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Fix splash screen upside down on Android
Fixes an issue introduced in #96439 (see https://github.com/godotengine/godot/pull/96439#issuecomment-2447288702) Godot was relying on Java's activity.getWindowManager().getDefaultDisplay().getRotation(); to apply pre-rotation but this is wrong. First, getRotation() may temporarily return a different value from the correct one; which is what was causing the splash screen to be upside down. It would return -90 instead of 90 for the first rendered frame. But unfortunately, the splash screen is just one frame rendered for a very long time, so the error lingered for a long time for everyone to see. Second, to determine what rotation to use, we should be looking at what Vulkan told us, which is the value we pass to VkSurfaceTransformFlagBitsKHR::preTransform. This commit removes the now-unnecessary screen_get_internal_current_rotation() function (which was introduced by #96439) and now saves the preTransform value in the swapchain.
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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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