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renderer_opengl: Better handling of framebuffer transform flags.

This commit is contained in:
bunnei 2018-03-23 14:58:27 -04:00
parent c2c55e0811
commit ec4e1a3685
4 changed files with 23 additions and 6 deletions

View file

@ -27,10 +27,8 @@ void nvdisp_disp0::flip(u32 buffer_handle, u32 offset, u32 format, u32 width, u3
offset, width, height, stride, format); offset, width, height, stride, format);
using PixelFormat = Tegra::FramebufferConfig::PixelFormat; using PixelFormat = Tegra::FramebufferConfig::PixelFormat;
using Flags = NVFlinger::BufferQueue::BufferTransformFlags;
const bool flip_vertical = static_cast<u32>(transform) & static_cast<u32>(Flags::FlipV);
const Tegra::FramebufferConfig framebuffer{ const Tegra::FramebufferConfig framebuffer{
addr, offset, width, height, stride, static_cast<PixelFormat>(format), flip_vertical}; addr, offset, width, height, stride, static_cast<PixelFormat>(format), transform};
Core::System::GetInstance().perf_stats.EndGameFrame(); Core::System::GetInstance().perf_stats.EndGameFrame();

View file

@ -47,6 +47,8 @@ public:
~BufferQueue() = default; ~BufferQueue() = default;
enum class BufferTransformFlags : u32 { enum class BufferTransformFlags : u32 {
/// No transform flags are set
Unset = 0x00,
/// Flip source image horizontally (around the vertical axis) /// Flip source image horizontally (around the vertical axis)
FlipH = 0x01, FlipH = 0x01,
/// Flip source image vertically (around the horizontal axis) /// Flip source image vertically (around the horizontal axis)

View file

@ -8,6 +8,7 @@
#include <unordered_map> #include <unordered_map>
#include <vector> #include <vector>
#include "common/common_types.h" #include "common/common_types.h"
#include "core/hle/service/nvflinger/buffer_queue.h"
#include "video_core/memory_manager.h" #include "video_core/memory_manager.h"
namespace Tegra { namespace Tegra {
@ -38,7 +39,9 @@ struct FramebufferConfig {
u32 height; u32 height;
u32 stride; u32 stride;
PixelFormat pixel_format; PixelFormat pixel_format;
bool flip_vertical;
using TransformFlags = Service::NVFlinger::BufferQueue::BufferTransformFlags;
TransformFlags transform_flags;
}; };
namespace Engines { namespace Engines {

View file

@ -141,6 +141,9 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf
const u32 size_in_bytes{framebuffer.stride * framebuffer.height * bpp}; const u32 size_in_bytes{framebuffer.stride * framebuffer.height * bpp};
const VAddr framebuffer_addr{framebuffer.address}; const VAddr framebuffer_addr{framebuffer.address};
// Framebuffer orientation handling
framebuffer_transform_flags = framebuffer.transform_flags;
// Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default // Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
// only allows rows to have a memory alignement of 4. // only allows rows to have a memory alignement of 4.
ASSERT(framebuffer.stride % 4 == 0); ASSERT(framebuffer.stride % 4 == 0);
@ -292,8 +295,19 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w,
float h) { float h) {
const auto& texcoords = screen_info.display_texcoords; const auto& texcoords = screen_info.display_texcoords;
const auto& left = framebuffer_flip_vertical ? texcoords.right : texcoords.left; auto left = texcoords.left;
const auto& right = framebuffer_flip_vertical ? texcoords.left : texcoords.right; auto right = texcoords.right;
if (framebuffer_transform_flags != Tegra::FramebufferConfig::TransformFlags::Unset)
if (framebuffer_transform_flags == Tegra::FramebufferConfig::TransformFlags::FlipV) {
// Flip the framebuffer vertically
left = texcoords.right;
right = texcoords.left;
} else {
// Other transformations are unsupported
LOG_CRITICAL(HW_GPU, "unsupported framebuffer_transform_flags=%d",
framebuffer_transform_flags);
UNIMPLEMENTED();
}
std::array<ScreenRectVertex, 4> vertices = {{ std::array<ScreenRectVertex, 4> vertices = {{
ScreenRectVertex(x, y, texcoords.top, right), ScreenRectVertex(x, y, texcoords.top, right),