GPU: Add scaling shader support
Currently only Bilinear (Sharp).
This commit is contained in:
146
src/core/gpu.cpp
146
src/core/gpu.cpp
@ -1,8 +1,9 @@
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// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#include "gpu.h"
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#include "dma.h"
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#include "gpu_shadergen.h"
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#include "host.h"
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#include "imgui.h"
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#include "interrupt_controller.h"
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@ -59,7 +60,7 @@ bool GPU::Initialize()
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m_console_is_pal = System::IsPALRegion();
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UpdateCRTCConfig();
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if (!CompilePipelines())
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if (!CompileDisplayPipeline())
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{
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Host::ReportErrorAsync("Error", "Failed to compile base GPU pipelines.");
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return false;
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@ -70,7 +71,7 @@ bool GPU::Initialize()
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return true;
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}
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void GPU::UpdateSettings()
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void GPU::UpdateSettings(const Settings& old_settings)
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{
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m_force_progressive_scan = g_settings.gpu_disable_interlacing;
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m_fifo_size = g_settings.gpu_fifo_size;
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@ -86,6 +87,12 @@ void GPU::UpdateSettings()
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// Crop mode calls this, so recalculate the display area
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UpdateCRTCDisplayParameters();
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if (g_settings.display_scaling != old_settings.display_scaling)
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{
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if (!CompileDisplayPipeline())
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Panic("Failed to compile display pipeline on settings change.");
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}
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g_gpu_device->SetGPUTimingEnabled(g_settings.display_show_gpu);
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}
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@ -1540,9 +1547,9 @@ void GPU::SetTextureWindow(u32 value)
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m_draw_mode.texture_window_changed = true;
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}
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bool GPU::CompilePipelines()
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bool GPU::CompileDisplayPipeline()
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{
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ShaderGen shadergen(g_gpu_device->GetRenderAPI(), g_gpu_device->GetFeatures().dual_source_blend);
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GPUShaderGen shadergen(g_gpu_device->GetRenderAPI(), g_gpu_device->GetFeatures().dual_source_blend);
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GPUPipeline::GraphicsConfig plconfig;
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plconfig.layout = GPUPipeline::Layout::SingleTextureAndPushConstants;
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@ -1556,20 +1563,35 @@ bool GPU::CompilePipelines()
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plconfig.samples = 1;
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plconfig.per_sample_shading = false;
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std::unique_ptr<GPUShader> display_vs =
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g_gpu_device->CreateShader(GPUShaderStage::Vertex, shadergen.GenerateDisplayVertexShader());
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std::unique_ptr<GPUShader> display_fs =
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g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GenerateDisplayFragmentShader(true));
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if (!display_vs || !display_fs)
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return false;
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GL_OBJECT_NAME(display_vs, "Display Vertex Shader");
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GL_OBJECT_NAME(display_fs, "Display Fragment Shader");
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std::string vs = shadergen.GenerateDisplayVertexShader();
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std::string fs;
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switch (g_settings.display_scaling)
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{
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case DisplayScalingMode::BilinearSharp:
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fs = shadergen.GenerateDisplaySharpBilinearFragmentShader();
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break;
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plconfig.vertex_shader = display_vs.get();
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plconfig.fragment_shader = display_fs.get();
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case DisplayScalingMode::Nearest:
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case DisplayScalingMode::BilinearSmooth:
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case DisplayScalingMode::NearestInteger:
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default:
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fs = shadergen.GenerateDisplayFragmentShader();
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break;
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}
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std::unique_ptr<GPUShader> vso = g_gpu_device->CreateShader(GPUShaderStage::Vertex, vs);
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std::unique_ptr<GPUShader> fso = g_gpu_device->CreateShader(GPUShaderStage::Fragment, fs);
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if (!vso || !fso)
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return false;
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GL_OBJECT_NAME(vso, "Display Vertex Shader");
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GL_OBJECT_NAME(fso, "Display Fragment Shader [%s]", Settings::GetDisplayScalingName(g_settings.display_scaling));
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plconfig.vertex_shader = vso.get();
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plconfig.fragment_shader = fso.get();
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if (!(m_display_pipeline = g_gpu_device->CreatePipeline(plconfig)))
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return false;
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GL_OBJECT_NAME(m_display_pipeline, "Display Pipeline");
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GL_OBJECT_NAME(m_display_pipeline, "Display Pipeline [%s]",
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Settings::GetDisplayScalingName(g_settings.display_scaling));
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return true;
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}
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@ -1620,17 +1642,56 @@ bool GPU::PresentDisplay()
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const Common::Rectangle<s32> draw_rect =
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CalculateDrawRect(g_gpu_device->GetWindowWidth(), g_gpu_device->GetWindowHeight());
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return RenderDisplay(nullptr, draw_rect, g_settings.display_linear_filtering, true);
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return RenderDisplay(nullptr, draw_rect, true);
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}
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bool GPU::RenderDisplay(GPUFramebuffer* target, const Common::Rectangle<s32>& draw_rect, bool linear_filter,
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bool postfx)
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bool GPU::RenderDisplay(GPUFramebuffer* target, const Common::Rectangle<s32>& draw_rect, bool postfx)
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{
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GL_SCOPE("RenderDisplay: %dx%d at %d,%d", draw_rect.left, draw_rect.top, draw_rect.GetWidth(), draw_rect.GetHeight());
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if (m_display_texture)
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m_display_texture->MakeReadyForSampling();
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bool texture_filter_linear = false;
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bool bilinear_adjust = false;
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struct Uniforms
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{
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float src_rect[4];
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float src_size[4];
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float params[4];
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} uniforms;
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std::memset(uniforms.params, 0, sizeof(uniforms.params));
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switch (g_settings.display_scaling)
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{
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case DisplayScalingMode::Nearest:
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case DisplayScalingMode::NearestInteger:
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break;
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case DisplayScalingMode::BilinearSmooth:
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texture_filter_linear = true;
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bilinear_adjust = true;
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break;
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case DisplayScalingMode::BilinearSharp:
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{
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texture_filter_linear = true;
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uniforms.params[0] = std::max(
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std::floor(static_cast<float>(draw_rect.GetWidth()) / static_cast<float>(m_display_texture_view_width)), 1.0f);
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uniforms.params[1] = std::max(
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std::floor(static_cast<float>(draw_rect.GetHeight()) / static_cast<float>(m_display_texture_view_height)),
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1.0f);
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uniforms.params[2] = 0.5f - 0.5f / uniforms.params[0];
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uniforms.params[3] = 0.5f - 0.5f / uniforms.params[1];
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}
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break;
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default:
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UnreachableCode();
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break;
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}
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const GPUTexture::Format hdformat =
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(target && target->GetRT()) ? target->GetRT()->GetFormat() : g_gpu_device->GetWindowFormat();
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const u32 target_width = target ? target->GetWidth() : g_gpu_device->GetWindowWidth();
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@ -1654,29 +1715,30 @@ bool GPU::RenderDisplay(GPUFramebuffer* target, const Common::Rectangle<s32>& dr
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return true;
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g_gpu_device->SetPipeline(m_display_pipeline.get());
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g_gpu_device->SetTextureSampler(0, m_display_texture,
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linear_filter ? g_gpu_device->GetLinearSampler() : g_gpu_device->GetNearestSampler());
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g_gpu_device->SetTextureSampler(
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0, m_display_texture, texture_filter_linear ? g_gpu_device->GetLinearSampler() : g_gpu_device->GetNearestSampler());
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const float position_adjust = linear_filter ? 0.5f : 0.0f;
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const float size_adjust = linear_filter ? 1.0f : 0.0f;
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const float uniforms[4] = {(static_cast<float>(m_display_texture_view_x) + position_adjust) /
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static_cast<float>(m_display_texture->GetWidth()),
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(static_cast<float>(m_display_texture_view_y) + position_adjust) /
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static_cast<float>(m_display_texture->GetHeight()),
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(static_cast<float>(m_display_texture_view_width) - size_adjust) /
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static_cast<float>(m_display_texture->GetWidth()),
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(static_cast<float>(m_display_texture_view_height) - size_adjust) /
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static_cast<float>(m_display_texture->GetHeight())};
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g_gpu_device->PushUniformBuffer(uniforms, sizeof(uniforms));
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const float position_adjust = bilinear_adjust ? 0.5f : 0.0f;
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const float size_adjust = bilinear_adjust ? 1.0f : 0.0f;
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const float rcp_width = 1.0f / static_cast<float>(m_display_texture->GetWidth());
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const float rcp_height = 1.0f / static_cast<float>(m_display_texture->GetHeight());
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uniforms.src_rect[0] = (static_cast<float>(m_display_texture_view_x) + position_adjust) * rcp_width;
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uniforms.src_rect[1] = (static_cast<float>(m_display_texture_view_y) + position_adjust) * rcp_height;
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uniforms.src_rect[2] = (static_cast<float>(m_display_texture_view_width) - size_adjust) * rcp_width;
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uniforms.src_rect[3] = (static_cast<float>(m_display_texture_view_height) - size_adjust) * rcp_height;
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uniforms.src_size[0] = static_cast<float>(m_display_texture->GetWidth());
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uniforms.src_size[1] = static_cast<float>(m_display_texture->GetHeight());
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uniforms.src_size[2] = rcp_width;
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uniforms.src_size[3] = rcp_height;
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g_gpu_device->PushUniformBuffer(&uniforms, sizeof(uniforms));
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g_gpu_device->SetViewportAndScissor(draw_rect.left, draw_rect.top, draw_rect.GetWidth(), draw_rect.GetHeight());
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g_gpu_device->Draw(3, 0);
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if (really_postfx)
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{
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return PostProcessing::Apply(target, draw_rect.left, draw_rect.top, draw_rect.GetWidth(),
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draw_rect.GetHeight(), m_display_texture_view_width,
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m_display_texture_view_height);
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return PostProcessing::Apply(target, draw_rect.left, draw_rect.top, draw_rect.GetWidth(), draw_rect.GetHeight(),
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m_display_texture_view_width, m_display_texture_view_height);
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}
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else
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{
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@ -1689,10 +1751,9 @@ Common::Rectangle<float> GPU::CalculateDrawRect(s32 window_width, s32 window_hei
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bool apply_aspect_ratio /* = true */) const
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{
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const float window_ratio = static_cast<float>(window_width) / static_cast<float>(window_height);
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const float display_aspect_ratio = g_settings.display_stretch ? window_ratio : m_display_aspect_ratio;
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const float x_scale =
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apply_aspect_ratio ?
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(display_aspect_ratio / (static_cast<float>(m_display_width) / static_cast<float>(m_display_height))) :
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(m_display_aspect_ratio / (static_cast<float>(m_display_width) / static_cast<float>(m_display_height))) :
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1.0f;
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const float display_width = g_settings.display_stretch_vertically ? static_cast<float>(m_display_width) :
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static_cast<float>(m_display_width) * x_scale;
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@ -1717,12 +1778,12 @@ Common::Rectangle<float> GPU::CalculateDrawRect(s32 window_width, s32 window_hei
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{
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// align in middle vertically
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scale = static_cast<float>(window_width) / display_width;
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if (g_settings.display_integer_scaling)
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if (g_settings.display_scaling == DisplayScalingMode::NearestInteger)
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scale = std::max(std::floor(scale), 1.0f);
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if (out_left_padding)
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{
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if (g_settings.display_integer_scaling)
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if (g_settings.display_scaling == DisplayScalingMode::NearestInteger)
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*out_left_padding = std::max<float>((static_cast<float>(window_width) - display_width * scale) / 2.0f, 0.0f);
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else
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*out_left_padding = 0.0f;
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@ -1751,7 +1812,7 @@ Common::Rectangle<float> GPU::CalculateDrawRect(s32 window_width, s32 window_hei
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{
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// align in middle horizontally
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scale = static_cast<float>(window_height) / display_height;
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if (g_settings.display_integer_scaling)
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if (g_settings.display_scaling == DisplayScalingMode::NearestInteger)
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scale = std::max(std::floor(scale), 1.0f);
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if (out_left_padding)
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@ -1776,7 +1837,7 @@ Common::Rectangle<float> GPU::CalculateDrawRect(s32 window_width, s32 window_hei
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if (out_top_padding)
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{
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if (g_settings.display_integer_scaling)
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if (g_settings.display_scaling == DisplayScalingMode::NearestInteger)
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*out_top_padding = std::max<float>((static_cast<float>(window_height) - (display_height * scale)) / 2.0f, 0.0f);
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else
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*out_top_padding = 0.0f;
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@ -1974,7 +2035,8 @@ bool GPU::RenderScreenshotToBuffer(u32 width, u32 height, const Common::Rectangl
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g_gpu_device->ClearRenderTarget(render_texture.get(), 0);
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RenderDisplay(render_fb.get(), draw_rect, g_settings.display_linear_filtering, postfx);
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// TODO: this should use copy shader instead.
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RenderDisplay(render_fb.get(), draw_rect, postfx);
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g_gpu_device->SetFramebuffer(nullptr);
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