mirror of https://github.com/bsnes-emu/bsnes.git
Output resolution parameter
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da7c32cb10
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@ -25,6 +25,8 @@ static const vector_float2 rect[] =
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id<MTLRenderPipelineState> pipeline_state;
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id<MTLCommandQueue> command_queue;
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id<MTLBuffer> mix_previous_buffer;
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id<MTLBuffer> output_resolution_buffer;
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vector_float2 output_resolution;
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}
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- (void)createInternalView
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@ -46,13 +48,16 @@ static const vector_float2 rect[] =
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vertices = [device newBufferWithBytes:rect
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length:sizeof(rect)
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options:MTLResourceStorageModeShared];
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static const bool default_mix_value = false;
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mix_previous_buffer = [device newBufferWithBytes:&default_mix_value
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length:sizeof(default_mix_value)
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options:MTLResourceStorageModeShared];
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output_resolution_buffer = [device newBufferWithBytes:&default_mix_value
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length:sizeof(default_mix_value)
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options:MTLResourceStorageModeShared];
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[self loadShader];
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}
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@ -92,6 +97,7 @@ static const vector_float2 rect[] =
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- (void)mtkView:(nonnull MTKView *)view drawableSizeWillChange:(CGSize)size
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{
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output_resolution = (vector_float2){size.width, size.height};
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}
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- (void)drawInMTKView:(nonnull MTKView *)view
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@ -113,12 +119,14 @@ static const vector_float2 rect[] =
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if(render_pass_descriptor != nil)
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{
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*(bool *)[mix_previous_buffer contents] = [self shouldBlendFrameWithPrevious];
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*(vector_float2 *)[output_resolution_buffer contents] = output_resolution;
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id<MTLRenderCommandEncoder> render_encoder =
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[command_buffer renderCommandEncoderWithDescriptor:render_pass_descriptor];
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[render_encoder setViewport:(MTLViewport){0.0, 0.0,
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view.bounds.size.width * view.window.backingScaleFactor,
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view.bounds.size.height * view.window.backingScaleFactor,
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output_resolution.x,
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output_resolution.y,
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-1.0, 1.0}];
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[render_encoder setRenderPipelineState:pipeline_state];
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@ -131,6 +139,10 @@ static const vector_float2 rect[] =
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offset:0
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atIndex:0];
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[render_encoder setFragmentBuffer:output_resolution_buffer
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offset:0
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atIndex:1];
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[render_encoder setFragmentTexture:texture
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atIndex:0];
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@ -36,10 +36,12 @@ static inline float4 texture(texture2d<half> texture, float2 pos)
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return float4(texture.sample(texture_sampler, pos));
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}
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fragment float4 fragment_shader(rasterizer_data in [[stage_in]],
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texture2d<half> image [[ texture(0) ]],
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texture2d<half> previous_image [[ texture(1) ]],
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constant bool *mix_previous [[ buffer(0) ]])
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constant bool *mix_previous [[ buffer(0) ]],
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constant float2 *output_resolution [[ buffer(1) ]])
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{
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in.texcoords.y = 1 - in.texcoords.y;
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if (*mix_previous) {
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