renderer_opengl: Update DrawScreens for Switch.

merge-requests/60/head
bunnei 2018-01-09 22:47:49 +07:00
parent 292135a3b7
commit 9e2ad45c98
2 changed files with 11 additions and 23 deletions

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

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