Avoid rotating the image when DrawActiveTexture is used for other things than drawing to the backbuffer.

This commit is contained in:
Henrik Rydgård 2019-06-21 14:00:02 +02:00
parent ee294251c9
commit b5ad92b9ef
3 changed files with 10 additions and 3 deletions

View File

@ -725,6 +725,7 @@ void FramebufferManagerCommon::DrawPixels(VirtualFramebuffer *vfb, int dstX, int
float u0 = 0.0f, u1 = 1.0f;
float v0 = 0.0f, v1 = 1.0f;
DrawTextureFlags flags = (vfb || g_Config.iBufFilter == SCALE_LINEAR) ? DRAWTEX_LINEAR : DRAWTEX_NEAREST;
if (useBufferedRendering_ && vfb && vfb->fbo) {
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP });
SetViewport2D(0, 0, vfb->renderWidth, vfb->renderHeight);
@ -733,6 +734,7 @@ void FramebufferManagerCommon::DrawPixels(VirtualFramebuffer *vfb, int dstX, int
// We are drawing to the back buffer so need to flip.
if (needBackBufferYSwap_)
std::swap(v0, v1);
flags = (DrawTextureFlags)(flags | DRAWTEX_TO_BACKBUFFER);
float x, y, w, h;
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL);
SetViewport2D(x, y, w, h);
@ -741,7 +743,6 @@ void FramebufferManagerCommon::DrawPixels(VirtualFramebuffer *vfb, int dstX, int
MakePixelTexture(srcPixels, srcPixelFormat, srcStride, width, height, u1, v1);
DrawTextureFlags flags = (vfb || g_Config.iBufFilter == SCALE_LINEAR) ? DRAWTEX_LINEAR : DRAWTEX_NEAREST;
Bind2DShader();
DrawActiveTexture(dstX, dstY, width, height, vfb->bufferWidth, vfb->bufferHeight, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, flags);
gpuStats.numUploads++;
@ -808,6 +809,7 @@ void FramebufferManagerCommon::DrawFramebufferToOutput(const u8 *srcPixels, GEBu
std::swap(v0, v1);
DrawTextureFlags flags = g_Config.iBufFilter == SCALE_LINEAR ? DRAWTEX_LINEAR : DRAWTEX_NEAREST;
flags = (DrawTextureFlags)(flags | DRAWTEX_TO_BACKBUFFER);
if (cardboardSettings.enabled) {
// Left Eye Image
SetViewport2D(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
@ -975,10 +977,11 @@ void FramebufferManagerCommon::CopyDisplayToOutput() {
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
draw_->BindFramebufferAsTexture(vfb->fbo, 0, Draw::FB_COLOR_BIT, 0);
draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_);
Bind2DShader();
DrawTextureFlags flags = g_Config.iBufFilter == SCALE_LINEAR ? DRAWTEX_LINEAR : DRAWTEX_NEAREST;
flags = (DrawTextureFlags)(flags | DRAWTEX_TO_BACKBUFFER);
// We are doing the DrawActiveTexture call directly to the backbuffer here. Hence, we must
// flip V.
Bind2DShader();
if (needBackBufferYSwap_)
std::swap(v0, v1);
if (cardboardSettings.enabled) {
@ -1007,6 +1010,7 @@ void FramebufferManagerCommon::CopyDisplayToOutput() {
CalculatePostShaderUniforms(vfb->bufferWidth, vfb->bufferHeight, renderWidth_, renderHeight_, &uniforms);
BindPostShader(uniforms);
DrawTextureFlags flags = g_Config.iBufFilter == SCALE_LINEAR ? DRAWTEX_LINEAR : DRAWTEX_NEAREST;
flags = (DrawTextureFlags)(flags | DRAWTEX_TO_BACKBUFFER);
DrawActiveTexture(0, 0, fbo_w, fbo_h, fbo_w, fbo_h, 0.0f, 0.0f, 1.0f, 1.0f, ROTATION_LOCKED_HORIZONTAL, flags);
draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_);
@ -1026,6 +1030,7 @@ void FramebufferManagerCommon::CopyDisplayToOutput() {
std::swap(v0, v1);
Bind2DShader();
flags = (!postShaderIsUpscalingFilter_ && g_Config.iBufFilter == SCALE_LINEAR) ? DRAWTEX_LINEAR : DRAWTEX_NEAREST;
flags = (DrawTextureFlags)(flags | DRAWTEX_TO_BACKBUFFER);
if (g_Config.bEnableCardboard) {
// Left Eye Image
SetViewport2D(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
@ -1049,6 +1054,7 @@ void FramebufferManagerCommon::CopyDisplayToOutput() {
if (needBackBufferYSwap_)
std::swap(v0, v1);
DrawTextureFlags flags = (!postShaderIsUpscalingFilter_ && g_Config.iBufFilter == SCALE_LINEAR) ? DRAWTEX_LINEAR : DRAWTEX_NEAREST;
flags = (DrawTextureFlags)(flags | DRAWTEX_TO_BACKBUFFER);
PostShaderUniforms uniforms{};
CalculatePostShaderUniforms(vfb->bufferWidth, vfb->bufferHeight, vfb->renderWidth, vfb->renderHeight, &uniforms);

View File

@ -155,6 +155,7 @@ enum DrawTextureFlags {
DRAWTEX_LINEAR = 1,
DRAWTEX_KEEP_TEX = 2,
DRAWTEX_KEEP_STENCIL_ALPHA = 4,
DRAWTEX_TO_BACKBUFFER = 8,
};
enum class TempFBO {

View File

@ -303,7 +303,7 @@ void FramebufferManagerVulkan::DrawActiveTexture(float x, float y, float w, floa
vtx[i].y = vtx[i].y * invDestH - 1.0f;
}
if (g_display_rotation != DisplayRotation::ROTATE_0) {
if ((flags & DRAWTEX_TO_BACKBUFFER) && g_display_rotation != DisplayRotation::ROTATE_0) {
for (int i = 0; i < 4; i++) {
// backwards notation, should fix that...
Vec3 v(vtx[i].x, vtx[i].y, 0.0f);