Flip display layout editor coordinates to match #8130:)

This commit is contained in:
LunaMoo 2015-11-03 00:24:19 +01:00 committed by Luna
parent 30d0615bba
commit 71a0928d6b
7 changed files with 15 additions and 15 deletions

View file

@ -228,7 +228,7 @@ void FramebufferManager::UpdatePostShaderUniforms(int bufferWidth, int bufferHei
float v_pixel_delta = v_delta;
if (postShaderAtOutputResolution_) {
float x, y, w, h;
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL, false);
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL);
u_pixel_delta = (1.0f / w) * (480.0f / bufferWidth);
v_pixel_delta = (1.0f / h) * (272.0f / bufferHeight);
}
@ -397,7 +397,7 @@ void FramebufferManager::DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY,
v0 = 1.0f;
v1 = 0.0f;
float x, y, w, h;
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL, false);
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL);
glViewport(x, y, w, h);
}
@ -422,7 +422,7 @@ void FramebufferManager::DrawFramebufferToOutput(const u8 *srcPixels, GEBufferFo
// (it always runs at output resolution so FXAA may look odd).
float x, y, w, h;
int uvRotation = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, uvRotation, true);
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, uvRotation);
if (applyPostShader) {
glsl_bind(postShaderProgram_);
UpdatePostShaderUniforms(480, 272, renderWidth_, renderHeight_);
@ -1053,7 +1053,7 @@ void FramebufferManager::CopyDisplayToOutput() {
// Output coordinates
float x, y, w, h;
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, uvRotation, false);
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, uvRotation);
// TODO ES3: Use glInvalidateFramebuffer to discard depth/stencil data at the end of frame.