Merge pull request #6165 from JosJuice/auto-ir-handling

Fix incorrect handling of auto IR
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Anthony 2017-11-06 23:10:53 -08:00 committed by GitHub
commit d378811271
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6 changed files with 11 additions and 4 deletions

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@ -131,7 +131,7 @@ void PSTextureEncoder::Encode(u8* dst, const EFBCopyParams& params, u32 native_w
// TODO: This only produces perfect downsampling for 2x IR, other resolutions will need more
// complex down filtering to average all pixels and produce the correct result.
// Also, box filtering won't be correct for anything other than 1x IR
if (scale_by_half || g_ActiveConfig.iEFBScale != 1)
if (scale_by_half || g_renderer->GetEFBScale() != 1)
D3D::SetLinearCopySampler();
else
D3D::SetPointCopySampler();

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@ -233,7 +233,7 @@ static void EncodeToRamUsingShader(GLuint srcTexture, u8* destAddr, u32 dst_line
// TODO: This only produces perfect downsampling for 2x IR, other resolutions will need more
// complex down filtering to average all pixels and produce the correct result.
// Also, box filtering won't be correct for anything other than 1x IR
if (linearFilter || g_ActiveConfig.iEFBScale != 1)
if (linearFilter || g_renderer->GetEFBScale() != 1)
g_sampler_cache->BindLinearSampler(9);
else
g_sampler_cache->BindNearestSampler(9);

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@ -250,7 +250,7 @@ void TextureConverter::EncodeTextureToMemory(VkImageView src_texture, u8* dest_p
// We also linear filtering for both box filtering and downsampling higher resolutions to 1x
// TODO: This only produces perfect downsampling for 2x IR, other resolutions will need more
// complex down filtering to average all pixels and produce the correct result.
bool linear_filter = (scale_by_half && !params.depth) || g_ActiveConfig.iEFBScale != 1;
bool linear_filter = (scale_by_half && !params.depth) || g_renderer->GetEFBScale() != 1;
draw.SetPSSampler(0, src_texture, linear_filter ? g_object_cache->GetLinearSampler() :
g_object_cache->GetPointSampler());

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@ -131,6 +131,11 @@ void Renderer::RenderToXFB(u32 xfbAddr, const EFBRectangle& sourceRc, u32 fbStri
}
}
unsigned int Renderer::GetEFBScale() const
{
return m_efb_scale;
}
int Renderer::EFBToScaledX(int x) const
{
return x * static_cast<int>(m_efb_scale);

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@ -101,6 +101,8 @@ public:
std::tuple<TargetRectangle, TargetRectangle>
ConvertStereoRectangle(const TargetRectangle& rc) const;
unsigned int GetEFBScale() const;
// Use this to upscale native EFB coordinates to IDEAL internal resolution
int EFBToScaledX(int x) const;
int EFBToScaledY(int y) const;

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@ -258,7 +258,7 @@ static void SetSamplerState(u32 index, bool custom_tex, bool has_arbitrary_mips)
// that have arbitrary contents, eg. are used for fog effects where the
// distance they kick in at is important to preserve at any resolution.
state.lod_bias =
state.lod_bias + std::log2(static_cast<float>(g_ActiveConfig.iEFBScale)) * 256.f;
state.lod_bias + std::log2(static_cast<float>(g_renderer->GetEFBScale())) * 256.f;
// Anisotropic also pushes mips farther away so it cannot be used either
state.anisotropic_filtering = 0;