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Merge pull request #1267 from yuriks/flipped-framebuffer

OpenGL: Flip framebuffers during transfer rather than when rendering
This commit is contained in:
Yuri Kunde Schlesner 2015-12-09 20:35:15 -08:00
commit 402692c08d
4 changed files with 17 additions and 12 deletions

View File

@ -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);

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@ -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);
} }
)"; )";

View File

@ -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) {

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@ -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 {