From 95dbc6eb0ecb945ed6669d5d58db5eb23d86beac Mon Sep 17 00:00:00 2001 From: Yuri Kunde Schlesner Date: Mon, 31 Aug 2015 12:03:21 -0300 Subject: [PATCH 1/2] OpenGL: Add support for glFrontFace in the state tracker --- src/video_core/renderer_opengl/gl_state.cpp | 5 +++++ src/video_core/renderer_opengl/gl_state.h | 1 + 2 files changed, 6 insertions(+) diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp index c44497fc3..a82372995 100644 --- a/src/video_core/renderer_opengl/gl_state.cpp +++ b/src/video_core/renderer_opengl/gl_state.cpp @@ -11,6 +11,7 @@ OpenGLState::OpenGLState() { // These all match default OpenGL values cull.enabled = false; cull.mode = GL_BACK; + cull.front_face = GL_CCW; depth.test_enabled = false; depth.test_func = GL_LESS; @@ -67,6 +68,10 @@ void OpenGLState::Apply() { glCullFace(cull.mode); } + if (cull.front_face != cur_state.cull.front_face) { + glFrontFace(cull.front_face); + } + // Depth test if (depth.test_enabled != cur_state.depth.test_enabled) { if (depth.test_enabled) { diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h index 84b3d49bc..b8ab45bb8 100644 --- a/src/video_core/renderer_opengl/gl_state.h +++ b/src/video_core/renderer_opengl/gl_state.h @@ -11,6 +11,7 @@ public: struct { bool enabled; // GL_CULL_FACE GLenum mode; // GL_CULL_FACE_MODE + GLenum front_face; // GL_FRONT_FACE } cull; struct { From cf81e0838974f33b3f85c1db9f2d0eeab67713d9 Mon Sep 17 00:00:00 2001 From: Yuri Kunde Schlesner Date: Fri, 4 Dec 2015 22:23:39 -0800 Subject: [PATCH 2/2] OpenGL: Flip framebuffers during transfer rather than when rendering --- .../renderer_opengl/gl_rasterizer.cpp | 21 +++++++++---------- .../renderer_opengl/gl_shader_gen.cpp | 2 +- 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(regs.viewport_corner.x), - -(GLsizei)static_cast(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); } )";