renderer_opengl: Better handling of framebuffer transform flags.
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@ -27,10 +27,8 @@ void nvdisp_disp0::flip(u32 buffer_handle, u32 offset, u32 format, u32 width, u3
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offset, width, height, stride, format);
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using PixelFormat = Tegra::FramebufferConfig::PixelFormat;
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using Flags = NVFlinger::BufferQueue::BufferTransformFlags;
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const bool flip_vertical = static_cast<u32>(transform) & static_cast<u32>(Flags::FlipV);
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const Tegra::FramebufferConfig framebuffer{
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addr, offset, width, height, stride, static_cast<PixelFormat>(format), flip_vertical};
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addr, offset, width, height, stride, static_cast<PixelFormat>(format), transform};
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Core::System::GetInstance().perf_stats.EndGameFrame();
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@ -47,6 +47,8 @@ public:
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~BufferQueue() = default;
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enum class BufferTransformFlags : u32 {
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/// No transform flags are set
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Unset = 0x00,
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/// Flip source image horizontally (around the vertical axis)
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FlipH = 0x01,
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/// Flip source image vertically (around the horizontal axis)
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@ -8,6 +8,7 @@
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#include <unordered_map>
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#include <vector>
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#include "common/common_types.h"
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#include "core/hle/service/nvflinger/buffer_queue.h"
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#include "video_core/memory_manager.h"
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namespace Tegra {
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@ -38,7 +39,9 @@ struct FramebufferConfig {
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u32 height;
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u32 stride;
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PixelFormat pixel_format;
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bool flip_vertical;
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using TransformFlags = Service::NVFlinger::BufferQueue::BufferTransformFlags;
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TransformFlags transform_flags;
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};
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namespace Engines {
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@ -141,6 +141,9 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf
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const u32 size_in_bytes{framebuffer.stride * framebuffer.height * bpp};
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const VAddr framebuffer_addr{framebuffer.address};
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// Framebuffer orientation handling
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framebuffer_transform_flags = framebuffer.transform_flags;
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// Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
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// only allows rows to have a memory alignement of 4.
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ASSERT(framebuffer.stride % 4 == 0);
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@ -292,8 +295,19 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
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void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w,
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float h) {
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const auto& texcoords = screen_info.display_texcoords;
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const auto& left = framebuffer_flip_vertical ? texcoords.right : texcoords.left;
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const auto& right = framebuffer_flip_vertical ? texcoords.left : texcoords.right;
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auto left = texcoords.left;
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auto right = texcoords.right;
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if (framebuffer_transform_flags != Tegra::FramebufferConfig::TransformFlags::Unset)
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if (framebuffer_transform_flags == Tegra::FramebufferConfig::TransformFlags::FlipV) {
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// Flip the framebuffer vertically
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left = texcoords.right;
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right = texcoords.left;
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} else {
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// Other transformations are unsupported
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LOG_CRITICAL(HW_GPU, "unsupported framebuffer_transform_flags=%d",
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framebuffer_transform_flags);
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UNIMPLEMENTED();
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}
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std::array<ScreenRectVertex, 4> vertices = {{
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ScreenRectVertex(x, y, texcoords.top, right),
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