mirror of https://github.com/Ryujinx/Ryujinx.git
AreaScaling: Delete unused scaleX/scaleY uniforms.
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@ -21,8 +21,6 @@ namespace Ryujinx.Graphics.OpenGL.Effects
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private int _dstX1Uniform;
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private int _dstX1Uniform;
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private int _dstY0Uniform;
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private int _dstY0Uniform;
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private int _dstY1Uniform;
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private int _dstY1Uniform;
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private int _scaleXUniform;
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private int _scaleYUniform;
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public float Level { get; set; }
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public float Level { get; set; }
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@ -58,8 +56,6 @@ namespace Ryujinx.Graphics.OpenGL.Effects
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_dstX1Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstX1");
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_dstX1Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstX1");
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_dstY0Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstY0");
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_dstY0Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstY0");
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_dstY1Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstY1");
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_dstY1Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstY1");
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_scaleXUniform = GL.GetUniformLocation(_scalingShaderProgram, "scaleX");
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_scaleYUniform = GL.GetUniformLocation(_scalingShaderProgram, "scaleY");
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}
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}
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public void Run(
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public void Run(
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@ -82,10 +78,6 @@ namespace Ryujinx.Graphics.OpenGL.Effects
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int dispatchY = (height + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
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int dispatchY = (height + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
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// Scaling pass
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// Scaling pass
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float srcWidth = Math.Abs(source.X2 - source.X1);
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float srcHeight = Math.Abs(source.Y2 - source.Y1);
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float scaleX = srcWidth / view.Width;
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float scaleY = srcHeight / view.Height;
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GL.UseProgram(_scalingShaderProgram);
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GL.UseProgram(_scalingShaderProgram);
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view.Bind(0);
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view.Bind(0);
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GL.Uniform1(_inputUniform, 0);
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GL.Uniform1(_inputUniform, 0);
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@ -98,8 +90,6 @@ namespace Ryujinx.Graphics.OpenGL.Effects
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GL.Uniform1(_dstX1Uniform, (float)destination.X2);
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GL.Uniform1(_dstX1Uniform, (float)destination.X2);
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GL.Uniform1(_dstY0Uniform, (float)destination.Y1);
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GL.Uniform1(_dstY0Uniform, (float)destination.Y1);
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GL.Uniform1(_dstY1Uniform, (float)destination.Y2);
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GL.Uniform1(_dstY1Uniform, (float)destination.Y2);
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GL.Uniform1(_scaleXUniform, scaleX);
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GL.Uniform1(_scaleYUniform, scaleY);
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GL.DispatchCompute(dispatchX, dispatchY, 1);
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GL.DispatchCompute(dispatchX, dispatchY, 1);
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GL.UseProgram(previousProgram);
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GL.UseProgram(previousProgram);
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@ -11,8 +11,6 @@ layout( location=6 ) uniform float dstX0;
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layout( location=7 ) uniform float dstX1;
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layout( location=7 ) uniform float dstX1;
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layout( location=8 ) uniform float dstY0;
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layout( location=8 ) uniform float dstY0;
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layout( location=9 ) uniform float dstY1;
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layout( location=9 ) uniform float dstY1;
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layout( location=10 ) uniform float scaleX;
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layout( location=11 ) uniform float scaleY;
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/***** Area Sampling *****/
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/***** Area Sampling *****/
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@ -70,11 +70,6 @@ namespace Ryujinx.Graphics.Vulkan.Effects
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_pipeline.SetProgram(_scalingProgram);
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_pipeline.SetProgram(_scalingProgram);
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_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _sampler);
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_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _sampler);
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float srcWidth = Math.Abs(source.X2 - source.X1);
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float srcHeight = Math.Abs(source.Y2 - source.Y1);
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float scaleX = srcWidth / view.Width;
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float scaleY = srcHeight / view.Height;
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ReadOnlySpan<float> dimensionsBuffer = stackalloc float[]
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ReadOnlySpan<float> dimensionsBuffer = stackalloc float[]
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{
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{
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source.X1,
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source.X1,
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@ -85,8 +80,6 @@ namespace Ryujinx.Graphics.Vulkan.Effects
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destination.X2,
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destination.X2,
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destination.Y1,
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destination.Y1,
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destination.Y2,
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destination.Y2,
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scaleX,
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scaleY,
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};
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};
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int rangeSize = dimensionsBuffer.Length * sizeof(float);
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int rangeSize = dimensionsBuffer.Length * sizeof(float);
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@ -13,8 +13,6 @@ layout( binding = 2 ) uniform dimensions{
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float dstX1;
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float dstX1;
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float dstY0;
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float dstY0;
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float dstY1;
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float dstY1;
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float scaleX;
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float scaleY;
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};
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};
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/***** Area Sampling *****/
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/***** Area Sampling *****/
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