Address feedback, delete some unused code.

This commit is contained in:
Henrik Rydgård 2019-06-22 22:15:09 +02:00
parent 0f9dbaa2bc
commit b8bde71efe
5 changed files with 32 additions and 94 deletions

View file

@ -734,7 +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);
flags = 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);
@ -809,7 +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);
flags = flags | DRAWTEX_TO_BACKBUFFER;
if (cardboardSettings.enabled) {
// Left Eye Image
SetViewport2D(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
@ -979,7 +979,7 @@ void FramebufferManagerCommon::CopyDisplayToOutput() {
draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_);
Bind2DShader();
DrawTextureFlags flags = g_Config.iBufFilter == SCALE_LINEAR ? DRAWTEX_LINEAR : DRAWTEX_NEAREST;
flags = (DrawTextureFlags)(flags | DRAWTEX_TO_BACKBUFFER);
flags = flags | DRAWTEX_TO_BACKBUFFER;
// We are doing the DrawActiveTexture call directly to the backbuffer here. Hence, we must
// flip V.
if (needBackBufferYSwap_)
@ -1010,7 +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);
flags = 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_);
@ -1030,7 +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);
flags = flags | DRAWTEX_TO_BACKBUFFER;
if (g_Config.bEnableCardboard) {
// Left Eye Image
SetViewport2D(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
@ -1054,7 +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);
flags = flags | DRAWTEX_TO_BACKBUFFER;
PostShaderUniforms uniforms{};
CalculatePostShaderUniforms(vfb->bufferWidth, vfb->bufferHeight, vfb->renderWidth, vfb->renderHeight, &uniforms);