Viewport state conversion: Move the pixel scaling to after the overage clipping.

This commit is contained in:
Henrik Rydgård 2020-08-05 19:03:51 +02:00
parent eadd3c5785
commit 1b2d4dd75d

View file

@ -568,7 +568,7 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo
renderHeightFactor = renderHeight / 272.0f; renderHeightFactor = renderHeight / 272.0f;
} }
renderX += gstate_c.curRTOffsetX * renderWidthFactor; renderX = gstate_c.curRTOffsetX;
// Scissor // Scissor
int scissorX1 = gstate.getScissorX1(); int scissorX1 = gstate.getScissorX1();
@ -576,8 +576,6 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo
int scissorX2 = gstate.getScissorX2() + 1; int scissorX2 = gstate.getScissorX2() + 1;
int scissorY2 = gstate.getScissorY2() + 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; out.scissorEnable = true;
if (scissorX2 < scissorX1 || scissorY2 < scissorY1) { if (scissorX2 < scissorX1 || scissorY2 < scissorY1) {
out.scissorX = 0; out.scissorX = 0;
@ -585,8 +583,8 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo
out.scissorW = 0; out.scissorW = 0;
out.scissorH = 0; out.scissorH = 0;
} else { } else {
out.scissorX = renderX + displayOffsetX + scissorX1 * renderWidthFactor; out.scissorX = (renderX * renderWidthFactor) + displayOffsetX + scissorX1 * renderWidthFactor;
out.scissorY = renderY + displayOffsetY + scissorY1 * renderHeightFactor; out.scissorY = (renderY * renderHeightFactor) + displayOffsetY + scissorY1 * renderHeightFactor;
out.scissorW = (scissorX2 - scissorX1) * renderWidthFactor; out.scissorW = (scissorX2 - scissorX1) * renderWidthFactor;
out.scissorH = (scissorY2 - scissorY1) * renderHeightFactor; out.scissorH = (scissorY2 - scissorY1) * renderHeightFactor;
} }
@ -598,8 +596,8 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo
float offsetY = gstate.getOffsetY(); float offsetY = gstate.getOffsetY();
if (throughmode) { if (throughmode) {
out.viewportX = renderX + displayOffsetX; out.viewportX = renderX * renderWidthFactor + displayOffsetX;
out.viewportY = renderY + displayOffsetY; out.viewportY = renderY * renderHeightFactor + displayOffsetY;
out.viewportW = curRTWidth * renderWidthFactor; out.viewportW = curRTWidth * renderWidthFactor;
out.viewportH = curRTHeight * renderHeightFactor; out.viewportH = curRTHeight * renderHeightFactor;
out.depthRangeMin = ToScaledDepthFromIntegerScale(0); out.depthRangeMin = ToScaledDepthFromIntegerScale(0);
@ -629,12 +627,6 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo
float vpWidth = fabsf(gstate_c.vpWidth); float vpWidth = fabsf(gstate_c.vpWidth);
float vpHeight = fabsf(gstate_c.vpHeight); 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. // 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. // 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. // 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. // If we're within the bounds, we want clipping the viewport way. So leave it be.
{ {
float overageLeft = std::max(-left, 0.0f); 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. // Our center drifted by the difference in overages.
float drift = overageRight - overageLeft; float drift = overageRight - overageLeft;
@ -666,7 +659,7 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo
{ {
float overageTop = std::max(-top, 0.0f); 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. // Our center drifted by the difference in overages.
float drift = overageBottom - overageTop; float drift = overageBottom - overageTop;
@ -679,10 +672,10 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo
} }
} }
out.viewportX = left + displayOffsetX; out.viewportX = left * renderWidthFactor + displayOffsetX;
out.viewportY = top + displayOffsetY; out.viewportY = top * renderHeightFactor + displayOffsetY;
out.viewportW = right - left; out.viewportW = (right - left) * renderWidthFactor;
out.viewportH = bottom - top; out.viewportH = (bottom - top) * renderHeightFactor;
// The depth viewport parameters are the same, but we handle it a bit differently. // 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. // When clipping is enabled, depth is clamped to [0, 65535]. And minz/maxz discard.