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@ -262,6 +262,8 @@ void RendererOpenGL::LoadFBToScreenInfo(const FramebufferInfo& framebuffer_info, |
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// only allows rows to have a memory alignement of 4.
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ASSERT(framebuffer_info.stride % 4 == 0); |
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framebuffer_flip_vertical = framebuffer_info.flip_vertical; |
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// Reset the screen info's display texture to its own permanent texture
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screen_info.display_texture = screen_info.texture.resource.handle; |
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screen_info.display_texcoords = MathUtil::Rectangle<float>(0.f, 0.f, 1.f, 1.f); |
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@ -401,13 +403,15 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture, |
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void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, |
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float h) { |
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auto& texcoords = screen_info.display_texcoords; |
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const auto& texcoords = screen_info.display_texcoords; |
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const auto& left = framebuffer_flip_vertical ? texcoords.right : texcoords.left; |
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const auto& right = framebuffer_flip_vertical ? texcoords.left : texcoords.right; |
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std::array<ScreenRectVertex, 4> vertices = {{ |
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ScreenRectVertex(x, y, texcoords.top, texcoords.right), |
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ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.right), |
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ScreenRectVertex(x, y + h, texcoords.top, texcoords.left), |
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ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.left), |
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ScreenRectVertex(x, y, texcoords.top, right), |
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ScreenRectVertex(x + w, y, texcoords.bottom, right), |
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ScreenRectVertex(x, y + h, texcoords.top, left), |
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ScreenRectVertex(x + w, y + h, texcoords.bottom, left), |
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}}; |
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state.texture_units[0].texture_2d = screen_info.display_texture; |
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