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authorYuri Kunde Schlesner <yuriks@yuriks.net>2015-12-05 07:23:39 +0100
committerYuri Kunde Schlesner <yuriks@yuriks.net>2015-12-05 07:23:39 +0100
commitcf81e0838974f33b3f85c1db9f2d0eeab67713d9 (patch)
tree7dd50f5c18fa8a7bb65a020a5ee932b76f4c4f5e
parentOpenGL: Add support for glFrontFace in the state tracker (diff)
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-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp21
-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp2
2 files changed, 11 insertions, 12 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 822739088..23d9517da 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -596,12 +596,12 @@ 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:
@@ -692,9 +692,8 @@ 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
@@ -733,7 +732,7 @@ 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);
@@ -779,7 +778,7 @@ 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;
@@ -791,7 +790,7 @@ 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);
@@ -846,7 +845,7 @@ 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);
@@ -888,7 +887,7 @@ 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];
@@ -900,7 +899,7 @@ 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);
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index 498c506e7..38de5d469 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -382,7 +382,7 @@ void main() {
texcoord[0] = vert_texcoord0;
texcoord[1] = vert_texcoord1;
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);
}
)";