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renderer_opengl: Update DrawScreens for Switch.

This commit is contained in:
bunnei 2018-01-09 22:47:49 -05:00
parent 292135a3b7
commit 9e2ad45c98
2 changed files with 11 additions and 23 deletions

View file

@ -349,19 +349,15 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
state.Apply(); state.Apply();
} }
/** void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w,
* Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD float h) {
* rotation.
*/
void RendererOpenGL::DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y,
float w, float h) {
auto& texcoords = screen_info.display_texcoords; auto& texcoords = screen_info.display_texcoords;
std::array<ScreenRectVertex, 4> vertices = {{ std::array<ScreenRectVertex, 4> vertices = {{
ScreenRectVertex(x, y, texcoords.bottom, texcoords.left), ScreenRectVertex(x, y, texcoords.top, texcoords.left),
ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.right), ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.left),
ScreenRectVertex(x, y + h, texcoords.top, texcoords.left), ScreenRectVertex(x, y + h, texcoords.top, texcoords.right),
ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.right), ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.right),
}}; }};
state.texture_units[0].texture_2d = screen_info.display_texture; state.texture_units[0].texture_2d = screen_info.display_texture;
@ -378,9 +374,8 @@ void RendererOpenGL::DrawSingleScreenRotated(const ScreenInfo& screen_info, floa
* Draws the emulated screens to the emulator window. * Draws the emulated screens to the emulator window.
*/ */
void RendererOpenGL::DrawScreens() { void RendererOpenGL::DrawScreens() {
auto layout = render_window->GetFramebufferLayout(); const auto& layout = render_window->GetFramebufferLayout();
const auto& top_screen = layout.top_screen; const auto& screen = layout.screen;
const auto& bottom_screen = layout.bottom_screen;
glViewport(0, 0, layout.width, layout.height); glViewport(0, 0, layout.width, layout.height);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
@ -394,15 +389,8 @@ void RendererOpenGL::DrawScreens() {
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glUniform1i(uniform_color_texture, 0); glUniform1i(uniform_color_texture, 0);
if (layout.top_screen_enabled) { DrawSingleScreen(screen_infos[0], (float)screen.left, (float)screen.top,
DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left, (float)top_screen.top, (float)screen.GetWidth(), (float)screen.GetHeight());
(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
}
if (layout.bottom_screen_enabled) {
DrawSingleScreenRotated(screen_infos[1], (float)bottom_screen.left,
(float)bottom_screen.top, (float)bottom_screen.GetWidth(),
(float)bottom_screen.GetHeight());
}
m_current_frame++; m_current_frame++;
} }

View file

@ -57,7 +57,7 @@ private:
void ConfigureFramebufferTexture(TextureInfo& texture, void ConfigureFramebufferTexture(TextureInfo& texture,
const GPU::Regs::FramebufferConfig& framebuffer); const GPU::Regs::FramebufferConfig& framebuffer);
void DrawScreens(); void DrawScreens();
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 UpdateFramerate(); void UpdateFramerate();
// Loads framebuffer from emulated memory into the display information structure // Loads framebuffer from emulated memory into the display information structure