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authorYuri Kunde Schlesner <yuriks@yuriks.net>2015-12-10 05:35:15 +0100
committerYuri Kunde Schlesner <yuriks@yuriks.net>2015-12-10 05:35:15 +0100
commit402692c08d7abf5e2ac3a9b039ac00670fc45ae1 (patch)
treef13604c0bcadbad87f55b9157ad98bab1ac3765e /src/video_core/renderer_opengl/gl_rasterizer.cpp
parentMerge pull request #1269 from Subv/triangle_fan (diff)
parentOpenGL: Flip framebuffers during transfer rather than when rendering (diff)
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Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp21
1 files changed, 10 insertions, 11 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 681fdca8d..092351dce 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -587,12 +587,12 @@ 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:
@@ -683,9 +683,8 @@ 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
@@ -724,7 +723,7 @@ 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);
@@ -770,7 +769,7 @@ 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;
@@ -782,7 +781,7 @@ 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);
@@ -837,7 +836,7 @@ 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);
@@ -879,7 +878,7 @@ 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];
@@ -891,7 +890,7 @@ 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);