VideoCore: Fixes rendering issues on Qt and corrects framebuffer output size.

This commit is contained in:
bunnei 2014-08-26 17:34:52 -04:00
parent fef62d0e54
commit 20d169e4a1
5 changed files with 23 additions and 17 deletions

View file

@ -92,7 +92,7 @@ static void InitScreenCoordinates(OutputVertex& vtx)
viewport.offset_z = float24::FromRawFloat24(registers.viewport_depth_far_plane);
// TODO: Not sure why the viewport width needs to be divided by 2 but the viewport height does not
vtx.screenpos[0] = (vtx.pos.x / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_x / float24::FromFloat32(2.0) + viewport.offset_x;
vtx.screenpos[0] = (vtx.pos.x / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x;
vtx.screenpos[1] = (vtx.pos.y / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
vtx.screenpos[2] = viewport.offset_z - vtx.pos.z / vtx.pos.w * viewport.zscale;
}

View file

@ -22,21 +22,21 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
u32 value = (color.a() << 24) | (color.r() << 16) | (color.g() << 8) | color.b();
// Assuming RGBA8 format until actual framebuffer format handling is implemented
*(color_buffer + x + y * registers.framebuffer.GetWidth() / 2) = value;
*(color_buffer + x + y * registers.framebuffer.GetWidth()) = value;
}
static u32 GetDepth(int x, int y) {
u16* depth_buffer = (u16*)Memory::GetPointer(registers.framebuffer.GetDepthBufferAddress());
// Assuming 16-bit depth buffer format until actual format handling is implemented
return *(depth_buffer + x + y * registers.framebuffer.GetWidth() / 2);
return *(depth_buffer + x + y * registers.framebuffer.GetWidth());
}
static void SetDepth(int x, int y, u16 value) {
u16* depth_buffer = (u16*)Memory::GetPointer(registers.framebuffer.GetDepthBufferAddress());
// Assuming 16-bit depth buffer format until actual format handling is implemented
*(depth_buffer + x + y * registers.framebuffer.GetWidth() / 2) = value;
*(depth_buffer + x + y * registers.framebuffer.GetWidth()) = value;
}
void ProcessTriangle(const VertexShader::OutputVertex& v0,

View file

@ -49,12 +49,17 @@ RendererOpenGL::RendererOpenGL() {
resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
// Initialize screen info
screen_info.Top().width = VideoCore::kScreenTopWidth;
screen_info.Top().height = VideoCore::kScreenTopHeight;
screen_info.Top().flipped_xfb_data = xfb_top_flipped;
const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0];
const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
screen_info.Top().width = VideoCore::kScreenTopWidth;
screen_info.Top().height = VideoCore::kScreenTopHeight;
screen_info.Top().stride = framebuffer_top.stride;
screen_info.Top().flipped_xfb_data = xfb_top_flipped;
screen_info.Bottom().width = VideoCore::kScreenBottomWidth;
screen_info.Bottom().height = VideoCore::kScreenBottomHeight;
screen_info.Bottom().stride = framebuffer_sub.stride;
screen_info.Bottom().flipped_xfb_data = xfb_bottom_flipped;
}
@ -90,8 +95,8 @@ void RendererOpenGL::SwapBuffers() {
* @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei
*/
void RendererOpenGL::FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info) {
int in_coord = 0;
for (int x = 0; x < screen_info.width; x++) {
int in_coord = x * screen_info.stride;
for (int y = screen_info.height-1; y >= 0; y--) {
// TODO: Properly support other framebuffer formats
int out_coord = (x + y * screen_info.width) * 3;
@ -184,6 +189,7 @@ void RendererOpenGL::InitFramebuffer() {
}
void RendererOpenGL::RenderFramebuffer() {
glViewport(0, 0, resolution_width, resolution_height);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program_id);

View file

@ -57,6 +57,7 @@ private:
// Properties
int width;
int height;
int stride; ///< Number of bytes between the coordinates (0,0) and (1,0)
// OpenGL object IDs
GLuint texture_id;