Merge branch 'viewport_float'
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commit
0002236e3e
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@ -513,50 +513,38 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
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int scissorXOff = bpmem.scissorOffset.x * 2;
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int scissorYOff = bpmem.scissorOffset.y * 2;
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// TODO: ceil, floor or just cast to int?
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// TODO: Directly use the floats instead of rounding them?
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int intendedX = Renderer::EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff));
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int intendedY = Renderer::EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff));
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int intendedWd = Renderer::EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
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int intendedHt = Renderer::EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht));
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if (intendedWd < 0)
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float intendedX = Renderer::EFBToScaledXf(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff);
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float intendedY = Renderer::EFBToScaledYf(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff);
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float intendedWd = Renderer::EFBToScaledXf(2.0f * xfregs.viewport.wd);
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float intendedHt = Renderer::EFBToScaledYf(-2.0f * xfregs.viewport.ht);
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if (intendedWd < 0.f)
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{
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intendedX += intendedWd;
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intendedWd = -intendedWd;
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}
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if (intendedHt < 0)
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if (intendedHt < 0.f)
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{
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intendedY += intendedHt;
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intendedHt = -intendedHt;
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}
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// In D3D, the viewport rectangle must fit within the render target.
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int X = intendedX;
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if (X < 0)
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X = 0;
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float X = (intendedX >= 0.f) ? intendedX : 0.f;
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float Y = (intendedY >= 0.f) ? intendedY : 0.f;
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float Wd = (X + intendedWd <= GetTargetWidth()) ? intendedWd : (GetTargetWidth() - X);
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float Ht = (Y + intendedHt <= GetTargetHeight()) ? intendedHt : (GetTargetHeight() - Y);
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int Y = intendedY;
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if (Y < 0)
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Y = 0;
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int Wd = intendedWd;
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if (X + Wd > GetTargetWidth())
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Wd = GetTargetWidth() - X;
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int Ht = intendedHt;
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if (Y + Ht > GetTargetHeight())
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Ht = GetTargetHeight() - Y;
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// If GX viewport is off the render target, we must clamp our viewport
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// within the bounds. Use the correction matrix to compensate.
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ViewportCorrectionMatrix(vpCorrection,
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(float)intendedX, (float)intendedY,
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(float)intendedWd, (float)intendedHt,
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(float)X, (float)Y,
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(float)Wd, (float)Ht);
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intendedX, intendedY,
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intendedWd, intendedHt,
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X, Y,
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Wd, Ht);
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// Some games set invalid values for z-min and z-max so fix them to the max and min allowed and let the shaders do this work
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)X, (float)Y,
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(float)Wd, (float)Ht,
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y,
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Wd, Ht,
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0.f, // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
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1.f); // xfregs.viewport.farZ / 16777216.0f;
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D3D::context->RSSetViewports(1, &vp);
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@ -33,6 +33,7 @@
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#define glDrawElementsBaseVertex(...)
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#define glDrawRangeElementsBaseVertex(...)
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#define glRenderbufferStorageMultisampleCoverageNV(...)
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#define glViewportIndexedf(...)
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#endif
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#else
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#define TEX2D GL_TEXTURE_RECTANGLE_ARB
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@ -386,6 +386,7 @@ Renderer::Renderer()
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g_ogl_config.bSupportCoverageMSAA = false; // XXX: GLES3 spec has MSAA
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g_ogl_config.bSupportSampleShading = false;
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g_ogl_config.bSupportOGL31 = false;
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g_ogl_config.bSupportViewportFloat = false;
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if (DriverDetails::HasBug(DriverDetails::BUG_ISTEGRA) || DriverDetails::HasBug(DriverDetails::BUG_ISPOWERVR))
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g_ogl_config.eSupportedGLSLVersion = GLSLES2;
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else
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@ -496,6 +497,7 @@ Renderer::Renderer()
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g_ogl_config.bSupportCoverageMSAA = GLEW_NV_framebuffer_multisample_coverage;
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g_ogl_config.bSupportSampleShading = GLEW_ARB_sample_shading;
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g_ogl_config.bSupportOGL31 = GLEW_VERSION_3_1;
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g_ogl_config.bSupportViewportFloat = GLEW_ARB_viewport_array;
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if(strstr(g_ogl_config.glsl_version, "1.00") || strstr(g_ogl_config.glsl_version, "1.10") || strstr(g_ogl_config.glsl_version, "1.20"))
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{
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@ -1105,12 +1107,12 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
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int scissorYOff = bpmem.scissorOffset.y * 2;
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// TODO: ceil, floor or just cast to int?
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int X = EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - (float)scissorXOff));
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int Y = EFBToScaledY((int)ceil((float)EFB_HEIGHT - xfregs.viewport.yOrig + xfregs.viewport.ht + (float)scissorYOff));
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int Width = EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
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int Height = EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht));
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double GLNear = (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
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double GLFar = xfregs.viewport.farZ / 16777216.0f;
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float X = EFBToScaledXf(xfregs.viewport.xOrig - xfregs.viewport.wd - (float)scissorXOff);
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float Y = EFBToScaledYf((float)EFB_HEIGHT - xfregs.viewport.yOrig + xfregs.viewport.ht + (float)scissorYOff);
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float Width = EFBToScaledXf(2.0f * xfregs.viewport.wd);
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float Height = EFBToScaledYf(-2.0f * xfregs.viewport.ht);
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float GLNear = (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
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float GLFar = xfregs.viewport.farZ / 16777216.0f;
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if (Width < 0)
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{
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X += Width;
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@ -1126,7 +1128,14 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
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Matrix44::LoadIdentity(vpCorrection);
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// Update the view port
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glViewport(X, Y, Width, Height);
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if(g_ogl_config.bSupportViewportFloat)
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{
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glViewportIndexedf(0, X, Y, Width, Height);
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}
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else
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{
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glViewport(round(X), round(Y), round(Width), round(Height));
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}
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glDepthRangef(GLNear, GLFar);
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}
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@ -27,6 +27,7 @@ extern struct VideoConfig {
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bool bSupportSampleShading;
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GLSL_VERSION eSupportedGLSLVersion;
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bool bSupportOGL31;
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bool bSupportViewportFloat;
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const char *gl_vendor;
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const char *gl_renderer;
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