Flip texcoord vertically when texturing from FBO to compensate for OpenGL coordinate systems

This commit is contained in:
Henrik Rydgard 2013-02-15 00:30:02 +01:00
parent de626e329b
commit 2301a3b49e
7 changed files with 48 additions and 12 deletions

View file

@ -542,6 +542,7 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
break;
case GE_CMD_TEXTUREMAPENABLE:
if (diff)
gstate_c.textureChanged = true;
break;
@ -549,14 +550,17 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
break;
case GE_CMD_FOGCOLOR:
if (diff)
shaderManager_->DirtyUniform(DIRTY_FOGCOLOR);
break;
case GE_CMD_FOG1:
if (diff)
shaderManager_->DirtyUniform(DIRTY_FOGCOEF);
break;
case GE_CMD_FOG2:
if (diff)
shaderManager_->DirtyUniform(DIRTY_FOGCOEF);
break;
@ -618,6 +622,7 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
case GE_CMD_TEXADDR6:
case GE_CMD_TEXADDR7:
gstate_c.textureChanged = true;
shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
break;
case GE_CMD_TEXBUFWIDTH0:

View file

@ -138,6 +138,7 @@ LinkedShader::LinkedShader(Shader *vs, Shader *fs)
glUniform1i(u_tex, 0);
// The rest, use the "dirty" mechanism.
dirtyUniforms = DIRTY_ALL;
use();
}
LinkedShader::~LinkedShader() {
@ -266,6 +267,8 @@ void LinkedShader::updateUniforms() {
if (u_uvscaleoffset != -1 && (dirtyUniforms & DIRTY_UVSCALEOFFSET)) {
float uvscaleoff[4] = {gstate_c.uScale, gstate_c.vScale, gstate_c.uOff, gstate_c.vOff};
if (gstate.isModeThrough()) {
// We never get here because we don't use HW transform with through mode.
// Although - why don't we?
uvscaleoff[0] /= gstate_c.curTextureWidth;
uvscaleoff[1] /= gstate_c.curTextureHeight;
uvscaleoff[2] /= gstate_c.curTextureWidth;

View file

@ -24,9 +24,20 @@
#include "TextureCache.h"
#include "../Core/Config.h"
// If a texture hasn't been seen for 200 frames, get rid of it.
// If a texture hasn't been seen for this many frames, get rid of it.
#define TEXTURE_KILL_AGE 200
float maxAnisotropyLevel ;
u32 RoundUpToPowerOf2(u32 v)
{
v--;
v |= v >> 1;
v |= v >> 2;
v |= v >> 4;
v |= v >> 8;
v |= v >> 16;
v++;
return v;
}
TextureCache::TextureCache() {
lastBoundTexture = -1;
@ -681,22 +692,28 @@ void TextureCache::SetTexture() {
TexCache::iterator iter = cache.find(cachekey);
TexCacheEntry *entry = NULL;
gstate_c.flipTexture = false;
if (iter != cache.end()) {
entry = &iter->second;
// Check for FBO - slow!
if (entry->fbo) {
int w = 1 << (gstate.texsize[0] & 0xf);
int h = 1 << ((gstate.texsize[0] >> 8) & 0xf);
fbo_bind_color_as_texture(entry->fbo, 0);
UpdateSamplingParams(*entry, false);
int fbow, fboh;
fbo_get_dimensions(entry->fbo, &fbow, &fboh);
// Almost certain this isn't right.
gstate_c.curTextureWidth = fbow;
gstate_c.curTextureHeight = fboh;
// This isn't right.
gstate_c.curTextureWidth = w; //w; //RoundUpToPowerOf2(fbow);
gstate_c.curTextureHeight = h; // RoundUpToPowerOf2(fboh);
gstate_c.flipTexture = true;
entry->lastFrame = gpuStats.numFrames;
return;
}
//Validate the texture here (width, height etc)
int dim = gstate.texsize[0] & 0xF0F;

View file

@ -101,5 +101,6 @@ private:
u16 *clutBuf16;
int lastBoundTexture;
float maxAnisotropyLevel;
};

View file

@ -642,6 +642,8 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
memcpy(&transformed[index].x, v, 3 * sizeof(float));
transformed[index].fog = fogCoef;
memcpy(&transformed[index].u, uv, 2 * sizeof(float));
if (gstate_c.flipTexture)
transformed[index].v = 1.0f - transformed[index].v * 2.0f;
for (int i = 0; i < 4; i++) {
transformed[index].color0[i] = c0[i] * 255.0f;
}

View file

@ -60,6 +60,9 @@ void ComputeVertexShaderID(VertexShaderID *id, int prim)
id->d[0] |= ((int)enableFog) << 2;
id->d[0] |= doTexture << 3;
id->d[0] |= (hasColor & 1) << 4;
if (doTexture)
id->d[0] |= (gstate_c.flipTexture & 1) << 5;
if (CanUseHardwareTransform(prim)) {
id->d[0] |= 1 << 8;
id->d[0] |= (hasNormal & 1) << 9;
@ -139,6 +142,7 @@ void GenerateVertexShader(int prim, char *buffer) {
bool hasColor = (gstate.vertType & GE_VTYPE_COL_MASK) != 0 || !hwXForm;
bool hasNormal = (gstate.vertType & GE_VTYPE_NRM_MASK) != 0 && hwXForm;
bool enableFog = gstate.isFogEnabled() && !gstate.isModeThrough() && !gstate.isModeClear();
bool flipV = gstate_c.flipTexture;
DoLightComputation doLight[4] = {LIGHT_OFF, LIGHT_OFF, LIGHT_OFF, LIGHT_OFF};
if (hwXForm) {
@ -396,6 +400,8 @@ void GenerateVertexShader(int prim, char *buffer) {
// ILLEGAL
break;
}
if (flipV)
WRITE(p, " v_texcoord.y = 1.0f - v_texcoord.y;\n");
}
// Compute fogdepth

View file

@ -238,6 +238,8 @@ struct GPUStateCache
float uScale,vScale;
float uOff,vOff;
bool flipTexture;
float zMin, zMax;
float lightpos[4][3];
float lightdir[4][3];