Implementation of screen rotation without use of additional layouts.

This is based on what was done using additional layouts, but modified
to have a variable to control rotation and making it so Single Screen
Layout behaves like Upright Single would, and Default Layout behaves
like Upright Double would, when the new variable is used.

Large Layout and Side Layout currently ignore the new variable.
New variable still currently doesn't have a hotkey.
This commit is contained in:
vitor-k 2019-10-25 20:21:10 -03:00 committed by Vitor Kiguchi
parent e74a402c69
commit 89cab445d4
14 changed files with 317 additions and 87 deletions

View file

@ -781,6 +781,35 @@ void RendererOpenGL::DrawSingleScreenRotated(const ScreenInfo& screen_info, floa
state.Apply();
}
void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w,
float h) {
const auto& texcoords = screen_info.display_texcoords;
const std::array<ScreenRectVertex, 4> vertices = {{
ScreenRectVertex(x, y, texcoords.bottom, texcoords.right),
ScreenRectVertex(x + w, y, texcoords.top, texcoords.right),
ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.left),
ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left),
}};
u16 scale_factor = VideoCore::GetResolutionScaleFactor();
glUniform4f(uniform_i_resolution, screen_info.texture.width * scale_factor,
screen_info.texture.height * scale_factor,
1.0 / (screen_info.texture.width * scale_factor),
1.0 / (screen_info.texture.height * scale_factor));
glUniform4f(uniform_o_resolution, w, h, 1.0f / w, 1.0f / h);
state.texture_units[0].texture_2d = screen_info.display_texture;
state.texture_units[0].sampler = filter_sampler.handle;
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
state.texture_units[0].texture_2d = 0;
state.texture_units[0].sampler = 0;
state.Apply();
}
/**
* Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD
* rotation.
@ -819,6 +848,40 @@ void RendererOpenGL::DrawSingleScreenStereoRotated(const ScreenInfo& screen_info
state.Apply();
}
void RendererOpenGL::DrawSingleScreenStereo(const ScreenInfo& screen_info_l,
const ScreenInfo& screen_info_r, float x, float y,
float w, float h) {
const auto& texcoords = screen_info_l.display_texcoords;
const std::array<ScreenRectVertex, 4> vertices = {{
ScreenRectVertex(x, y, texcoords.bottom, texcoords.right),
ScreenRectVertex(x + w, y, texcoords.top, texcoords.right),
ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.left),
ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left),
}};
u16 scale_factor = VideoCore::GetResolutionScaleFactor();
glUniform4f(uniform_i_resolution, screen_info_l.texture.width * scale_factor,
screen_info_l.texture.height * scale_factor,
1.0 / (screen_info_l.texture.width * scale_factor),
1.0 / (screen_info_l.texture.height * scale_factor));
glUniform4f(uniform_o_resolution, w, h, 1.0f / w, 1.0f / h);
state.texture_units[0].texture_2d = screen_info_l.display_texture;
state.texture_units[1].texture_2d = screen_info_r.display_texture;
state.texture_units[0].sampler = filter_sampler.handle;
state.texture_units[1].sampler = filter_sampler.handle;
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
state.texture_units[0].texture_2d = 0;
state.texture_units[1].texture_2d = 0;
state.texture_units[0].sampler = 0;
state.texture_units[1].sampler = 0;
state.Apply();
}
/**
* Draws the emulated screens to the emulator window.
*/
@ -866,44 +929,85 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) {
glUniform1i(uniform_layer, 0);
if (layout.top_screen_enabled) {
if (Settings::values.render_3d == Settings::StereoRenderOption::Off) {
DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left, (float)top_screen.top,
(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
} else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left / 2,
(float)top_screen.top, (float)top_screen.GetWidth() / 2,
(float)top_screen.GetHeight());
glUniform1i(uniform_layer, 1);
DrawSingleScreenRotated(screen_infos[1],
((float)top_screen.left / 2) + ((float)layout.width / 2),
(float)top_screen.top, (float)top_screen.GetWidth() / 2,
(float)top_screen.GetHeight());
} else if (stereo_single_screen) {
DrawSingleScreenStereoRotated(screen_infos[0], screen_infos[1], (float)top_screen.left,
(float)top_screen.top, (float)top_screen.GetWidth(),
(float)top_screen.GetHeight());
if (layout.is_rotated) {
if (Settings::values.render_3d == Settings::StereoRenderOption::Off) {
DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left,
(float)top_screen.top, (float)top_screen.GetWidth(),
(float)top_screen.GetHeight());
} else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left / 2,
(float)top_screen.top, (float)top_screen.GetWidth() / 2,
(float)top_screen.GetHeight());
glUniform1i(uniform_layer, 1);
DrawSingleScreenRotated(screen_infos[1],
((float)top_screen.left / 2) + ((float)layout.width / 2),
(float)top_screen.top, (float)top_screen.GetWidth() / 2,
(float)top_screen.GetHeight());
} else if (stereo_single_screen) {
DrawSingleScreenStereoRotated(
screen_infos[0], screen_infos[1], (float)top_screen.left, (float)top_screen.top,
(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
}
} else {
if (Settings::values.render_3d == Settings::StereoRenderOption::Off) {
DrawSingleScreen(screen_infos[0], (float)top_screen.left, (float)top_screen.top,
(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
} else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
DrawSingleScreen(screen_infos[0], (float)top_screen.left / 2, (float)top_screen.top,
(float)top_screen.GetWidth() / 2, (float)top_screen.GetHeight());
glUniform1i(uniform_layer, 1);
DrawSingleScreen(screen_infos[1],
((float)top_screen.left / 2) + ((float)layout.width / 2),
(float)top_screen.top, (float)top_screen.GetWidth() / 2,
(float)top_screen.GetHeight());
} else if (stereo_single_screen) {
DrawSingleScreenStereo(screen_infos[0], screen_infos[1], (float)top_screen.left,
(float)top_screen.top, (float)top_screen.GetWidth(),
(float)top_screen.GetHeight());
}
}
}
glUniform1i(uniform_layer, 0);
if (layout.bottom_screen_enabled) {
if (Settings::values.render_3d == Settings::StereoRenderOption::Off) {
DrawSingleScreenRotated(screen_infos[2], (float)bottom_screen.left,
(float)bottom_screen.top, (float)bottom_screen.GetWidth(),
(float)bottom_screen.GetHeight());
} else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
DrawSingleScreenRotated(screen_infos[2], (float)bottom_screen.left / 2,
(float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
(float)bottom_screen.GetHeight());
glUniform1i(uniform_layer, 1);
DrawSingleScreenRotated(screen_infos[2],
((float)bottom_screen.left / 2) + ((float)layout.width / 2),
(float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
(float)bottom_screen.GetHeight());
} else if (stereo_single_screen) {
DrawSingleScreenStereoRotated(screen_infos[2], screen_infos[2],
(float)bottom_screen.left, (float)bottom_screen.top,
(float)bottom_screen.GetWidth(),
(float)bottom_screen.GetHeight());
if (layout.is_rotated) {
if (Settings::values.render_3d == Settings::StereoRenderOption::Off) {
DrawSingleScreenRotated(screen_infos[2], (float)bottom_screen.left,
(float)bottom_screen.top, (float)bottom_screen.GetWidth(),
(float)bottom_screen.GetHeight());
} else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
DrawSingleScreenRotated(
screen_infos[2], (float)bottom_screen.left / 2, (float)bottom_screen.top,
(float)bottom_screen.GetWidth() / 2, (float)bottom_screen.GetHeight());
glUniform1i(uniform_layer, 1);
DrawSingleScreenRotated(
screen_infos[2], ((float)bottom_screen.left / 2) + ((float)layout.width / 2),
(float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
(float)bottom_screen.GetHeight());
} else if (stereo_single_screen) {
DrawSingleScreenStereoRotated(screen_infos[2], screen_infos[2],
(float)bottom_screen.left, (float)bottom_screen.top,
(float)bottom_screen.GetWidth(),
(float)bottom_screen.GetHeight());
}
} else {
if (Settings::values.render_3d == Settings::StereoRenderOption::Off) {
DrawSingleScreen(screen_infos[2], (float)bottom_screen.left,
(float)bottom_screen.top, (float)bottom_screen.GetWidth(),
(float)bottom_screen.GetHeight());
} else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) {
DrawSingleScreen(screen_infos[2], (float)bottom_screen.left / 2,
(float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
(float)bottom_screen.GetHeight());
glUniform1i(uniform_layer, 1);
DrawSingleScreen(screen_infos[2],
((float)bottom_screen.left / 2) + ((float)layout.width / 2),
(float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
(float)bottom_screen.GetHeight());
} else if (stereo_single_screen) {
DrawSingleScreenStereo(screen_infos[2], screen_infos[2], (float)bottom_screen.left,
(float)bottom_screen.top, (float)bottom_screen.GetWidth(),
(float)bottom_screen.GetHeight());
}
}
}
}

View file

@ -77,9 +77,12 @@ private:
const GPU::Regs::FramebufferConfig& framebuffer);
void DrawScreens(const Layout::FramebufferLayout& layout);
void DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y, float w, float h);
void DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, float h);
void DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l,
const ScreenInfo& screen_info_r, float x, float y, float w,
float h);
void DrawSingleScreenStereo(const ScreenInfo& screen_info_l, const ScreenInfo& screen_info_r,
float x, float y, float w, float h);
void UpdateFramerate();
// Loads framebuffer from emulated memory into the display information structure