GPUDevice: Fix incorrect positioning with PostFX and GL
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27162e34a0
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39913b2a39
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@ -1722,6 +1722,8 @@ bool GPU::RenderDisplay(GPUTexture* target, const Common::Rectangle<s32>& draw_r
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const u32 target_height = target ? target->GetHeight() : g_gpu_device->GetWindowHeight();
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const bool really_postfx = (postfx && HasDisplayTexture() && PostProcessing::IsActive() &&
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PostProcessing::CheckTargets(hdformat, target_width, target_height));
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const Common::Rectangle<s32> real_draw_rect =
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g_gpu_device->UsesLowerLeftOrigin() ? GPUDevice::FlipToLowerLeft(draw_rect, target_height) : draw_rect;
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if (really_postfx)
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{
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g_gpu_device->ClearRenderTarget(PostProcessing::GetInputTexture(), 0);
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@ -1762,13 +1764,15 @@ bool GPU::RenderDisplay(GPUTexture* target, const Common::Rectangle<s32>& draw_r
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uniforms.src_size[3] = rcp_height;
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g_gpu_device->PushUniformBuffer(&uniforms, sizeof(uniforms));
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g_gpu_device->SetViewportAndScissor(draw_rect.left, draw_rect.top, draw_rect.GetWidth(), draw_rect.GetHeight());
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g_gpu_device->SetViewportAndScissor(real_draw_rect.left, real_draw_rect.top, real_draw_rect.GetWidth(),
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real_draw_rect.GetHeight());
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g_gpu_device->Draw(3, 0);
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if (really_postfx)
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{
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return PostProcessing::Apply(target, draw_rect.left, draw_rect.top, draw_rect.GetWidth(), draw_rect.GetHeight(),
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m_display_texture_view_width, m_display_texture_view_height);
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return PostProcessing::Apply(target, real_draw_rect.left, real_draw_rect.top, real_draw_rect.GetWidth(),
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real_draw_rect.GetHeight(), m_display_texture_view_width,
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m_display_texture_view_height);
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}
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else
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{
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@ -529,6 +529,7 @@ void GPUDevice::RenderImGui()
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PushUniformBuffer(ortho_projection, sizeof(ortho_projection));
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// Render command lists
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const bool flip = UsesLowerLeftOrigin();
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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@ -546,9 +547,21 @@ void GPUDevice::RenderImGui()
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if (pcmd->ElemCount == 0 || pcmd->ClipRect.z <= pcmd->ClipRect.x || pcmd->ClipRect.w <= pcmd->ClipRect.y)
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continue;
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SetScissor(static_cast<s32>(pcmd->ClipRect.x), static_cast<s32>(pcmd->ClipRect.y),
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static_cast<s32>(pcmd->ClipRect.z - pcmd->ClipRect.x),
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static_cast<s32>(pcmd->ClipRect.w - pcmd->ClipRect.y));
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if (flip)
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{
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const s32 height = static_cast<s32>(pcmd->ClipRect.w - pcmd->ClipRect.y);
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const s32 flipped_y =
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static_cast<s32>(m_window_info.surface_height) - static_cast<s32>(pcmd->ClipRect.y) - height;
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SetScissor(static_cast<s32>(pcmd->ClipRect.x), flipped_y, static_cast<s32>(pcmd->ClipRect.z - pcmd->ClipRect.x),
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flipped_y + height);
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}
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else
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{
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SetScissor(static_cast<s32>(pcmd->ClipRect.x), static_cast<s32>(pcmd->ClipRect.y),
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static_cast<s32>(pcmd->ClipRect.z - pcmd->ClipRect.x),
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static_cast<s32>(pcmd->ClipRect.w - pcmd->ClipRect.y));
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}
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SetTextureSampler(0, reinterpret_cast<GPUTexture*>(pcmd->TextureId), m_linear_sampler.get());
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DrawIndexed(pcmd->ElemCount, base_index + pcmd->IdxOffset, base_vertex + pcmd->VtxOffset);
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}
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@ -743,6 +756,13 @@ bool GPUDevice::UsesLowerLeftOrigin() const
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return (api == RenderAPI::OpenGL || api == RenderAPI::OpenGLES);
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}
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Common::Rectangle<s32> GPUDevice::FlipToLowerLeft(const Common::Rectangle<s32>& rc, s32 target_height)
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{
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const s32 height = rc.GetHeight();
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const s32 flipped_y = target_height - rc.top - height;
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return Common::Rectangle<s32>(rc.left, flipped_y, rc.right, flipped_y + height);
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}
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std::unique_ptr<GPUTexture> GPUDevice::FetchTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples,
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GPUTexture::Type type, GPUTexture::Format format,
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const void* data /*= nullptr*/, u32 data_stride /*= 0*/)
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@ -630,6 +630,7 @@ public:
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bool UpdateImGuiFontTexture();
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bool UsesLowerLeftOrigin() const;
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static Common::Rectangle<s32> FlipToLowerLeft(const Common::Rectangle<s32>& rc, s32 target_height);
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void SetDisplayMaxFPS(float max_fps);
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bool ShouldSkipDisplayingFrame();
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void ThrottlePresentation();
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@ -1193,38 +1193,12 @@ void OpenGLDevice::SetScissor(s32 x, s32 y, s32 width, s32 height)
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UpdateScissor();
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}
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std::tuple<s32, s32, s32, s32> OpenGLDevice::GetFlippedViewportScissor(const Common::Rectangle<s32>& rc) const
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{
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// Only when rendering to window framebuffer.
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// We draw everything else upside-down.
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s32 x, y, width, height;
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if (m_current_fbo == 0)
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{
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const s32 sh = static_cast<s32>(m_window_info.surface_height);
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const s32 rh = rc.GetHeight();
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x = rc.left;
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y = sh - rc.top - rh;
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width = rc.GetWidth();
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height = rh;
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}
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else
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{
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x = rc.left;
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y = rc.top;
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width = rc.GetWidth();
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height = rc.GetHeight();
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}
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return std::tie(x, y, width, height);
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}
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void OpenGLDevice::UpdateViewport()
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{
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const auto& [x, y, width, height] = GetFlippedViewportScissor(m_last_viewport);
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glViewport(x, y, width, height);
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glViewport(m_last_viewport.left, m_last_viewport.top, m_last_viewport.GetWidth(), m_last_viewport.GetHeight());
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}
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void OpenGLDevice::UpdateScissor()
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{
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const auto& [x, y, width, height] = GetFlippedViewportScissor(m_last_scissor);
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glScissor(x, y, width, height);
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glScissor(m_last_scissor.left, m_last_scissor.top, m_last_scissor.GetWidth(), m_last_scissor.GetHeight());
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}
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@ -147,7 +147,6 @@ private:
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static GLuint CreateFramebuffer(GPUTexture* const* rts, u32 num_rts, GPUTexture* ds, u32 flags);
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static void DestroyFramebuffer(GLuint fbo);
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std::tuple<s32, s32, s32, s32> GetFlippedViewportScissor(const Common::Rectangle<s32>& rc) const;
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void UpdateViewport();
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void UpdateScissor();
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