From cf81e0838974f33b3f85c1db9f2d0eeab67713d9 Mon Sep 17 00:00:00 2001
From: Yuri Kunde Schlesner <yuriks@yuriks.net>
Date: Fri, 4 Dec 2015 22:23:39 -0800
Subject: [PATCH] OpenGL: Flip framebuffers during transfer rather than when
 rendering

---
 .../renderer_opengl/gl_rasterizer.cpp         | 21 +++++++++----------
 .../renderer_opengl/gl_shader_gen.cpp         |  2 +-
 2 files changed, 11 insertions(+), 12 deletions(-)

diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 822739088..23d9517da 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -596,12 +596,12 @@ void RasterizerOpenGL::SyncCullMode() {
 
     case Pica::Regs::CullMode::KeepClockWise:
         state.cull.enabled = true;
-        state.cull.mode = GL_BACK;
+        state.cull.front_face = GL_CW;
         break;
 
     case Pica::Regs::CullMode::KeepCounterClockWise:
         state.cull.enabled = true;
-        state.cull.mode = GL_FRONT;
+        state.cull.front_face = GL_CCW;
         break;
 
     default:
@@ -692,9 +692,8 @@ void RasterizerOpenGL::SyncDrawState() {
     // OpenGL uses different y coordinates, so negate corner offset and flip origin
     // TODO: Ensure viewport_corner.x should not be negated or origin flipped
     // TODO: Use floating-point viewports for accuracy if supported
-    glViewport((GLsizei)static_cast<float>(regs.viewport_corner.x),
-                -(GLsizei)static_cast<float>(regs.viewport_corner.y)
-                    + regs.framebuffer.GetHeight() - viewport_height,
+    glViewport((GLsizei)regs.viewport_corner.x,
+               (GLsizei)regs.viewport_corner.y,
                 viewport_width, viewport_height);
 
     // Sync bound texture(s), upload if not cached
@@ -733,7 +732,7 @@ void RasterizerOpenGL::ReloadColorBuffer() {
         for (int x = 0; x < fb_color_texture.width; ++x) {
             const u32 coarse_y = y & ~7;
             u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
-            u32 gl_pixel_index = (x + y * fb_color_texture.width) * bytes_per_pixel;
+            u32 gl_pixel_index = (x + (fb_color_texture.height - 1 - y) * fb_color_texture.width) * bytes_per_pixel;
 
             u8* pixel = color_buffer + dst_offset;
             memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel);
@@ -779,7 +778,7 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
             for (int x = 0; x < fb_depth_texture.width; ++x) {
                 const u32 coarse_y = y & ~7;
                 u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
-                u32 gl_pixel_index = (x + y * fb_depth_texture.width);
+                u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
 
                 u8* pixel = depth_buffer + dst_offset;
                 u32 depth_stencil = *(u32*)pixel;
@@ -791,7 +790,7 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
             for (int x = 0; x < fb_depth_texture.width; ++x) {
                 const u32 coarse_y = y & ~7;
                 u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
-                u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp;
+                u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
 
                 u8* pixel = depth_buffer + dst_offset;
                 memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel);
@@ -846,7 +845,7 @@ void RasterizerOpenGL::CommitColorBuffer() {
                 for (int x = 0; x < fb_color_texture.width; ++x) {
                     const u32 coarse_y = y & ~7;
                     u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
-                    u32 gl_pixel_index = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
+                    u32 gl_pixel_index = x * bytes_per_pixel + (fb_color_texture.height - 1 - y) * fb_color_texture.width * bytes_per_pixel;
 
                     u8* pixel = color_buffer + dst_offset;
                     memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel);
@@ -888,7 +887,7 @@ void RasterizerOpenGL::CommitDepthBuffer() {
                     for (int x = 0; x < fb_depth_texture.width; ++x) {
                         const u32 coarse_y = y & ~7;
                         u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
-                        u32 gl_pixel_index = (x + y * fb_depth_texture.width);
+                        u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
 
                         u8* pixel = depth_buffer + dst_offset;
                         u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index];
@@ -900,7 +899,7 @@ void RasterizerOpenGL::CommitDepthBuffer() {
                     for (int x = 0; x < fb_depth_texture.width; ++x) {
                         const u32 coarse_y = y & ~7;
                         u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
-                        u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp;
+                        u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
 
                         u8* pixel = depth_buffer + dst_offset;
                         memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel);
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index 498c506e7..38de5d469 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -382,7 +382,7 @@ void main() {
     texcoord[0] = vert_texcoord0;
     texcoord[1] = vert_texcoord1;
     texcoord[2] = vert_texcoord2;
-    gl_Position = vec4(vert_position.x, -vert_position.y, -vert_position.z, vert_position.w);
+    gl_Position = vec4(vert_position.x, vert_position.y, -vert_position.z, vert_position.w);
 }
 )";