::KeepCounterClockWise: |     case Pica::Regs::CullMode::KeepCounterClockWise: | ||||||
|         state.cull.enabled = true; |         state.cull.enabled = true; | ||||||
|         state.cull.mode = GL_FRONT; |         state.cull.front_face = GL_CCW; | ||||||
|         break; |         break; | ||||||
| 
 | 
 | ||||||
|     default: |     default: | ||||||
|  | @ -683,9 +683,8 @@ void RasterizerOpenGL::SyncDrawState() { | ||||||
|     // OpenGL uses different y coordinates, so negate corner offset and flip origin
 |     // 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: Ensure viewport_corner.x should not be negated or origin flipped
 | ||||||
|     // TODO: Use floating-point viewports for accuracy if supported
 |     // TODO: Use floating-point viewports for accuracy if supported
 | ||||||
|     glViewport((GLsizei)static_cast<float>(regs.viewport_corner.x), |     glViewport((GLsizei)regs.viewport_corner.x, | ||||||
|                 -(GLsizei)static_cast<float>(regs.viewport_corner.y) |                (GLsizei)regs.viewport_corner.y, | ||||||
|                     + regs.framebuffer.GetHeight() - viewport_height, |  | ||||||
|                 viewport_width, viewport_height); |                 viewport_width, viewport_height); | ||||||
| 
 | 
 | ||||||
|     // Sync bound texture(s), upload if not cached
 |     // 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) { |         for (int x = 0; x < fb_color_texture.width; ++x) { | ||||||
|             const u32 coarse_y = y & ~7; |             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 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; |             u8* pixel = color_buffer + dst_offset; | ||||||
|             memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel); |             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) { |             for (int x = 0; x < fb_depth_texture.width; ++x) { | ||||||
|                 const u32 coarse_y = y & ~7; |                 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 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; |                 u8* pixel = depth_buffer + dst_offset; | ||||||
|                 u32 depth_stencil = *(u32*)pixel; |                 u32 depth_stencil = *(u32*)pixel; | ||||||
|  | @ -782,7 +781,7 @@ void RasterizerOpenGL::ReloadDepthBuffer() { | ||||||
|             for (int x = 0; x < fb_depth_texture.width; ++x) { |             for (int x = 0; x < fb_depth_texture.width; ++x) { | ||||||
|                 const u32 coarse_y = y & ~7; |                 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 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; |                 u8* pixel = depth_buffer + dst_offset; | ||||||
|                 memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel); |                 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) { |                 for (int x = 0; x < fb_color_texture.width; ++x) { | ||||||
|                     const u32 coarse_y = y & ~7; |                     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 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; |                     u8* pixel = color_buffer + dst_offset; | ||||||
|                     memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel); |                     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) { |                     for (int x = 0; x < fb_depth_texture.width; ++x) { | ||||||
|                         const u32 coarse_y = y & ~7; |                         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 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; |                         u8* pixel = depth_buffer + dst_offset; | ||||||
|                         u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index]; |                         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) { |                     for (int x = 0; x < fb_depth_texture.width; ++x) { | ||||||
|                         const u32 coarse_y = y & ~7; |                         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 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; |                         u8* pixel = depth_buffer + dst_offset; | ||||||
|                         memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel); |                         memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel); | ||||||
|  |  | ||||||
|  | @ -382,7 +382,7 @@ void main() { | ||||||
|     texcoord[0] = vert_texcoord0; |     texcoord[0] = vert_texcoord0; | ||||||
|     texcoord[1] = vert_texcoord1; |     texcoord[1] = vert_texcoord1; | ||||||
|     texcoord[2] = vert_texcoord2; |     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
 |     // These all match default OpenGL values
 | ||||||
|     cull.enabled = false; |     cull.enabled = false; | ||||||
|     cull.mode = GL_BACK; |     cull.mode = GL_BACK; | ||||||
|  |     cull.front_face = GL_CCW; | ||||||
| 
 | 
 | ||||||
|     depth.test_enabled = false; |     depth.test_enabled = false; | ||||||
|     depth.test_func = GL_LESS; |     depth.test_func = GL_LESS; | ||||||
|  | @ -67,6 +68,10 @@ void OpenGLState::Apply() { | ||||||
|         glCullFace(cull.mode); |         glCullFace(cull.mode); | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|  |     if (cull.front_face != cur_state.cull.front_face) { | ||||||
|  |         glFrontFace(cull.front_face); | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|     // Depth test
 |     // Depth test
 | ||||||
|     if (depth.test_enabled != cur_state.depth.test_enabled) { |     if (depth.test_enabled != cur_state.depth.test_enabled) { | ||||||
|         if (depth.test_enabled) { |         if (depth.test_enabled) { | ||||||
|  |  | ||||||
|  | @ -11,6 +11,7 @@ public: | ||||||
|     struct { |     struct { | ||||||
|         bool enabled; // GL_CULL_FACE
 |         bool enabled; // GL_CULL_FACE
 | ||||||
|         GLenum mode; // GL_CULL_FACE_MODE
 |         GLenum mode; // GL_CULL_FACE_MODE
 | ||||||
|  |         GLenum front_face; // GL_FRONT_FACE
 | ||||||
|     } cull; |     } cull; | ||||||
| 
 | 
 | ||||||
|     struct { |     struct { | ||||||
|  |  | ||||||
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