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OpenGLHostDisplay: Fix offset image in libretro
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0bf2ef8a44
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@ -486,9 +486,9 @@ void OpenGLHostDisplay::RenderDisplay()
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#ifndef LIBRETRO
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#ifndef LIBRETRO
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if (!m_post_processing_chain.IsEmpty())
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if (!m_post_processing_chain.IsEmpty())
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{
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{
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ApplyPostProcessingChain(0, left, top, width, height, m_display_texture_handle, m_display_texture_width,
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ApplyPostProcessingChain(0, left, GetWindowHeight() - top - height, width, height, m_display_texture_handle,
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m_display_texture_height, m_display_texture_view_x, m_display_texture_view_y,
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m_display_texture_width, m_display_texture_height, m_display_texture_view_x,
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m_display_texture_view_width, m_display_texture_view_height);
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m_display_texture_view_y, m_display_texture_view_width, m_display_texture_view_height);
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return;
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return;
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}
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}
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#endif
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#endif
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@ -502,7 +502,7 @@ void OpenGLHostDisplay::RenderDisplay(s32 left, s32 bottom, s32 width, s32 heigh
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u32 texture_width, s32 texture_height, s32 texture_view_x, s32 texture_view_y,
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u32 texture_width, s32 texture_height, s32 texture_view_x, s32 texture_view_y,
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s32 texture_view_width, s32 texture_view_height, bool linear_filter)
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s32 texture_view_width, s32 texture_view_height, bool linear_filter)
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{
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{
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glViewport(left, GetWindowHeight() - bottom - height, width, height);
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glViewport(left, bottom, width, height);
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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glDisable(GL_CULL_FACE);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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@ -659,16 +659,18 @@ void OpenGLHostDisplay::ApplyPostProcessingChain(GLuint final_target, s32 final_
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if (!CheckPostProcessingRenderTargets(GetWindowWidth(), GetWindowHeight()))
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if (!CheckPostProcessingRenderTargets(GetWindowWidth(), GetWindowHeight()))
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{
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{
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RenderDisplay(final_left, final_top, final_width, final_height, texture_handle, texture_width, texture_height,
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RenderDisplay(final_left, GetWindowHeight() - final_top - final_height, final_width, final_height, texture_handle,
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texture_view_x, texture_view_y, texture_view_width, texture_view_height, m_display_linear_filtering);
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texture_width, texture_height, texture_view_x, texture_view_y, texture_view_width,
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texture_view_height, m_display_linear_filtering);
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return;
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return;
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}
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}
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// downsample/upsample - use same viewport for remainder
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// downsample/upsample - use same viewport for remainder
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m_post_processing_input_texture.BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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m_post_processing_input_texture.BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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RenderDisplay(final_left, final_top, final_width, final_height, texture_handle, texture_width, texture_height,
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RenderDisplay(final_left, GetWindowHeight() - final_top - final_height, final_width, final_height, texture_handle,
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texture_view_x, texture_view_y, texture_view_width, texture_view_height, m_display_linear_filtering);
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texture_width, texture_height, texture_view_x, texture_view_y, texture_view_width, texture_view_height,
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m_display_linear_filtering);
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texture_handle = reinterpret_cast<void*>(static_cast<uintptr_t>(m_post_processing_input_texture.GetGLId()));
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texture_handle = reinterpret_cast<void*>(static_cast<uintptr_t>(m_post_processing_input_texture.GetGLId()));
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texture_width = m_post_processing_input_texture.GetWidth();
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texture_width = m_post_processing_input_texture.GetWidth();
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