Flip display layout editor coordinates to match #8130:)
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30d0615bba
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7 changed files with 15 additions and 15 deletions
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@ -228,7 +228,7 @@ void FramebufferManager::UpdatePostShaderUniforms(int bufferWidth, int bufferHei
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float v_pixel_delta = v_delta;
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if (postShaderAtOutputResolution_) {
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float x, y, w, h;
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CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL, false);
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CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL);
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u_pixel_delta = (1.0f / w) * (480.0f / bufferWidth);
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v_pixel_delta = (1.0f / h) * (272.0f / bufferHeight);
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}
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@ -397,7 +397,7 @@ void FramebufferManager::DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY,
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v0 = 1.0f;
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v1 = 0.0f;
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float x, y, w, h;
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CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL, false);
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CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL);
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glViewport(x, y, w, h);
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}
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@ -422,7 +422,7 @@ void FramebufferManager::DrawFramebufferToOutput(const u8 *srcPixels, GEBufferFo
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// (it always runs at output resolution so FXAA may look odd).
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float x, y, w, h;
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int uvRotation = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
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CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, uvRotation, true);
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CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, uvRotation);
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if (applyPostShader) {
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glsl_bind(postShaderProgram_);
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UpdatePostShaderUniforms(480, 272, renderWidth_, renderHeight_);
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@ -1053,7 +1053,7 @@ void FramebufferManager::CopyDisplayToOutput() {
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// Output coordinates
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float x, y, w, h;
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CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, uvRotation, false);
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CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, uvRotation);
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// TODO ES3: Use glInvalidateFramebuffer to discard depth/stencil data at the end of frame.
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