Merge pull request #94952 from alvinhochun/angle-d3d11-flip-y

Optimize ANGLE on D3D11 to remove an extra blit
This commit is contained in:
Thaddeus Crews
2024-10-10 18:13:17 -05:00
4 changed files with 99 additions and 4 deletions

View File

@@ -86,6 +86,10 @@
#define strcpy strcpy_s
#endif
#ifdef WINDOWS_ENABLED
bool RasterizerGLES3::screen_flipped_y = false;
#endif
bool RasterizerGLES3::gles_over_gl = true;
void RasterizerGLES3::begin_frame(double frame_step) {
@@ -389,6 +393,12 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
flip_y = false;
}
#ifdef WINDOWS_ENABLED
if (screen_flipped_y) {
flip_y = !flip_y;
}
#endif
GLuint read_fbo = 0;
glGenFramebuffers(1, &read_fbo);
glBindFramebuffer(GL_READ_FRAMEBUFFER, read_fbo);
@@ -485,9 +495,14 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
screenrect.position += ((Size2(win_size.width, win_size.height) - screenrect.size) / 2.0).floor();
}
// Flip Y.
screenrect.position.y = win_size.y - screenrect.position.y;
screenrect.size.y = -screenrect.size.y;
#ifdef WINDOWS_ENABLED
if (!screen_flipped_y)
#endif
{
// Flip Y.
screenrect.position.y = win_size.y - screenrect.position.y;
screenrect.size.y = -screenrect.size.y;
}
// Normalize texture coordinates to window size.
screenrect.position /= win_size;