xemu/hw/xbox/nv2a/pgraph/gl
coldhex ce936bccdd nv2a/gl: y-flipped rendering to framebuffer object
Render scenes upside-down to framebuffer objects (FBO). The strange thing
about rendering to OpenGL FBO is that it follows the bottom-left triangle
rasterization rule with common PC GPUs. At least Intel and AMD. NVIDIA to
be tested. My raster-rule-test github gist demonstrates this.

This commit flips coordinates in y-direction, which effectively turns the
bottom-left rule into top-left rule needed for Xbox compatibility.

This (together with the previous commit) fixes Midtown Madness 3 Seine
water rectangular seam rendering artifacts (and the remaining seams are
present with Xbox hardware too.) May fix similar artifacts in other games.
2025-05-20 13:15:12 -07:00
..
blit.c nv2a: Add Vulkan renderer 2024-12-31 01:37:05 -07:00
constants.h nv2a/gl: Fix COLOR_LE_G8B8 GL surface format type 2025-04-11 04:18:28 -07:00
debug.c nv2a: Allow multiframe RenderDoc captures with nv2a traces 2025-05-15 08:37:13 -07:00
debug.h nv2a: Define DEBUG_NV2A_*=0 ifndef 2025-01-06 23:05:53 -07:00
display.c nv2a/gl: y-flipped rendering to framebuffer object 2025-05-20 13:15:12 -07:00
draw.c nv2a/gl: y-flipped rendering to framebuffer object 2025-05-20 13:15:12 -07:00
meson.build nv2a: Add Vulkan renderer 2024-12-31 01:37:05 -07:00
renderer.c ui,xbox: Copyright updates on changed files 2025-01-06 23:06:21 -07:00
renderer.h nv2a: implement screen coordinate rounding to 4 bit fractional precision 2025-05-20 13:15:12 -07:00
reports.c nv2a/gl: Improve renderer teardown 2024-12-31 01:37:05 -07:00
shaders.c nv2a/gl: y-flipped rendering to framebuffer object 2025-05-20 13:15:12 -07:00
surface.c nv2a/gl: y-flipped rendering to framebuffer object 2025-05-20 13:15:12 -07:00
texture.c nv2a: Handle texture dimensions not divisible by 4 in S3TC decoder 2025-03-14 18:44:25 -07:00
vertex.c nv2a/gl: Rename some functions for clarity 2024-12-31 01:37:05 -07:00