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Merge pull request #1267 from yuriks/flipped-framebuffer

OpenGL: Flip framebuffers during transfer rather than when rendering
Yuri Kunde Schlesner 10 سال پیش
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402692c08d

+ 10 - 11
src/video_core/renderer_opengl/gl_rasterizer.cpp

@@ -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),
-                -(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);
                 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);

+ 1 - 1
src/video_core/renderer_opengl/gl_shader_gen.cpp

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

+ 5 - 0
src/video_core/renderer_opengl/gl_state.cpp

@@ -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) {

+ 1 - 0
src/video_core/renderer_opengl/gl_state.h

@@ -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 {