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@ -612,9 +612,10 @@ void GPU_HW_OpenGL::UpdateDisplay()
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m_display_texture.BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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m_vram_texture.Bind();
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const u32 flipped_vram_offset_y = VRAM_HEIGHT - vram_offset_y - display_height;
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const u8 interleaved_shift = BoolToUInt8(!m_GPUSTAT.vertical_resolution);
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const u32 flipped_vram_offset_y = VRAM_HEIGHT - vram_offset_y - (display_height >> interleaved_shift);
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const u32 scaled_flipped_vram_offset_y =
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m_vram_texture.GetHeight() - scaled_vram_offset_y - scaled_display_height;
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m_vram_texture.GetHeight() - scaled_vram_offset_y - (scaled_display_height >> interleaved_shift);
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const u32 reinterpret_field_offset = GetInterlacedDisplayLineOffset();
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const u32 reinterpret_start_x = m_crtc_state.regs.X * m_resolution_scale;
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const u32 reinterpret_crop_left = (m_crtc_state.display_vram_left - m_crtc_state.regs.X) * m_resolution_scale;
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@ -623,7 +624,7 @@ void GPU_HW_OpenGL::UpdateDisplay()
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UploadUniformBuffer(uniforms, sizeof(uniforms));
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m_batch_ubo_dirty = true;
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glViewport(0, reinterpret_field_offset, scaled_display_width, scaled_display_height);
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glViewport(0, 0, scaled_display_width, scaled_display_height);
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glBindVertexArray(m_attributeless_vao_id);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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