Merge branch 'viewportCorrection'
This commit is contained in:
commit
498d491942
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@ -477,30 +477,9 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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}
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}
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// Viewport correction:
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// Say you want a viewport at (ix, iy) with size (iw, ih),
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// but your viewport must be clamped at (ax, ay) with size (aw, ah).
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// Just multiply the projection matrix with the following to get the same
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// effect:
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// [ (iw/aw) 0 0 ((iw - 2*(ax-ix)) / aw - 1) ]
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// [ 0 (ih/ah) 0 ((-ih + 2*(ay-iy)) / ah + 1) ]
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// [ 0 0 1 0 ]
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// [ 0 0 0 1 ]
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static void ViewportCorrectionMatrix(Matrix44& result,
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float ix, float iy, float iw, float ih, // Intended viewport (x, y, width, height)
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float ax, float ay, float aw, float ah) // Actual viewport (x, y, width, height)
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{
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Matrix44::LoadIdentity(result);
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if (aw == 0.f || ah == 0.f)
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return;
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result.data[4*0+0] = iw / aw;
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result.data[4*0+3] = (iw - 2.f * (ax - ix)) / aw - 1.f;
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result.data[4*1+1] = ih / ah;
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result.data[4*1+3] = (-ih + 2.f * (ay - iy)) / ah + 1.f;
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}
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// Called from VertexShaderManager
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void Renderer::UpdateViewport(Matrix44& vpCorrection)
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void Renderer::UpdateViewport()
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{
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// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
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// [0] = width/2
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@ -513,34 +492,26 @@ 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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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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float X = Renderer::EFBToScaledXf(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff);
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float Y = Renderer::EFBToScaledYf(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff);
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float Wd = Renderer::EFBToScaledXf(2.0f * xfregs.viewport.wd);
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float Ht = Renderer::EFBToScaledYf(-2.0f * xfregs.viewport.ht);
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if (Wd < 0.0f)
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{
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intendedX += intendedWd;
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intendedWd = -intendedWd;
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X += Wd;
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Wd = -Wd;
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}
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if (intendedHt < 0.f)
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if (Ht < 0.0f)
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{
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intendedY += intendedHt;
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intendedHt = -intendedHt;
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Y += Ht;
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Ht = -Ht;
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}
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// In D3D, the viewport rectangle must fit within the render target.
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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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// 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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intendedX, intendedY,
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intendedWd, intendedHt,
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X, Y,
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Wd, Ht);
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X = (X >= 0.f) ? X : 0.f;
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Y = (Y >= 0.f) ? Y : 0.f;
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Wd = (X + Wd <= GetTargetWidth()) ? Wd : (GetTargetWidth() - X);
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Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y);
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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(X, Y,
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@ -1055,10 +1026,10 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangle& r
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}
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// begin next frame
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Renderer::RestoreAPIState();
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RestoreAPIState();
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D3D::BeginFrame();
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
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VertexShaderManager::SetViewportChanged();
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UpdateViewport();
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Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
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XFBWrited = false;
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@ -1078,7 +1049,7 @@ void Renderer::RestoreAPIState()
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D3D::stateman->PopBlendState();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopRasterizerState();
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VertexShaderManager::SetViewportChanged();
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UpdateViewport();
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BPFunctions::SetScissor();
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}
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@ -46,7 +46,7 @@ public:
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void ReinterpretPixelData(unsigned int convtype);
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void UpdateViewport(Matrix44& vpCorrection);
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void UpdateViewport();
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bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc);
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@ -90,6 +90,7 @@ void InitBackendInfo()
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g_Config.backend_info.bSupportsFormatReinterpretation = true;
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g_Config.backend_info.bSupportsPixelLighting = true;
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g_Config.backend_info.bSupportsPrimitiveRestart = true;
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g_Config.backend_info.bSupportsOversizedViewports = false;
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IDXGIFactory* factory;
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IDXGIAdapter* ad;
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@ -10,7 +10,6 @@
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#include "ConfigManager.h"
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#include "Render.h"
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#include "VertexShaderManager.h"
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#include "GLUtil.h"
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@ -33,7 +33,6 @@
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#include "RasterFont.h"
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#include "VertexShaderGen.h"
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#include "DLCache.h"
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#include "PixelShaderManager.h"
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#include "ProgramShaderCache.h"
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#include "VertexShaderManager.h"
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#include "VertexLoaderManager.h"
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@ -1093,7 +1092,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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}
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// Called from VertexShaderManager
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void Renderer::UpdateViewport(Matrix44& vpCorrection)
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void Renderer::UpdateViewport()
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{
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// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
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// [0] = width/2
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@ -1124,9 +1123,6 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
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Height *= -1;
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}
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// OpenGL does not require any viewport correct
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Matrix44::LoadIdentity(vpCorrection);
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// Update the view port
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if(g_ogl_config.bSupportViewportFloat)
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{
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@ -1664,7 +1660,7 @@ void Renderer::RestoreAPIState()
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SetDepthMode();
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SetBlendMode(true);
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SetLogicOpMode();
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VertexShaderManager::SetViewportChanged();
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UpdateViewport();
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#ifndef USE_GLES3
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glPolygonMode(GL_FRONT_AND_BACK, g_ActiveConfig.bWireFrame ? GL_LINE : GL_FILL);
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@ -78,7 +78,7 @@ public:
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void ReinterpretPixelData(unsigned int convtype);
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void UpdateViewport(Matrix44& vpCorrection);
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void UpdateViewport();
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bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc);
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@ -30,14 +30,12 @@
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#include "ImageWrite.h"
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#include "MemoryUtil.h"
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#include "ProgramShaderCache.h"
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#include "PixelShaderManager.h"
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#include "Render.h"
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#include "Statistics.h"
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#include "StringUtil.h"
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#include "TextureCache.h"
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#include "TextureConverter.h"
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#include "TextureDecoder.h"
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#include "VertexShaderManager.h"
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#include "VideoConfig.h"
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namespace OGL
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@ -391,7 +389,6 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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}
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FramebufferManager::SetFramebuffer(0);
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VertexShaderManager::SetViewportChanged();
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GL_REPORT_ERRORD();
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@ -9,7 +9,6 @@
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#include "TextureConversionShader.h"
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#include "TextureCache.h"
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#include "ProgramShaderCache.h"
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#include "VertexShaderManager.h"
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#include "FramebufferManager.h"
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#include "Globals.h"
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#include "VideoConfig.h"
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@ -350,7 +349,6 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
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EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
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FramebufferManager::SetFramebuffer(0);
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VertexShaderManager::SetViewportChanged();
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TextureCache::DisableStage(0);
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g_renderer->RestoreAPIState();
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GL_REPORT_ERRORD();
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@ -426,8 +424,6 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
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GL_REPORT_ERRORD();
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VertexShaderManager::SetViewportChanged();
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FramebufferManager::SetFramebuffer(0);
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g_renderer->RestoreAPIState();
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@ -146,6 +146,7 @@ void InitBackendInfo()
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g_Config.backend_info.bSupportsFormatReinterpretation = true;
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g_Config.backend_info.bSupportsPixelLighting = true;
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//g_Config.backend_info.bSupportsEarlyZ = true; // is gpu dependent and must be set in renderer
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g_Config.backend_info.bSupportsOversizedViewports = true;
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// aamodes
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const char* caamodes[] = {_trans("None"), "2x", "4x", "8x", "8x CSAA", "8xQ CSAA", "16x CSAA", "16xQ CSAA", "4x SSAA"};
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@ -49,8 +49,6 @@ void SetScissor()
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TargetRectangle trc = g_renderer->ConvertEFBRectangle(rc);
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g_renderer->SetScissorRect(trc);
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UpdateViewportWithCorrection();
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}
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void SetLineWidth()
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@ -185,6 +185,7 @@ void BPWritten(const BPCmd& bp)
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case BPMEM_SCISSORBR: // Scissor Rectable Bottom, Right
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case BPMEM_SCISSOROFFSET: // Scissor Offset
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SetScissor();
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VertexShaderManager::SetViewportChanged();
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break;
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case BPMEM_LINEPTWIDTH: // Line Width
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SetLineWidth();
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@ -30,7 +30,6 @@
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#include "XFMemory.h"
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#include "FifoPlayer/FifoRecorder.h"
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#include "AVIDump.h"
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#include "VertexShaderManager.h"
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#include <cmath>
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#include <string>
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@ -231,7 +230,6 @@ bool Renderer::CalculateTargetSize(unsigned int framebuffer_width, unsigned int
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{
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s_target_width = newEFBWidth;
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s_target_height = newEFBHeight;
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VertexShaderManager::SetViewportChanged();
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return true;
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}
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return false;
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@ -520,8 +518,8 @@ void Renderer::RecordVideoMemory()
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FifoRecorder::GetInstance().SetVideoMemory(bpMem, cpMem, xfMem, xfRegs, sizeof(XFRegisters) / 4);
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}
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void UpdateViewport(Matrix44& vpCorrection)
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void UpdateViewport()
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{
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if (xfregs.viewport.wd != 0 && xfregs.viewport.ht != 0)
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g_renderer->UpdateViewport(vpCorrection);
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g_renderer->UpdateViewport();
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}
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@ -108,7 +108,7 @@ public:
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// Finish up the current frame, print some stats
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virtual void Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& rc,float Gamma = 1.0f) = 0;
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virtual void UpdateViewport(Matrix44& vpCorrection) = 0;
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virtual void UpdateViewport() = 0;
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virtual bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc) = 0;
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@ -163,6 +163,6 @@ private:
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extern Renderer *g_renderer;
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void UpdateViewport(Matrix44& vpCorrection);
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void UpdateViewport();
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#endif // _COMMON_RENDERBASE_H_
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@ -12,7 +12,6 @@
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#include "TextureConversionShader.h"
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#include "TextureDecoder.h"
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#include "PixelShaderManager.h"
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#include "PixelShaderGen.h"
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#include "BPMemory.h"
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#include "RenderBase.h"
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@ -39,7 +39,7 @@
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#define I_TRANSFORMMATRICES "ctrmtx"
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#define I_NORMALMATRICES "cnmtx"
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#define I_POSTTRANSFORMMATRICES "cpostmtx"
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#define I_DEPTHPARAMS "cDepth" // farZ, zRange, scaled viewport width, scaled viewport height
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#define I_DEPTHPARAMS "cDepth" // farZ, zRange
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//TODO: get rid of them, they aren't used at all
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#define C_POSNORMALMATRIX 0
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@ -39,13 +39,6 @@ static float s_fViewRotation[2];
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VertexShaderConstants VertexShaderManager::constants;
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bool VertexShaderManager::dirty;
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void UpdateViewport(Matrix44& vpCorrection);
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void UpdateViewportWithCorrection()
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{
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UpdateViewport(s_viewportCorrection);
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}
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struct ProjectionHack
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{
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float sign;
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@ -130,6 +123,58 @@ void UpdateProjectionHack(int iPhackvalue[], std::string sPhackvalue[])
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g_ProjHack3 = bProjHack3;
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}
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// Viewport correction:
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// In D3D, the viewport rectangle must fit within the render target.
|
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// Say you want a viewport at (ix, iy) with size (iw, ih),
|
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// but your viewport must be clamped at (ax, ay) with size (aw, ah).
|
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// Just multiply the projection matrix with the following to get the same
|
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// effect:
|
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// [ (iw/aw) 0 0 ((iw - 2*(ax-ix)) / aw - 1) ]
|
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// [ 0 (ih/ah) 0 ((-ih + 2*(ay-iy)) / ah + 1) ]
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// [ 0 0 1 0 ]
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// [ 0 0 0 1 ]
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static void ViewportCorrectionMatrix(Matrix44& result)
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{
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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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float intendedX = xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff;
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float intendedY = xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff;
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float intendedWd = 2.0f * xfregs.viewport.wd;
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float intendedHt = -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.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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// fit to EFB size
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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 <= EFB_WIDTH) ? intendedWd : (EFB_WIDTH - X);
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float Ht = (Y + intendedHt <= EFB_HEIGHT) ? intendedHt : (EFB_HEIGHT - Y);
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Matrix44::LoadIdentity(result);
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if (Wd == 0 || Ht == 0)
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return;
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result.data[4*0+0] = intendedWd / Wd;
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result.data[4*0+3] = (intendedWd - 2.f * (X - intendedX)) / Wd - 1.f;
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result.data[4*1+1] = intendedHt / Ht;
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result.data[4*1+3] = (-intendedHt + 2.f * (Y - intendedY)) / Ht + 1.f;
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}
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void UpdateViewport();
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||||
void VertexShaderManager::Init()
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{
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Dirty();
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@ -326,12 +371,16 @@ void VertexShaderManager::SetConstants()
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bViewportChanged = false;
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constants.depthparams[0] = xfregs.viewport.farZ / 16777216.0f;
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constants.depthparams[1] = xfregs.viewport.zRange / 16777216.0f;
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constants.depthparams[2] = -1.f / g_renderer->EFBToScaledX(ceilf(2.0f * xfregs.viewport.wd));
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constants.depthparams[3] = 1.f / g_renderer->EFBToScaledY(ceilf(-2.0f * xfregs.viewport.ht));
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dirty = true;
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// This is so implementation-dependent that we can't have it here.
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UpdateViewport(s_viewportCorrection);
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bProjectionChanged = true;
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UpdateViewport();
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||||
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||||
// Update projection if the viewport isn't 1:1 useable
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if(!g_ActiveConfig.backend_info.bSupportsOversizedViewports)
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{
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||||
ViewportCorrectionMatrix(s_viewportCorrection);
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||||
bProjectionChanged = true;
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||||
}
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||||
}
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||||
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||||
if (bProjectionChanged)
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||||
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|
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@ -12,8 +12,6 @@ class PointerWrap;
|
|||
|
||||
void UpdateProjectionHack(int iParams[], std::string sParams[]);
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||||
|
||||
void UpdateViewportWithCorrection();
|
||||
|
||||
// The non-API dependent parts.
|
||||
class VertexShaderManager
|
||||
{
|
||||
|
|
|
@ -153,6 +153,7 @@ struct VideoConfig
|
|||
bool bSupportsPixelLighting;
|
||||
bool bSupportsPrimitiveRestart;
|
||||
bool bSupportsSeparateAlphaFunction;
|
||||
bool bSupportsOversizedViewports;
|
||||
bool bSupportsGLSLUBO; // needed by PixelShaderGen, so must stay in VideoCommon
|
||||
bool bSupportsEarlyZ; // needed by PixelShaderGen, so must stay in VideoCommon
|
||||
} backend_info;
|
||||
|
|
Loading…
Reference in New Issue