mirror of
https://github.com/yuzu-mirror/yuzu
synced 2024-11-24 08:43:01 +00:00
OpenGL: Flip framebuffers during transfer rather than when rendering
This commit is contained in:
parent
95dbc6eb0e
commit
cf81e08389
2 changed files with 11 additions and 12 deletions
|
@ -596,12 +596,12 @@ 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:
|
||||
|
@ -692,9 +692,8 @@ 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
|
||||
|
@ -733,7 +732,7 @@ 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);
|
||||
|
@ -779,7 +778,7 @@ 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;
|
||||
|
@ -791,7 +790,7 @@ 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);
|
||||
|
@ -846,7 +845,7 @@ 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);
|
||||
|
@ -888,7 +887,7 @@ 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];
|
||||
|
@ -900,7 +899,7 @@ 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);
|
||||
}
|
||||
)";
|
||||
|
||||
|
|
Loading…
Reference in a new issue