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