Merge pull request #10493 from QuarkTheAwesome/gfx-display-wiiu-patch

WiiU: gfx_display: fix non-vertex coordinates in draws using tex shader
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Autechre 2020-04-22 21:16:17 +02:00 committed by GitHub
commit 28bf33cd78
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2 changed files with 16 additions and 9 deletions

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@ -184,7 +184,7 @@ CFLAGS := -mcpu=750 -meabi -mhard-float
CFLAGS += -ffast-math -Werror=implicit-function-declaration CFLAGS += -ffast-math -Werror=implicit-function-declaration
CFLAGS += -ffunction-sections -fdata-sections CFLAGS += -ffunction-sections -fdata-sections
#CFLAGS += -fomit-frame-pointer -mword-relocations #CFLAGS += -fomit-frame-pointer -mword-relocations
#CFLAGS += -Wall CFLAGS += -Wall
ifeq ($(DEBUG), 1) ifeq ($(DEBUG), 1)
CFLAGS += -O0 -g CFLAGS += -O0 -g

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@ -89,6 +89,7 @@ static void gfx_display_wiiu_draw(gfx_display_ctx_draw_t *draw,
} }
} }
/* TODO come up with a better check for "not all vertexes are the same color" */
else if (draw->coords->vertex || draw->coords->color[0] != draw->coords->color[12]) else if (draw->coords->vertex || draw->coords->color[0] != draw->coords->color[12])
{ {
if (wiiu->vertex_cache_tex.current + 4 > wiiu->vertex_cache_tex.size) if (wiiu->vertex_cache_tex.current + 4 > wiiu->vertex_cache_tex.size)
@ -106,14 +107,20 @@ static void gfx_display_wiiu_draw(gfx_display_ctx_draw_t *draw,
if (!draw->coords->vertex) if (!draw->coords->vertex)
{ {
v[0].pos.x = 0.0f; /* Convert the libretro bottom-up coordinate system to GX2 - low y at
v[0].pos.y = 1.0f; the top of the screen, large y at the bottom
v[1].pos.x = 1.0f; The compiler will optimise 90% of this out anyway */
v[1].pos.y = 1.0f; float y = -(draw->y + draw->height - video_height);
v[2].pos.x = 0.0f; /* Remember: this is a triangle strip, not a quad, draw in a Z shape
v[2].pos.y = 0.0f; Bottom-left, right, top-left, right */
v[3].pos.x = 1.0f; v[0].pos.x = (draw->x ) / video_width;
v[3].pos.y = 0.0f; v[0].pos.y = (y + draw->height) / video_height;
v[1].pos.x = (draw->x + draw->width ) / video_width;
v[1].pos.y = (y + draw->height) / video_height;
v[2].pos.x = (draw->x ) / video_width;
v[2].pos.y = (y ) / video_height;
v[3].pos.x = (draw->x + draw->width ) / video_width;
v[3].pos.y = (y ) / video_height;
} }
else else
{ {