Window offset goes here. Still broken due to copy issue.
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@ -1926,6 +1926,8 @@ CommandProcessor::UpdateStatus CommandProcessor::UpdateViewportState() {
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GLint ws_y = (regs.pa_sc_window_scissor_tl >> 16) & 0x7FFF;
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GLsizei ws_w = (regs.pa_sc_window_scissor_br & 0x7FFF) - ws_x;
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GLsizei ws_h = ((regs.pa_sc_window_scissor_br >> 16) & 0x7FFF) - ws_y;
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ws_x += window_offset_x;
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ws_y += window_offset_y;
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glScissorIndexed(0, ws_x, ws_y, ws_w, ws_h);
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// HACK: no clue where to get these values.
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@ -1971,16 +1973,16 @@ CommandProcessor::UpdateStatus CommandProcessor::UpdateViewportState() {
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window_width_scalar = window_height_scalar = 1;
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float vpw = 2 * window_width_scalar * vsx;
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float vph = -2 * window_height_scalar * vsy;
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float vpx = window_width_scalar * vox - vpw / 2;
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float vpy = window_height_scalar * voy - vph / 2;
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float vpx = window_width_scalar * vox - vpw / 2 + window_offset_x;
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float vpy = window_height_scalar * voy - vph / 2 + window_offset_y;
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glViewportIndexedf(0, vpx + texel_offset_x, vpy + texel_offset_y, vpw, vph);
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} else {
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float texel_offset_x = 0.0f;
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float texel_offset_y = 0.0f;
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float vpw = 2 * 2560.0f * window_width_scalar;
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float vph = 2 * 2560.0f * window_height_scalar;
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float vpx = -2560.0f * window_width_scalar;
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float vpy = -2560.0f * window_height_scalar;
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float vpx = -2560.0f * window_width_scalar + window_offset_x;
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float vpy = -2560.0f * window_height_scalar + window_offset_y;
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glViewportIndexedf(0, vpx + texel_offset_x, vpy + texel_offset_y, vpw, vph);
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}
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