From 1b2d4dd75dfced5be687e94a20ecac2766d8bf44 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Wed, 5 Aug 2020 19:03:51 +0200 Subject: [PATCH] Viewport state conversion: Move the pixel scaling to after the overage clipping. --- GPU/Common/GPUStateUtils.cpp | 31 ++++++++++++------------------- 1 file changed, 12 insertions(+), 19 deletions(-) diff --git a/GPU/Common/GPUStateUtils.cpp b/GPU/Common/GPUStateUtils.cpp index c2f6931d85..46f0b56bc5 100644 --- a/GPU/Common/GPUStateUtils.cpp +++ b/GPU/Common/GPUStateUtils.cpp @@ -568,7 +568,7 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo renderHeightFactor = renderHeight / 272.0f; } - renderX += gstate_c.curRTOffsetX * renderWidthFactor; + renderX = gstate_c.curRTOffsetX; // Scissor int scissorX1 = gstate.getScissorX1(); @@ -576,8 +576,6 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo int scissorX2 = gstate.getScissorX2() + 1; int scissorY2 = gstate.getScissorY2() + 1; - // This is a bit of a hack as the render buffer isn't always that size - // We always scissor on non-buffered so that clears don't spill outside the frame. out.scissorEnable = true; if (scissorX2 < scissorX1 || scissorY2 < scissorY1) { out.scissorX = 0; @@ -585,8 +583,8 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo out.scissorW = 0; out.scissorH = 0; } else { - out.scissorX = renderX + displayOffsetX + scissorX1 * renderWidthFactor; - out.scissorY = renderY + displayOffsetY + scissorY1 * renderHeightFactor; + out.scissorX = (renderX * renderWidthFactor) + displayOffsetX + scissorX1 * renderWidthFactor; + out.scissorY = (renderY * renderHeightFactor) + displayOffsetY + scissorY1 * renderHeightFactor; out.scissorW = (scissorX2 - scissorX1) * renderWidthFactor; out.scissorH = (scissorY2 - scissorY1) * renderHeightFactor; } @@ -598,8 +596,8 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo float offsetY = gstate.getOffsetY(); if (throughmode) { - out.viewportX = renderX + displayOffsetX; - out.viewportY = renderY + displayOffsetY; + out.viewportX = renderX * renderWidthFactor + displayOffsetX; + out.viewportY = renderY * renderHeightFactor + displayOffsetY; out.viewportW = curRTWidth * renderWidthFactor; out.viewportH = curRTHeight * renderHeightFactor; out.depthRangeMin = ToScaledDepthFromIntegerScale(0); @@ -629,12 +627,6 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo float vpWidth = fabsf(gstate_c.vpWidth); float vpHeight = fabsf(gstate_c.vpHeight); - // This multiplication should probably be done after viewport clipping. Would let us very slightly simplify the clipping logic? - vpX0 *= renderWidthFactor; - vpY0 *= renderHeightFactor; - vpWidth *= renderWidthFactor; - vpHeight *= renderHeightFactor; - // We used to apply the viewport here via glstate, but there are limits which vary by driver. // This may mean some games won't work, or at least won't work at higher render resolutions. // So we apply it in the shader instead. @@ -651,7 +643,8 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo // If we're within the bounds, we want clipping the viewport way. So leave it be. { float overageLeft = std::max(-left, 0.0f); - float overageRight = std::max(right - renderWidth, 0.0f); + float overageRight = std::max(right - bufferWidth, 0.0f); + // Our center drifted by the difference in overages. float drift = overageRight - overageLeft; @@ -666,7 +659,7 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo { float overageTop = std::max(-top, 0.0f); - float overageBottom = std::max(bottom - renderHeight, 0.0f); + float overageBottom = std::max(bottom - bufferHeight, 0.0f); // Our center drifted by the difference in overages. float drift = overageBottom - overageTop; @@ -679,10 +672,10 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo } } - out.viewportX = left + displayOffsetX; - out.viewportY = top + displayOffsetY; - out.viewportW = right - left; - out.viewportH = bottom - top; + out.viewportX = left * renderWidthFactor + displayOffsetX; + out.viewportY = top * renderHeightFactor + displayOffsetY; + out.viewportW = (right - left) * renderWidthFactor; + out.viewportH = (bottom - top) * renderHeightFactor; // The depth viewport parameters are the same, but we handle it a bit differently. // When clipping is enabled, depth is clamped to [0, 65535]. And minz/maxz discard.