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-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp21
-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp2
2 files changed, 11 insertions, 12 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 822739088..23d9517da 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -596,12 +596,12 @@ void RasterizerOpenGL::SyncCullMode() {
596 596
597 case Pica::Regs::CullMode::KeepClockWise: 597 case Pica::Regs::CullMode::KeepClockWise:
598 state.cull.enabled = true; 598 state.cull.enabled = true;
599 state.cull.mode = GL_BACK; 599 state.cull.front_face = GL_CW;
600 break; 600 break;
601 601
602 case Pica::Regs::CullMode::KeepCounterClockWise: 602 case Pica::Regs::CullMode::KeepCounterClockWise:
603 state.cull.enabled = true; 603 state.cull.enabled = true;
604 state.cull.mode = GL_FRONT; 604 state.cull.front_face = GL_CCW;
605 break; 605 break;
606 606
607 default: 607 default:
@@ -692,9 +692,8 @@ void RasterizerOpenGL::SyncDrawState() {
692 // OpenGL uses different y coordinates, so negate corner offset and flip origin 692 // OpenGL uses different y coordinates, so negate corner offset and flip origin
693 // TODO: Ensure viewport_corner.x should not be negated or origin flipped 693 // TODO: Ensure viewport_corner.x should not be negated or origin flipped
694 // TODO: Use floating-point viewports for accuracy if supported 694 // TODO: Use floating-point viewports for accuracy if supported
695 glViewport((GLsizei)static_cast<float>(regs.viewport_corner.x), 695 glViewport((GLsizei)regs.viewport_corner.x,
696 -(GLsizei)static_cast<float>(regs.viewport_corner.y) 696 (GLsizei)regs.viewport_corner.y,
697 + regs.framebuffer.GetHeight() - viewport_height,
698 viewport_width, viewport_height); 697 viewport_width, viewport_height);
699 698
700 // Sync bound texture(s), upload if not cached 699 // Sync bound texture(s), upload if not cached
@@ -733,7 +732,7 @@ void RasterizerOpenGL::ReloadColorBuffer() {
733 for (int x = 0; x < fb_color_texture.width; ++x) { 732 for (int x = 0; x < fb_color_texture.width; ++x) {
734 const u32 coarse_y = y & ~7; 733 const u32 coarse_y = y & ~7;
735 u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel; 734 u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
736 u32 gl_pixel_index = (x + y * fb_color_texture.width) * bytes_per_pixel; 735 u32 gl_pixel_index = (x + (fb_color_texture.height - 1 - y) * fb_color_texture.width) * bytes_per_pixel;
737 736
738 u8* pixel = color_buffer + dst_offset; 737 u8* pixel = color_buffer + dst_offset;
739 memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel); 738 memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel);
@@ -779,7 +778,7 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
779 for (int x = 0; x < fb_depth_texture.width; ++x) { 778 for (int x = 0; x < fb_depth_texture.width; ++x) {
780 const u32 coarse_y = y & ~7; 779 const u32 coarse_y = y & ~7;
781 u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; 780 u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
782 u32 gl_pixel_index = (x + y * fb_depth_texture.width); 781 u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
783 782
784 u8* pixel = depth_buffer + dst_offset; 783 u8* pixel = depth_buffer + dst_offset;
785 u32 depth_stencil = *(u32*)pixel; 784 u32 depth_stencil = *(u32*)pixel;
@@ -791,7 +790,7 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
791 for (int x = 0; x < fb_depth_texture.width; ++x) { 790 for (int x = 0; x < fb_depth_texture.width; ++x) {
792 const u32 coarse_y = y & ~7; 791 const u32 coarse_y = y & ~7;
793 u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; 792 u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
794 u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp; 793 u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
795 794
796 u8* pixel = depth_buffer + dst_offset; 795 u8* pixel = depth_buffer + dst_offset;
797 memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel); 796 memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel);
@@ -846,7 +845,7 @@ void RasterizerOpenGL::CommitColorBuffer() {
846 for (int x = 0; x < fb_color_texture.width; ++x) { 845 for (int x = 0; x < fb_color_texture.width; ++x) {
847 const u32 coarse_y = y & ~7; 846 const u32 coarse_y = y & ~7;
848 u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel; 847 u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
849 u32 gl_pixel_index = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel; 848 u32 gl_pixel_index = x * bytes_per_pixel + (fb_color_texture.height - 1 - y) * fb_color_texture.width * bytes_per_pixel;
850 849
851 u8* pixel = color_buffer + dst_offset; 850 u8* pixel = color_buffer + dst_offset;
852 memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel); 851 memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel);
@@ -888,7 +887,7 @@ void RasterizerOpenGL::CommitDepthBuffer() {
888 for (int x = 0; x < fb_depth_texture.width; ++x) { 887 for (int x = 0; x < fb_depth_texture.width; ++x) {
889 const u32 coarse_y = y & ~7; 888 const u32 coarse_y = y & ~7;
890 u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; 889 u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
891 u32 gl_pixel_index = (x + y * fb_depth_texture.width); 890 u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
892 891
893 u8* pixel = depth_buffer + dst_offset; 892 u8* pixel = depth_buffer + dst_offset;
894 u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index]; 893 u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index];
@@ -900,7 +899,7 @@ void RasterizerOpenGL::CommitDepthBuffer() {
900 for (int x = 0; x < fb_depth_texture.width; ++x) { 899 for (int x = 0; x < fb_depth_texture.width; ++x) {
901 const u32 coarse_y = y & ~7; 900 const u32 coarse_y = y & ~7;
902 u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; 901 u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
903 u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp; 902 u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
904 903
905 u8* pixel = depth_buffer + dst_offset; 904 u8* pixel = depth_buffer + dst_offset;
906 memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel); 905 memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel);
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index 498c506e7..38de5d469 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -382,7 +382,7 @@ void main() {
382 texcoord[0] = vert_texcoord0; 382 texcoord[0] = vert_texcoord0;
383 texcoord[1] = vert_texcoord1; 383 texcoord[1] = vert_texcoord1;
384 texcoord[2] = vert_texcoord2; 384 texcoord[2] = vert_texcoord2;
385 gl_Position = vec4(vert_position.x, -vert_position.y, -vert_position.z, vert_position.w); 385 gl_Position = vec4(vert_position.x, vert_position.y, -vert_position.z, vert_position.w);
386} 386}
387)"; 387)";
388 388