GPU: Add chroma smoothing for 24-bit display enhancement
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@ -525,8 +525,9 @@ bool GPU_HW_D3D11::CompileShaders()
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{
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for (u8 interlacing = 0; interlacing < 3; interlacing++)
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{
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const std::string ps = shadergen.GenerateDisplayFragmentShader(ConvertToBoolUnchecked(depth_24bit),
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static_cast<InterlacedRenderMode>(interlacing));
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const std::string ps = shadergen.GenerateDisplayFragmentShader(
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ConvertToBoolUnchecked(depth_24bit), static_cast<InterlacedRenderMode>(interlacing),
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ConvertToBoolUnchecked(depth_24bit) && m_chroma_smoothing);
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m_display_pixel_shaders[depth_24bit][interlacing] = shader_cache.GetPixelShader(m_device.Get(), ps);
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if (!m_display_pixel_shaders[depth_24bit][interlacing])
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return false;
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@ -669,14 +670,15 @@ void GPU_HW_D3D11::UpdateDisplay()
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}
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else
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{
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const u32 resolution_scale = m_GPUSTAT.display_area_color_depth_24 ? 1 : m_resolution_scale;
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const u32 vram_offset_x = m_crtc_state.display_vram_left;
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const u32 vram_offset_y = m_crtc_state.display_vram_top;
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const u32 scaled_vram_offset_x = vram_offset_x * m_resolution_scale;
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const u32 scaled_vram_offset_y = vram_offset_y * m_resolution_scale;
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const u32 scaled_vram_offset_x = vram_offset_x * resolution_scale;
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const u32 scaled_vram_offset_y = vram_offset_y * resolution_scale;
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const u32 display_width = m_crtc_state.display_vram_width;
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const u32 display_height = m_crtc_state.display_vram_height;
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const u32 scaled_display_width = display_width * m_resolution_scale;
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const u32 scaled_display_height = display_height * m_resolution_scale;
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const u32 scaled_display_width = display_width * resolution_scale;
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const u32 scaled_display_height = display_height * resolution_scale;
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const InterlacedRenderMode interlaced = GetInterlacedRenderMode();
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if (IsDisplayDisabled())
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@ -699,8 +701,8 @@ void GPU_HW_D3D11::UpdateDisplay()
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m_context->PSSetShaderResources(0, 1, m_vram_texture.GetD3DSRVArray());
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const u32 reinterpret_field_offset = (interlaced != InterlacedRenderMode::None) ? GetInterlacedDisplayField() : 0;
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const u32 reinterpret_start_x = m_crtc_state.regs.X * m_resolution_scale;
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const u32 reinterpret_crop_left = (m_crtc_state.display_vram_left - m_crtc_state.regs.X) * m_resolution_scale;
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const u32 reinterpret_start_x = m_crtc_state.regs.X * resolution_scale;
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const u32 reinterpret_crop_left = (m_crtc_state.display_vram_left - m_crtc_state.regs.X) * resolution_scale;
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const u32 uniforms[4] = {reinterpret_start_x, scaled_vram_offset_y + reinterpret_field_offset,
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reinterpret_crop_left, reinterpret_field_offset};
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ID3D11PixelShader* display_pixel_shader =
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