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@ -587,12 +587,12 @@ void RasterizerOpenGL::SyncCullMode() { |
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case Pica::Regs::CullMode::KeepClockWise: |
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state.cull.enabled = true; |
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state.cull.mode = GL_BACK; |
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state.cull.front_face = GL_CW; |
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break; |
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case Pica::Regs::CullMode::KeepCounterClockWise: |
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state.cull.enabled = true; |
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state.cull.mode = GL_FRONT; |
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state.cull.front_face = GL_CCW; |
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break; |
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default: |
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@ -683,9 +683,8 @@ void RasterizerOpenGL::SyncDrawState() { |
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// OpenGL uses different y coordinates, so negate corner offset and flip origin
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// TODO: Ensure viewport_corner.x should not be negated or origin flipped
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// TODO: Use floating-point viewports for accuracy if supported
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glViewport((GLsizei)static_cast<float>(regs.viewport_corner.x), |
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-(GLsizei)static_cast<float>(regs.viewport_corner.y) |
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+ regs.framebuffer.GetHeight() - viewport_height, |
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glViewport((GLsizei)regs.viewport_corner.x, |
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(GLsizei)regs.viewport_corner.y, |
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viewport_width, viewport_height); |
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// Sync bound texture(s), upload if not cached
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@ -724,7 +723,7 @@ void RasterizerOpenGL::ReloadColorBuffer() { |
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for (int x = 0; x < fb_color_texture.width; ++x) { |
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const u32 coarse_y = y & ~7; |
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel; |
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u32 gl_pixel_index = (x + y * fb_color_texture.width) * bytes_per_pixel; |
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u32 gl_pixel_index = (x + (fb_color_texture.height - 1 - y) * fb_color_texture.width) * bytes_per_pixel; |
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u8* pixel = color_buffer + dst_offset; |
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memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel); |
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@ -770,7 +769,7 @@ void RasterizerOpenGL::ReloadDepthBuffer() { |
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for (int x = 0; x < fb_depth_texture.width; ++x) { |
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const u32 coarse_y = y & ~7; |
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; |
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u32 gl_pixel_index = (x + y * fb_depth_texture.width); |
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u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width); |
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u8* pixel = depth_buffer + dst_offset; |
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u32 depth_stencil = *(u32*)pixel; |
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@ -782,7 +781,7 @@ void RasterizerOpenGL::ReloadDepthBuffer() { |
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for (int x = 0; x < fb_depth_texture.width; ++x) { |
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const u32 coarse_y = y & ~7; |
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; |
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u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp; |
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u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp; |
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u8* pixel = depth_buffer + dst_offset; |
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memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel); |
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@ -837,7 +836,7 @@ void RasterizerOpenGL::CommitColorBuffer() { |
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for (int x = 0; x < fb_color_texture.width; ++x) { |
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const u32 coarse_y = y & ~7; |
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel; |
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u32 gl_pixel_index = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel; |
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u32 gl_pixel_index = x * bytes_per_pixel + (fb_color_texture.height - 1 - y) * fb_color_texture.width * bytes_per_pixel; |
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u8* pixel = color_buffer + dst_offset; |
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memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel); |
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@ -879,7 +878,7 @@ void RasterizerOpenGL::CommitDepthBuffer() { |
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for (int x = 0; x < fb_depth_texture.width; ++x) { |
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const u32 coarse_y = y & ~7; |
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; |
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u32 gl_pixel_index = (x + y * fb_depth_texture.width); |
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u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width); |
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u8* pixel = depth_buffer + dst_offset; |
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u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index]; |
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@ -891,7 +890,7 @@ void RasterizerOpenGL::CommitDepthBuffer() { |
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for (int x = 0; x < fb_depth_texture.width; ++x) { |
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const u32 coarse_y = y & ~7; |
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; |
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u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp; |
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u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp; |
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u8* pixel = depth_buffer + dst_offset; |
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memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel); |
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