Merge pull request #8049 from stenzek/crop
Renderer: Adjust source rectangle when crop would draw off screen
This commit is contained in:
commit
951b66e4ac
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@ -328,10 +328,12 @@ void Renderer::WaitForGPUIdle()
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D3D::context->Flush();
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D3D::context->Flush();
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}
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}
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void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const MathUtil::Rectangle<int>& rc)
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void Renderer::RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
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const AbstractTexture* source_texture,
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const MathUtil::Rectangle<int>& source_rc)
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{
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{
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if (g_ActiveConfig.stereo_mode != StereoMode::Nvidia3DVision)
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if (g_ActiveConfig.stereo_mode != StereoMode::Nvidia3DVision)
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return ::Renderer::RenderXFBToScreen(texture, rc);
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return ::Renderer::RenderXFBToScreen(target_rc, source_texture, source_rc);
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if (!m_3d_vision_texture)
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if (!m_3d_vision_texture)
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Create3DVisionTexture(m_backbuffer_width, m_backbuffer_height);
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Create3DVisionTexture(m_backbuffer_width, m_backbuffer_height);
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@ -339,12 +341,11 @@ void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const MathUtil:
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// Render to staging texture which is double the width of the backbuffer
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// Render to staging texture which is double the width of the backbuffer
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SetAndClearFramebuffer(m_3d_vision_framebuffer.get());
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SetAndClearFramebuffer(m_3d_vision_framebuffer.get());
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const auto target_rc = GetTargetRectangle();
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m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 0);
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m_post_processor->BlitFromTexture(target_rc, rc, texture, 0);
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m_post_processor->BlitFromTexture(
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m_post_processor->BlitFromTexture(
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MathUtil::Rectangle<int>(target_rc.left + m_backbuffer_width, target_rc.top,
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MathUtil::Rectangle<int>(target_rc.left + m_backbuffer_width, target_rc.top,
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target_rc.right + m_backbuffer_width, target_rc.bottom),
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target_rc.right + m_backbuffer_width, target_rc.bottom),
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rc, texture, 1);
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source_rc, source_texture, 1);
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// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
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// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
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// recognize the signature and automatically include the right eye frame.
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// recognize the signature and automatically include the right eye frame.
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@ -67,8 +67,9 @@ public:
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void Flush() override;
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void Flush() override;
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void WaitForGPUIdle() override;
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void WaitForGPUIdle() override;
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void RenderXFBToScreen(const AbstractTexture* texture,
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void RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
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const MathUtil::Rectangle<int>& rc) override;
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const AbstractTexture* source_texture,
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const MathUtil::Rectangle<int>& source_rc) override;
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void OnConfigChanged(u32 bits) override;
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void OnConfigChanged(u32 bits) override;
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private:
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private:
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@ -978,19 +978,19 @@ void Renderer::ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable,
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BPFunctions::SetScissor();
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BPFunctions::SetScissor();
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}
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}
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void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const MathUtil::Rectangle<int>& rc)
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void Renderer::RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
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const AbstractTexture* source_texture,
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const MathUtil::Rectangle<int>& source_rc)
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{
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{
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// Quad-buffered stereo is annoying on GL.
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// Quad-buffered stereo is annoying on GL.
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if (g_ActiveConfig.stereo_mode != StereoMode::QuadBuffer)
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if (g_ActiveConfig.stereo_mode != StereoMode::QuadBuffer)
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return ::Renderer::RenderXFBToScreen(texture, rc);
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return ::Renderer::RenderXFBToScreen(target_rc, source_texture, source_rc);
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const auto target_rc = GetTargetRectangle();
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glDrawBuffer(GL_BACK_LEFT);
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glDrawBuffer(GL_BACK_LEFT);
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m_post_processor->BlitFromTexture(target_rc, rc, texture, 0);
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m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 0);
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glDrawBuffer(GL_BACK_RIGHT);
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glDrawBuffer(GL_BACK_RIGHT);
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m_post_processor->BlitFromTexture(target_rc, rc, texture, 1);
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m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 1);
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glDrawBuffer(GL_BACK);
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glDrawBuffer(GL_BACK);
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}
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}
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@ -134,8 +134,9 @@ public:
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void Flush() override;
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void Flush() override;
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void WaitForGPUIdle() override;
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void WaitForGPUIdle() override;
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void RenderXFBToScreen(const AbstractTexture* texture,
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void RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
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const MathUtil::Rectangle<int>& rc) override;
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const AbstractTexture* source_texture,
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const MathUtil::Rectangle<int>& source_rc) override;
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void OnConfigChanged(u32 bits) override;
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void OnConfigChanged(u32 bits) override;
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void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
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void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
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@ -94,11 +94,12 @@ std::unique_ptr<AbstractPipeline> SWRenderer::CreatePipeline(const AbstractPipel
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}
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}
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// Called on the GPU thread
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// Called on the GPU thread
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void SWRenderer::RenderXFBToScreen(const AbstractTexture* texture,
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void SWRenderer::RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
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const MathUtil::Rectangle<int>& xfb_region)
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const AbstractTexture* source_texture,
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const MathUtil::Rectangle<int>& source_rc)
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{
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{
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if (!IsHeadless())
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if (!IsHeadless())
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m_window->ShowImage(texture, xfb_region);
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m_window->ShowImage(source_texture, source_rc);
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}
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}
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u32 SWRenderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 InputData)
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u32 SWRenderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 InputData)
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@ -42,8 +42,9 @@ public:
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u16 BBoxRead(int index) override;
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u16 BBoxRead(int index) override;
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void BBoxWrite(int index, u16 value) override;
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void BBoxWrite(int index, u16 value) override;
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void RenderXFBToScreen(const AbstractTexture* texture,
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void RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
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const MathUtil::Rectangle<int>& rc) override;
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const AbstractTexture* source_texture,
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const MathUtil::Rectangle<int>& source_rc) override;
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void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
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void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
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bool zEnable, u32 color, u32 z) override;
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bool zEnable, u32 color, u32 z) override;
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@ -556,6 +556,40 @@ float Renderer::CalculateDrawAspectRatio() const
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}
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}
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}
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}
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void Renderer::AdjustRectanglesToFitBounds(MathUtil::Rectangle<int>* target_rect,
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MathUtil::Rectangle<int>* source_rect, int fb_width,
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int fb_height)
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{
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const int orig_target_width = target_rect->GetWidth();
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const int orig_target_height = target_rect->GetHeight();
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const int orig_source_width = source_rect->GetWidth();
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const int orig_source_height = source_rect->GetHeight();
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if (target_rect->left < 0)
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{
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const int offset = -target_rect->left;
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target_rect->left = 0;
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source_rect->left += offset * orig_source_width / orig_target_width;
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}
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if (target_rect->right > fb_width)
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{
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const int offset = target_rect->right - fb_width;
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target_rect->right -= offset;
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source_rect->right -= offset * orig_source_width / orig_target_width;
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}
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if (target_rect->top < 0)
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{
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const int offset = -target_rect->top;
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target_rect->top = 0;
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source_rect->top += offset * orig_source_height / orig_target_height;
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}
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if (target_rect->bottom > fb_height)
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{
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const int offset = target_rect->bottom - fb_height;
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target_rect->right -= offset;
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source_rect->right -= offset * orig_source_height / orig_target_height;
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}
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}
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bool Renderer::IsHeadless() const
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bool Renderer::IsHeadless() const
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{
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{
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return true;
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return true;
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@ -1212,7 +1246,14 @@ void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u6
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{
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{
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BindBackbuffer({{0.0f, 0.0f, 0.0f, 1.0f}});
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BindBackbuffer({{0.0f, 0.0f, 0.0f, 1.0f}});
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UpdateDrawRectangle();
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UpdateDrawRectangle();
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RenderXFBToScreen(xfb_entry->texture.get(), xfb_rect);
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// Adjust the source rectangle instead of using an oversized viewport to render the XFB.
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auto render_target_rc = GetTargetRectangle();
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auto render_source_rc = xfb_rect;
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AdjustRectanglesToFitBounds(&render_target_rc, &xfb_rect, m_backbuffer_width,
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m_backbuffer_height);
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RenderXFBToScreen(render_target_rc, xfb_entry->texture.get(), render_source_rc);
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DrawImGui();
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DrawImGui();
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// Present to the window system.
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// Present to the window system.
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@ -1280,21 +1321,22 @@ void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u6
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}
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}
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}
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}
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void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const MathUtil::Rectangle<int>& rc)
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void Renderer::RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
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const AbstractTexture* source_texture,
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const MathUtil::Rectangle<int>& source_rc)
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{
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{
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const auto target_rc = GetTargetRectangle();
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if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
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if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
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g_ActiveConfig.stereo_mode == StereoMode::TAB)
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g_ActiveConfig.stereo_mode == StereoMode::TAB)
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{
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{
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MathUtil::Rectangle<int> left_rc, right_rc;
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MathUtil::Rectangle<int> left_rc, right_rc;
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std::tie(left_rc, right_rc) = ConvertStereoRectangle(target_rc);
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std::tie(left_rc, right_rc) = ConvertStereoRectangle(target_rc);
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m_post_processor->BlitFromTexture(left_rc, rc, texture, 0);
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m_post_processor->BlitFromTexture(left_rc, source_rc, source_texture, 0);
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m_post_processor->BlitFromTexture(right_rc, rc, texture, 1);
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m_post_processor->BlitFromTexture(right_rc, source_rc, source_texture, 1);
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}
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}
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else
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else
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{
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{
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m_post_processor->BlitFromTexture(target_rc, rc, texture, 0);
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m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 0);
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}
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}
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}
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}
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@ -170,6 +170,13 @@ public:
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const MathUtil::Rectangle<int>& GetTargetRectangle() const { return m_target_rectangle; }
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const MathUtil::Rectangle<int>& GetTargetRectangle() const { return m_target_rectangle; }
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float CalculateDrawAspectRatio() const;
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float CalculateDrawAspectRatio() const;
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// Crops the target rectangle to the framebuffer dimensions, reducing the size of the source
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// rectangle if it is greater. Works even if the source and target rectangles don't have a
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// 1:1 pixel mapping, scaling as appropriate.
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void AdjustRectanglesToFitBounds(MathUtil::Rectangle<int>* target_rect,
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MathUtil::Rectangle<int>* source_rect, int fb_width,
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int fb_height);
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std::tuple<float, float> ScaleToDisplayAspectRatio(int width, int height) const;
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std::tuple<float, float> ScaleToDisplayAspectRatio(int width, int height) const;
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void UpdateDrawRectangle();
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void UpdateDrawRectangle();
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@ -215,8 +222,9 @@ public:
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// Draws the specified XFB buffer to the screen, performing any post-processing.
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// Draws the specified XFB buffer to the screen, performing any post-processing.
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// Assumes that the backbuffer has already been bound and cleared.
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// Assumes that the backbuffer has already been bound and cleared.
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virtual void RenderXFBToScreen(const AbstractTexture* texture,
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virtual void RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
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const MathUtil::Rectangle<int>& rc);
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const AbstractTexture* source_texture,
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const MathUtil::Rectangle<int>& source_rc);
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// Called when the configuration changes, and backend structures need to be updated.
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// Called when the configuration changes, and backend structures need to be updated.
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virtual void OnConfigChanged(u32 bits) {}
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virtual void OnConfigChanged(u32 bits) {}
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