Merge pull request #10396 from Pokechu22/efb-copy-clamp

Fix copy filter clamping (again)
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JMC47 2022-01-27 20:12:34 -05:00 committed by GitHub
commit f0136e0eb6
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2 changed files with 12 additions and 5 deletions

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@ -2676,7 +2676,8 @@ void TextureCacheBase::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_cop
};
Uniforms uniforms;
const float rcp_efb_width = 1.0f / static_cast<float>(g_framebuffer_manager->GetEFBWidth());
const float rcp_efb_height = 1.0f / static_cast<float>(g_framebuffer_manager->GetEFBHeight());
const u32 efb_height = g_framebuffer_manager->GetEFBHeight();
const float rcp_efb_height = 1.0f / static_cast<float>(efb_height);
uniforms.src_left = framebuffer_rect.left * rcp_efb_width;
uniforms.src_top = framebuffer_rect.top * rcp_efb_height;
uniforms.src_width = framebuffer_rect.GetWidth() * rcp_efb_width;
@ -2685,9 +2686,15 @@ void TextureCacheBase::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_cop
uniforms.filter_coefficients[1] = filter_coefficients.middle;
uniforms.filter_coefficients[2] = filter_coefficients.lower;
uniforms.gamma_rcp = 1.0f / gamma;
uniforms.clamp_top = clamp_top ? framebuffer_rect.top * rcp_efb_height : 0.0f;
int bottom_coord = framebuffer_rect.bottom - 1;
uniforms.clamp_bottom = clamp_bottom ? bottom_coord * rcp_efb_height : 1.0f;
// NOTE: when the clamp bits aren't set, the hardware will happily read beyond the EFB,
// which returns random garbage from the empty bus (confirmed by hardware tests).
//
// In our implementation, the garbage just so happens to be the top or bottom row.
// Statistically, that could happen.
const u32 top_coord = clamp_top ? framebuffer_rect.top : 0;
uniforms.clamp_top = (static_cast<float>(top_coord) + .5f) * rcp_efb_height;
const u32 bottom_coord = (clamp_bottom ? framebuffer_rect.bottom : efb_height) - 1;
uniforms.clamp_bottom = (static_cast<float>(bottom_coord) + .5f) * rcp_efb_height;
uniforms.pixel_height = g_ActiveConfig.bCopyEFBScaled ? rcp_efb_height : 1.0f / EFB_HEIGHT;
uniforms.padding = 0;
g_vertex_manager->UploadUtilityUniforms(&uniforms, sizeof(uniforms));

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@ -127,7 +127,7 @@ ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data)
{
out.Write("VARYING_LOCATION(0) in vec3 v_tex0;\n");
}
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;"
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n"
"void main()\n{{\n");
}