renderer_opengl: Support framebuffer flip vertical.
This commit is contained in:
parent
6fce1414c3
commit
deadcb39c2
|
@ -43,6 +43,7 @@ public:
|
|||
u32 height;
|
||||
u32 stride;
|
||||
PixelFormat pixel_format;
|
||||
bool flip_vertical;
|
||||
};
|
||||
|
||||
virtual ~RendererBase() {}
|
||||
|
|
|
@ -262,6 +262,8 @@ void RendererOpenGL::LoadFBToScreenInfo(const FramebufferInfo& framebuffer_info,
|
|||
// only allows rows to have a memory alignement of 4.
|
||||
ASSERT(framebuffer_info.stride % 4 == 0);
|
||||
|
||||
framebuffer_flip_vertical = framebuffer_info.flip_vertical;
|
||||
|
||||
// Reset the screen info's display texture to its own permanent texture
|
||||
screen_info.display_texture = screen_info.texture.resource.handle;
|
||||
screen_info.display_texcoords = MathUtil::Rectangle<float>(0.f, 0.f, 1.f, 1.f);
|
||||
|
@ -401,13 +403,15 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
|
|||
|
||||
void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w,
|
||||
float h) {
|
||||
auto& texcoords = screen_info.display_texcoords;
|
||||
const auto& texcoords = screen_info.display_texcoords;
|
||||
const auto& left = framebuffer_flip_vertical ? texcoords.right : texcoords.left;
|
||||
const auto& right = framebuffer_flip_vertical ? texcoords.left : texcoords.right;
|
||||
|
||||
std::array<ScreenRectVertex, 4> vertices = {{
|
||||
ScreenRectVertex(x, y, texcoords.top, texcoords.right),
|
||||
ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.right),
|
||||
ScreenRectVertex(x, y + h, texcoords.top, texcoords.left),
|
||||
ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.left),
|
||||
ScreenRectVertex(x, y, texcoords.top, right),
|
||||
ScreenRectVertex(x + w, y, texcoords.bottom, right),
|
||||
ScreenRectVertex(x, y + h, texcoords.top, left),
|
||||
ScreenRectVertex(x + w, y + h, texcoords.bottom, left),
|
||||
}};
|
||||
|
||||
state.texture_units[0].texture_2d = screen_info.display_texture;
|
||||
|
|
|
@ -86,4 +86,7 @@ private:
|
|||
// Shader attribute input indices
|
||||
GLuint attrib_position;
|
||||
GLuint attrib_tex_coord;
|
||||
|
||||
/// Flips the framebuffer vertically when true
|
||||
bool framebuffer_flip_vertical;
|
||||
};
|
||||
|
|
Reference in New Issue