GPU/HW: Simplify 24-bit scanout and interlacing shader
Has the added bonus of being faster (no downscale copy) and fixes the edge case where the image is cropped in VRAM.
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@ -507,63 +507,32 @@ void GPU_HW_OpenGL::UpdateDisplay()
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}
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else
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{
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const u32 flipped_vram_offset_y = VRAM_HEIGHT - vram_offset_y - display_height;
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const u32 scaled_flipped_vram_offset_y =
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m_vram_texture.GetHeight() - scaled_vram_offset_y - scaled_display_height;
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const u32 field_offset = BoolToUInt8(interlaced && m_GPUSTAT.interlaced_field);
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glDisable(GL_BLEND);
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glDisable(GL_SCISSOR_TEST);
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const GL::Program& prog =
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m_display_programs[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)][BoolToUInt8(interlaced)];
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prog.Bind();
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m_display_programs[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)][BoolToUInt8(interlaced)].Bind();
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m_display_texture.BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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m_vram_texture.Bind();
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// Because of how the reinterpret shader works, we need to use the downscaled version.
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if (m_GPUSTAT.display_area_color_depth_24 && m_resolution_scale > 1)
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{
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const u32 copy_width = std::min<u32>((display_width * 3) / 2, VRAM_WIDTH - vram_offset_x);
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const u32 scaled_copy_width = copy_width * m_resolution_scale;
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m_vram_encoding_texture.BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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m_vram_texture.BindFramebuffer(GL_READ_FRAMEBUFFER);
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glBlitFramebuffer(scaled_vram_offset_x, scaled_flipped_vram_offset_y, scaled_vram_offset_x + scaled_copy_width,
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scaled_flipped_vram_offset_y + scaled_display_height, vram_offset_x, flipped_vram_offset_y,
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vram_offset_x + copy_width, flipped_vram_offset_y + display_height, GL_COLOR_BUFFER_BIT,
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GL_NEAREST);
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const u32 flipped_vram_offset_y = VRAM_HEIGHT - vram_offset_y - display_height;
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const u32 scaled_flipped_vram_offset_y =
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m_vram_texture.GetHeight() - scaled_vram_offset_y - scaled_display_height;
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m_display_texture.BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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m_vram_encoding_texture.Bind();
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const u32 reinterpret_field_offset =
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(m_crtc_state.regs.Y + BoolToUInt8(interlaced && m_GPUSTAT.interlaced_field)) & 1u;
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const u32 reinterpret_start_x = m_crtc_state.regs.X * m_resolution_scale;
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const u32 reinterpret_width = scaled_display_width + (m_crtc_state.display_vram_left - m_crtc_state.regs.X);
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const u32 uniforms[4] = {reinterpret_field_offset, reinterpret_start_x};
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UploadUniformBlock(uniforms, sizeof(uniforms));
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m_batch_ubo_dirty = true;
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glViewport(0, field_offset, display_width, display_height);
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glViewport(reinterpret_start_x, scaled_flipped_vram_offset_y, reinterpret_width, scaled_display_height);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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const u32 uniforms[4] = {vram_offset_x, flipped_vram_offset_y, field_offset};
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UploadUniformBlock(uniforms, sizeof(uniforms));
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m_batch_ubo_dirty = true;
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glDrawArrays(GL_TRIANGLES, 0, 3);
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m_host_display->SetDisplayTexture(reinterpret_cast<void*>(static_cast<uintptr_t>(m_display_texture.GetGLId())),
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m_display_texture.GetWidth(), m_display_texture.GetHeight(), 0,
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display_height, display_width, -static_cast<s32>(display_height));
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}
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else
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{
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m_display_texture.BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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m_vram_texture.Bind();
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glViewport(0, field_offset, scaled_display_width, scaled_display_height);
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const u32 uniforms[4] = {scaled_vram_offset_x, scaled_flipped_vram_offset_y, field_offset};
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UploadUniformBlock(uniforms, sizeof(uniforms));
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m_batch_ubo_dirty = true;
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glDrawArrays(GL_TRIANGLES, 0, 3);
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m_host_display->SetDisplayTexture(reinterpret_cast<void*>(static_cast<uintptr_t>(m_display_texture.GetGLId())),
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m_display_texture.GetWidth(), m_display_texture.GetHeight(), 0,
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scaled_display_height, scaled_display_width,
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-static_cast<s32>(scaled_display_height));
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}
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m_host_display->SetDisplayTexture(reinterpret_cast<void*>(static_cast<uintptr_t>(m_display_texture.GetGLId())),
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m_display_texture.GetWidth(), m_display_texture.GetHeight(),
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scaled_vram_offset_x, m_vram_texture.GetHeight() - scaled_vram_offset_y,
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scaled_display_width, -static_cast<s32>(scaled_display_height));
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// restore state
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m_vram_texture.BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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