GPU: Clamp UVs to active rect when presenting

This commit is contained in:
Stenzek
2023-09-02 19:22:29 +10:00
parent 4588f9ee9f
commit 9e8ff3969e
3 changed files with 31 additions and 16 deletions

View File

@ -12,7 +12,12 @@ GPUShaderGen::~GPUShaderGen() = default;
void GPUShaderGen::WriteDisplayUniformBuffer(std::stringstream& ss)
{
DeclareUniformBuffer(ss, {"float4 u_src_rect", "float4 u_src_size", "float4 u_params"}, true);
DeclareUniformBuffer(ss, {"float4 u_src_rect", "float4 u_src_size", "float4 u_clamp_rect", "float4 u_params"}, true);
ss << R"(
float2 ClampUV(float2 uv) {
return clamp(uv, u_clamp_rect.xy, u_clamp_rect.zw);
})";
}
std::string GPUShaderGen::GenerateDisplayVertexShader()
@ -35,17 +40,17 @@ std::string GPUShaderGen::GenerateDisplayVertexShader()
return ss.str();
}
std::string GPUShaderGen::GenerateDisplayFragmentShader()
std::string GPUShaderGen::GenerateDisplayFragmentShader(bool clamp_uv)
{
std::stringstream ss;
WriteHeader(ss);
WriteDisplayUniformBuffer(ss);
DeclareTexture(ss, "samp0", 0);
DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1);
ss << R"(
{
o_col0 = float4(SAMPLE_TEXTURE(samp0, v_tex0).rgb, 1.0f);
})";
if (clamp_uv)
ss << "{\n o_col0 = float4(SAMPLE_TEXTURE(samp0, ClampUV(v_tex0)).rgb, 1.0f);\n }";
else
ss << "{\n o_col0 = float4(SAMPLE_TEXTURE(samp0, v_tex0).rgb, 1.0f);\n }";
return ss.str();
}
@ -72,7 +77,7 @@ std::string GPUShaderGen::GenerateDisplaySharpBilinearFragmentShader()
float2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5;
float2 mod_texel = texel_floored + f;
o_col0 = float4(SAMPLE_TEXTURE(samp0, mod_texel * u_src_size.zw).rgb, 1.0f);
o_col0 = float4(SAMPLE_TEXTURE(samp0, ClampUV(mod_texel * u_src_size.zw)).rgb, 1.0f);
})";
return ss.str();