graphicsdriver/metal: Refactoring: Invert the viewport's Y direction

This commit is contained in:
Hajime Hoshi 2020-05-08 18:12:30 +09:00
parent 8029dc352a
commit 274245e39c

View File

@ -82,14 +82,8 @@ vertex VertexOut VertexShader(
);
VertexIn in = vertices[vid];
// In Metal, the NDC's Y direction (upward) and the framebuffer's Y direction (downward) don't match.
// Then, the Y value must be inverted.
float4 pos = projectionMatrix * float4(in.position, 0, 1);
pos.y = -pos.y;
VertexOut out = {
.position = pos,
.position = projectionMatrix * float4(in.position, 0, 1),
.tex = in.tex,
.tex_region = in.tex_region,
.color = in.color,
@ -613,8 +607,6 @@ func (g *Graphics) Draw(indexLen int, indexOffset int, mode driver.CompositeMode
rpd.ColorAttachments[0].Texture = t
rpd.ColorAttachments[0].ClearColor = mtl.ClearColor{}
w, h := g.dst.viewportSize()
if g.cb == (mtl.CommandBuffer{}) {
g.cb = g.cq.MakeCommandBuffer()
}
@ -631,11 +623,14 @@ func (g *Graphics) Draw(indexLen int, indexOffset int, mode driver.CompositeMode
compositeMode: mode,
}])
}
// In Metal, the NDC's Y direction (upward) and the framebuffer's Y direction (downward) don't
// match. Then, the Y direction must be inverted.
w, h := g.dst.viewportSize()
rce.SetViewport(mtl.Viewport{
OriginX: 0,
OriginY: 0,
OriginY: float64(h),
Width: float64(w),
Height: float64(h),
Height: -float64(h),
ZNear: -1,
ZFar: 1,
})