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Merge pull request #98709 from darksylinc/matias-upsidedown-splash
Fix splash screen upside down on Android
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commit
2b49543478
@ -2996,6 +2996,24 @@ Error RenderingDeviceDriverVulkan::swap_chain_resize(CommandQueueID p_cmd_queue,
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swap_create_info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
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swap_create_info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE;
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swap_create_info.preTransform = surface_transform_bits;
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switch (swap_create_info.preTransform) {
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case VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR:
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swap_chain->pre_transform_rotation_degrees = 0;
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break;
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case VK_SURFACE_TRANSFORM_ROTATE_90_BIT_KHR:
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swap_chain->pre_transform_rotation_degrees = 90;
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break;
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case VK_SURFACE_TRANSFORM_ROTATE_180_BIT_KHR:
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swap_chain->pre_transform_rotation_degrees = 180;
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break;
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case VK_SURFACE_TRANSFORM_ROTATE_270_BIT_KHR:
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swap_chain->pre_transform_rotation_degrees = 270;
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break;
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default:
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WARN_PRINT("Unexpected swap_create_info.preTransform = " + itos(swap_create_info.preTransform) + ".");
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swap_chain->pre_transform_rotation_degrees = 0;
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break;
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}
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swap_create_info.compositeAlpha = composite_alpha;
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swap_create_info.presentMode = present_mode;
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swap_create_info.clipped = true;
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@ -3167,6 +3185,13 @@ RDD::RenderPassID RenderingDeviceDriverVulkan::swap_chain_get_render_pass(SwapCh
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return swap_chain->render_pass;
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}
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int RenderingDeviceDriverVulkan::swap_chain_get_pre_rotation_degrees(SwapChainID p_swap_chain) {
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DEV_ASSERT(p_swap_chain.id != 0);
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SwapChain *swap_chain = (SwapChain *)(p_swap_chain.id);
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return swap_chain->pre_transform_rotation_degrees;
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}
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RDD::DataFormat RenderingDeviceDriverVulkan::swap_chain_get_format(SwapChainID p_swap_chain) {
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DEV_ASSERT(p_swap_chain.id != 0);
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@ -359,6 +359,7 @@ private:
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LocalVector<CommandQueue *> command_queues_acquired;
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LocalVector<uint32_t> command_queues_acquired_semaphores;
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RenderPassID render_pass;
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int pre_transform_rotation_degrees = 0;
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uint32_t image_index = 0;
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#ifdef ANDROID_ENABLED
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uint64_t refresh_duration = 0;
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@ -373,6 +374,7 @@ public:
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virtual Error swap_chain_resize(CommandQueueID p_cmd_queue, SwapChainID p_swap_chain, uint32_t p_desired_framebuffer_count) override final;
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virtual FramebufferID swap_chain_acquire_framebuffer(CommandQueueID p_cmd_queue, SwapChainID p_swap_chain, bool &r_resize_required) override final;
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virtual RenderPassID swap_chain_get_render_pass(SwapChainID p_swap_chain) override final;
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virtual int swap_chain_get_pre_rotation_degrees(SwapChainID p_swap_chain) override final;
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virtual DataFormat swap_chain_get_format(SwapChainID p_swap_chain) override final;
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virtual void swap_chain_set_max_fps(SwapChainID p_swap_chain, int p_max_fps) override final;
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virtual void swap_chain_free(SwapChainID p_swap_chain) override final;
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@ -243,14 +243,6 @@ DisplayServer::ScreenOrientation DisplayServerAndroid::screen_get_orientation(in
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return (ScreenOrientation)orientation;
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}
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int DisplayServerAndroid::screen_get_internal_current_rotation(int p_screen) const {
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GodotIOJavaWrapper *godot_io_java = OS_Android::get_singleton()->get_godot_io_java();
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ERR_FAIL_NULL_V(godot_io_java, 0);
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const int rotation = godot_io_java->get_internal_current_screen_rotation();
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return rotation;
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}
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int DisplayServerAndroid::get_screen_count() const {
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return 1;
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}
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@ -133,7 +133,6 @@ public:
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virtual void screen_set_orientation(ScreenOrientation p_orientation, int p_screen = SCREEN_OF_MAIN_WINDOW) override;
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virtual ScreenOrientation screen_get_orientation(int p_screen = SCREEN_OF_MAIN_WINDOW) const override;
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virtual int screen_get_internal_current_rotation(int p_screen) const override;
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virtual int get_screen_count() const override;
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virtual int get_primary_screen() const override;
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@ -296,28 +296,6 @@ public class GodotIO {
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}
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}
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/**
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This function is used by DisplayServer::screen_get_internal_current_rotation (C++)
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and is used to implement a performance optimization in devices that do not offer
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a HW rotator.
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@return
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Rotation in degrees, in multiples of 90°
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*/
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public int getInternalCurrentScreenRotation() {
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int rotation = activity.getWindowManager().getDefaultDisplay().getRotation();
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switch (rotation) {
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case Surface.ROTATION_90:
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return 90;
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case Surface.ROTATION_180:
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return 180;
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case Surface.ROTATION_270:
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return 270;
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default:
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return 0;
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}
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}
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public void setEdit(GodotEditText _edit) {
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edit = _edit;
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}
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@ -66,7 +66,6 @@ GodotIOJavaWrapper::GodotIOJavaWrapper(JNIEnv *p_env, jobject p_godot_io_instanc
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_has_hardware_keyboard = p_env->GetMethodID(cls, "hasHardwareKeyboard", "()Z");
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_set_screen_orientation = p_env->GetMethodID(cls, "setScreenOrientation", "(I)V");
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_get_screen_orientation = p_env->GetMethodID(cls, "getScreenOrientation", "()I");
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_get_internal_current_screen_rotation = p_env->GetMethodID(cls, "getInternalCurrentScreenRotation", "()I");
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_get_system_dir = p_env->GetMethodID(cls, "getSystemDir", "(IZ)Ljava/lang/String;");
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}
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}
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@ -268,16 +267,6 @@ int GodotIOJavaWrapper::get_screen_orientation() {
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}
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}
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int GodotIOJavaWrapper::get_internal_current_screen_rotation() {
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if (_get_internal_current_screen_rotation) {
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JNIEnv *env = get_jni_env();
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ERR_FAIL_NULL_V(env, 0);
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return env->CallIntMethod(godot_io_instance, _get_internal_current_screen_rotation);
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} else {
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return 0;
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}
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}
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String GodotIOJavaWrapper::get_system_dir(int p_dir, bool p_shared_storage) {
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if (_get_system_dir) {
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JNIEnv *env = get_jni_env();
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@ -61,7 +61,6 @@ private:
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jmethodID _has_hardware_keyboard = 0;
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jmethodID _set_screen_orientation = 0;
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jmethodID _get_screen_orientation = 0;
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jmethodID _get_internal_current_screen_rotation = 0;
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jmethodID _get_system_dir = 0;
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public:
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@ -89,7 +88,6 @@ public:
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void set_vk_height(int p_height);
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void set_screen_orientation(int p_orient);
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int get_screen_orientation();
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int get_internal_current_screen_rotation();
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String get_system_dir(int p_dir, bool p_shared_storage);
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};
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@ -361,13 +361,6 @@ public:
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virtual void screen_set_orientation(ScreenOrientation p_orientation, int p_screen = SCREEN_OF_MAIN_WINDOW);
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virtual ScreenOrientation screen_get_orientation(int p_screen = SCREEN_OF_MAIN_WINDOW) const;
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// Note: The "internal" current orientation is not necessarily the current orientation and will often be 0 for most platforms.
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//
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// Some Android GPUs come with a HW-based rotator which means the screen gets rotated for free to
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// whatever orientation the device is currently facing. But many Android GPUs emulate it via SW instead,
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// which costs performance and power. This value is an optimization that tells Godot's compositor how to
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// rotate the render texture before presenting to screen so that Android's compositor doesn't have to.
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virtual int screen_get_internal_current_rotation(int p_screen = SCREEN_OF_MAIN_WINDOW) const { return 0; }
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virtual void screen_set_keep_on(bool p_enable); //disable screensaver
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virtual bool screen_is_kept_on() const;
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@ -67,7 +67,7 @@ void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0);
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// We need to invert the phone rotation.
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int screen_rotation_degrees = -DisplayServer::get_singleton()->screen_get_internal_current_rotation();
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const int screen_rotation_degrees = -RD::get_singleton()->screen_get_pre_rotation_degrees(p_screen);
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float screen_rotation = Math::deg_to_rad((float)screen_rotation_degrees);
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blit.push_constant.rotation_cos = Math::cos(screen_rotation);
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@ -238,7 +238,7 @@ void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color
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RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uset, 0);
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int screen_rotation_degrees = DisplayServer::get_singleton()->screen_get_internal_current_rotation();
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const int screen_rotation_degrees = -RD::get_singleton()->screen_get_pre_rotation_degrees(DisplayServer::MAIN_WINDOW_ID);
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float screen_rotation = Math::deg_to_rad((float)screen_rotation_degrees);
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blit.push_constant.rotation_cos = Math::cos(screen_rotation);
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blit.push_constant.rotation_sin = Math::sin(screen_rotation);
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@ -3757,6 +3757,15 @@ int RenderingDevice::screen_get_height(DisplayServer::WindowID p_screen) const {
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return context->surface_get_height(surface);
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}
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int RenderingDevice::screen_get_pre_rotation_degrees(DisplayServer::WindowID p_screen) const {
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_THREAD_SAFE_METHOD_
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HashMap<DisplayServer::WindowID, RDD::SwapChainID>::ConstIterator it = screen_swap_chains.find(p_screen);
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ERR_FAIL_COND_V_MSG(it == screen_swap_chains.end(), ERR_CANT_CREATE, "A swap chain was not created for the screen.");
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return driver->swap_chain_get_pre_rotation_degrees(it->value);
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}
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RenderingDevice::FramebufferFormatID RenderingDevice::screen_get_framebuffer_format(DisplayServer::WindowID p_screen) const {
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_THREAD_SAFE_METHOD_
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@ -1083,6 +1083,7 @@ public:
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Error screen_prepare_for_drawing(DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID);
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int screen_get_width(DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID) const;
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int screen_get_height(DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID) const;
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int screen_get_pre_rotation_degrees(DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID) const;
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FramebufferFormatID screen_get_framebuffer_format(DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID) const;
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Error screen_free(DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID);
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@ -454,6 +454,9 @@ public:
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// Retrieve the render pass that can be used to draw on the swap chain's framebuffers.
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virtual RenderPassID swap_chain_get_render_pass(SwapChainID p_swap_chain) = 0;
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// Retrieve the rotation in degrees to apply as a pre-transform. Usually 0 on PC. May be 0, 90, 180 & 270 on Android.
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virtual int swap_chain_get_pre_rotation_degrees(SwapChainID p_swap_chain) { return 0; }
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// Retrieve the format used by the swap chain's framebuffers.
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virtual DataFormat swap_chain_get_format(SwapChainID p_swap_chain) = 0;
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