mirror of
https://github.com/libretro/RetroArch
synced 2025-03-29 22:20:21 +00:00
WiiU: gfx_display: fix non-vertex coordinates in draws using tex shader
This second case is hit when there's a quad with different-coloured corners, since the tex shader is needed to support that. In the quad case, there are no vertexes, and the ->x,y,width,height fields are used instead. Fixes #8519.
This commit is contained in:
parent
cb510f04d8
commit
ed24d05752
@ -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])
|
||||
{
|
||||
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)
|
||||
{
|
||||
v[0].pos.x = 0.0f;
|
||||
v[0].pos.y = 1.0f;
|
||||
v[1].pos.x = 1.0f;
|
||||
v[1].pos.y = 1.0f;
|
||||
v[2].pos.x = 0.0f;
|
||||
v[2].pos.y = 0.0f;
|
||||
v[3].pos.x = 1.0f;
|
||||
v[3].pos.y = 0.0f;
|
||||
/* Convert the libretro bottom-up coordinate system to GX2 - low y at
|
||||
the top of the screen, large y at the bottom
|
||||
The compiler will optimise 90% of this out anyway */
|
||||
float y = -(draw->y + draw->height - video_height);
|
||||
/* Remember: this is a triangle strip, not a quad, draw in a Z shape
|
||||
Bottom-left, right, top-left, right */
|
||||
v[0].pos.x = (draw->x ) / video_width;
|
||||
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
|
||||
{
|
||||
|
Loading…
x
Reference in New Issue
Block a user