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Fixing viewport
(cherry picked from commit d34a7c5ed2a2b3d4180a839d7534fc165af7d064)
This commit is contained in:
parent
80cb52c944
commit
5a492e8196
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@ -47,6 +47,7 @@ typedef struct
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{
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GSGLOBAL *gsGlobal;
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uint64_t drawColor;
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SDL_Rect *viewport;
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int32_t vsync_callback_id;
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uint8_t vsync; /* 0 (Disabled), 1 (Enabled), 2 (Dynamic) */
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} PS2_RenderData;
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@ -190,6 +191,19 @@ static int PS2_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
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}
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static int PS2_QueueSetViewport(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
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{
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PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata;
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const SDL_Rect *viewport = &cmd->data.viewport.rect;
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data->viewport = (SDL_Rect *)viewport;
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data->gsGlobal->OffsetX = (int)((2048.0f + (float)viewport->x) * 16.0f);
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data->gsGlobal->OffsetY = (int)((2048.0f + (float)viewport->y) * 16.0f);
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gsKit_set_scissor(data->gsGlobal, GS_SETREG_SCISSOR(viewport->x, viewport->x + viewport->w, viewport->y, viewport->y + viewport->h));
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return 0;
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}
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static int PS2_QueueSetDrawColor(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
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{
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return 0; /* nothing to do in this backend. */
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}
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@ -303,26 +317,24 @@ static int PS2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL
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static int PS2_RenderSetViewPort(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
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{
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PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata;
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const SDL_Rect *viewport = &cmd->data.viewport.rect;
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gsKit_set_display_offset(data->gsGlobal, viewport->x, viewport->y);
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gsKit_set_scissor(data->gsGlobal, GS_SETREG_SCISSOR(viewport->x, viewport->x + viewport->w, viewport->y, viewport->y + viewport->h));
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return 0;
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return 0; /* nothing to do in this backend. */
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}
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static int PS2_RenderSetClipRect(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
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{
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PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata;
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SDL_Rect *viewport = data->viewport;
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const SDL_Rect *rect = &cmd->data.cliprect.rect;
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if (cmd->data.cliprect.enabled) {
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gsKit_set_scissor(data->gsGlobal, GS_SETREG_SCISSOR(rect->x, rect->x + rect->w, rect->y, rect->y + rect->h));
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} else {
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gsKit_set_scissor(data->gsGlobal, GS_SCISSOR_RESET);
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/* We need to do it relative to saved viewport */
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viewport->x += rect->x;
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viewport->y += rect->y;
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viewport->w = SDL_min(viewport->w, rect->w);
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viewport->h = SDL_min(viewport->h, rect->h);
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}
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gsKit_set_scissor(data->gsGlobal, GS_SETREG_SCISSOR(viewport->x, viewport->x + viewport->w, viewport->y, viewport->y + viewport->h));
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return 0;
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}
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@ -343,7 +355,8 @@ static int PS2_RenderSetDrawColor(SDL_Renderer *renderer, SDL_RenderCommand *cmd
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static int PS2_RenderClear(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
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{
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int colorR, colorG, colorB, colorA;
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int colorR, colorG, colorB, colorA, offsetX, offsetY;
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SDL_Rect *viewport;
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PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata;
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@ -351,8 +364,24 @@ static int PS2_RenderClear(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
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colorG = (cmd->data.color.g);
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colorB = (cmd->data.color.b);
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colorA = (cmd->data.color.a);
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/* Clear the screen, so let's put default viewport */
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gsKit_set_scissor(data->gsGlobal, GS_SCISSOR_RESET);
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/* Put back original offset */
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offsetX = data->gsGlobal->OffsetX;
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offsetY = data->gsGlobal->OffsetY;
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data->gsGlobal->OffsetX = (int)(2048.0f * 16.0f);
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data->gsGlobal->OffsetY = (int)(2048.0f * 16.0f);
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gsKit_clear(data->gsGlobal, GS_SETREG_RGBAQ(colorR, colorG, colorB, colorA, 0x00));
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/* Put back original offset */
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data->gsGlobal->OffsetX = offsetX;
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data->gsGlobal->OffsetY = offsetY;
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// /* Put back view port */
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viewport = data->viewport;
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gsKit_set_scissor(data->gsGlobal, GS_SETREG_SCISSOR(viewport->x, viewport->x + viewport->w, viewport->y, viewport->y + viewport->h));
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return 0;
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}
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@ -645,7 +674,7 @@ static SDL_Renderer *PS2_CreateRenderer(SDL_Window *window, Uint32 flags)
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renderer->SetTextureScaleMode = PS2_SetTextureScaleMode;
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renderer->SetRenderTarget = PS2_SetRenderTarget;
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renderer->QueueSetViewport = PS2_QueueSetViewport;
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renderer->QueueSetDrawColor = PS2_QueueSetViewport;
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renderer->QueueSetDrawColor = PS2_QueueSetDrawColor;
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renderer->QueueDrawPoints = PS2_QueueDrawPoints;
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renderer->QueueDrawLines = PS2_QueueDrawPoints;
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renderer->QueueGeometry = PS2_QueueGeometry;
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