OpenGL: Fix viewport/Scissor scaling on downscaling.
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c97c46747d
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@ -187,6 +187,7 @@ void RasterizerOpenGL::Clear() {
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std::scoped_lock lock{texture_cache.mutex};
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texture_cache.UpdateRenderTargets(true);
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state_tracker.BindFramebuffer(texture_cache.GetFramebuffer()->Handle());
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SyncViewport();
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if (regs.clear_flags.scissor) {
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SyncScissorTest();
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} else {
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@ -571,6 +572,15 @@ void RasterizerOpenGL::SyncViewport() {
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}
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const bool is_rescaling{texture_cache.IsRescaling()};
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const float scale = is_rescaling ? Settings::values.resolution_info.up_factor : 1.0f;
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const auto conv = [scale](float value) -> GLfloat {
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float new_value = value * scale;
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if (scale < 1.0f) {
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const bool sign = std::signbit(value);
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new_value = std::round(std::abs(new_value));
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new_value = sign ? -new_value : new_value;
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}
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return static_cast<GLfloat>(new_value);
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};
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if (dirty_viewport) {
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flags[Dirty::Viewports] = false;
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@ -586,10 +596,11 @@ void RasterizerOpenGL::SyncViewport() {
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flags[Dirty::Viewport0 + index] = false;
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const auto& src = regs.viewport_transform[index];
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GLfloat x = (src.translate_x - src.scale_x) * scale;
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GLfloat y = (src.translate_y - src.scale_y) * scale;
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GLfloat width = src.scale_x * 2.0f * scale;
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GLfloat height = src.scale_y * 2.0f * scale;
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GLfloat x = conv(src.translate_x - src.scale_x);
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GLfloat y = conv(src.translate_y - src.scale_y);
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GLfloat width = conv(src.scale_x * 2.0f);
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GLfloat height = conv(src.scale_y * 2.0f);
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if (height < 0) {
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y += height;
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height = -height;
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@ -925,8 +936,19 @@ void RasterizerOpenGL::SyncScissorTest() {
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const auto& resolution = Settings::values.resolution_info;
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const bool is_rescaling{texture_cache.IsRescaling()};
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const auto scale_up = [resolution, is_rescaling](u32 value) {
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return is_rescaling ? resolution.ScaleUp(value) : value;
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const u32 up_scale = is_rescaling ? resolution.up_scale : 1U;
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const u32 down_shift = is_rescaling ? resolution.down_shift : 0U;
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const auto scale_up = [up_scale, down_shift](u32 value) -> u32 {
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if (value == 0) {
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return 0U;
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}
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const u32 upset = value * up_scale;
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u32 acumm{};
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if ((up_scale >> down_shift) == 0) {
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acumm = upset % 2;
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}
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const u32 converted_value = upset >> down_shift;
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return std::max<u32>(converted_value + acumm, 1U);
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};
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for (std::size_t index = 0; index < Maxwell::NumViewports; ++index) {
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if (!force && !flags[Dirty::Scissor0 + index]) {
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