Fixing viewport

main
Francisco Javier Trujillo Mata 2024-01-29 22:27:36 +01:00 committed by Sam Lantinga
parent 851c1a5e9c
commit da8fc70a83
1 changed files with 41 additions and 12 deletions

View File

@ -52,6 +52,7 @@ typedef struct
{
GSGLOBAL *gsGlobal;
uint64_t drawColor;
SDL_Rect *viewport;
int32_t vsync_callback_id;
uint8_t vsync; /* 0 (Disabled), 1 (Enabled), 2 (Dynamic) */
} PS2_RenderData;
@ -195,6 +196,19 @@ static int PS2_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
}
static int PS2_QueueSetViewport(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
{
PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata;
const SDL_Rect *viewport = &cmd->data.viewport.rect;
data->viewport = (SDL_Rect *)viewport;
data->gsGlobal->OffsetX = (int)((2048.0f + (float)viewport->x) * 16.0f);
data->gsGlobal->OffsetY = (int)((2048.0f + (float)viewport->y) * 16.0f);
gsKit_set_scissor(data->gsGlobal, GS_SETREG_SCISSOR(viewport->x, viewport->x + viewport->w, viewport->y, viewport->y + viewport->h));
return 0;
}
static int PS2_QueueSetDrawColor(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
{
return 0; /* nothing to do in this backend. */
}
@ -308,26 +322,24 @@ static int PS2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL
static int PS2_RenderSetViewPort(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
{
PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata;
const SDL_Rect *viewport = &cmd->data.viewport.rect;
gsKit_set_display_offset(data->gsGlobal, viewport->x, viewport->y);
gsKit_set_scissor(data->gsGlobal, GS_SETREG_SCISSOR(viewport->x, viewport->x + viewport->w, viewport->y, viewport->y + viewport->h));
return 0;
return 0; /* nothing to do in this backend. */
}
static int PS2_RenderSetClipRect(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
{
PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata;
SDL_Rect *viewport = data->viewport;
const SDL_Rect *rect = &cmd->data.cliprect.rect;
if (cmd->data.cliprect.enabled) {
gsKit_set_scissor(data->gsGlobal, GS_SETREG_SCISSOR(rect->x, rect->x + rect->w, rect->y, rect->y + rect->h));
} else {
gsKit_set_scissor(data->gsGlobal, GS_SCISSOR_RESET);
/* We need to do it relative to saved viewport */
viewport->x += rect->x;
viewport->y += rect->y;
viewport->w = SDL_min(viewport->w, rect->w);
viewport->h = SDL_min(viewport->h, rect->h);
}
gsKit_set_scissor(data->gsGlobal, GS_SETREG_SCISSOR(viewport->x, viewport->x + viewport->w, viewport->y, viewport->y + viewport->h));
return 0;
}
@ -348,7 +360,8 @@ static int PS2_RenderSetDrawColor(SDL_Renderer *renderer, SDL_RenderCommand *cmd
static int PS2_RenderClear(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
{
int colorR, colorG, colorB, colorA;
int colorR, colorG, colorB, colorA, offsetX, offsetY;
SDL_Rect *viewport;
PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata;
@ -356,8 +369,24 @@ static int PS2_RenderClear(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
colorG = (cmd->data.color.g);
colorB = (cmd->data.color.b);
colorA = (cmd->data.color.a);
/* Clear the screen, so let's put default viewport */
gsKit_set_scissor(data->gsGlobal, GS_SCISSOR_RESET);
/* Put back original offset */
offsetX = data->gsGlobal->OffsetX;
offsetY = data->gsGlobal->OffsetY;
data->gsGlobal->OffsetX = (int)(2048.0f * 16.0f);
data->gsGlobal->OffsetY = (int)(2048.0f * 16.0f);
gsKit_clear(data->gsGlobal, GS_SETREG_RGBAQ(colorR, colorG, colorB, colorA, 0x00));
/* Put back original offset */
data->gsGlobal->OffsetX = offsetX;
data->gsGlobal->OffsetY = offsetY;
// /* Put back view port */
viewport = data->viewport;
gsKit_set_scissor(data->gsGlobal, GS_SETREG_SCISSOR(viewport->x, viewport->x + viewport->w, viewport->y, viewport->y + viewport->h));
return 0;
}
@ -655,7 +684,7 @@ static SDL_Renderer *PS2_CreateRenderer(SDL_Window *window, SDL_PropertiesID cre
renderer->SetTextureScaleMode = PS2_SetTextureScaleMode;
renderer->SetRenderTarget = PS2_SetRenderTarget;
renderer->QueueSetViewport = PS2_QueueSetViewport;
renderer->QueueSetDrawColor = PS2_QueueSetViewport;
renderer->QueueSetDrawColor = PS2_QueueSetDrawColor;
renderer->QueueDrawPoints = PS2_QueueDrawPoints;
renderer->QueueDrawLines = PS2_QueueDrawPoints;
renderer->QueueGeometry = PS2_QueueGeometry;