mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 22:29:39 -06:00
Video Backends: Implement vertical scaling for xfb copies. This fixes the
display of PAL games that run in 50hz mode.
This commit is contained in:
@ -26,6 +26,8 @@ struct EFBEncodeParams
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s32 SrcTop;
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u32 DestWidth;
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u32 ScaleFactor;
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float y_scale;
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u32 padding[3];
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};
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PSTextureEncoder::PSTextureEncoder()
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@ -45,7 +47,7 @@ void PSTextureEncoder::Init()
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// EFB2RAM copies use max (EFB_WIDTH * 4) by (EFB_HEIGHT / 4)
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// XFB2RAM copies use max (EFB_WIDTH / 2) by (EFB_HEIGHT)
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D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_B8G8R8A8_UNORM, EFB_WIDTH * 4,
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EFB_HEIGHT, 1, 1, D3D11_BIND_RENDER_TARGET);
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1024, 1, 1, D3D11_BIND_RENDER_TARGET);
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hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out);
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CHECK(SUCCEEDED(hr), "create efb encode output texture");
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D3D::SetDebugObjectName(m_out, "efb encoder output texture");
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@ -127,6 +129,7 @@ void PSTextureEncoder::Encode(u8* dst, const EFBCopyParams& params, u32 native_w
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encode_params.SrcTop = src_rect.top;
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encode_params.DestWidth = native_width;
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encode_params.ScaleFactor = scale_by_half ? 2 : 1;
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encode_params.y_scale = params.y_scale;
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D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, &encode_params, 0, 0);
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D3D::stateman->SetPixelConstants(m_encodeParams);
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@ -134,7 +137,7 @@ void PSTextureEncoder::Encode(u8* dst, const EFBCopyParams& params, u32 native_w
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// TODO: This only produces perfect downsampling for 2x IR, other resolutions will need more
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// complex down filtering to average all pixels and produce the correct result.
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// Also, box filtering won't be correct for anything other than 1x IR
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if (scale_by_half || g_renderer->GetEFBScale() != 1)
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if (scale_by_half || g_renderer->GetEFBScale() != 1 || params.y_scale > 1.0f)
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D3D::SetLinearCopySampler();
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else
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D3D::SetPointCopySampler();
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@ -50,6 +50,7 @@ struct EncodingProgram
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{
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SHADER program;
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GLint copy_position_uniform;
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GLint y_scale_uniform;
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};
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static std::map<EFBCopyParams, EncodingProgram> s_encoding_programs;
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@ -166,6 +167,7 @@ static EncodingProgram& GetOrCreateEncodingShader(const EFBCopyParams& params)
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PanicAlert("Failed to compile texture encoding shader.");
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program.copy_position_uniform = glGetUniformLocation(program.program.glprogid, "position");
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program.y_scale_uniform = glGetUniformLocation(program.program.glprogid, "y_scale");
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return s_encoding_programs.emplace(params, program).first->second;
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}
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@ -217,7 +219,7 @@ void Shutdown()
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// dst_line_size, writeStride in bytes
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static void EncodeToRamUsingShader(GLuint srcTexture, u8* destAddr, u32 dst_line_size,
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u32 dstHeight, u32 writeStride, bool linearFilter)
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u32 dstHeight, u32 writeStride, bool linearFilter, float y_scale)
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{
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// switch to texture converter frame buffer
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// attach render buffer as color destination
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@ -233,7 +235,7 @@ static void EncodeToRamUsingShader(GLuint srcTexture, u8* destAddr, u32 dst_line
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// TODO: This only produces perfect downsampling for 2x IR, other resolutions will need more
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// complex down filtering to average all pixels and produce the correct result.
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// Also, box filtering won't be correct for anything other than 1x IR
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if (linearFilter || g_renderer->GetEFBScale() != 1)
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if (linearFilter || g_renderer->GetEFBScale() != 1 || y_scale > 1.0f)
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g_sampler_cache->BindLinearSampler(9);
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else
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g_sampler_cache->BindNearestSampler(9);
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@ -282,13 +284,14 @@ void EncodeToRamFromTexture(u8* dest_ptr, const EFBCopyParams& params, u32 nativ
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texconv_shader.program.Bind();
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glUniform4i(texconv_shader.copy_position_uniform, src_rect.left, src_rect.top, native_width,
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scale_by_half ? 2 : 1);
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glUniform1f(texconv_shader.y_scale_uniform, params.y_scale);
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const GLuint read_texture = params.depth ?
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FramebufferManager::ResolveAndGetDepthTarget(src_rect) :
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FramebufferManager::ResolveAndGetRenderTarget(src_rect);
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EncodeToRamUsingShader(read_texture, dest_ptr, bytes_per_row, num_blocks_y, memory_stride,
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scale_by_half && !params.depth);
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scale_by_half && !params.depth, params.y_scale);
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FramebufferManager::SetFramebuffer(0);
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g_renderer->RestoreAPIState();
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@ -308,7 +311,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
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// We enable linear filtering, because the GameCube does filtering in the vertical direction when
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// yscale is enabled.
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// Otherwise we get jaggies when a game uses yscaling (most PAL games)
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EncodeToRamUsingShader(srcTexture, destAddr, dstWidth * 2, dstHeight, dstStride, true);
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EncodeToRamUsingShader(srcTexture, destAddr, dstWidth * 2, dstHeight, dstStride, true, 1.0f);
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FramebufferManager::SetFramebuffer(0);
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OGLTexture::DisableStage(0);
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g_renderer->RestoreAPIState();
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@ -5,6 +5,7 @@
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#include "VideoBackends/Vulkan/TextureConverter.h"
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#include <algorithm>
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#include <array>
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#include <cstddef>
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#include <cstring>
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#include <string>
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@ -32,6 +33,14 @@
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namespace Vulkan
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{
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namespace
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{
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struct EFBEncodeParams
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{
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std::array<s32, 4> position_uniform;
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float y_scale;
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};
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}
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TextureConverter::TextureConverter()
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{
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}
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@ -243,14 +252,19 @@ void TextureConverter::EncodeTextureToMemory(VkImageView src_texture, u8* dest_p
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VK_NULL_HANDLE, shader);
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// Uniform - int4 of left,top,native_width,scale
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s32 position_uniform[4] = {src_rect.left, src_rect.top, static_cast<s32>(native_width),
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scale_by_half ? 2 : 1};
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draw.SetPushConstants(position_uniform, sizeof(position_uniform));
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EFBEncodeParams encoder_params;
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encoder_params.position_uniform[0] = src_rect.left;
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encoder_params.position_uniform[1] = src_rect.top;
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encoder_params.position_uniform[2] = static_cast<s32>(native_width);
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encoder_params.position_uniform[3] = scale_by_half ? 2 : 1;
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encoder_params.y_scale = params.y_scale;
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draw.SetPushConstants(&encoder_params, sizeof(encoder_params));
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// We also linear filtering for both box filtering and downsampling higher resolutions to 1x
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// TODO: This only produces perfect downsampling for 2x IR, other resolutions will need more
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// complex down filtering to average all pixels and produce the correct result.
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bool linear_filter = (scale_by_half && !params.depth) || g_renderer->GetEFBScale() != 1;
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bool linear_filter = (scale_by_half && !params.depth) || g_renderer->GetEFBScale() != 1 ||
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params.y_scale > 1.0f;
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draw.SetPSSampler(0, src_texture, linear_filter ? g_object_cache->GetLinearSampler() :
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g_object_cache->GetPointSampler());
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