HostDisplay: Fix vram pixels bleeding into edges of display with linear filtering

This commit is contained in:
Connor McLaughlin
2021-01-04 01:32:14 +10:00
parent 498b00a8e8
commit f369e3c476
3 changed files with 21 additions and 12 deletions

View File

@ -775,10 +775,14 @@ void OpenGLHostDisplay::RenderDisplay(s32 left, s32 bottom, s32 width, s32 heigh
if (!m_use_gles2_draw_path)
{
m_display_program.Uniform4f(0, static_cast<float>(texture_view_x) / static_cast<float>(texture_width),
static_cast<float>(texture_view_y) / static_cast<float>(texture_height),
(static_cast<float>(texture_view_width) - 0.5f) / static_cast<float>(texture_width),
(static_cast<float>(texture_view_height) + 0.5f) / static_cast<float>(texture_height));
const float position_adjust = m_display_linear_filtering ? 0.5f : 0.0f;
const float size_adjust = m_display_linear_filtering ? 1.0f : 0.0f;
const float flip_adjust = (texture_view_height < 0) ? -1.0f : 1.0f;
m_display_program.Uniform4f(
0, (static_cast<float>(texture_view_x) + position_adjust) / static_cast<float>(texture_width),
(static_cast<float>(texture_view_y) + (position_adjust * flip_adjust)) / static_cast<float>(texture_height),
(static_cast<float>(texture_view_width) - size_adjust) / static_cast<float>(texture_width),
(static_cast<float>(texture_view_height) - (size_adjust * flip_adjust)) / static_cast<float>(texture_height));
glBindSampler(0, linear_filter ? m_display_linear_sampler : m_display_nearest_sampler);
glBindVertexArray(m_display_vao);
glDrawArrays(GL_TRIANGLES, 0, 3);